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823 Commits

Author SHA1 Message Date
ocornut
f67b4b2225 ImStrv: detect and fixed misuses of CalcTextSize() old signature. (9321) 2026-07-03 17:10:11 +02:00
David Mentler
399eab4ebe ImStrv: Added ImStrv formatter for LLDB (e.g. Xcode) 2026-07-03 17:10:11 +02:00
ocornut
77e1a0c97c ImStrv: made length() returns an int as it simplify the most common case (of passing %.*s to printf) 2026-07-03 17:10:11 +02:00
ocornut
05ba2c3fda ImStrv: allow constructing from two null pointers. 2026-07-03 17:10:10 +02:00
ocornut
c75472080f ImStrv: Combo(), ListBox(): seems better to not introduce the ImStrv [] versions?
As 1) user is unlikely to store that on their end. 2) nowadays with lambdas isn't an easy user-side conversion.
Then we limit explosion of an already messy API.
2026-07-03 17:10:10 +02:00
ocornut
b7a824fc1a ImStrv: convert Combo()/ListBox() to use ImStrv in their getters.
Didn't convert Combo() "const char* items_separated_by_zeros" as this doesn't translate well when used via a ImStrv constructor, may actually aim to obsolete.
Fixed for shadowing local variable warning on 2025/06/25.
2026-07-03 17:10:10 +02:00
ocornut
ed52301e8e ImStrv: add needed disambiguishing functions for const char* now being ambiguous. (5079)
amended for gcc/clang warnings
amended to facilitate merge with docking
2026-07-03 17:10:10 +02:00
ocornut
fc931b012e ImStrv: backtracked for now on supporting ImStrv for format strings.
It's widely incomplete and slow, requires a printf function taking non-zero-terminated format string to work.
Might do it eventually but it's much less a problem than labels. Format string are more frequently inlined in code and tend to be small, so existing solutions at call site can work better for now.
2026-07-03 17:10:10 +02:00
璀境石
d9ba27c42d ImStrv: enhanced VS debugger .natvis support. build fixes. (5333, 5906) 2026-07-03 17:10:10 +02:00
ocornut
9f56c53b7a ImStrv: standardized code doing format copy, optimized ImStrStr 2026-07-03 17:10:09 +02:00
ocornut
0829ffe82b ImStrv: moved double char* function signatures under #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS blocks + fixed various compiles errors/warnings. 2026-07-03 17:10:09 +02:00
ocornut
5d63ffc596 ImStrv: changed ImStrv xxx=NULL args to an explicit xxx=ImStrv()
This is mostly for the benefit of cimgui parser, ideally we would do without.
2026-07-03 17:10:09 +02:00
ocornut
5414b312c0 ImStrv: Step 2 - change ImStrv typedef to struct, perform all other logic conversion.
Squashed commits (initially a commit from rokups + many rework by ocornut. keeping them separate commits made rebasing unnecessarily tricking so merged from 2024/02)
ImStrv: many fixes (see details), added imconfig class extension example, added natvis description.
ImStrv: rework toward ensuring End is always set to constant can be compile time calculated
ImStrv: using length(), fix ambiguous empty() function, fix altered behaviors, removed unused operators.
ImStrv: various tweaks and fixes. removed ImGuiTextRange from ImGuiTextFilter, fix test engine hooks, removed constructor only used twice.
2026-07-03 17:10:08 +02:00
Rokas Kupstys
f15ef9c27f ImStrv: Step 1 - change string type to ImStrv in API. (REBASED)
(last rebase amend 2024/12/11)
2026-07-03 17:10:08 +02:00
ocornut
5c2160ac85 Settings, IO: move ConfigDebugIniSettings in same section. 2026-07-03 16:56:38 +02:00
ocornut
5fb77dfde1 Settings: added io.ConfigIniSettingsAutoDiscardMonths, trimming tool in in Metrics->Settings + internal CleanupIniSettings(). (#9460)
cc #437 #2564
2026-07-03 16:36:46 +02:00
ocornut
f7e8343ee9 Settings, IO: added io.ConfigIniSettingsSaveLastUsedDate, platform_io.Platform_SessionDate, IMGUI_DISABLE_TIME_FUNCTIONS(). (#9460)
cc #437
2026-07-03 16:36:45 +02:00
ocornut
7d43c74b59 CI: update PVS studio. Reduce Windows CI workload for typical push. 2026-07-02 15:14:32 +02:00
ocornut
8fc25800e0 Fonts, Context: assert that ImFontAtlas has no other references when destroying an owned atlas. (#9426) 2026-07-02 15:02:59 +02:00
ocornut
6824e2c2e4 Examples: Android: update to AGP 9.2.0 to support Gradle 9.6.0. 2026-07-02 14:26:46 +02:00
ocornut
e9ea19086b CI: fixed Android build on Ubuntu-latest by expliciting Gradle version to < 9.x. 2026-07-02 14:13:32 +02:00
ocornut
caddd26fb9 Backends: Metal4: minor tweaks/comments. (#9458, #9451) 2026-07-02 12:09:06 +02:00
Amélie Heinrich
fc6395365d Backends: Metal4: Added Metal 4 backend. Added SDL3+Metal4 example. (#9458, #9451) 2026-07-02 12:00:10 +02:00
ocornut
93dd4c1567 Backends: Metal4: copy imgui_imp_metal.* to imgui_impl_metal4.*, unmodified. (#9458, #9451) 2026-07-02 11:59:36 +02:00
ocornut
279d04f7a3 Added GetItemClickedCountWithSingleClickDelay(), io.MouseSingleClickDelay. (#8337) 2026-07-01 18:53:29 +02:00
ocornut
0edad6d097 Internals: track WasSelected/WasSoleSelected data for ActiveId. (#8337) 2026-07-01 18:53:27 +02:00
ocornut
e408733ecc BeginMenu(), MenuItem() use NextItemData.Flags + Fixed typo in comment. (#9456) 2026-07-01 12:38:32 +02:00
ocornut
9e6c0416fe Backends: GLFW,SDL2,SDL3: added wayland/driver marker in io.BackendPlatformName.
+ Stored bd->IsWayland variable for e.g. #7433
2026-06-29 18:26:59 +02:00
ocornut
c66d9a8190 Examples, SDL2/SDL3: use SDL_GetWindowSizeInPixels() to create framebuffers. (#8761, #9124)
+ cc #7433
2026-06-29 11:50:42 +02:00
ocornut
76f5be2749 Settings: minor struct packing. 2026-06-25 22:59:51 +02:00
ocornut
60fbdbb8d8 Multi-Select: reworked ImGuiMultiSelectFlags_NoAutoSelect as it carried side-effects that were hardcoded/designed to use multi-selection on checkboxes. (#9391) 2026-06-25 14:13:13 +02:00
ocornut
ac6f9683b5 Style: added MenuItemRounding, SelectableRounding, ImGuiStyleVar_MenuItemRounding, ImGuiStyleVar_SelectableRounding. (#7589, #9375, #9453) 2026-06-25 11:43:50 +02:00
ocornut
1c1241136a Tables: fixed (harmless) flag clearing issue in TableReconcileColumns(). (#9108)
Was actually harmless because IsNeedReconcileSrc never read again for this column.
2026-06-25 11:22:09 +02:00
ocornut
0e355af09e RenderNavCursor: take rounding as input. Removed ImGuiNavRenderCursorFlags_NoRounding.
Toward #7589
2026-06-24 18:34:30 +02:00
ocornut
26432cfdc6 Style, Nav: scale the NavCursor border thickness when using large values with ScallAllSizes(). 2026-06-24 17:57:04 +02:00
ocornut
be374fa598 TreeNode: fixed nav cursor rendering with rounding even though tree nodes don't have it. (#7589) 2026-06-24 17:32:36 +02:00
ocornut
e74453760b Tables: rewrote TableLoadSettingsForColumns() to match TableReconcileColumn() logic more precisely. (#9108)
Fixes issues with e.g. duplicate identifiers. See "table_topology_change_1" test.
2026-06-24 16:01:44 +02:00
ocornut
ec69495ca8 Tables: fixed some cases of reconcile/load handling when using duplicate identifiers. (#9108) 2026-06-24 16:01:44 +02:00
ocornut
b522576054 Tables: tracking topology changes by default. Match by ID then in sequential order for remaining. (#9108, #4046)
Removed ImGuiTableFlags_TrackTopologyChanges.
2026-06-24 16:01:43 +02:00
ocornut
570c0e03b7 Tables: extract part of TableLoadSettingsForColumns() into TableLoadSettingsForColumn(). (#9108) 2026-06-24 15:52:16 +02:00
ocornut
b9cf21733d Tables: avoid forcing a settings load on count change. (#9108)
At this very moment, I don't have a specific need/use for it. Went into this direction with solving the bigger problem, and it seems right but is not hard required right now.
2026-06-24 15:51:43 +02:00
ocornut
7930405c73 Tables: rework _TrackTopologyChanges to function without enforcing saving order/visibility. (#9108) 2026-06-24 15:51:22 +02:00
ocornut
f2fcdfe97f Tables: fixed duplicate settings entry. 2026-06-24 15:51:03 +02:00
ocornut
2f94e7dc13 Tables: add support for ImGuiTableFlags_TrackTopologyChanges (#9108, #4046) 2026-06-24 15:50:17 +02:00
Clownacy
b2377d616d Nav, Popups: fixed context menu activation with gamepad erroneously testing for _NavEnableKeyboard instead of _NavEnableGamepad. (#9454)
cc: #8803, #9270
2026-06-24 13:49:28 +02:00
ocornut
d15966ff6c Tables: fixed TableGcCompactSettings() not invalidating bound offset. A crash could in theory be triggered if clicking "Gc All" after saved tables have reduced column count.
Tested by "table_settings_5"
2026-06-18 19:48:53 +02:00
Cleroth
9a5c070308 Windows: fixed double-click collapse toggle not owning the mouse button. (#9439) 2026-06-17 15:21:36 +02:00
ocornut
73a6610e81 Backends: OpenGL3: Expose selected render state in ImGui_ImplOpenGL3_RenderState, allowing to dynamically select between use of glBindSampler() and glTexParameter(). (#9378) 2026-06-17 15:02:51 +02:00
Brenton Bostick
7aaf10f15b Docs: fixed typos (#9449) 2026-06-17 14:11:19 +02:00
ocornut
13fc81fc82 Tables: fixes incorrect forward declaration for a missing function + fixed tooltip comment. (#9445, #9448) 2026-06-17 12:53:36 +02:00
ocornut
2064059a7f Docs, Backends: OpenGL3, Vulkan: added comments about custom sampler. (#9378) 2026-06-17 12:53:36 +02:00
Brenton Bostick
b47a3898b4 Fixed unused parameter 'table'. (#9447, #9446) 2026-06-17 12:51:54 +02:00
ocornut
138c0e6c7d Added IM_DEBUG_BREAK() handler for GCC+AArch64/ARM64. 2026-06-15 19:32:56 +02:00
ocornut
b46a37eac9 Tables: comments about misleading TableSetupColumn() user_id parameter, renamed to user_data.
ImGuiTableColumnSortSpecs::ColumnUserID should be changed to ColumnUserData.
2026-06-15 19:05:38 +02:00
ocornut
e6147a3993 Tables: allow calling TableQueueSetColumnDisplayOrder() between TableSetupColumn() and TableUpdateLayout() by removing an early out.
As `table->Columns[column_n].DisplayOrder` is not viable in this scope during a reconcile.
2026-06-15 18:25:08 +02:00
ocornut
721da6a34c Tables: apply queued requests in TableUpdateLayout()
To allow calling TableQueueSetColumnDisplayOrder() between TableSetupColumn() and between TableUpdateLayout()

# Conflicts:
#	imgui_tables.cpp
2026-06-15 18:24:43 +02:00
ocornut
360183924b CI: use Visual Studio 2026. (correct path) 2026-06-15 17:06:14 +02:00
ocornut
2aaa6d8173 CI: use Visual Studio 2026.
ref: https://github.com/actions/runner-images/blob/win25-vs2026/20260608.135/images/windows/Windows2025-VS2026-Readme.md
2026-06-15 16:52:52 +02:00
ocornut
3240201de2 Fixing build. 2026-06-15 16:37:26 +02:00
ocornut
94a3dcc5fa Tables: tweaked debug tools + minor data packing in in ImGuiTableColumn 2026-06-15 16:15:39 +02:00
ocornut
fea6f4603a ImSpan: added clear(), empty() helpers. 2026-06-15 16:13:25 +02:00
ocornut
d43c3f929c Tables: split code from TableSetupColumn() so it can be more easily deferred. 2026-06-15 16:13:25 +02:00
ocornut
36ea9728d1 Tables: save/restore column ID (unused)
Ditched UserID storage, which was provably broken/unused.
2026-06-15 16:13:25 +02:00
ocornut
2e0f949039 Tables, Debug Log: added IMGUI_DEBUG_LOG_TABLE, ImGuiDebugLogFlags_EventTable. Clicking "Clear settings" calls TableResetSettings() immediately. 2026-06-12 22:12:25 +02:00
ocornut
924f57181b Tables: Headers: fixed label being clipped early to reserve space for a sort marker even when no sort marker is displayed.
Amend 892b48e2d6: while fixing auto fit this was ditched.
2026-06-12 18:22:52 +02:00
ocornut
e5ff2d07d7 Tables: Context-menu: added "Reset" sub-menu and "Reset Visibility" option. 2026-06-11 19:15:55 +02:00
ocornut
b10137f92f Internals: move function declarations into Tables section. 2026-06-10 17:19:34 +02:00
ocornut
aa377352ef Tables: TableGcCompactTransientBuffers() can ditch AngledHeadersRequests data.
Amend b30df8890.(#6917)
2026-06-10 17:15:50 +02:00
ocornut
4312c4399f Tables: moved RefScale update and application to TableUpdateLayout(). 2026-06-10 17:15:41 +02:00
ocornut
f1dd18b75c Docs: minor amends to ImTextureData comments. 2026-06-10 15:55:48 +02:00
Oliver Dixon
5220a3f48d Examples: WebGPU: Require C++20 to build Dawn examples (#9433, #9432) 2026-06-07 09:58:58 +02:00
ocornut
6acba3b47d ImDrawListSharedData: rename CircleSegmentMaxError to CircleTessellationMaxError. Remove misleading ArcFastRadiusCutoff assignment.
cc 051ce0765, f107693d9 (3808)
2026-06-04 13:51:57 +02:00
ocornut
fc5e2f28fe Examples: WGPU: fixed typo for wvgk cloning. (#9428, #9387) 2026-06-03 19:24:06 +02:00
Vladimir Perminov
7950c96f0e Backends: OpenGL3: GLSL version detection assume GLSL 410 when GL context is 4.1. Fixes an issue running on macOS with Wine. (#9427, #6577)
Amend fc737d2333
2026-06-03 15:48:52 +02:00
ocornut
14278db024 Fonts: better document the fact that ImFontAtlas::Clear()/ClearFonts() functions are unlikely to be useful nowadays + fix tex->Updates[] ever-growing if ClearFonts() is called between frames. 2026-06-03 15:27:02 +02:00
ocornut
c4eaac6d48 Fonts: fixed an issue where passing a manually created ImFontAtlas to CreateContext() would incorrectly destroy it in DestroyContext() when ref-count gets back to zero. (#9426)
# Conflicts:
#	docs/CHANGELOG.txt
2026-06-02 19:05:40 +02:00
ocornut
5a42cddcd2 Fixed a build issue when defined IMGUI_API + IMGUI_DISABLE_OBSOLETE_FUNCTIONS. (#9424)
Amend 6df50a0
2026-06-02 18:40:14 +02:00
ocornut
995e4a65ff (Breaking) TreeNode: commented out legacy name ImGuiTreeNodeFlags_SpanTextWidth which was obsoleted in 1.90.7 (May 2024). Use ImGuiTreeNodeFlags_SpanLabelWidth instead. 2026-06-02 18:37:01 +02:00
omar
a054a016e2 Docs: Fonts: amends. 2026-06-02 18:09:48 +02:00
omar
045a0907f4 Docs: Fonts.md: added notes about TexMinWidth,TexMinHeight.
Probably misplaced: the document could have a section about memory usage considerations?
2026-06-02 18:05:23 +02:00
ocornut
5aa0393a15 DrawList: don't mark ImDrawListFlags_TextNoPixelSnap as internal in comments. (#3437, #9417, #2291) 2026-06-01 17:23:11 +02:00
ocornut
f241419b78 Tabs: use AddRectFilled(). 2026-06-01 16:49:18 +02:00
Flexan
3495e329f3 Fixed small typo in demo code (#9425) 2026-06-01 15:34:00 +02:00
ocornut
3b99fc4883 ColorButton: small rendering tweak/optimization for the alpha checkerboard.
Inverting the pattern means that for our typical 3x3 grid we don't need to draw 1+4 rounded rectangles, only 1.
This also fix the slightly rounding mismatch when switching from a=255 to a<255 paths.
2026-06-01 14:23:29 +02:00
Dex
70f02b0558 Docs: Fix small grammar mistake in README. (#9423) 2026-05-31 13:54:30 +02:00
ocornut
cac16b0d16 DrawList: rename ImDrawListFlags_NoTextPixelSnap -> ImDrawListFlags_TextNoPixelSnap. (#3437, #9417, #2291)
Amend 1d33ea9
2026-05-29 18:39:17 +02:00
ocornut
1d33ea939f DrawList: added ImDrawListFlags_NoTextPixelSnap to disable snapping of AddText() coordinates for a given scope. (#3437, #9417, #2291)
This may evolve into a per-call ImDrawFlags option as well.
+ clip_rect.Max.y early out may be applied before truncation.
2026-05-29 18:12:11 +02:00
ocornut
75f985998b Using custom ceilf inline impl in ImGui::CalcTextSize().
Amend 7b0bf230, 4622fa4b6, 12b7977. (#791)
2026-05-29 15:59:44 +02:00
ocornut
12b7977555 Tweak CalcTextSize() awkward width rounding/ceiling code to reduce floating-point imprecisions altering the result by 1 even at relatively small width. (#791) + apply same fudge factor to less important roundings.
ceilf() is still measurable e.g. ballpark +0.5 for 200k calls.
2026-05-28 19:19:11 +02:00
ocornut
33bb693b4c DrawList: skip PathLineTo/PathStroke calls for common AddLine(), AddLineH(), AddLineV() functions. (#4091) 2026-05-28 15:37:29 +02:00
ocornut
783eba926f Docs: retroactively amend 1.92.8 changelog about ImDrawFlags_Closed value.
Amend 6df50a0
2026-05-28 11:37:37 +02:00
qwer
ac07da2b5b Fonts: Added macros to disable ProggyClean/ProggyVector separately. (#9407) 2026-05-27 16:50:53 +02:00
ocornut
243097ca8f Docs: retroactively amend changelog for AddLineH(), AddLineV().
Amend 691b89b. (#9360)
2026-05-26 20:36:29 +02:00
ocornut
fbcf95193f ImFontAtlas: moved common TexData calls into a same helper functions, so adding new ones is easier. 2026-05-22 20:03:30 +02:00
ocornut
24a80f74a4 InputText, Style: added InputTextCursorSize to configure cursor/caret thickness. (#7031, #9409) 2026-05-22 19:12:36 +02:00
ocornut
904b663184 Clarify support for "%s" shortcuts in functions taking format strings. (#9404, #3466, #6846) 2026-05-19 18:50:39 +02:00
MouriNaruto
3e7b79aa17 Backends: Win32: use SetProcessDpiAwarenessContext instead of SetThreadDpiAwarenessContext when available, to fix the OpenGL3 Win32 example DPI scaling issue. (#9403) 2026-05-19 17:53:36 +02:00
ocornut
e41d691da1 Demo: Tree Nodes: extract 'Tree Nodes->Selectable Nodes' into its own thing.
+ comments (#9401)
2026-05-18 14:31:58 +02:00
ocornut
93e396ffb7 Textures: call ImTextureDataUpdateNewFrame() for textures registered via RegisterUserTexture(). (#8789, #8465)
Amend
2026-05-15 16:38:45 +02:00
ocornut
068e055510 Textures: extract ImTextureDataUpdateNewFrame() out of ImFontAtlasUpdateNewFrame(). (#8465) 2026-05-15 16:38:45 +02:00
ocornut
db161b84c9 Windows: clicking on a window's empty-space to move/focus a window checks for lack of queued focus request. (#9382) 2026-05-15 13:45:03 +02:00
ocornut
4088a4f40c Windows: clicking on a window's empty-space to move/focus a window checks for lack of mouse button ownership. (#9382) 2026-05-15 13:44:40 +02:00
ocornut
46a050fff2 Nav: minor optimization NavUpdate().
To be honest this is mostly to ease debug stepping in the common case.
2026-05-15 13:43:45 +02:00
ocornut
c7767926ce Version 1.92.9 WIP 2026-05-15 13:28:32 +02:00
ocornut
310c719a1f Rework definition of ImDrawFlags_InvalidMask_ so it more strictly fits in an int32 for non C/C++ languages where it matters. (#9396, #9397) 2026-05-15 10:48:24 +02:00
ocornut
b2546a5c93 Comments on not needing to use ImDrawFlags_RoundCornersAll. 2026-05-13 12:46:07 +02:00
ocornut
e0f5f9a14c Amend AddRect(), AddPolyline() error detection to safely return an trigger error handling mechanism.
Amend 6df50a0667
2026-05-12 17:40:28 +02:00
ocornut
8936b58fe2 Version 1.92.8
Include minor bits: adjust activeid logging, tweak comments.
2026-05-12 16:30:30 +02:00
omar
eebaddd340 Docs: added SECURITY.md. 2026-05-11 19:03:08 +02:00
ocornut
73afb6b6e6 Fonts: clarify that ClearFonts() be useful over calling Clear(). 2026-05-11 17:45:59 +02:00
ocornut
b8f6c51af7 Fonts: move ClearFonts(), ClearInputData(), ClearTexData() implementation (no other changes) 2026-05-11 17:42:08 +02:00
ocornut
4ac473b2c7 Fixed BeginMenu() leading to window with is_resizable_width=true. Fix/amend 95bd1577d + ac1f57b. (#9355) 2026-05-11 16:35:40 +02:00
ocornut
ac1f57ba0c Fixed BeginMenu() leading to window with is_resizable_width=true. Fix/amend 95bd1577d. (#9355)
We should instead probably make BeginChild() not set on ImGuiWindowFlags_AlwaysAutoResize on either ResizeX or ResizeY, but that'll be done later.
2026-05-11 16:34:33 +02:00
ocornut
821a396556 Fixed warning on Clang 26. 2026-05-11 15:59:42 +02:00
manuel
2b31f65167 Examples: WebGPU+GLFW/SDL2/SDL3: wire up the IMGUI_WGVK_DIR path. (#9387)
The block was a stub - find Vulkan, detect Wayland/X11, set the SUPPORT_*_SURFACE defines that wgvk.c needs.
2026-05-11 15:42:16 +02:00
manuel
b58836f287 Backends: WebGPU: detect WGSL support at runtime instead of excluding WGVK at compile time. (#9387)
Previously WGVK was hard-disabled from WGSL via #if !defined(IMGUI_IMPL_WEBGPU_BACKEND_WGVK),
forcing the SPIRV fallback unconditionally. Now the WGSL path is attempted on all backends
and an empty stage_desc is returned when the module fails to compile letting the existing
SPIRV fallback at the call site kick in.
2026-05-11 15:38:27 +02:00
ocornut
bca5a69928 BeginMenu()/MenuItem(): fixed accidental triggering of child menu items when opening a menu inside a small host window forcing the child menu window to be repositioned under the mouse cursor. (#8233, #9394)
nb: ImGuiSelectableFlags_NoHoldingActiveID is not used anymore. Would remove remove once we remove the unnecessary call to Selectable() from MenuItem().
2026-05-11 15:32:39 +02:00
ocornut
eb453f2be6 Checkbox, Style: added ImGuiCol_CheckboxSelectedBg. (#9392) 2026-05-11 14:30:34 +02:00
ocornut
56b37bf93c Inputs: SetItemKeyOwner(): does not set ownership is key is already taken.
(#456, #2637, #2620, #2891, #3370, #3724, #4828, #5108, #5242, #5641)
2026-05-07 21:22:33 +02:00
ocornut
0eae77f783 Inputs: SetItemKeyOwner(): return true if ownership has been requested, which can to be checked to accurately gate further input test.
(#456, #2637, #2620, #2891, #3370, #3724, #4828, #5108, #5242, #5641)
2026-05-07 21:15:27 +02:00
ocornut
02ccd9f348 Scrolling, Inputs: using mouse wheel to scroll takes and keeps ownership of the corresponding keys while a wheeling window is locked.
Ref 4448d975d. (#2604, #3795)
2026-05-07 20:51:57 +02:00
ocornut
163b8670c8 Demo: added image viewer with magnifier and grid. 2026-05-07 20:20:05 +02:00
ocornut
a70b97ee48 Warning fixes. 2026-05-07 16:51:34 +02:00
ocornut
6df50a0667 (Breaking) DrawList: swapped the last two arguments of AddRect(), AddPolyline(), PathStroke(). thickness<>flags.
Added inline redirection functions when IMGUI_DISABLE_OBSOLETE_FUNCTIONS is off.
Marked the old functions are =delete when IMGUI_DISABLE_OBSOLETE_FUNCTIONS is on, to allow for better type-checking.
The aim is to be able to use/add flags to more ImDrawList functions, and making existing functions consistents was deemed very desirable.
2026-05-07 16:37:57 +02:00
ocornut
976c5c0f3a Textures: extract ImTextureDataQueueUpload() out of ImFontAtlasTextureBlockQueueUpload() (#8465)
Not atlas specific, in support of texture system.
2026-05-06 16:19:39 +02:00
Mikko Mononen
691b89baae ImDrawList: added AddLineH(), AddLineV() helpers. (#9360)
This commit is aimed to be a lossless transform. Further layout fixes in subsequent commits.
2026-04-28 17:04:54 +02:00
ocornut
c0b693b1d4 MultiSelect: Box-Select + Tables: fixed when using SpanAllColumns paths. (#9383, #7994)
Amend d1a8995 which didn't fix the thing it claimed to fix, as my naive last minute refactor broke it.
2026-04-28 15:58:21 +02:00
Alexander "FireFox" Ong
865a6dfa59 InputScalar: fixed not parsing user input when the display format is configured not to show the scalar value. (#9385)
Useful e.g. for displaying "mixed" inputs, where a single field might represent multiple different values.
2026-04-28 15:25:12 +02:00
Vlad
dee9b15bbe Backends: Metal: add sampler states and DrawCallback_SetSamplerLinear / DrawCallback_SetSamplerNearest callbacks. (#9381, #9371, #9378) 2026-04-28 15:09:23 +02:00
ocornut
d1a8995634 MultiSelect: Box-Select + Tables: fixed when using SpanAllColumns paths. (#9383, #7994)
Amend ac88294 + d7b40ab
2026-04-28 14:58:47 +02:00
ocornut
ab36fbaf48 Drag and Drop, Style: added ImGuiStyleVar_DragDropTargetRounding. (#9056)
+ readded rounding arg to RenderDragDropTargetRectEx().
2026-04-27 18:23:56 +02:00
ocornut
e3033c3975 Examples: moving example_win32_directx11 on top of the .sln makes it the default selected project. 2026-04-24 17:38:51 +02:00
ocornut
10c378cdfc InputInt, InputFloat, InputScalar: reinstated and fixed ImGuiInputTextFlags_EnterReturnsTrue. (#8665, #9299, #8065, #3946, #6284, #9117) 2026-04-24 15:15:19 +02:00
ocornut
db23a78c60 Internals: store ImGuiItemStatusFlags_EditedInternal bypassing ImGuiItemFlags_NoMarkEdited.
Convenient if the same signal is not passed via e.g. return value. (#8665, #9299, #8065, #3946, #6284, #9117)
2026-04-24 15:15:16 +02:00
ocornut
bda49826cf Backends: OpenGL3: build fix for WebGL/ES2/Emscripten. (#9378)
Amend 6b05f71 which was incorrectly labelled.
2026-04-24 12:26:21 +02:00
ocornut
6b05f711fd Backends: WebGPU: build fix for WebGL/ES2. 2026-04-23 22:06:42 +02:00
ocornut
86ebb3bc11 Backends: removed samplers from ImGui_ImplDX10_RenderState, ImGui_ImplDX11_RenderState + fixed all Changelogs. (#9378) 2026-04-23 22:03:11 +02:00
ocornut
7e7f3adb80 Removed DrawCallback_SetSamplerCustom feature for now. Too unreliable to get working everywhere. (#9378) 2026-04-23 21:50:52 +02:00
ocornut
dfe6f9ebca Backends: WebGPU: added SetSamplerLinear/Nearest draw callbacks. (#9378) 2026-04-23 21:50:50 +02:00
ocornut
37952fb3b8 Backends: Vulkan, SDLGPU3: remove samplers from RenderState. (#9378)
Revert part of ac261203a5, 9ee3d731b5 (#8866, #8163, #7998, #7988) since we have a better solution.
2026-04-23 21:50:47 +02:00
omar
0a811e8ea1 Backends: DX9, DX10, DX11, DX12, Allegro5, OpenGL2, OpenGL3, SDLRenderer2, SDLRenderer3, SDLGPU3, Vulkan: added standard draw callbacks when possible. (#9378) 2026-04-23 21:50:45 +02:00
ocornut
82f46a73f8 (Breaking) Moved ImDrawCallback_ResetRenderState -> ImGui::GetPlatformIO().DrawCallback_ResetRenderState + added room in ImGuiPlatformIO for more standard backend-agnostic draw callbacks. (#9378) 2026-04-23 21:50:41 +02:00
ocornut
a6a16cf8a2 Backends: WebGPU: protect better against zero tex id. 2026-04-23 20:50:34 +02:00
ocornut
e887098740 Backends: WebGPU: always use SPIR-V shader on WGVK, as it cannot be detected at runtime. (#9316, #9246, #9257) 2026-04-23 19:42:29 +02:00
ocornut
f934719fbf TabBar: comments about ImGuiTabBarFlags_FittingPolicyMixed and TabMinWidthShrink. (#9376, #3421, #8800) 2026-04-23 18:31:53 +02:00
ocornut
ce3fe4078a Backends: WGPU: fixed build.
Incorrect line from a WIP branch slipped in ac06ad7
2026-04-23 17:31:14 +02:00
ocornut
f2f843c113 Fixed some extremely zealous warnings (GCC -Wconversion, -Wdouble-promotion)
(amend a1e0552)
2026-04-23 17:23:43 +02:00
ocornut
adc0027912 Backends: Vulkan: remove unused artefacts (mistakenly commited in 0453ae9). 2026-04-23 16:08:11 +02:00
ocornut
ac06ad7b48 ImDrawList: made AddCallback() user data default to NULL + minor amends/comments. 2026-04-23 15:58:44 +02:00
ocornut
4739af2d51 Update VS toolset in all .vcxproj from VS2015 (v140) to VS2017 (v141).
It supports vcpkg.
2026-04-23 15:58:04 +02:00
ocornut
b065713cec Backends: OpenGL2/3, SDLRenderer2/3, DirectX9, Metal: moved Init/Shutdown code lower in the file.
Allows to point to local functions without forward declaring them.
2026-04-23 15:53:28 +02:00
ocornut
fb308c14ce Remove noise from 0453ae9 + amend comments. (#914) 2026-04-22 14:50:15 +02:00
ocornut
ac261203a5 (Breaking) Backends: Vulkan: redesigned to use separate ImageView + Sampler instead of Combined Image Sampler. (fixes, amends) (#914) 2026-04-22 14:43:44 +02:00
yaz0r
0453ae96e8 (Breaking) Backends: Vulkan: redesigned to use separate ImageView + Sampler instead of Combined Image Sampler. (WIP) (#914) 2026-04-22 14:43:44 +02:00
ocornut
a5fd597be3 Backends: Vulkan: minor changes. 2026-04-22 14:23:42 +02:00
ocornut
382b99c334 PlotHistogram: add comments. (#9372) 2026-04-21 22:32:01 +02:00
ocornut
2d131ef5b7 Backends: Vulkan: renaming and moving code around to reduce diff in upcoming change. Should be no-op. 2026-04-21 22:22:06 +02:00
ocornut
a1e05521e9 Backends: GLFW: added a Win32-specific implementation of ImGui_ImplGlfw_GetContentScaleXXXX functions for legacy GLFW 3.2. (#9003)
Since we ship GLFW 3.2 binaries for Windows this makes our examples a little better behaving by default.
Ideally we'd use ImGui_ImplWin32_GetDpiScaleForHwnd() and ImGui_ImplWin32_GetDpiScaleForMonitor() but they are too much code to copy.
2026-04-21 17:24:41 +02:00
ocornut
d7b40ab9a9 MultiSelect: Box-Select + Tables: Amend ac88294. fix usage of box-selection columns with items straying out of columns. (#7994, #2221) 2026-04-20 11:46:36 +02:00
ocornut
ac88294b4a MultiSelect: Box-Select +Tables: fix usage of box-selection columns with items straying out of columns. (#7994, #2221)
Use 00d3f9295e.
+ Assets Browser toggle to enable ScrollX.
2026-04-20 11:12:43 +02:00
ocornut
ea1c04f7ab Multi-Select + Tables: fixed an issue which could lead to an extra vertical offset in the Header row. (#8250, #7994)
Because BeginMultiSelect() does `ms->ScopeRectMin = window->DC.CursorMaxPos = window->DC.CursorPos` at a time where CursorPos is already past MaxPos.y because of ItemSpacing.y. Accumulate spacing.
2026-04-17 19:23:10 +02:00
ocornut
cdb046ac3f Demo: Assets Browser: fixed not submitting anything after a SetCursorScreenPos() call when no items. Would not manifest because BeginMultiSelect() altered CursorMaxPos. (#5548)
cc: 2819ab32f8, edcd5b113e
2026-04-17 19:23:04 +02:00
ocornut
97939e6837 Multi-Select: Box-Select: fixes for using accross nested child windows. (#8364)
- IsFocused scan nav focus route.
- When covering multiple windows, draw in front most ones (grabbed FindFrontMostVisibleChildWindow() from docking branch).
2026-04-17 16:36:09 +02:00
ocornut
c91b03060d Multi-Select: Box-Select: improve dirty unclip rectangle calculation + use in ImGuiMultiSelectFlags_BoxSelect1d mode when needed (e.g. wheel scrolling up). (#7994, #8250, #7821, #7850, #7970) 2026-04-17 14:38:12 +02:00
ocornut
a2eb6d99ed MultiSelect: Box-Select +Tables: revert 4d00bf8ad which seems unneeded since enforce table layout in BeginMultiSelect(). (#7970, #7821). 2026-04-16 23:59:44 +02:00
ocornut
a2916923a1 MultiSelect: Box-Select + Clipper: extend UnclipRect by ItemSpacing. (#7994, #8250, #7821, #7850, #7970)
Amend 1ac469b50f
2026-04-16 23:37:46 +02:00
ocornut
2cbdb7a337 TextLink(), BeginCombo(): fixed two remainig instances of needlessly scanning for ##. 2026-04-16 16:47:13 +02:00
ocornut
d4783bd553 Added missing Test Engine hooks for PlotXXX(), VSliderXXX(), TableHeader(). 2026-04-16 16:39:07 +02:00
ocornut
ce855cada2 Tables, Multi-Select: Fixed an issue using Multi-Select within a Table causing column width measurement to be invalid when trailing column contents is not submitted in the last row. (#9341, #8250) 2026-04-16 15:21:56 +02:00
ocornut
39e7bf5a08 Separator(): enforce a minimum border size if style.SeparatorSize is 0.0f. (#9369) 2026-04-16 11:32:40 +02:00
ocornut
0e318a5182 Backends: SDL2: Made ImGui_ImplSDL2_GetContentScaleXXX helpers return a minimum of 1.0f, as some Linux setup seems to report <1.0f value and this breaks scaling border size. (#9369) 2026-04-16 11:32:07 +02:00
ocornut
19753a30d8 Multi-Select: Box-Select+Tables: fixed Column return value when UnClipRect is active. (#7994, #8250)
Amend 6ce4b44 + bbd0af7. This probably should be redesigned to be more generic, e.g. move UnclipRect concept outside of Boxselect.
2026-04-15 15:08:49 +02:00
ocornut
6fb74f38af Demo: Assets Browser: make default icon size font dependant. 2026-04-15 14:26:50 +02:00
Andy Grundman
4b80d409e7 Backends: Metal: use a dedicated bufferCacheLock to avoid crashing when bufferCache is replaced by a new object while being used for synchronize(). (#9367)
This also removes the dispatch onto main when adding the finished buffers back into the cache. This operation should be fine to run on any thread as long as it's inside the sync block.
2026-04-14 17:14:08 +02:00
ocornut
ed4dd679f1 Fixed vertical scrollbar top coordinates when using thick borders on windows with no title bar and no menu bar. (#9366) 2026-04-14 16:39:08 +02:00
ocornut
3cd8683061 Fonts: assert when using MergeMode with an explicit size over a target font with an implicit size, as scale factor are likely erroneous. (#9361) 2026-04-13 16:45:18 +02:00
ocornut
bbd0af7256 Multi-Select: Box-Select+Tables: fixed using BeginMultiSelect() before table layout is locked. (#8250) 2026-04-13 16:19:45 +02:00
ocornut
f83a378d62 TabBar: changed edge's TabItem ClipRect to not pass an inverted PushClipRect().
While not currently a problem, it would be if ImRect::Overlaps() is changed to use <= instead of < (cc: #3976 which deal with Contains but sort of similar topic).
Changing ImDrawList::PushClipRect()'s intersect_with_current_clip_rect path to use ClipRectFull() would also fix this, but it may ambiguous there which behavior would be correct.
Amend 1ec464eb9.
2026-04-13 14:11:19 +02:00
Flyinghead
84b4b35902 Fonts: rework UpdateCurrentFontSize() check. (#9364)
Consistent with line above.
2026-04-13 10:06:59 +02:00
ocornut
2dc64f99bc Minor optimization: reduce redudant label scanning in common widgets.
Missing stuff from 11de9df.
The 6 remaining use of CalcTextSize(...,true) don't need this.
2026-04-10 18:37:08 +02:00
ocornut
5da7eb0a84 DrawList: remove/strip old FixRectCornerFlags() code.
Amend 44a6b493e
2026-04-10 17:42:13 +02:00
ocornut
f678c91617 Multi-Select: disable MultiSelectAddSetRange() attempt at merging consecutive requests submitted from box-selection.
Essentially reverts 79b77d91c, f904a6646c which did the initial span merging.
Amend and disable change done for f08b33f.
2026-04-09 23:13:15 +02:00
ocornut
6ce4b44547 Mulit-Select: Box-Select: fixed an issue using in a table while relying on the TableNextColumn() return value to perform coarse clipping. (#7994)
This is presumably not sufficient as MultiSelectAddSetRange() is also deficient there.
2026-04-09 23:13:12 +02:00
ocornut
f08b33fd0c Multi-Select: Box-Select: fixed an issue where items out of horizontal view would sometimes lead to incorrect merging of sequential selection requests. (#7994, #1861, #6518)
SetNextItemSelectionUserData() could use g.NextItemData.SelectionUserData if we could guarantee if would be valid when nesting multi-select blocks.
But it doesn't make much of a difference as whole ImGuiMultiSelectTempData fits in 2 cache lines.
2026-04-09 22:16:47 +02:00
ocornut
b444694b3d Multi-Select: Box-Select: fixed an issue using ImGuiMultiSelectFlags_BoxSelect2d mode, where items out of view wouldn't be properly selected. (#7994, #1861, #6518)
Because BoxSelectRectPrev and BoxSelectRectCurr were clamped to scope boundaries, dragging mouse outside of the scope would usually keep one axis unchanged.
Amend 15391762dd
2026-04-09 21:40:29 +02:00
ocornut
24677c561e Multi-Select: Box-Select: add compile-time debug options. (#7994, #1861, #6518) 2026-04-09 21:40:13 +02:00
ocornut
01a4ad3a50 Docs: update legacy TODO list. 2026-04-09 15:01:40 +02:00
ocornut
f4ed421a88 InputText: CharFilter callback event sets CursorPos/SelectionStart/SelectionEnd. (#816) 2026-04-09 14:54:09 +02:00
ocornut
11de9df44c Minor optimization: reduce redudant label scanning in common widgets. 2026-04-09 14:25:34 +02:00
ocornut
c2565fe642 Update ignore list
Add .claude
2026-04-09 13:59:45 +02:00
ocornut
95bd1577d6 Windows: Child windows with only ImGuiChildFlags_AutoResizeY flag keep using the proportional default ItemWidth. (#9355)
+ Removed Tooltip flag check, it's from 8c4fcf1359 (!) where AlwaysAutoReszie was added after Tooltip. Nowadays Tooltips sets ImGuiChildFlags_AlwaysAutoResize.
2026-04-09 13:11:16 +02:00
ocornut
dd17495a42 Detect and report error when calling End() instead of EndPopup() on a popup. (#9351) 2026-04-08 21:40:05 +02:00
ocornut
1870a779e1 Windows: fixed a single-axis auto-resizing feedback loop issue with nested containers and varying scrollbar visibility. (#9352) 2026-04-08 21:26:16 +02:00
ocornut
a9bd173d89 Windows: shallow renames (should be no-op). 2026-04-08 20:40:35 +02:00
ocornut
bccec3eabc Tables: fixed IdealMaxPos.y/CursorMaxPos.y computation being wrong when vertically scrolling. (#9352, #7651)
See ""table_reported_size_outer" test amends (0f9d1e02b0).
2026-04-08 20:01:00 +02:00
ocornut
d946c6932b InputText: fixed a crash toggling ReadOnly flag while active. (#9354) 2026-04-08 15:56:59 +02:00
ocornut
4d38508c6b Tables: fixed an issue reporting ideal size to parent window/container when both scrollbars are visible but only one of ScrollX/ScrollY was explicitly requested. (#9352, #7651)
Since ScrollX de-facto also enables ScrollY we can't gate accounting for ScrollbarSizes.x based on explicit ScrollY.
Amend a31aa683f
2026-04-08 15:07:11 +02:00
ocornut
c0e6580b62 Reword code in CalcWindowAutoFitSize() to match the order used in size_desired calculation.
Should be no-op. Toward (#9352)
2026-04-08 14:31:11 +02:00
ocornut
6985925244 Clipper, Tables: Improved error reporting when misusing the clipper inside a table + made the assert a better recoverable error. (#9350)
Amend 20e040c8
2026-04-07 19:19:40 +02:00
ocornut
7cb0baeb77 imgui_freetype: add FreeType headers & compiled version number in the 'About Dear ImGui' user facing string. 2026-04-07 17:18:16 +02:00
hunam
49df3116bc Backends: Metal: avoid redundant vertex buffer bind in SetupRenderState. (#9343) 2026-04-03 19:14:23 +02:00
ocornut
03a0b00a34 InputTextMultiline: fixed an issue processing deactivation logic when an active multi-line edit is clipped due to being out of view. 2026-04-03 16:25:57 +02:00
ocornut
4a61188322 Version 1.92.8 WIP 2026-04-03 16:15:46 +02:00
ocornut
dac07199cf Version 1.92.7 2026-04-02 19:22:53 +02:00
ocornut
45866bea47 Tables: fixes not releasing ReorderColumn caused by 38f5e5a. Which could break clicking on header to sort. (#9312) 2026-04-02 18:59:23 +02:00
ocornut
65ebca8157 Fonts: fixed an issue introduced in 1.92.6 where style.FontBaseSize would be cleared during the first frame if no fonts was explicitely added before.
Amend 3aba95060e
2026-04-02 18:35:24 +02:00
ocornut
9e9fdc97bb InputText: rename Edited->EditedThisFrame, add EditedBefore. (#701) + Comments + About box clipboard blurb include a comment. 2026-04-02 15:48:49 +02:00
ocornut
fc5e421cb9 Tables: columns freeze doesn't enforce a particular order + rework changelog for clarity. (#9312) 2026-04-02 13:59:41 +02:00
ocornut
b7bdea3215 Tables: fixed FrozenColumns issue introduced by 505bc9a.
cc #9312
2026-04-01 21:35:55 +02:00
ocornut
bf10275aa7 Tables: allow reordering columns by dragging them in the context menu. (#9312) 2026-04-01 20:08:34 +02:00
ocornut
0867f6113a Tables: reorder allowed check sweep through columns, checks _NoOrder barrier, and reworked to be easy to use from context menu. (#9312)
The sweep doesn't make a difference for reordering with headers as reordering is currently done 1 by 1. But menu ordering will change that.
2026-04-01 20:08:31 +02:00
ocornut
836278db6c Tables: context menu now present columns in display order. (#9312) 2026-04-01 20:08:29 +02:00
ocornut
505bc9a312 Tables: clarify FrozenColumns order to be in order space not in visible space.
+ Removed LeftMostUnfrozenOrder + Angled Headers comments.
While not strictly part of #9312, presenting a suitable reordering menu was made difficult by the old behavior.
2026-04-01 20:08:26 +02:00
ocornut
07acc8bc87 Tables: Angled Headers: angled section for column being reordered via the regular headers stay highlighted during reordering.
Easily possible thanks to 6603cde.
2026-04-01 20:05:34 +02:00
ocornut
6603cdef98 Tables: fixed dragging a header to reorder outside of visible bounds (due to horizontal scrolling) from losing active id. 2026-04-01 20:03:30 +02:00
ocornut
9df0d38d45 Tables: amend 2ac782f bad WIP merge broken reorder. (#9312) 2026-04-01 18:30:29 +02:00
ocornut
2ac782fbed Revert "Tables: rework TableSetColumnDisplayOrder() to take src_order. (#9312)"
This reverts commit 7be8076e9b.
Not a good idea as it's easier to reason and persist column index.
+ clear ReorderColumnDstOrder properly in reinit.
2026-04-01 17:57:13 +02:00
ocornut
9fedea83f0 Tables: TableQueueSetColumnDisplayOrder() enforce handling ImGuiTableColumnFlags_NoReorder as advertised: can't reorder through them. (#9312)
This would never using interactive reordering as reordering from headers was done on a 1 by 1 basis which was already covered in the test.
Hard to tell what's a sensible design for this tbh. Expecting _NoOrder columns to be sequential and leading/trailing anyhow.
2026-04-01 16:03:32 +02:00
ocornut
ed4cffece7 Tables: store LeftMostUnfrozenOrder and amend TableQueueSetColumnDisplayOrder(). (#9312) 2026-04-01 16:02:41 +02:00
ocornut
7be8076e9b Tables: rework TableSetColumnDisplayOrder() to take src_order. (#9312) 2026-04-01 16:02:36 +02:00
ocornut
587c4cb87b Tables: rename locals in TableDrawDefaultContextMenu() to reduce confusion. 2026-04-01 15:25:59 +02:00
ocornut
aab17456a7 Tables: mark setting as dirty when forcing reordering.
Otherwise the manufactured case of reloading a session that previously had e.g. a slider to adjust freeze count, resetting to 1 on new session, would keep showing you reordering items until another thing triggers marking dirty.
2026-04-01 15:25:57 +02:00
Daniel K. O. (dkosmari)
3c78afbbbb Added missing ImVec2/ImVec4 operators. (#9339, #8510, #8258) 2026-03-31 21:44:09 +02:00
JoshBot-Debug
b003a85143 Backends: Vulkan: use a single call to vkCmdPushConstants(). (#9183, #9327) 2026-03-31 16:07:46 +02:00
ocornut
689f837afa IO: added comments near ImGuiConfigFlags to refer to other fields. (#3379) 2026-03-30 13:04:38 +02:00
ocornut
97075fae4b Clipper: always pulls current context on ImGuiListClipper::Begin(). (#9324, #5856)
Marked Ctx as internal in the comments.
2026-03-30 12:53:30 +02:00
thedmd
bd3c925680 DrawList: PathArcTo(): fixed erroneous segment count for small arcs on large circles. (#9331, #9313) 2026-03-30 12:04:22 +02:00
ocornut
b62cf3894b Inputs: fixed an issue using SetKeyOwner() with ImGuiInputFlags_LockThisFrame or ImGuiInputFlags_LockUntilRelease on ImGuiMod values. (#9323) 2026-03-25 22:00:14 +01:00
ocornut
e9eb04ea95 Internals: TempInputText: added callback/user_data parameters and made end of signature match InputText(). (#2718) 2026-03-25 17:46:04 +01:00
ocornut
ed2e5dd0f0 Examples+WebGPU: added support for WGVK in cmakefiles. (#9316, #9246, #9257) 2026-03-25 16:16:15 +01:00
ocornut
59183cf782 Backends, Examples: WebGPU: added support for WGVK. Remaining amends. (#9316, #9246, #9257) 2026-03-25 15:31:39 +01:00
r-lyeh
59780020f6 Backends, Examples: WebGPU: added support for WGVK. (#9316, #9246, #9257)
Squashed: minified SPIRV binaries by stripping strings + emitting in binary_to_compressed_c.
2026-03-25 15:31:35 +01:00
ocornut
0b82487fed TempInputText: amends. Rename ImGuiInputTextFlags_MergedItem to ImGuiInputTextFlags_TempInput for explicitness. (#2718) 2026-03-25 14:29:54 +01:00
ocornut
51f590a2a8 Backends: GLFW: mouse cursor is properly restored if changed by user app/code while using glfwSetInputMode(..., GLFW_CURSOR_DISABLED) or ImGuiConfigFlags_NoMouseCursorChange. (#9322)
Amend 9a4fd69f6
2026-03-25 14:17:29 +01:00
ocornut
6c754ed2cb TempInputText, InputText: enforce making active via ImGuiInputTextFlags_MergedItem. Restore cursor as Rect is provided + comments. (#2718, #6690) 2026-03-25 11:36:40 +01:00
ocornut
79411a0405 Backends, Examples: WebGPU: fixed warnings + scale initial surface height for native. 2026-03-23 16:21:50 +01:00
ocornut
6b1776a7d2 Tables: context menu can be open using navigation Shift+F10 etc. (#8803, #9270) 2026-03-23 15:37:56 +01:00
ocornut
38f5e5a0b8 Tables: rework column reordering code. (#9312)
- Move more logic into TableQueueSetColumnDisplayOrder() so that it may be called from different locations.
- Use to checking if both columns are on same size of the frozen barrier slightly changed to avoid reordering hidden column (with caveat of ill-defined design for what's "right").
2026-03-23 15:14:58 +01:00
ocornut
697b6886e3 Docs: update FAQ about label/ID system. (#9318) 2026-03-23 14:13:36 +01:00
ocornut
8314fc3e5a Menus: shallow tweaks. 2026-03-20 20:47:07 +01:00
ocornut
50b488765f ButtonBehavior, Selectable: made low-level ImGuiButtonFlags_PressedOnRelease not explicitely avoid taking current active id. ImGuiButtonFlags_NoHoldingActiveId may be used for that.
Ditto for ImGuiSelectableFlags_SelectOnRelease, ImGuiSelectableFlags_NoHoldingActiveId. All internals.
Toward #9312
2026-03-20 20:15:17 +01:00
ocornut
4af77622d9 Scrollbar: Fixed an issue which could lead initial click to move the current scroll by a pixel. 2026-03-20 16:14:17 +01:00
ocornut
2315b9f33d InputTextMultiline: fixed an issue where edit buffer wouldn't be reapplied to back buffer on the IsItemDeactivatedAfterEdit() frame. (#9308, #8915, #8273) 2026-03-20 15:48:14 +01:00
ocornut
04dfcd838b InputTextMultiline: fixed losing revert value when activating scrollbar. (toward #9308) 2026-03-20 15:48:14 +01:00
ocornut
2d957152e4 InputTextMultiline: avoid going through reactivation path and InputTextDeactivateHook() when activating scrollbar. (#9308) 2026-03-20 15:37:56 +01:00
ocornut
325563a982 InputTextMultiline: InputTextMultiline: fixed an issue calculating lines count when active.
Amend 4252275
2026-03-20 15:17:07 +01:00
Pascal Thomet
763db046fa Docs: fixed imgui_manual -> imgui_explorer link. (#9315) 2026-03-20 12:40:32 +01:00
ocornut
3a26b640b2 Drag and Drop: make SetDragDropPayload() memcpy size match our buffer. 2026-03-20 11:50:05 +01:00
ocornut
386ce49c58 Backends: DirectX9: fixed build typo in 0500e54. 2026-03-19 18:17:35 +01:00
ocornut
b2c3e37d55 Multi-Select: fix/amend 9700846. . (#9307, #1861) 2026-03-19 16:58:14 +01:00
ocornut
9700846bb3 MultiSelect: added ImGuiMultiSelectFlags_SelectOnClickAlways mode. Prevents Drag and Drop of multiple items but allows BoxSelect to always reselect even when clicking inside a selecttion. (#9307, #1861) 2026-03-19 16:39:50 +01:00
ocornut
0b4967992a MultiSelect: Box-Select: removed now seemingly unnecessary 'selected==false' check, which will also prevent implementation of ImGuiMultiSelectFlags_SelectOnClickAlways. (#9307)
We enter into the block either though navigation, and then the Mouse check fails, either through mouse, and then Selected==false is tested above.
Amend f904a6646.
2026-03-19 16:29:03 +01:00
ocornut
20d8bcb600 (Breaking) MultiSelect: renamed ImGuiMultiSelectFlags_SelectOnClick to ImGuiMultiSelectFlags_SelectOnAuto. (#1861, #6518) 2026-03-19 16:04:04 +01:00
ocornut
358d3912c9 Backends: SDLRenderer2/3: fixed build, typo in 0500e54. 2026-03-19 12:34:11 +01:00
ocornut
4d1ba782ee Revert changing default value of ImTextureID_Invalid to -1. Back to 0. (#9295, #9310, #9293, #8745, #8465, #7090)
Reverts 0db591935f
2026-03-19 11:54:42 +01:00
ocornut
0500e546b5 Backends: DX9, Metal, SDLRenderer2/3: fixed more assumptions that ImTextureID_Invald == 0 + Amend Changelogs. (#9310, #9293) 2026-03-19 11:47:01 +01:00
Starman
7fc3092870 Backends: SDLGPU3: Prevent DestroyTexture from deleting invalid textures if ImTextureID_Invalid != 0. (#9310, #9293)
Amend 0db5919
2026-03-19 11:31:48 +01:00
ocornut
b724f940d6 InputText: fixed selection highlight Y1 offset being very slightly off (since 1.92.3). (#9311)
Fixes 1e52e7b90c
2026-03-19 11:20:00 +01:00
ocornut
4252275c64 InputTextMultiline: fixed an issue calculating lines count when inactive, no word-wrap, and ending with a \n.
Amend 1e52e7b90c (#3237, #952, #1062, #7363)
2026-03-18 20:12:14 +01:00
ocornut
6abe65aac6 InputText: amend fix to avoid PVS-Studio sort of rightful false positive. Amend f4c2f50. (#9174)
Checking for state != NULL in the two othr functions where state is already deferenced was misleading.
imgui_widgets.cpp:4496:1: error: V595 The 'state' pointer was utilized before it was verified against nullptr. Check lines: 4496, 4500.
imgui_widgets.cpp:5273:1: error: V595 The 'state' pointer was utilized before it was verified against nullptr. Check lines: 5273, 5289.
2026-03-18 18:57:02 +01:00
ocornut
f4c2f50896 InputText: fixed a crash when handling ImGuiInputTextFlags_CallbackResize. (#9174)
Fix/amend cb3b7ff.
2026-03-18 18:37:04 +01:00
ocornut
27cacb0e30 Fixed GetForegroundDrawList()/GetBackgroundDrawList() per-viewport buffers not being collected/ (#9303) 2026-03-18 16:48:18 +01:00
ocornut
709be8c495 Discard/GC of ImDrawList buffers for unused windows favor restoring them to ~Size*1.05 instead of Capacity when awakening again. (#9303)
+ made "GC now" button process even active windows.
2026-03-18 15:34:12 +01:00
ocornut
994ca12b29 Fixed warning. (Amend 1677236) 2026-03-16 18:51:38 +01:00
ocornut
6464276b62 InputText: cleanup/rework old comments + remove unnecessary indent in callback and main block setting apply_new_text.
Amend 00f12b9a0, 3349296370 etc.
2026-03-16 18:42:28 +01:00
ocornut
16772365e2 Moved ImGuiButtonFlags_AllowOverlap from imgui_internal.h to imgui.h + standardize comments. 2026-03-16 18:42:22 +01:00
ocornut
8957b3df03 InputScalar: minor rework to facilitate incoming change. Intended to have no side-effects. 2026-03-16 11:41:01 +01:00
Yan Pujante
4a2e3cce69 Examples: SDL2+WebGPU: fixes hi-dpi handling. (#9300) 2026-03-13 17:07:47 +01:00
ocornut
fd752d8357 InputText: Fixed a glitch when using ImGuiInputTextFlags_ElideLeft where the local x offset would be incorrect during the deactivation frame. (#9298) 2026-03-13 16:32:39 +01:00
ocornut
d02c645e38 Nav: short Gamepad Activation press on InputText() always activate with Text Input mode. 2026-03-13 15:07:46 +01:00
ocornut
49ee151ed6 Nav: pressing gamepad north button activates context menus.
+ update ShowUserGuide().
2026-03-13 15:07:46 +01:00
ocornut
b76ab6232d Nav: changed Gamepad mapping for "Activate with Text Input" action from FaceUp press to FaceDown long press. (#8803, #787) 2026-03-13 15:07:46 +01:00
ocornut
6dbda97fee Backends: OpenGL2, OpenGL3, SDLRenderer3: replaced erroneous IM_ASSERT(tex->TexID == 0) calls. (#9295, #9293)
Amend/fix 0db5919 which revealed this.
2026-03-12 19:29:39 +01:00
ocornut
90743d3112 Nav: allow ImGuiKey_Menu or Shift + F10 to work on Begin()...BeginPopupContextItem() sequence aiming at title bar. (#8803, #9270) 2026-03-12 19:12:47 +01:00
ocornut
14a500a476 Nav: allow ImGuiKey_Menu or Shift + F10 to open context menus. Rework with polling in NavUpdate(). (#8803, #9270)
This might be a little less flexible but removes burden from the higher-frequency calls.
2026-03-12 18:52:42 +01:00
ocornut
6cc99a6e2b Nav: allow ImGuiKey_Menu or Shift + F10 to open context menus. Amends. (#8803, #9270)
This doesn't attempt to move the shortcut polling in NavUpdate() yet.
2026-03-12 18:30:05 +01:00
exelix
a103826154 Nav: allow ImGuiKey_Menu or Shift + F10 to open context menus. (#8803, #9270) 2026-03-12 18:24:34 +01:00
ocornut
0db591935f Changed default ImTextureID_Invalid value to -1 instead of 0 +added comments. (#9293, #8745, #8465, #7090) 2026-03-12 14:44:15 +01:00
ocornut
1fbab15c0a Focus: fixed fallback "Debug" window temporarily taking focus and setting io.WantCaptureKeyboard for a frame. (#9243) 2026-03-11 21:59:44 +01:00
Michael Böhme
7546f1eb16 Backends: Vulkan: ImGui_ImplVulkan_AddTexture() skips updating descriptor_set if failing to allocate. (#8677)
Reduce error surface to the check_vk_result() call.
2026-03-11 21:22:50 +01:00
omar
5220c14f4b Docs: update readme. 2026-03-11 21:16:49 +01:00
ocornut
378cb85bf0 Amend missing Changelog entry. (#9115) 2026-03-11 21:02:46 +01:00
ocornut
5aa7d61139 InputText: reworked so that io.ConfigInputTextEnterKeepActive reactivate in order for e.g. IsItemDeactivatedAfterEdit() to work. Amends. (#9001, #9115)
Rework. Fixes dangling InputTextReactivateId in case of field being hidden on activation.
2026-03-11 20:33:18 +01:00
xttt
03a9946a14 InputText: reworked so that io.ConfigInputTextEnterKeepActive reactivate in order for e.g. IsItemDeactivatedAfterEdit() to work. (#9001, #9115) 2026-03-11 20:15:48 +01:00
MaciejDziuban
decb5cdf10 Backends: Vulkan: added ImGui_ImplVulkan_PipelineInfo::ExtraDynamicStates. (#9211)
This new setting allows an application to force the pipeline created by vulkan backend to specify more dynamic states than just default viewport and scissor.
It is useful e.g. when using draw list callbacks, e.g. adding VK_DYNAMIC_STATE_COLOR_BLEND_EQUATION_EXT to be able to use vkCmdSetColorBlendEquationEXT inside callbacks.
2026-03-11 17:00:47 +01:00
ocornut
5dd56d4bb5 Demo: add an option to enable ImGuiSliderFlags_ColorMarkers in Multi-Components section + fixed warnings. 2026-03-09 18:01:37 +01:00
Yan Pujante
512982d0d2 Examples: Emscripten: fixes minor rendering issues (#9281)
- in Firefox, scrollbar would appear => adding overflow: hidden fixes this issue
- when the canvas has the focus, Chrome draws a very small blue outline, setting it to none fixes this issue
2026-03-09 16:54:21 +01:00
ocornut
9e6b888626 Examples: reorder builds items to favor main.cpp and backend failing earlier. 2026-03-09 16:19:22 +01:00
ocornut
83fa0ae263 Backends, Examples: removed Emscripten < 4.0.10 support. Removed IMGUI_IMPL_WEBGPU_BACKEND_WGPU. Amends. (#9281, #8381) 2026-03-09 16:18:59 +01:00
Yan Pujante
e92820db2a Backends, Examples: removed Emscripten < 4.0.10 support. Removed IMGUI_IMPL_WEBGPU_BACKEND_WGPU. (#9281, #8381)
- This commit removes the option of using -sUSE_WEBGPU=1 from CMake and make
- Compiling with a version of Emscripten >= 4.0.10 will work the same way as it was before
- Compiling with a version of Emscripten < 4.0.10 will print an error message and abort the build (in the case of CMake)
- Since there can only be 1 implementation for the backend in the case of Emscripten, this commit cleans the code accordingly
2026-03-09 15:45:34 +01:00
Brenton Bostick
6f8bdb7bf7 Docs: fixed misc typos (#9267) 2026-03-09 14:51:06 +01:00
ocornut
ca166c0e5f Docs: imgui_manual -> imgui_explorer.
Amend 650eca3.
2026-03-09 14:24:03 +01:00
ocornut
41765fbda7 Scrollbar: extend hit-testing bounding box when window is sitting at the edge of a viewport. (#9276) 2026-03-06 18:03:27 +01:00
Simon
ba84d2d372 Fixed -Wconversion warnings in GCC. (#9265) 2026-02-27 13:48:30 +01:00
ocornut
11acd9f5cb Sliders: extracted code into TempInputIsClampEnabled() helper for reuse.
Toward #9164, #76
2026-02-27 00:04:51 +01:00
ocornut
238651ffa3 Sliders: shallow rework of TempInputScalar().
Toward #9164, #76
2026-02-27 00:00:42 +01:00
ocornut
14e0c70f88 Sliders: removed unnecessary is_logarithmic parameters as they can be inferred. (#3786, #1823, #1316, #642) 2026-02-26 21:25:14 +01:00
ocornut
ef022c5e0a Separator: added and following style.SeparatorSize. (#2657, #9263)
Reapply c5d83d8a from 1.70 which was reverted in 9534ef9b2.
2026-02-26 17:21:57 +01:00
ocornut
c40226e9de CloseButton, InputText: scale thickness to integer amount when using style.ScaleAllSizes(). (#7031) 2026-02-25 22:16:20 +01:00
ocornut
650eca386e Doc: update link to imgui_manual, add a new one near top of the demo + update binaries. 2026-02-25 20:34:35 +01:00
Pascal Thomet
848da73a81 Demo: fixed/tweaked missing IMGUI_DEMO_MARKER for examples applets. (#9261, #3689) 2026-02-25 19:48:03 +01:00
ocornut
8a15a1064d Add DemoMarker() function to formalize access for other demos than imgui_demo.cpp (#9261, #3689) 2026-02-25 19:25:57 +01:00
Seppo Räisänen
dd5c604768 Backends: SDLGPU3: remove unnecessary call to SDL_WaitForGPUIdle when releasing vertex/index buffers. (#9262) 2026-02-25 18:08:27 +01:00
ocornut
2b415e642b Backends: WebGPU: fixed Emscripten version check. (#8381)
Amend ff673d3.
2026-02-24 17:49:08 +01:00
ocornut
68a91d3060 InputText: Shift+Enter in multi-line editor always adds a new line. (#9239) 2026-02-24 17:10:56 +01:00
ocornut
0666da6a72 TreeNode: fixed duplicate TreeNodeGetOpen() declaration. (#3823, #9251, #7553, #6754, #5423, #2958, #2079, #1947, #1131, #722)
Amend f6e0953b3
2026-02-24 13:34:20 +01:00
ocornut
7dec6b6de8 Demo: TreeNode: add sectiont to increase visibility of tree clipping demo. 2026-02-23 22:53:35 +01:00
ocornut
33dfa7f834 TreeNode, Demo: Property Editor: demonstrate a way to perform tree clipping by fast-forwarding through non-visible chunks. (#3823, #9251, #6990, #6042) 2026-02-23 22:38:06 +01:00
ocornut
46f0e2e247 Demo: Property Editor: misc tweaks to reduce noise in upcoming change. Allow node to have more than 65K child. 2026-02-23 22:36:29 +01:00
ocornut
f6e0953b38 TreeNode: moved TreeNodeGetOpen() helper to public API. (#3823, #9251, #7553, #6754, #5423, #2958, #2079, #1947, #1131, #722)
Amend 0653a0d
2026-02-23 22:36:29 +01:00
ocornut
14b4d8a625 Clipper: added UserIndex helper storage. 2026-02-23 22:36:29 +01:00
ocornut
dbee23e09c Commented out legacy signatures for Combo()/ListBox() which were obsoleted in 1.90.
Amend b101cf4.
2026-02-23 15:21:20 +01:00
Pascal Thomet
2000008b47 Examples: Emscripten: add tabindex=-1 to canvas in shell_minimal.html. (#9259)
Without tabindex, the canvas element is not focusable in the DOM, so pongasoft/emscripten-glfw's focus/blur listeners on the canvas
never fire. This means glfwSetWindowFocusCallback is never called etc.
Ref: https://github.com/pongasoft/emscripten-glfw/issues/29
2026-02-23 13:35:18 +01:00
Pascal Thomet
37b7a7a9df Demo: move imgui manual IMGUI_DEMO_MARKER inside tree nodes. (#3689)
So that the manual switches less often when the user does not want it.
Most switches now happen only after opening a tree node.
2026-02-20 18:05:02 +01:00
r-lyeh
b5ccee78b6 Examples: WGPU: fixed undefined behaviors in example init code. (#9246, #9256) [@r-lyeh] 2026-02-20 16:23:08 +01:00
ocornut
221bac8b06 Style: border sizes are now scaled and rounded by ScaleAllSizes(). Lift 1.0f limit in Style Editor. 2026-02-20 16:16:27 +01:00
omar
05481194b6 Update README
Added a section on useful extensions and widgets with links.
2026-02-20 15:25:35 +01:00
omar
e8281fdf1a Update README 2026-02-20 15:09:20 +01:00
omar
f7fbe5bd91 Update README.md 2026-02-20 14:56:18 +01:00
ocornut
c234426f89 TreeNode: comments on ImGuiTreeNodeFlags_Leaf. (#4833) 2026-02-19 16:32:14 +01:00
Adem Budak
3fecb234c8 Examples: SDL3+WGPU: fixed build warning. (#9255) 2026-02-19 11:38:41 +01:00
ocornut
0653a0d42a Demo: use ImGui version of TreeNodeGetOpen/TreeNodeSetOpen + comments. 2026-02-18 16:53:23 +01:00
ocornut
635a5c0a12 Clipper: clear DisplayStart/DisplayEnd fields when Step() returns false. 2026-02-18 16:08:49 +01:00
ocornut
b8a1f74fd9 Version 1.92.7 WIP
+ minor demo tweaks.
2026-02-18 16:05:51 +01:00
ocornut
6ded5230d0 Changelog formatting amends 2026-02-17 18:32:57 +01:00
ocornut
e118ea06e0 Version 1.92.6 2026-02-17 17:45:07 +01:00
ocornut
f921abe7e7 InputTextMultiline(): fixed a minor bug where Shift+Wheel would allow a small horizontal scroll offset. (#9249) 2026-02-17 17:44:42 +01:00
ocornut
7609963448 Demo: fixes for Emscripten 5.0+ 2026-02-17 17:25:12 +01:00
ocornut
ff673d31df Backends: WebGPU: minor build fix for Emscripten 5.0.0 (note: our examples currently don't build with 5.0.1).
Getting 'warning: unused function 'CreateWGPUSurface' [-Wunused-function]' in some build paths.
cc #9246
2026-02-16 18:04:20 +01:00
ocornut
acdaaef625 Backends: further zealous warning fixes. (#9247) 2026-02-16 16:45:08 +01:00
Laurenz Altenmüller
fbe973a8d0 Cast this to (void*) in zero-clearing memset calls to fix -Wnontrivial-memcall (#9247, #8295, #8129, #8135)
Clang 20+ warns on memset(this, ...) for non-trivially copyable types via -Wnontrivial-memcall.
Should separately investigate -Wnonontrivial-memaccess vs -Wnonontrivial-memcall.
2026-02-16 16:29:00 +01:00
Naveen Regulla
eaa32bb787 Avoid using SSE intrinsic on ARM64/ARM64EC targets. (#9209, #5943, #4091) 2026-02-13 17:24:34 +01:00
ocornut
9f2b3bcf7a Backends: SDL2, SDL3: systems other than X11 are back to starting mouse capture on mouse down. Only X11 requires waiting for a drag by defaultadded ImGui_ImplSDL2_SetMouseCaptureMode(), ImGui_ImplSDL3_SetMouseCaptureMode(). (#9235, #3650, #6410, #3956, #3835)
Amend aa83d5d455
2026-02-13 16:01:08 +01:00
ocornut
041cdddf35 Fonts: add new ProggyForever font!
Amend f006400
2026-02-12 20:06:33 +01:00
ocornut
a8bf659143 Fonts: AddFontDefaultBitmap() doesn't need to explicitely set OversampleH/OversampleV to 1 as this is automatic. 2026-02-12 19:35:41 +01:00
ocornut
9c33672e5c Examples: reword a comment to not mention AddFontDefault() explicitly. 2026-02-12 18:37:31 +01:00
ocornut
42f28ba305 Fonts: avoid baking ExtraSizeScale twice into Ascent/Descent. (re)
Reapply 1bcc23e + offset for our current internal font using it.
2026-02-11 20:26:14 +01:00
ocornut
291787bcac Fonts: comment about swapping EllipsisChar value. (#9228) 2026-02-11 19:09:51 +01:00
ocornut
d67c66c437 Changed RenderTextEllipsis() logic to not trim trailing blanks before the ellipsis. (#9229) 2026-02-11 13:24:38 +01:00
ocornut
7b365fa6b4 Nav: fixed another occurence of nav cursor briefly appearing when Tabbing with ImGuiConfigFlags_NavEnableKeyboard disabled. (#9214, #9218)
Amend 1566c96cc + ea83628.
2026-02-10 22:04:15 +01:00
ocornut
87262dd07a Nav, IO: added undocumented ConfigNavEnableTabbing flag. (#9218) 2026-02-10 21:51:54 +01:00
Ryan Jensen
8ed10d538e Docs: update comment on ImGuiConfigFlags_NavEnableKeyboard. (#9218)
Reworked comment of original PR + trim trailing blanks.
2026-02-10 21:12:35 +01:00
ocornut
9f30044333 Backends: GLFW: try to set IMGUI_IMPL_GLFW_DISABLE_X11 / IMGUI_IMPL_GLFW_DISABLE_WAYLAND automatically if headers are not available. (#9225)
Amend/fix 10d0162378 for system without X11/Wayland headers. (#8921, #8920, #8969)
2026-02-10 20:50:46 +01:00
ocornut
fd9873a5c2 Tables: internals: extract TableSetColumnDisplayOrder() out of TableBeginApplyRequests() and clarify API limitations. 2026-02-10 18:12:53 +01:00
ocornut
c71b2a1fe6 Revert "Fonts: avoid baking ExtraSizeScale twice into Ascent/Descent."
This reverts commit 1bcc23ef12.
2026-02-10 17:56:37 +01:00
tanksdude
5fe48b6a0e Docs: fixed some typos (#9217) 2026-02-10 16:40:52 +01:00
ocornut
1bcc23ef12 Fonts: avoid baking ExtraSizeScale twice into Ascent/Descent.
Amend 55ad3b4
With extreme values of ExtraSizeScale offset would be noticeable in Descent - TextLink() function - or Ascent - TableAngledHeadersRow() function.
2026-02-05 16:52:04 +01:00
ocornut
524f01d248 Metrics: browsing font baked data persist tree state when e.g. using LoadAll. 2026-02-05 16:29:26 +01:00
ocornut
226f62fa8f Demo: amend Shortcuts demo to clarify that ImGuiInputFlags_RouteOverActive may be used with focused route. (#9004) 2026-02-05 15:27:01 +01:00
ocornut
ea83628438 Nav: fixed navigation cursor briefly appearing when using API to focus an InputText() in a window with _NoNavInputs flag. (#9214)
Amend 1566c96cc
2026-02-03 17:33:45 +01:00
ocornut
76860017d5 Clipper, Nav: fixed an UBSan warning when using in a ListClipper region . (#9160) 2026-02-02 17:24:32 +01:00
ocornut
4b8e41cffb TabBar: expose NextScrollToTabId to internal API. 2026-02-02 17:08:38 +01:00
ocornut
a9ca61a7ce Fonts: fixed an issue where using PushFont() from the implicit/fallback "Debug" window when its recorded state is collapsed would incorrectly early out. (#9210, #8865)
Amend 0e769c5, ca31693, d8da97f, 1bf41a0.
2026-02-02 16:00:33 +01:00
ocornut
5166bec5d8 Scrollbar: rounding corners selected based on a generic helper.
CalcRoundingFlagsForRectInRect() is backported and used multiple times by docking.
2026-01-29 17:23:28 +01:00
ocornut
6cc7787c77 Windows: shallow tweaks in window bg rendering to simplify diff w/ docking. 2026-01-29 14:14:15 +01:00
Ahmed Samy
960aff24fc Backends: Win32: use XInput Packet to avoid resubmitting gamepad data. (#9202, #8556) 2026-01-28 15:30:49 +01:00
ocornut
8306e32495 Nav: fixed speed scale for resizing/moving with keyboard/gamepad. (#323)
Fix 04157da29.
2026-01-28 15:14:15 +01:00
ocornut
814c6a194b Log/Capture: fixed erroneously injecting extra carriage returns in output. 2026-01-26 12:29:42 +01:00
Tom Seddon
ab6c9d9b12 Ignore -Wsign-conversion warnings when building with gcc. (#9192)
Co-authored-by: Tom Seddon <tom@trlinux>
2026-01-26 11:51:22 +01:00
ocornut
d12b1a938e Demo: improved Selectable() demos. (#9193) 2026-01-26 11:45:32 +01:00
ocornut
c91bcea7a8 Backends: SDLGPU3: fixed missing release of TexSamplerNearest. (#9196)
Amend/fix 8b86c939c7
2026-01-25 13:30:28 +01:00
ocornut
c6e54c7ab5 Comments about input queue being close to be supporting multi-thread. (#5772) 2026-01-25 13:29:21 +01:00
ocornut
d1cf58e590 Nav: fixed WrapX/LoopX handling in menu layer. (#9178)
Amend 3050f653cb
2026-01-23 16:00:28 +01:00
RegimantasSimkus
e1217227b2 Tooltips, Disabled: fixed EndDisabledOverrideReenable() assertion when nesting a tooltip in a disabled block. (#9180, #7640)
Amend f953ebf9ca
2026-01-23 15:29:27 +01:00
ocornut
7250fbde2e Fixed warning compiling stb_truetype with MSVC, C++20 with /w15262 (#9189) 2026-01-23 14:29:20 +01:00
ocornut
a117055b6b Internals: move field for locality. 2026-01-22 20:13:35 +01:00
ocornut
b015acc464 Viewports: added GetWindowViewport() in imgui_internal.h to increase consistency with code using this public API in docking branch. (#9140) 2026-01-22 17:50:25 +01:00
ocornut
3050f653cb Menus, Nav: made navigation into menu-bar auto wrap on X axis. (#9178) 2026-01-22 17:33:35 +01:00
ocornut
66bb8add73 Docs: better document Shortcut() related stuff. (#9188) Better document io.ConfigDpiScaleFonts. (#9179) 2026-01-22 14:35:16 +01:00
ocornut
3aba95060e Fonts: adding new fonts after removing all fonts mid-frame properly updates current state. 2026-01-21 19:53:55 +01:00
ocornut
cb3b7ff4fb InputText: added mGuiInputTextCallbackData::EventActive helpers. (#9174) 2026-01-21 18:46:38 +01:00
ocornut
d448045669 InputText: Added ImGuiInputTextCallbackData::ID field. 2026-01-21 18:34:28 +01:00
ocornut
f21307e5c9 InputText: ImGuiInputTextCallbackData::SelectAll() sets CursorPos. Added SetSelection() helper.
Context was for #9174 but not specific to it.
2026-01-21 18:25:38 +01:00
ocornut
42b7704b70 InputText: add ImGuiInputTextState::SetSelection() helper + make TextSrc valid outside scope for non-read only fields. (#9174) 2026-01-21 18:19:03 +01:00
Pádraic Slattery
3803203d47 CI: update outdated GitHub Actions versions (#9186) 2026-01-21 17:34:30 +01:00
ocornut
8c0b410371 Docs: tweaks. 2026-01-20 18:25:18 +01:00
ocornut
8b86c939c7 Backends: DirectX10, DirectX11, SDLGPU3: added nearest sampler in ImGui_ImplDX10_RenderState/ImGui_ImplDX11_RenderState/ImGui_ImplSDLGPU3_RenderState struct.
(#6969, #5834, #7468, #3590, #9173, #8926, #7230, #5118, #3590, #2973, #6969)
2026-01-19 13:02:25 +01:00
thedmd
b933599f00 Backends: DirectX12: added helpers to switch to Linear sampler (yet not made public, but intended to be forward declared). (#9173) 2026-01-19 12:32:45 +01:00
ocornut
12223cc3e9 Error handling: rework macros, add IM_ASSERT_USER_ERROR_RET(), IM_ASSERT_USER_ERROR_RETV() to simplify code. 2026-01-19 12:16:10 +01:00
ocornut
ea122de913 Error handling: Improve error handling and recovery for TableSetupColumn(). 2026-01-19 11:49:11 +01:00
ocornut
14dfd5bf6b Examples: DX12: update to VS2019 so it supports WIndows SDK 10.0 simplified versioning. 2026-01-19 11:42:08 +01:00
E
5dde06b327 Docs: fixed 'Tearaway' link in credits section (#9176) 2026-01-18 23:45:38 +01:00
ocornut
21d3299e58 Backends: fixed reappearing uses to NULL to favor nullptr. 2026-01-15 16:09:01 +01:00
ocornut
d7598aa84f Backends: SDL2, SDL3: changed GetClipboardText() handler to return NULL on error aka clipboard contents is not text. (#9168)
Consistent with other backends.
2026-01-15 16:08:18 +01:00
ocornut
9a6eb0ab25 Backends: Vulkan: ImGui_ImplVulkanH_DestroyWindow() oes not call vkDestroySurfaceKHR(): because surface is created by caller. (#9163)
# Conflicts:
#	backends/imgui_impl_vulkan.cpp
2026-01-14 19:37:05 +01:00
ocornut
a1dfaf4869 ImageButton() doesn't use a clamped style.FrameRounding value but instead adjust inner image rounding when FramePadding > FrameRounding. (#2942, #845) 2026-01-14 15:55:07 +01:00
ocornut
7143d711bf Images, Style: added style.ImageRounding, ImGuiStyleVar_ImageRounding to configure rounding of Image() widgets. (#2942, #845)
Moving border drawing above AddImage() call, should not make a difference for square images.
2026-01-14 15:55:03 +01:00
ocornut
0d08927dae Error handling: Improve error handling and recovery for EndMenu()/EndCombo(). (#1651, #9165, #8499) 2026-01-14 14:59:39 +01:00
ocornut
791ad9b82d InvisibleButton: allow calling with size (0,0) to fit to available content size. (#9166, #7623) 2026-01-13 16:15:48 +01:00
ocornut
f64c7c37ef Fonts: fixed a crash when trying to use AddFont() with MergeMode=true on a font that has already been rendered. (#9162) 2026-01-12 18:17:38 +01:00
ocornut
d1c5a66557 Backends: WebGPU: rework unsupported path into an assert. (#9155, #9156) 2026-01-12 12:11:10 +01:00
ocornut
f5384544cb (Breaking) Commented out legacy names obsoleted in 1.90 (Sept 2023): BeginChildFrame(), EndChildFrame(), ShowStackToolWindow(), IM_OFFSETOF(), IM_FLOOR(). 2026-01-08 17:33:09 +01:00
ocornut
fedf227ea4 Amend 7a02f4b. 2026-01-08 17:17:06 +01:00
ocornut
7a02f4b545 Nav, Shortcuts, Tooltips: tooltip reference position not affected by remote shortcut activation. (#9138, #456)
NavCalcPreferredRefPos() has different path for popups vs tooltip.
Amend 197f8904fe
2026-01-08 17:14:38 +01:00
ocornut
ca9b7b4071 InputText, Nav: amend 1566c96. (incorrectly commited old chunk) 2026-01-08 17:11:23 +01:00
ocornut
1566c96ccd InputText, Nav: fixed remote/shortcut InputText() not teleporting mouse cursor when nav cursor is active and io.ConfigNavMoveSetMousePos is enabled.
Motivated by this, also made SetFocusID() immediately set g.NavIdIsAlive, which is more correct and might be other (positive) subtle side effects.
2026-01-08 17:04:52 +01:00
ocornut
3389dfd9dd IsItemHovered() doesn't filter out the signal when activated item is a shortcut remote activation. (#9138, #456)
Amend a201af7354
2026-01-08 15:58:12 +01:00
ocornut
9ce41a92c3 Misc/shallow merges from docking branch to reduce small drift. 2026-01-08 14:31:25 +01:00
maf
43a90adc61 Docs: Fix spelling errors (#9158) 2026-01-08 09:17:44 +01:00
ocornut
7b3ad4a282 (Breaking) Popups: changed 'ImGuiPopupFlags popup_flags = 1' default value to be '= 0' for BeginPopupContextItem(), BeginPopupContextWindow(), BeginPopupContextVoid(), OpenPopupOnItemClick(). (#9157, #9146) 2026-01-07 18:15:15 +01:00
JD31
4ce188def8 Backends: WebGPU: clarify build failure when attempting to build with Dawn for iOS. (#9155, #9156) 2026-01-07 17:25:41 +01:00
ocornut
b467a0466c Docs: amends comments about fonts. 2026-01-06 19:07:46 +01:00
ocornut
69a501df6e Backends: OpenGL3: call ImGui_ImplOpenGL3_InitLoader() in ImGui_ImplOpenGL3_CreateDeviceObjects() / ImGui_ImplOpenGL3_DestroyDeviceObjects(). (#9112) 2026-01-05 16:46:56 +01:00
ocornut
1dc1964d5b Backends: Vulkan: change ImGui_ImplVulkanH_Window::ClearEnable to fuller featured AttachmentDesc. (#9152) 2026-01-05 16:39:49 +01:00
ocornut
f106ccd5fa Backends: Vulkan: clarify ImGui_ImplVulkanH_Window members. 2026-01-05 16:38:01 +01:00
Sammy Fatnassi
25158fe33b Textures: prevent assert/crash of having a destroyed texture recreated without the pixels data available (#9150, #8811)
Amend 8c22b8aef
2026-01-03 20:26:29 +01:00
ocornut
960921f03a Happy new year! 2026-01-03 01:07:58 +01:00
ocornut
922a11f084 Docs: update links, refs. 2025-12-23 19:33:37 +01:00
ocornut
b7b8f52437 Examples: Android: update for consistency (untested). 2025-12-23 18:16:33 +01:00
ocornut
05581da183 AddFontDefault() now automatically selects an embedded font between AddFontDefaultVector() and AddFontDefaultBitmap). 2025-12-23 18:16:33 +01:00
ocornut
f006400f05 Fonts: added AddFontDefaultVector() with embedded ProggyVector data. 2025-12-23 18:16:33 +01:00
ocornut
cde6ad3967 Removed unused ImRect::Floor(). Clarified IM_TRUNC(), IM_ROUND(), ImRound64().
Better to remove since it uses IM_TRUNC which has unusual specs.
Note: 87a6443c5 always use positive value in ImRound64(). (#3609, #8215)
2025-12-23 18:16:33 +01:00
ocornut
73dd0e869d (Breaking) Fonts: remove ImFontConfig::PixelSnapV. Post-rescale GlyphOffset is always rounded.
Amend 99f6b305c, 99bca397d8.
2025-12-23 18:16:33 +01:00
ocornut
55ad3b4abd Fonts: added ExtraSizeScale feature (undocumented). 2025-12-23 18:16:32 +01:00
ocornut
d1de937c31 Fonts: ImFontAtlasFontRebuildOutput() helper. 2025-12-23 18:16:32 +01:00
ocornut
d365417e8b CI: reduce macOS runs since they are expensive. 2025-12-23 16:47:44 +01:00
ocornut
0ff810038d Added GetItemFlags() in public API. (#9127) 2025-12-22 18:33:12 +01:00
ocornut
9055c9ed22 imgui_freetype: fixed overwriting ImFontConfig::PixelSnapH when hinting is enabled.
Fix/amend 99f6b305c1.
2025-12-22 17:52:32 +01:00
ocornut
d87650dffb Text: fixed unused variable warning on builds without asserts. 2025-12-21 18:22:48 +01:00
ocornut
a5dffbec38 Text: word-wrapping use a small lookup table. (#8990, #3237, #8503, #8139, #8439, #9094, #3002, #9066, #8838) 2025-12-21 18:04:01 +01:00
ocornut
22ffa3d6d3 Text: rewrite word-wrapping logic. (#8990, #3237, #8503, #8139, #8439, #9094, #3002, #9066, #8838) 2025-12-21 18:04:00 +01:00
ocornut
683f9160b9 Internals: ImBitArray: rename storage. 2025-12-18 23:38:34 +01:00
ocornut
4e7c05504a Renamed IM_ARRAYSIZE() -> IM_COUNTOF(). Kept legacy name for now. 2025-12-17 14:30:01 +01:00
ocornut
99bca397d8 Docs: clarify PixelSnapH / PixelSnapV + comment on PushTextWrapPos(). 2025-12-17 12:02:07 +01:00
ocornut
dc48a7c88e Docs: amend fc89c61 2025-12-15 16:59:22 +01:00
ocornut
4dac00ca0c Windows: fixed always updating internal buffer for ### window titles even when Ctrl+Tab window is hidden. Instead forcing an update on mismatching when appearing.
3997e8b555 was already doing that. (Relates to 8e67fe1: code assume pointer used to be nulled when ctrl+tab window is disabled. not the case).
2025-12-11 23:24:43 +01:00
omar
fc89c61089 Hashing: handling of "###" operator to reset to seed within a string identifier doesn't include the "###" characters in the output hash anymore.
This has various simplifying properties.
Need a test engine update too.
+ Demo: removed misleading/unnecessary usage of ###.
2025-12-11 23:02:20 +01:00
ocornut
1e7d2adc29 Fixed Clang cast-align warning + Added missing Changelog entry in 1.92.4. (#8893) 2025-12-11 21:37:42 +01:00
ocornut
bd6f48fe20 Backends: OpenGL3: Fixed embedded loader multiple init/shutdown cycles broken on some platforms. (#8792, #9112) 2025-12-11 18:28:23 +01:00
ocornut
0d2dd30ee9 Tabs: minor tweaks to facilitate mods altering spacing. 2025-12-11 17:17:57 +01:00
ocornut
9971251574 Fonts: amend/comment on FontDataOwnedByAtlas=false fix being a breaking change. (#9086, #8465) 2025-12-10 21:42:07 +01:00
ocornut
a07b2828ce Backends: GLFW: add IMGUI_IMPL_GLFW_DISABLE_X11 / IMGUI_IMPL_GLFW_DISABLE_WAYLAND. (#9109, #9116)
cc #8884, #8474, #8289
2025-12-10 18:57:02 +01:00
ocornut
9a4fd69f6d Backends: GLFW: avoid repeated glfwSetCursor()/glfwSetInputMode() calls when unnecessary. 2025-12-10 18:35:22 +01:00
ocornut
cf64b7fa72 Tables: Fixed losing stored display order when reducing column count. (#9108, #4046)
Amend f2df804fcc
2025-12-08 19:29:41 +01:00
ocornut
a726bded11 Fonts: ClearOutputData() doesn't need to clear FallbackChar, EllipsisChar. Fixed crash changing font loader. 2025-12-05 19:12:50 +01:00
ocornut
7f78f52243 Demo: removed some hardcoded widths. 2025-12-05 18:46:13 +01:00
ocornut
60f8b0733c Rework color marker internals to facilitate arbitrary override using SetNextItemColorMarker().
Amend fa4b47c
2025-12-05 18:28:55 +01:00
ocornut
fa4b47c5e2 Added RGBA color markers to ColorEdit3/ColorEdit4 + opt-in ImGuiSliderFlags_ColorMarkers for Drags/Sliders.
+ Added ImGuiColorEditFlags_NoColorMarkers
+ Added style.ColorMarkerSize.
2025-12-05 16:32:48 +01:00
ocornut
a7ecbcdeba Shuffle ImGuiColorEditFlags flag values.
ImGuiColorEditFlags_AlphaOpaque, ImGuiColorEditFlags_AlphaNoBg, ImGuiColorEditFlags_AlphaPreviewHalf, ImGuiColorEditFlags_AlphaBar.
2025-12-05 16:32:45 +01:00
ocornut
ded52c71d9 Debug Log: can output to debugger. Added ImGuiDebugLogFlags_OutputToDebugger. 2025-12-05 15:07:44 +01:00
ocornut
9d4fafa671 Nav: removed an unnecessary FindWindowByName() call.
Amend c7016c25e8. It's not clear to me why it was committed like that, maybe a leftover of wip code which used the pointer before Begin().
2025-12-05 14:16:14 +01:00
ocornut
e2c49530cb ImDrawList: harden/clarify static asserts about ImDrawCmd / ImDrawCmdHeader layout. 2025-12-05 13:42:15 +01:00
achabense
fee06a92ea Text: fixed word-wrapping function reading from *text_end when passed a string range. (#9107)
Likely caused by 4d4889bf1b (#5720)
2025-12-05 13:23:26 +01:00
ocornut
d71091a957 Internals: amend RenderRectFilledRangeH() to avoid shadowed variables. 2025-12-04 16:27:54 +01:00
ocornut
d1e262ad55 Internals: refactor RenderRectFilledRangeH() into RenderRectFilledInRangeH() to take absolute coordinates instead of normalized ones.
Amend 01d4bf299a (#1296)
2025-12-04 16:13:12 +01:00
ocornut
6e0ee6ff03 Fonts: removed misleading SizePixels >= 0.0f test and stbtt_ScaleForMappingEmToPixels() call in ImGui_ImplStbTrueType_FontSrcInit(). (#8857)
Logic was picked in 9a9712807e while extracting code from stbtt_PackFontRangesGatherRects(), but ScaleForMappingEmToPixels() was actually never called: we assert against negative SizePixels since 2015.
2025-12-03 20:15:58 +01:00
ulhc
d27dce58cd Backends: Win32: handle WM_IME_CHAR/WM_IME_COMPOSITION messages to support Unicode inputs on MBCS Windows. (#9099, #3653, #5961) 2025-12-03 13:34:57 +01:00
ocornut
87b193399e Backends: Win32: change param to MultiByteToWideChar() to be consistent (should be no-op?).
Amend 0a7054c7e4 (#5725, #1807, #471, #2815, #1060 + #9099, #3653, #5961)
2025-12-03 13:30:59 +01:00
ocornut
bfe137893a Debug Log: fixed incorrectly printing characters in IO log when submitting non-ASCII values to io.AddInputCharacter(). (#9099) 2025-12-01 17:03:04 +01:00
ocornut
620a33dd85 TreeNode: fixed highlight position when used inside a line with a large text baseline offset.
Most old logic e.g. df749e3f13, ec0e953cca. Never quite worked for this situation.
2025-11-27 23:49:17 +01:00
ocornut
47766ca403 Demo: fix in 'Demo->Selection->Multi-Select in a Table' section. 2025-11-27 23:45:50 +01:00
ocornut
7c6febed66 Tables: fixed an issue where submitting non-integer row heights would eventually advance table parent layout by +0/+1 depending on its visibility. 2025-11-27 22:54:51 +01:00
ocornut
1a62292ac0 Tables: fixed an issue where a very thin scrolling table would advance parent layout slightly differently depending on its visibility. 2025-11-27 22:37:00 +01:00
ocornut
2026e3db88 Menus: fixed BeginMenu() child popup position when used inside a line with a baseline offset. 2025-11-27 21:51:04 +01:00
ocornut
3ff8c466bf Menus: fixed BeginMenuEx() icon/arrow baseline when using inside a line with an offset.
Amend 1f54665.
2025-11-27 20:05:18 +01:00
ocornut
1f54665799 Menus: fixed MenuItem() label baseline when using inside a line with an offset.
Amend f8fae02270
2025-11-27 19:54:06 +01:00
ocornut
ae873b1e0d Misc: rename extraneous parenthesizes from return statements. 2025-11-27 15:01:24 +01:00
ocornut
9c75ef5a61 Tables: clarify TableNextRow() row_height and adjust demo to make this clearer (demo height were arbitrary and therefore misleading). 2025-11-26 18:25:30 +01:00
ocornut
c36162fc6c Internals: add SetContextName() helper. (#9097)
Amend 37c243b.
2025-11-26 17:29:37 +01:00
Rémy Tassoux
f0699effed Examples: Win32+DirectX12: Disable breaking on the D3D12_MESSAGE_ID_FENCE_ZERO_WAIT warning. (#9093, #9084) 2025-11-26 15:39:37 +01:00
ocornut
75db81cf08 Backends: SDL_GPU3: select between metallib and MSL shaders based on availability. (#9076)
Amend fd887f5
2025-11-26 15:05:05 +01:00
Leon Lysak
fd887f5241 Backends: SDL_GPU3: use MSL on macOS and MetalLib on iOS to fix shader compatibility. (#9076)
Edit original PR to keep metallib shader binary since next commit is going to use them.
2025-11-26 15:01:03 +01:00
ocornut
285e3042ba Docs: tweaks. Add reference to imgui-module from main README. (#9092, #8868) 2025-11-26 14:49:11 +01:00
ocornut
d981b33dd0 Textures: amend to please static analyzer. 2025-11-26 14:24:55 +01:00
ocornut
e768f91dc2 Textures: fixed displaying texture # in metrics/debugger. 2025-11-26 14:21:48 +01:00
ocornut
3fef0d553d Textures: fixed a building issue when ImTextureID is defined as a struct.
+ Added CI for this case.
2025-11-26 14:21:48 +01:00
ocornut
3a45bae9dc Backends: Vulkan: helper for creating a swapchain selects VkSwapchainCreateInfoKHR's compositeAlpha based on cap.supportedCompositeAlpha. (#8784) 2025-11-24 18:11:23 +01:00
ocornut
98636f4a23 Fonts: fixed handling of ImFontConfig::FontDataOwnedByAtlas = false which did erroneously make a copy of the font data. (#9086)
Amend 815168c7e
+ Added explicit casts for intent/clarity when passing to stb_truetype/freetype.
2025-11-24 15:58:01 +01:00
ocornut
5f82275ba1 Docs: updated 1.91.5 logs for missing info that GetKeyIndex() was removed at this date.
Amend 6f287dd16
2025-11-24 14:49:16 +01:00
ocornut
136d067eed Scrollbar: fixed a codepath leading to a divide-by-zero. (#9089) 2025-11-24 14:27:03 +01:00
ocornut
324cea1f41 Version 1.92.6 WIP 2025-11-24 13:35:41 +01:00
ocornut
ee48fad09d Internals: rename ImStableVector's BLOCK_SIZE to avoid conflict with Linux header defines. (#9088) 2025-11-21 19:47:03 +01:00
ocornut
6d910d5487 Version 1.92.5 2025-11-20 17:49:52 +01:00
ocornut
26ff93dadc Examples: NULL: fixed msvc project. 2025-11-20 14:51:25 +01:00
ocornut
a484fd2b56 Examples: Win32+OpenGL3: enable DPI awareness. (#9083) 2025-11-20 14:50:08 +01:00
Rokas Kupstys
8ff7f35eec CI: run imgui_test_suite as part of CI build. 2025-11-20 14:35:48 +01:00
Rokas Kupstys
e8448d0494 CI: general update + rename steps. 2025-11-20 14:33:23 +01:00
ocornut
4ab86e1d61 Nav: fixed scoring when using PageUp/PageDown from a focused item which is outside of visible boundaries. (#9079)
We only use ImGuiNavMoveFlags_AlsoScoreVisibleSet when starting point is visible.
2025-11-19 19:01:22 +01:00
ocornut
0faa0dba15 Drag and Drop: rework cancel drag and drop logic to be overridable. (#9071) 2025-11-19 18:26:44 +01:00
ocornut
db6b8e0fb3 Drag and Drop: handling of Escape after UpdateKeyboardInputs(). (#9071) 2025-11-19 18:26:43 +01:00
ocornut
1f16ca5e5c Docs: update ShowUserGuide() + PR guidelines. (#9071) 2025-11-19 18:26:43 +01:00
ocornut
b4a3d423e0 Docs: amend BeginDisabled() comments. (#9082) 2025-11-19 17:06:44 +01:00
achabense
68894d4149 Docs: fixed outdated comment. (#9082) 2025-11-19 17:03:14 +01:00
ocornut
23bd697f05 Drag and Drop: Pressing Escape while carrying a payload automatically cancel the active drag and drop. (#9071) 2025-11-18 19:18:10 +01:00
ocornut
37f9153105 Nav: improved/clarified behavior when requesting PageUp/PageDown from a focused item which is outside of visible boundaries. (#9079) 2025-11-18 18:59:06 +01:00
ocornut
81e01ddebe Nav: reworked PageUp/PageDown to pick same-page top/bottom page based on inner rectangle rather than clipping rectangle. 2025-11-18 18:57:32 +01:00
ocornut
405c802607 Nav: shallow tweaks. 2025-11-18 18:22:36 +01:00
ocornut
91b5256c57 Clipper: fixed an issue when using up/down from an item outside of visible bound and using the clipper. (#9079) 2025-11-18 17:00:01 +01:00
ocornut
6ae32c696a Backends: fixed misc zealous Clang warnings. 2025-11-18 16:34:35 +01:00
ocornut
9afc62d087 InputText: Fixed an assert when using ImGuiInputTextFlags_ReadOnly and making underlying contents shorter while text is selected. (#9069) 2025-11-18 16:20:51 +01:00
ocornut
c3835de38a CI: fixes warning building example_null w/ msvc as DLL 2025-11-17 18:01:51 +01:00
ocornut
52caa2f38a CI: fixes warning building example_null w/ msvc as DLL 2025-11-17 17:50:37 +01:00
ocornut
04af1a3917 CI: fixes warning building example_null w/ mingw 64-bit, as DLL 2025-11-17 17:43:09 +01:00
ocornut
e1f9b8b3a7 CI: fixes warning building example_null w/ mingw 64-bit, as DLL 2025-11-17 16:49:34 +01:00
ocornut
cfb48969af Examples: CI: backtrack and make example_null embed backend: simpler for all sorts of quick build scripts. 2025-11-17 16:38:07 +01:00
ocornut
0cf5b93a0a CI, Backends: fixes for example_null building. Add consistent IMGUI_IMPL_API in backend. 2025-11-17 16:18:12 +01:00
ocornut
d99baf332c CI: fixes for example_null building. 2025-11-17 16:11:05 +01:00
ocornut
7e919a543c Examples: fix example_null Makefile.
Amend b885382,eb19a77
2025-11-17 15:58:12 +01:00
ocornut
eb19a77848 Examples: fix example_null Makefile.
Amend b885382
2025-11-17 15:52:32 +01:00
ocornut
b885382a63 Backends: Null: added imgui_impl_null platform/renderer backend. 2025-11-17 15:28:03 +01:00
ocornut
9e15ebb402 Backends: GLFW: fixed last ImGui_ImplGlfw_Shutdown() call not immediately clearing the context map. (#9075, #8676, #8239, #8069)
Amend/fix f633a6058
2025-11-17 13:38:17 +01:00
ocornut
f145b0cffd Debug Tools: ID Stack Tool: refactor, extract data/code into ImGuiDebugItemPathQuery for reuse. 2025-11-13 18:32:43 +01:00
ocornut
c254db7637 Debug Tools: ID Stack Tool: store ResultsComplete and don't display incomplete paths. 2025-11-13 16:19:27 +01:00
ocornut
5a0c67c4b8 Debug Tools: ID Stack Tool: extracted code into a StackToolGetResultAsPath() function. 2025-11-13 16:15:00 +01:00
ocornut
ec6219752d Fonts: calling ImFontAtlas::Clear() mid-frame without re-adding a font will lead to a more explicit crash. (#9067)
+ reformat Changelog.
2025-11-13 15:54:50 +01:00
ocornut
d246850787 Fonts: added comment about the classic AddFontFromMemoryTTF() issue. (#9067, #6916, #6781, #5330, #4307, #2042, #2029, #1734, #1259, #220) 2025-11-13 15:42:19 +01:00
ocornut
e60e5bff63 Misc: standardized casing of keyboard mods in comments and demo ("CTRL" -> "Ctrl"). 2025-11-13 15:24:03 +01:00
ocornut
873fe34b31 Debug Tools: ID Stack Tool: preserve first data type, so user of PushOverrideID() e.g. TreeNode() elements don't get demoted from _String to _ID. 2025-11-13 15:05:16 +01:00
ocornut
e3979c2098 Demo: removing absolute __FILE_ from being emitted by default. (#9033) 2025-11-13 14:23:25 +01:00
ocornut
68a44776bd Misc: tweak conflicting id error tooltip to use a link.
Now that nested tooltips are not hiding each others.
2025-11-13 13:47:45 +01:00
ocornut
613cfaf0b4 Tooltips: made BeginTooltipEx() not hide nested tooltips.
It's not typically possible to nest tooltips since BeginTooltipEx() imply ImGuiWindowFlags_NoInputs + following mouse pos + most tooltips would be triggered on hover. But BeginErrorTooltip() bypass that.
2025-11-13 13:47:45 +01:00
ocornut
de917ebb95 Windows: move auto-fit block into braces for clarify. (no-op) 2025-11-11 21:48:17 +01:00
ocornut
501e0adcdb Windows: CalcWindowAutoFitSize() remove child-specific hack added by 29439bdd27 and made obsolete by 7537ba2b4. (#9060, #1710) 2025-11-11 21:47:15 +01:00
ocornut
a2544f9496 Windows: programmatic auto-sizing on a single axis also apply proper logic. (#9060) 2025-11-11 21:37:21 +01:00
ocornut
b51f6e073c Windows: reorganize auto-fitting code blocks in Begin(), step 2.
Toward #9060
2025-11-11 21:15:43 +01:00
ocornut
52e9d94f93 Windows: reorganize auto-fitting code blocks in Begin(), aimed to have no side-effect, but..
..outer ImGuiWindowFlags_AlwaysAutoResize previously took priority for both axis. New logic per-axis.
Toward #9060
2025-11-11 20:03:31 +01:00
ocornut
fc262355ca Windows: Fixed an issue where repeated calls to SetNextWindowSize() using 0.0f to auto-size would keep marking ini settings as dirty.
+ marking dirty on old io.FontAllowUserScaling Ctrl+Wheel
2025-11-11 19:47:48 +01:00
ocornut
7537ba2b44 Windows: fixed single-axis auto-sizing (via double-clicking a border) to take account of remaining scrollbar on the other axis. (#9060)
Potentially now should apply same logic to the other resizing path also described in #9060
2025-11-10 19:36:16 +01:00
ocornut
86daa8930e Backends, Examples: WebGPU: simplified ifndef (#8381) 2025-11-07 13:24:16 +01:00
ocornut
635eb1d8e9 Added .tmp files. 2025-11-06 18:07:18 +01:00
ocornut
bd0e2036e0 Drag and Drop: added ImGuiDragDropFlags_AcceptDrawAsHovered. (#8632)
Not calling SetHoveredId() in that path, does not seem necessary.
2025-11-06 18:07:18 +01:00
ocornut
b0d3c3a674 Drag and Drop: prev/curr storage for DragDropAcceptFlags. ImGuiDragDropFlags_AcceptNoPreviewTooltip test uses DragDropAcceptFlagsPrev for consistency. (#143)
I don't think this would have materialized as a visible bug.
2025-11-06 17:59:01 +01:00
ocornut
dacd080639 Docs: added link to imgui-module. (#8868( 2025-11-06 17:30:00 +01:00
ocornut
8e2e87d638 (Breaking) Commented out legacy SetItemAllowOverlap() obsoleted in 1.89.7: this never worked right. Use SetNextItemAllowOverlap() _before_ item instead. 2025-11-06 16:29:19 +01:00
ocornut
e389502ffb Amends comments referring to 1.92.X to refer to 1.92.0. FontAllowUserScaling not marked obsolete anymore. 2025-11-06 16:28:59 +01:00
ocornut
1c3a60047c (Breaking) IO: commented out legacy io.ClearInputCharacters() obsoleted in 1.89.8. 2025-11-06 16:28:58 +01:00
ocornut
62162747e7 (Breaking) Keys: commented out legacy names which were obsoleted in 1.89.
ImGuiKey_ModCtrl --> ImGuiMod_Ctrl, ImGuiKey_ModShift --> ImGuiMod_Shift, ImGuiKey_ModAlt --> ImGuiMod_Alt, ImGuiKey_ModSuper --> ImGuiMod_Super.
2025-11-06 16:28:25 +01:00
ocornut
189d8c9d9c (Breaking) Commented out legacy ImGuiChildFlags_Border (#462), ImGuiWindowFlags_NavFlattened (#7687), ImGuiWindowFlags_AlwaysUseWindowPadding. 2025-11-06 16:11:07 +01:00
ocornut
f45adb995c Drag and Drop, Style: added basic styling options to DragDrop target rect. Amends. (#9056) 2025-11-06 15:38:20 +01:00
aaronkirkham
7954d6782e Drag and Drop, Style: added basic styling options to DragDrop target rect. (#9056) 2025-11-06 15:34:40 +01:00
Clownacy
59db6ceeb1 Backends: GLFW: lower minimum requirement from GLFW 3.1 to GLFW 3.0. (#9055) 2025-11-06 15:25:11 +01:00
ocornut
a0bfbe4d8f Windows: BgClickFlags inherited by default + missing info in Changelog. Amend 40f9e4e. (#899, #3071, #5044, #3379) 2025-11-05 20:16:45 +01:00
ocornut
e674f57bb6 Backends: SDL3: Fixed an issue with missing characters events when an already active text field changes viewports. (#9054)
Always use SDL_GetKeyboardFocus().
(tried to defer ImGui_ImplSDL3_PlatformSetImeData() processing for when OS-window is available but it didn't actually work because we don't systemetically OS-focus new viewports and SDL3 only sent characters to keyboard focused window.)
2025-11-05 19:15:47 +01:00
ocornut
1897248bda Misc: added assert to detect ~ImGuiContext() called without DestroyContext(). (#9051) 2025-11-04 17:55:18 +01:00
ocornut
051a31594f Metrics: fixed table and columns rect highlight from display when metrics window is not in the same viewport as the table. 2025-11-03 19:48:57 +01:00
ocornut
dc6e0f4b9e Tables: Angled headers: fixed an auto-resize feedback loop that could affect tables with empty non-resizing columns using angled headers. 2025-11-03 19:35:19 +01:00
BrutPitt
df3f2fff88 Examples: WebGPU: moved CreateWGPUSurface to the bottom of the file due to interference with X.h. (#8381) 2025-11-03 19:15:41 +01:00
ocornut
8e5e79054e Examples: WGPU: tweak headers and standardize other things so examples have less differences. (#8381) 2025-11-03 19:05:28 +01:00
BrutPitt
3cc8b470a6 Backends, Examples: WebGPU: header optimization. Added the code for using Dawn “pre-built” library. (#8381) 2025-11-03 19:05:28 +01:00
ocornut
f1becf7e4b Amend 149587b config/build infos change to be resilient to IM_ASSERT() macros using stringification inside a list. 2025-11-03 14:31:14 +01:00
Brenton Bostick
a3546b52f8 Various typo fixes (#9042) 2025-11-03 13:26:12 +01:00
ocornut
823ccc274e Examples: update docs. (#8381) 2025-10-31 19:34:12 +01:00
BrutPitt
ff672b2db3 Examples: SDL2+WebGPU, SDL3+WebGPU: add new examples. (#8381) 2025-10-31 19:10:23 +01:00
BrutPitt
778aed9966 Examples: GLFW+WebGPU: update to latest specs and to work on Emscripten 4.0.10+ and latest Dawn-Native, WGPU-Native. (#8381, #8567, #8191, #7435) 2025-10-31 19:10:23 +01:00
BrutPitt
c5b2a848fa Backends: WebGPU: added smaller and debug helpers. (#8381, #8831, #8567, #8191, #7435) 2025-10-31 19:10:23 +01:00
BrutPitt
d0e3b1d4e2 Backends: WebGPU: added ImGui_ImplWGPU_CreateWGPUSurfaceHelper(). (#8381, #8831, #8567, #8191, #7435) 2025-10-31 19:10:23 +01:00
ocornut
505ff536f9 Textures: fixed an issue preventing multi-contexts from using each others' fonts if context 2 runs after context 1's Render() function. (#9039) 2025-10-31 16:38:27 +01:00
ocornut
db577cd445 Fonts: rename internal fields for consistency. 2025-10-31 16:38:23 +01:00
ocornut
149587b85b Config/build infos emit infos to convey when IM_ASSERT() macro is disabled. 2025-10-30 18:03:36 +01:00
ocornut
670a92723a Move IM_STRINGIFY() to imgui.h 2025-10-30 17:47:06 +01:00
ocornut
130c3e6b75 Backends: Vulkan: tweak comments. (#9041) 2025-10-30 16:04:21 +01:00
ocornut
3c578fa87e InputText: restore truncating, now between UTF-8 codepoint. (#9029)
Amend e612536, 2a194e2.
2025-10-29 18:40:40 +01:00
ocornut
8df962a6ed Debug Tools: fixed DebugTextEncoding() potentially reading out of bounds if provided a trailing truncated UTF-8 sequence. 2025-10-29 17:58:52 +01:00
ocornut
2a194e21a0 InputText: revert truncation behavior from e612536 as it can truncate mid-UTF8. (#9029) 2025-10-29 17:24:23 +01:00
ocornut
9753c741b9 Disabled, ButtonBehavior: fixed a bug when a previously enabled item that got nav focus and then turns disabled could still be activated using keyboard. (#9036)
ButtonBehavior() was relying on lack of nav focus for keyboard handling
2025-10-29 16:43:27 +01:00
ocornut
7c483a0eba Add indentation to ButtonBehavior() - no logic change. 2025-10-29 16:39:37 +01:00
ocornut
0ba9fedf1a Win32: Revert 1.92.4 change of comparing dwPacketNumber. (#8556) 2025-10-29 16:29:47 +01:00
ocornut
2c54b15a5f Update ignore list. 2025-10-29 15:03:55 +01:00
ocornut
2a229c8cb8 Examples: SDL3+OpenGL3: fixed Emscripten makefile + ignore list.
Can't get this to run however.
2025-10-29 14:21:43 +01:00
ocornut
40f9e4e8e2 Windows: store BgClickFlags which allows the equivalent of io.ConfigWindowsMoveFromTitleBarOnly to be overridden on a per window basis. (#899, #3071, #5044, + #3379)
io.ConfigWindowsMoveFromTitleBarOnly now sets initial value for BgClickFlags. Using e.g. ImGui::GetCurrentWindow()->BgClickFlags &= ~ImGuiWindowBgClickFlags_Move; allow per-window override.
This will be extended for supporting scrolling options for #3379.
As a minor side effect: the effect of enabling io.ConfigWindowsMoveFromTitleBarOnly now happens one frame later ('window_modal_bounds_exceeding_work_area" test accidentally broke in some situations because of that)
2025-10-28 19:13:11 +01:00
ocornut
245e12cca7 Internals: tweak UpdateMouseMovingWindowEndFrame(). 2025-10-28 19:06:37 +01:00
ocornut
8019d39545 Shuffle a few internal context fields to reduce padding. 2025-10-28 19:06:36 +01:00
ocornut
a1632c6116 InputText, Demo: amend comments to direct more users to the std::string version.
https://www.youtube.com/watch?v=pLwvNdpTpjs wasted a solid hour before finding this.
Crazy that people are using AI instead of actually _reading_ comments, demo and headers. (The information appeared multiple times on their screen)
2025-10-24 17:10:57 +02:00
ocornut
c72d0b2cbb Backends: Vulkan: SwapChainImageUsage assume VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT which is added automatically. (#8946, #8110, #8111, #8686)
Merge bad3c14 which was accidentally only pushed to docking. No important side effect.
2025-10-23 21:04:48 +02:00
ocornut
e6125361f9 InputText: paste does a truncate when not fitting instead of ignoring it. (#9029) 2025-10-23 20:53:29 +02:00
ocornut
b7e45b3a48 InputText: rework STB_TEXTEDIT_INSERTCHARS() signature to allow partial insertion (unused). (#9029)
To be submitted as a PR to nothings/stb.
2025-10-23 20:19:16 +02:00
ocornut
6add99f8d2 Examples: SDL3+Vulkan: Fixed call to ImGui_ImplVulkanH_CreateOrResizeWindow() during resize. (#9030)
Surprisingly it still worked because ImGui_ImplVulkanH_CreateWindowSwapChain() pulls from `cap.currentExtent` when available.
2025-10-23 20:00:57 +02:00
ocornut
750c5d2a61 InputText: do not require anymore that CursorPos be clamped by user code. (#9029)
Add clamping outside of callback code + simplify logic. The previous logic checking for difference was because old code e.g. 21d03edcb0 required a ImTextCountCharsFromUtf8() which is not required since #7925.
2025-10-23 18:54:32 +02:00
ocornut
e571ccf3f4 InputText: removed unnecessary variables. 2025-10-23 18:43:20 +02:00
ocornut
b8573a7e33 Groups: fixed an issue reporting IsItemEdited() signal after EndGroup() for some widgets e.g. Checkbox(), Selectable(). (#9028) 2025-10-23 13:54:14 +02:00
ocornut
bc5da9b367 Examples: DirectX10: Amends. (#8979) 2025-10-22 13:58:51 +02:00
ocornut
b3dab0a406 Examples: DirectX10, DirectX11, DirectX12: comments about fullscreen mode and swapchain setup. (#8979) 2025-10-22 13:57:27 +02:00
ocornut
2a022d997b Examples: GLFW+WebGPU: removed unnecessary ImGui_ImplWGPU_InvalidateDeviceObjects() call during surface resize. (#8381)
+ Relayout changelog.
2025-10-22 13:42:23 +02:00
ocornut
5870b979a8 Examples: GLFW+WebGPU: fixed cmakefile for example to use legacy path. (#8381)
Amend 71447b94f
2025-10-22 13:39:00 +02:00
ocornut
bdb8243602 Backends: SDl3: Fixed Platform_OpenInShellFn() return value. (#9027) 2025-10-22 13:33:36 +02:00
ocornut
b46f099a3f Backends: GLFW: fixed building on Linux platforms where Wayland headers are not available. (#9024, #8969, #8921, #8920) 2025-10-20 23:57:09 +02:00
ocornut
63bfad401f MultiSelect: added ImGuiMultiSelectFlags_NoSelectOnRightClick. (#8200, #9015) 2025-10-20 18:58:45 +02:00
Ingmar Rieger
e11b7a0414 Make ClearPlatformHandlers and ClearRendererHandlers API public (#9016) 2025-10-18 17:34:40 +02:00
mwlasiuk
065f9e0269 Backends: Vulkan: added IMGUI_IMPL_VULKAN_VOLK_FILENAME. (#9008, #7722, #6582, #4854) 2025-10-16 20:36:30 +02:00
ocornut
4b1f5aba80 Examples: GLFW+WebGPU: moving blocks to simplify upcoming diff. (#8381) 2025-10-16 19:42:28 +02:00
ocornut
71447b94fb Examples: GLFW+WebGPU: default build to legacy for now. (#8381) 2025-10-16 18:23:02 +02:00
BrutPitt
3dc511c71d Backends: WebGPU: update to compile with Dawn and Emscripten's 4.0.10+ '--use-port=emdawnwebgpu' ports. (#8381, #8898) 2025-10-16 18:16:28 +02:00
ocornut
36de604a5b InputText: avoid continuously overwriting ownership of ImGuiKey_Enter / ImGuiKey_KeypadEnter in order to allow e.g. external Shortcut to override behavior. (#9004) 2025-10-16 16:12:40 +02:00
ocornut
2a5e9a15e4 InputTextMultiline: fixed a crash when using ImGuiInputTextFlags_WordWrap and resizing the parent window while keeping the multi-line field active. (#9007, #3237) 2025-10-15 19:12:40 +02:00
ocornut
d7fec5e1d3 Tables: fixed a bug where nesting BeginTable()->Begin()->BeginTable(). (#9005) 2025-10-15 16:50:11 +02:00
ocornut
7d8d587bc0 Version 1.92.5 WIP 2025-10-15 16:46:18 +02:00
ocornut
9a5d5c45f5 Version 1.92.4 2025-10-14 19:26:56 +02:00
ocornut
25e5baf5f0 (Breaking) Clipper: commented out legacy IncludeRangeByIndices name obsoleted in 1.89.9. (#6424, #3841) 2025-10-14 19:00:50 +02:00
ocornut
c8db91b7b4 (Breaking) TreeNode, Selectable: commented out legacy ImGuiTreeNodeFlags_AllowItemOverlap, ImGuiSelectableFlags_AllowItemOverlap names obsoleted in 1.89.7.
Amend 51f564e
2025-10-14 19:00:49 +02:00
ocornut
702cc9993a Relaxed internal assert in MarkItemEdited() some more. (#8997)
Amend e7a734f78d, 5a2b1e8482
2025-10-14 16:31:38 +02:00
ocornut
bad5ee167b Shortcuts: added support for combining ImGuiInputFlags_RouteFocused with ImGuiInputFlags_RouteOverActive,. (#9004) 2025-10-13 15:06:34 +02:00
ocornut
b6e277980f Shortcuts: reorganize route scoring so values are easier to read. (#9004)
Score now require 16-bits but ImGuiKeyRoutingData doesn't grow size.
2025-10-13 15:06:32 +02:00
ocornut
878c863af4 Docs: reformat changlog entries. 2025-10-13 13:25:02 +02:00
Rémy Tassoux
9be4f150ef Backends: DirectX12: Reuse texture upload buffer and grow it only when necessary. (#9002) 2025-10-13 13:19:37 +02:00
ocornut
00251c8921 CI: disable PVS-Studio's --disableLicenseExpirationCheck 2025-10-13 12:01:10 +02:00
ocornut
5af650fc6d Examples: GLFW+WGPU: various tweaks to reduce diff with #8381 2025-10-09 19:24:17 +02:00
ocornut
2b770a029b InputText: fixed an infinite loop error happening if a custom input text callback modifies/clear BufTextLen before calling InsertChars(). (#8994, #3237)
+ misc comments.
2025-10-08 19:06:12 +02:00
ocornut
bee2720faa Docs: clarify meaning/purpose of IMGUI_ENABLE_FREETYPE. (#8993) 2025-10-08 18:44:07 +02:00
ocornut
fd0873c61f Test Engine: fixed mismatched macro signature when disabled.
The macro was actually unused in our code if IMGUI_ENABLE_TEST_ENGINE is not defined, but can affect third-party code.
2025-10-07 15:59:45 +02:00
ocornut
ee3d16f150 Demo: fixed layout issue in "Layout & Scrolling -> Scrolling" section. 2025-10-06 18:39:10 +02:00
ocornut
4b858cf5d1 Made tooltip windows inherit parent. (#8982, #1345)
Intent here was for a manually focused tooltip to not steal title bar highlight.
2025-10-06 17:06:40 +02:00
ocornut
09e15e8c9d Nav: fixed typo. 2025-10-06 13:56:34 +02:00
ocornut
2128e2f44b Style: added ImGuiCol_UnsavedMarker. (#8983) 2025-10-06 12:16:48 +02:00
ocornut
27a9374ef3 Drag and Drop: added BeginDragDropTargetViewport(), still in imgui_internal.h for now. (#5204) 2025-10-03 19:06:23 +02:00
ocornut
1cdec11e24 Drag and Drop: rework RenderDragDropTargetRect() into RenderDragDropTargetRectForItem() and add RenderDragDropTargetRectEx(). (#1603, #5204) 2025-10-03 18:54:15 +02:00
ocornut
3ac624b795 Update FAQ.md typos. (#8862) 2025-10-03 18:26:06 +02:00
omar
a97b0c32ab Update FAQ.md 2025-10-02 20:31:14 +02:00
ocornut
bcf722e637 Docs: updated FAQ "What is the difference between Dear ImGui and traditional UI toolkits?". (#8862) 2025-10-02 20:14:43 +02:00
ocornut
8c22b8aef6 Textures: allowed backend to destroy texture while inside the NewFrame/EndFrame scope. (#8811) 2025-10-01 18:39:40 +02:00
ocornut
fc4105c8a8 Backends: DX9,DX10,DX11,DX12,Metal,Vulkan,WGPU,SDLRenderer2,SDLRenderer3: ensure that a texture in _WantDestroy state always turn to _Destroyed. (#8977)
Amend 9809b0b. Strictly speaking this is not necessary anymore but it seems generally sane to promote this.
2025-10-01 17:49:22 +02:00
ocornut
ea564a6a5e Textures: fixed a crash if a texture marked as _WantDestroy by a backend after it had already been destroyed. (#8977, #8811) 2025-10-01 17:40:20 +02:00
ocornut
9809b0b061 Textures: Fixed not updating ImTextureData's RefCount when destroying a context using a shared ImFontAtlas. (#8975) 2025-10-01 14:59:53 +02:00
ocornut
b987970870 Textures: fixed an issue preventing multi-contexts sharing a ImFontAtlas from being possible to destroy in any order. 2025-10-01 14:59:40 +02:00
omar
a3d6e82dbd Update README.md 2025-09-30 16:26:27 +02:00
ocornut
3dafd9e898 Backends: DirectX12: enable swapchain tearing if available. (#8965) 2025-09-29 18:36:13 +02:00
ocornut
5cd83e689e Backends: DirectX12: amend changelog to clarify fixes. (#3463, #5018) 2025-09-29 16:34:27 +02:00
Rémy Tassoux
5ce903af6e Backends: DX12: Use one fence instead of one by viewport. (master) (#8961) 2025-09-29 16:15:46 +02:00
Rémy Tassoux
bab3ebec14 Backends: DX12: Rework synchronization logic. (master) (#8961) 2025-09-29 16:14:53 +02:00
ocornut
3ff195f702 Backends: DX12: let bd->FrameIndex start at 0 to match docking. (#8961) 2025-09-29 16:12:33 +02:00
ocornut
e459e5bf0a Backends: GLFW: fixed build on platform that are neither Windows, macOS or known Unixes. (#8969, #8920, #8921)
Fix 10d0162.

x
2025-09-29 16:12:33 +02:00
Rémy Tassoux
217bc445ff Backends: DirectX12: reuse a command list and allocator for texture uploads. (#8963, #8465) 2025-09-29 15:45:17 +02:00
ocornut
1c87024840 InputText: fixed single-line InputText() not applying fine character clipping properly (regression in 1.92.3). (#8967) 2025-09-29 13:38:27 +02:00
ocornut
3470e6112b (Breaking) Backends: Vulkan: moved fields in ImGui_ImplVulkan_InitInfo: RenderPass, Subpass, MSAASamples, PipelineRenderingCreateInfo. (#8946, #8110, #8111, #8686) 2025-09-26 18:23:51 +02:00
ocornut
e312b99296 (Breaking) Backends: Vulkan: renamed ImGui_ImplVulkan_MainPipelineCreateInfo to ImGui_ImplVulkan_PipelineInfo. (#8110, #8111) 2025-09-26 18:18:33 +02:00
ocornut
cc0a6690bf Backends: Vulkan: minor internal renames/tweaks to reduce further patches. (#8946, #8110, #8111, #8686) 2025-09-26 18:12:47 +02:00
ocornut
5fe962216a (Breaking) Backends: Vulkan: added 'VkImageUsageFlags image_usage' parameter to ImGui_ImplVulkanH_CreateOrResizeWindow(). (#8946, #8110, #8111, #8686)
Default to VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT.
2025-09-26 18:12:47 +02:00
johan0A
01686c6294 Backends: Vulkan: added a way to specify custom vertex/fragment shaders. (#8585, #8271) 2025-09-26 15:44:02 +02:00
ocornut
bf2e0b2c6f Tables: change ImGuiTableFlags_NoBordersInBody behavior to not draw border in body even when resizing. (#8893) 2025-09-25 19:07:59 +02:00
ocornut
cee40f8af9 Examples: made examples's main.cpp consistent with returning 1 on error. 2025-09-24 17:48:48 +02:00
ocornut
940627d008 Backends: SDL2: Fixed build for Emscripten and SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE=0 platforms.
Amend e06b5df.
2025-09-24 15:29:00 +02:00
ocornut
719ea9c228 Comments 2025-09-24 15:00:24 +02:00
ocornut
f61a7ef222 Backends: SDL2,SDL3: avoid using the SDL_GetGlobalMouseState() path when one of our window is hovered. Fix mouse coordinate issue in fullscreen apps with macOS notch + better X11 perfs. (#7919, #7786) 2025-09-24 14:48:33 +02:00
ocornut
e06b5dfe12 Backends: SDL2,SDL3: Shallow tweaks.
Toward fallback focused mouse handler to be a closer match docking version.
2025-09-24 14:41:10 +02:00
ocornut
e1aea42e45 Windows: add resize grips for child windows with both ResizeX+ResizeY. Amends. (#8501) 2025-09-23 16:55:37 +02:00
Aleksi Juvani
82e9a5e47d Windows: add resize grips for child windows with both ResizeX+ResizeY. (#8501) 2025-09-23 16:48:45 +02:00
ocornut
5f6eaa5278 Backends: Win32: minor optimization not submitting gamepad input if packet number has not changed. (#8556)
To be honest I don't believe this is valuable as an optimization, but it makes debug stepping a little nicer.
2025-09-23 16:30:07 +02:00
ocornut
d701ffb478 Examples: added SDL3+DirectX11 example. Minor amends + fix both SDL2/SDL3+DirectX11 to allow WARP driver. (#8956, #8957) 2025-09-22 21:38:33 +02:00
Tomas Jakobsson
a00e517a81 Examples: added SDL3+DirectX11 example. (#8956, #8957) 2025-09-22 21:25:56 +02:00
Brenton Bostick
8868ad67e4 Fixed typos. (#8955) 2025-09-22 16:09:44 +02:00
ocornut
301e652376 Backends: OpenGL3: fixed GL loader to work on Haiku OS which does not support. (#8952) 2025-09-22 16:04:59 +02:00
ocornut
dc0198a7e4 CI: update Windows Vulkan scripts. Amends. (#8925) 2025-09-22 12:45:18 +02:00
yaz0r
ef6fe2ecee CI: update Windows Vulkan scripts. (#8925) 2025-09-22 12:34:23 +02:00
ocornut
46e6382b69 Added type formatters for the LLDB debuggers (e.g. Xcode, Android Studio) (#8950) 2025-09-22 12:26:53 +02:00
David Mentler
087fbf08f6 Added type formatters for the LLDB debuggers (e.g. Xcode) (#8950) 2025-09-22 12:25:17 +02:00
ocornut
d4f722d5b2 IO: added ImGuiPlatformIO::ClearPlatformHandlers(), ClearRendererHandlers(). Backends: call those on Shutdown(). (#8945, #2769) 2025-09-18 16:58:50 +02:00
ocornut
0e7cd694eb Version 1.92.4 WIP 2025-09-18 15:38:46 +02:00
ocornut
bf75bfec48 Amend f6890ed mostly to please static analyzers. 2025-09-17 19:05:22 +02:00
ocornut
1c544ee941 Version 1.92.3 2025-09-17 18:37:56 +02:00
ocornut
70a43f3088 Fixed build with IMGUI_ENABLE_TEST_ENGINE. 2025-09-17 18:12:32 +02:00
ocornut
9cf9d2be83 Debug Tools: ID Stack Tool: fixed a crash when using PushOverrideID(0) during a query. (#8937, #4631) 2025-09-17 18:06:45 +02:00
ocornut
7e473d38d3 Debug Tools: ID Stack Tool: internal renaming (should be no-op). 2025-09-17 18:06:45 +02:00
ocornut
6d834d325e Debug Tools: ID Stack Tool: fixed misleading/unnecessary run of UpdateDebugToolStackQueries() on first frame. (#4631)
`if (g.FrameCount != tool->LastActiveFrame + 1)` test failing on first frame.
Was not harmful but probably confusing in a debugger.
2025-09-17 18:06:45 +02:00
ocornut
f6890ed007 Nav, Inputs: fixed a crash that could occur when opening a popup following the processing of a global shortcut while no windows were focused.
Regression test: "window_popup_from_shortcut"
2025-09-17 16:41:40 +02:00
ocornut
431f2c5abd InputText: fixed dubious code handling ImGuiInputTextFlags_EscapeClearsAll.
Specifically the missing = 0. Somehow only now got reported by Emscripten CI.
2025-09-15 19:32:24 +02:00
ocornut
6274ca4266 Backends: GLFW: fixed build for Emscripten which doesn't expose glfw3native.h.
Amend 10d0162
2025-09-15 19:28:01 +02:00
ocornut
d92c8c6aff Backends: SDL2: Content Scales are always reported as 1.0 on Wayland. (#8921)
SDL_GetDisplayDPI() seems generally broken on X11/Wayland, but our logs shows that on Wayland we get both a content scale from SDL_GetDisplayDPI() and a framebuffer scale.
2025-09-15 19:20:56 +02:00
ocornut
72c00f39c1 Backends: GLFW: fix ImGui_ImplGlfw_IsWayland() amend broken 10d0162. (#8921, #8920)
Accidentally broke this while shuffling code...
2025-09-15 19:16:05 +02:00
ocornut
2675b7ca26 Backends: GLFW: Content Scales always reported as 1.0 on Wayland, FramebufferScale always reported as 1.0 on X11. (#8920, #8921) 2025-09-15 18:55:09 +02:00
ocornut
10d0162378 Backends: GLFW: added ImGui_ImplGlfw_IsWayland(). (#8921, #8920)
(technically presently untested but we've researched this)
2025-09-15 18:40:22 +02:00
ocornut
3c6c5692b8 Examples: Win32+Vulkan, GLFW+Metal: Fixed not applying content scale. (#8921, #8756)
Somehow it breaks in Win32+OpenGL3 example: when enabled Win32 applies some extra scale.
2025-09-15 16:50:58 +02:00
ocornut
e044d99710 Examples: standardized all examples to have a base window size of 1280x800. 2025-09-15 16:34:36 +02:00
ocornut
22a6a83c54 Backends: SDL3: use SDL_GetWindowDisplayScale() on Mac to output DisplayFrameBufferScale. The function is more reliable during resolution changes e.g. going fullscreen. (#8703, #4414) 2025-09-15 15:16:42 +02:00
ocornut
cd476b27f8 Examples: GLFW+Vulkan: Fixed not applying content scale. (#8921, #8756) 2025-09-12 21:32:46 +02:00
ocornut
9f13684d70 Examples: GLFW+OpenGL2: Fixed not applying content scale. (#8921)
Note that this requires GLFW 3.3.
2025-09-12 20:57:04 +02:00
ocornut
6d25cb844b CI: switch iOS build to macos-14 runner as macos-latest currently fails. 2025-09-12 16:41:05 +02:00
ocornut
36133d8ac4 InputText: Word-Wrap: hide vertical scrollbar but takes its width into account. (#3237, #952, #1062, #7363)
Also increase IMGUI_VERSION_NUM for good measure, forgot to increase it when moving to public api.
2025-09-12 16:03:18 +02:00
ocornut
b6a33f8ce1 InputText: Word-Wrap: amend 7f1e2bb to avoid triggering static analyzer. (#3237, #952, #1062, #7363)
And generally more logical this way anyhow.
2025-09-12 15:05:23 +02:00
ocornut
78c1d4a92c InputText: Word-Wrap: moving ImGuiInputTextFlags_WordWrap to public API. Added in demo. (#3237, #952, #1062, #7363) 2025-09-12 15:03:33 +02:00
ocornut
7f1e2bb8dd InputText: Word-Wrap: avoid word-wrap specific path InputTextLineIndexGetPosOffset() when word-wrap is disabled. (#3237, #952, #1062, #7363) 2025-09-12 15:03:33 +02:00
ocornut
2f3e85bc37 Comments 2025-09-12 15:03:33 +02:00
ocornut
8a94422246 InputText: optimize inactive path by avoiding an early ImStrlen(). 2025-09-11 21:26:10 +02:00
ocornut
ae832ce532 InputText: moved blocks so same text rendering code is now used for active and inactive states.
(ignore whitespace to visualize this change easily)
2025-09-11 21:26:04 +02:00
ocornut
1e52e7b90c InputText: Added a line index. Refactored cursor and selection rendering, now simpler, easier to reason about, and faster. (#3237, #952, #1062, #7363) 2025-09-11 21:26:01 +02:00
ocornut
67085d732a ImGuiTextIndex: rename member. 2025-09-11 21:25:56 +02:00
ocornut
f36c65661c InputText: fixed pressing End (without Shift) in a multi-line selection from mistakenly moving cursor based on selection start. 2025-09-11 18:45:07 +02:00
ocornut
e2b7d84e96 CI: disable pvs-studio 28 days warning (amend). 2025-09-11 15:15:48 +02:00
ocornut
271f476d08 CI: disable pvs-studio 28 days warning. 2025-09-11 15:12:51 +02:00
ocornut
e2f314d613 InputText: fixed misassignment to unused Scroll.y variable when using ImGuiInputTextFlags_NoHorizontalScroll.
Amend d474ed7f7 (#7913, #383)
2025-09-11 15:06:25 +02:00
ocornut
8eb22ea620 Demo: ShowStyleSelector(), ShowFontSelector(): remove ImGuiSelectableFlags_NoAutoClosePopups for now.
In this situation we kinda want keyboard Enter to select and close but ideally not click. We don't have separate options yet.
2025-09-10 22:42:12 +02:00
ocornut
55f590c1d1 Selectable: ImGuiSelectableFlags_SelectOnNav doesn't select when holding Ctrl, to be consistent with multi-select.
Amend e66afbb + remove needless line in CloseCurrentPopup() block
2025-09-10 22:29:42 +02:00
Harry Mander
5e5658e68f Debug Tools: fixed assertion failure when opening a combo box while using io.ConfigDebugBeginReturnValueOnce/ConfigDebugBeginReturnValueLoop. (#8931) 2025-09-10 19:12:03 +02:00
ocornut
013c4ed476 InputText: fixed gross buffer underflow introduced by a82f66a. (#3237, #952, #1062, #7363)
Would typically not crash by detected by sanitinizers.
2025-09-10 19:00:05 +02:00
ocornut
2f1d1c8b2f Focus, InputText: fixed an issue where SetKeyboardFocusHere() did not work on InputTextMultiline() with ImGuiInputTextFlags_AllowTabInput. (#8928) 2025-09-10 18:31:34 +02:00
ocornut
1cd08b883c TabBar: fixed calling TabBarQueueFocus() before submitting tabs. (#8929, #6681) 2025-09-10 18:03:34 +02:00
ocornut
4e98fb20e2 TabBar: Internals: added TabBarFindByID(), TabBarRemove() helpers.
Currently only for the benefit of TestEngine.
2025-09-10 17:59:26 +02:00
ocornut
045645e5f1 Demo: tweaked ShowFontSelector() and ShowStyleSelector() to update selection while navigating and to not close popup automatically. 2025-09-09 17:50:40 +02:00
ocornut
8e4955bb23 Selectable: moved ImGuiSelectableFlags_SelectOnNav to public API. 2025-09-09 17:42:14 +02:00
ocornut
e66afbbbe0 Selectable: ImGuiSelectableFlags_SelectOnNav doesn't close popups. 2025-09-09 17:33:03 +02:00
ocornut
2841c5135d Backends: OpenGL3: add GL_NEAREST and samplers functions in loader. 2025-09-08 17:24:39 +02:00
ocornut
bf52f4a83c Backends: OpenGL3: added HasBindSampler storage for readability and consistency. 2025-09-08 17:23:48 +02:00
ocornut
14e076c5bb Backends: Internal renaming of samplers. 2025-09-08 16:02:23 +02:00
ocornut
ea8a5a9e17 DrawList: made AddCallback() assert when passing a null callback. 2025-09-08 15:20:18 +02:00
ocornut
230418a75d InputText: Word-Wrap: attempt to track cursor while resizing frame/parent. (#3237, #952, #1062, #7363) 2025-09-08 11:56:22 +02:00
ocornut
16415aa39f InputText: Word-Wrap: added custom implementation for Home/End that is word-wrap friendly. (#3237, #952, #1062, #7363) 2025-09-08 11:56:22 +02:00
ocornut
985723ed94 InputText: Word-Wrap: mouse clicks on word-wrapping points set cursor side correctly. (#3237, #952, #1062, #7363) 2025-09-08 11:56:22 +02:00
ocornut
a82f66a9b0 InputText: Word-Wrap: added ImGuiInputTextFlags_WordWrap support. (#3237, #952, #1062, #7363) 2025-09-08 11:56:20 +02:00
ocornut
e422a38e4c InputText: internals: expose LineCount, GetPreferredOffsetX(). 2025-09-08 11:54:34 +02:00
ocornut
11fff1ccf5 ImFont::RenderText() takes ImDrawTextFlags_CpuFineClip instead of bool cpu_fine_clip + forward ImDrawTextFlags to word-wrap code.
(for #3237, #952, #1062, #7363)
2025-09-08 11:54:33 +02:00
ocornut
3cc7d1c81a InputText: InputTextCalcTextSize() uses ImFontCalcTextSizeEx().
(for #3237, #952, #1062, #7363)
2025-09-08 11:54:33 +02:00
ocornut
56189cd814 Internals: added ImDrawTextFlags_StopOnNewLine support to ImFontCalcTextSizeEx(), ImDrawTextFlags_WrapKeepTrailingBlanks to ImTextCalcWordWrapNextLineStart().
(for #3237, #952, #1062, #7363)
2025-09-08 11:54:33 +02:00
ocornut
a9945899c6 stb_textedit: extracted stb_textedit_move_line_start()/stb_textedit_move_line_end(), adding STB_TEXTEDIT_MOVELINESTART,STB_TEXTEDIT_MOVELINEEND support. (#3237, #952, #1062, #7363) 2025-09-08 11:54:33 +02:00
ocornut
bc6478f651 Internals: added ImDrawTextFlags_WrapKeepTrailingBlanks required for text-edit style word-wrapping.
(for #3237, #952, #1062, #7363)
2025-09-08 11:54:33 +02:00
ocornut
34ab6c8a89 Internals: extracted ImFont::CalcTextSizeA() into ImFontCalcTextSizeEx() so we can make change to its signature.
(for #3237, #952, #1062, #7363)
2025-09-08 11:54:33 +02:00
ocornut
c63b5bd8fb Internals: extracted ImFont::CalcWordWrapPosition() into ImFontCalcWordWrapPositionEx() so we can make change to its signature.
(for #3237, #952, #1062, #7363)
2025-09-08 11:54:33 +02:00
ocornut
8a35ce0e98 CalcWordWrapPosition() breaks on \n instead of relying on caller to do it + expose ImTextCalcWordWrapNextLineStart(). (#3237, #952, #1062, #7363)
Should be functional no-op, fingers crossed. Breaking on \n allows caller to count lines reliably.
2025-09-08 11:54:32 +02:00
yaz0r
f77f68a5ed CI: Windows: update to 1.4.326 + pull Vulkan from KhronosGroup's Vulkan-Headers and Vulkan-Loader. (#8925, #8778) 2025-09-08 11:42:28 +02:00
fgungor
bed08daede Backends: SDLGPU3: fixed double assignment. (#8924) 2025-09-08 11:32:38 +02:00
fdsa
09ebcf1779 Docs: fixed mismatched parentheses & other small changes. (#8922) 2025-09-08 11:30:14 +02:00
ocornut
02af06ea5f Backends: Vulkan: rewrite pColorAttachmentFormats deep-copy to avoid issues when calling multiple times. (#8282, #8110) 2025-09-04 18:14:28 +02:00
ocornut
026d47cd35 Backends: Vulkan: store pColorAttachmentFormats deep-copy into an ImVector. (#8282, #8110) 2025-09-04 18:05:58 +02:00
ocornut
c63714822f Backends: Vulkan: reorder InitInfo fields. 2025-09-04 18:05:15 +02:00
ocornut
26aa81a8b1 Backends: Vulkan: misc amends (makes ImGui_ImplVulkan_MainPipelineCreateInfo::PipelineRenderingCreateInfo consistent with InitInfo). (#8110, #8111, #8053) 2025-09-04 18:05:15 +02:00
ocornut
1ecc34a0b1 Backends: Vulkan: misc amends (e.g. changelog, coding style). (8110, 8111, 8053)
# Conflicts:
#	backends/imgui_impl_vulkan.cpp
2025-09-04 18:04:20 +02:00
ocornut
ee03cef14f Backends: Vulkan: revert using a struct for ImGui_ImplVulkan_CreatePipeline() for now. (#8110, #8111, #8053) 2025-09-04 18:00:05 +02:00
Ronan Cailleau
e51d93e2f5 Backends: Vulkan: added ImGui_ImplVulkan_CreateMainPipeline(). (#8110, #8111, #8053)
- Added ImGui_ImplVulkan_CreateMainPipeline(...) to explicitly re-create the main window pipeline (when some of its properties are changed).
- Does not implicitly use ImGui_ImplVulkan_InitInfo::PipelineRenderingCreateInfo, but a function parameter.
- The main window pipeline is created only if possible during ImGui_ImplVulkan_Init(...) (if a render pass or rendering info are given), else it should be created with ImGui_ImplVulkan_ReCreateMainPipeline(...)
- ImGui_ImplVulkan_CreatePipeline now takes a struct rather than (too) many parameters (and returns the created pipeline).
2025-09-04 18:00:05 +02:00
ocornut
7d33524042 InputText: fixed an issue where using Escape with ImGuiInputTextFlags_EscapeClearsAll. (#8915, #8273)
Regression test: "widgets_inputtext_temp_buffer_2"
2025-09-04 13:16:05 +02:00
ocornut
605a751571 InputText, InputInt, InputFloat: fixed an issue where using Escape to revert would not write back the reverted value. (#8915, #8273)
Revealed by 00f12b9a0
Regression test: "widgets_inputtext_temp_buffer_2"
2025-09-04 13:16:04 +02:00
ocornut
b7cb3d93a4 Comments about using MSVC SAL for printf annotation. (#8871) 2025-09-03 19:39:55 +02:00
ocornut
20160ff1d5 Fonts: fixed merging a font and specifying a font target in DstFont that's not the last added font (regression in 1.92). (#8912) 2025-09-03 19:36:02 +02:00
ocornut
3766d40394 Nav: fixed Ctrl+Tab window appearing as empty when the sole active and focused window has the ImGuiWindowFlags_NoNavFocus flag. (#8914) 2025-09-03 17:50:10 +02:00
Ян Ли
0dd3c845eb Docs: add missing anchor in FAQ.md (#8913) 2025-09-03 09:17:23 +02:00
ocornut
8dc457fda2 Internals: added indent, shallow tweaks + unused context pointer to InputTextCalcTextLenAndLineCount() to reduce noise in wip patch.
Visualize this commit with white-space changes disabled.
2025-09-02 15:39:22 +02:00
ocornut
0ef9610e70 InputText, stb_textedit: Revert special handling when pressing Down/PageDown on last line of a buffer without a trailing carriage return.
Revert fbf70070bb.
2025-09-02 15:39:14 +02:00
ocornut
5c92699f5f stb_textedit: trim trailing blanks for simplicity.
In theory your editorconfig has this disabled for this file but MSVC plugin doesn't seem to handle this properly.
2025-08-28 18:43:41 +02:00
ocornut
771fae623d ImRect: added AsVec4() helper. Using ImRect in InputTextEx(). 2025-08-27 21:43:25 +02:00
ocornut
6351f00ff1 Clipper, Tables: removed row_increase >= 0 assert. (#8886)
Seeing cases in my own tests that are not obvious so it seems like too much of a burden for the user to assert/crash, as the row count is not always useful anyhow.
2025-08-27 20:31:05 +02:00
ocornut
55cbc66508 InputText: allow passing an empty string with buf_size==0. (#8907) 2025-08-27 20:21:31 +02:00
ocornut
9f969944d5 stb_textedit: fixed misleading cursor-1 in STB_TEXTEDIT_K_LINESTART handlers. (#7925)
`state->cursor - 1` in STB_TEXTEDIT_K_LINESTART handlers was technically misleadingly not UTF-8 compliant but things would naturally work anyhow.
2025-08-27 19:22:48 +02:00
ocornut
aa2f40c3bb Clipper, Tables: added ImGuiListClipperFlags, ImGuiListClipperFlags_NoSetTableRowCounters. (#8886)
a0cdac48e0 revealed the issue but technically the core issue is that clipper assume 1 item = 1 table row.
2025-08-27 18:54:57 +02:00
Christian Fillion
a309d2dcac Fonts: fixed assertion failure when ImFontAtlasRectEntry::Generation overflows. (#8906) 2025-08-27 14:39:08 +02:00
ocornut
87c1ab7988 Windows: changed how g.CurrentItemFlags is modified before windows' CloseButton() submission to be less misleading. (#8903)
I don't think anyone would have `ImGuiItemFlags_NoFocus` set globally but technically it might.
2025-08-26 18:48:08 +02:00
ocornut
319c481abb AddFontDefault(): shallow simplification. 2025-08-26 17:57:51 +02:00
ocornut
229d56e37a Debug Tools: ID Stack Tool: when ### is used, uncontributing prefix before the ### is now skipped. (#8904, #4631) 2025-08-26 16:30:13 +02:00
ocornut
7d230594de Fixed ImHashSkipUncontributingPrefix() not looping in case of multiple ### elements. 2025-08-26 16:29:14 +02:00
ocornut
75a4a48d1f Internals: extracted ImHashSkipUncontributingPrefix() out of CreateNewWindowSettings() and added note about it. 2025-08-26 16:23:06 +02:00
ocornut
9e864012ae Debug Tools: ID Stack Tool: added option to hex-encode non-ASCII characters in output path. (#8904, #4631) 2025-08-26 15:58:59 +02:00
ocornut
783f1e62cc Debug Tools: ID Stack Tool: fixed using fixed-size buffers preventing long identifiers from being displayed in the tool. (#8905, #4631) 2025-08-26 15:36:56 +02:00
ocornut
e728b96600 Fixed Bullet() fixed tesselation amount which looked out of place in very large sizes. 2025-08-20 20:22:31 +02:00
ocornut
fe03035112 Docs: advertise ProggyVector font as an alternative. 2025-08-20 20:02:49 +02:00
ocornut
515c0b526f Backends: SDL_GPU: typo + changelog. (#8892) 2025-08-20 18:53:25 +02:00
PTSVU
7c6fa8f8f7 Backends: SDL_GPU: add swapchain parameters to ImGui_ImplSDLGPU3_InitInfo. (#8892)
(master branch commit, values are not used)
2025-08-20 18:43:04 +02:00
ocornut
42656b3aa1 Scrollbar, Style: added style.ScrollbarPadding, ImGuiStyleVar_ScrollbarPadding. (#8895) 2025-08-20 18:27:35 +02:00
ocornut
89b7fc906a DrawList: fixed CloneOutput() taking a copy of the ImDrawListSharedData pointer. Missing Changelog. (#8894, #1860) 2025-08-20 17:57:06 +02:00
ocornut
0c4f50090a DrawList: fixed CloneOutput() taking a copy of the ImDrawListSharedData pointer. (#8894, #1860)
Amend b82e99c032
2025-08-20 17:49:18 +02:00
ocornut
720e94f3da Rework FormatTextureIDForDebugDisplay() ImDrawCmd version as FormatTextureRefForDebugDisplay(). 2025-08-19 15:32:38 +02:00
ocornut
321e9eb919 Fixes for printing out ImTextureID value when it is typedef to other types. (#8889) 2025-08-19 15:32:12 +02:00
scribam
655601169b Examples: Android+OpenGL3: update Gradle project, amend. (#8888, #8878) 2025-08-19 15:20:53 +02:00
scribam
361e370fe0 Examples: Android+OpenGL3: update Gradle project (#8888, #8878) 2025-08-19 15:16:15 +02:00
ocornut
86ec5c8342 Version 1.92.3 WIP 2025-08-19 15:15:49 +02:00
ocornut
45acd5e0e8 Version 1.92.2b 2025-08-13 17:31:01 +02:00
ocornut
774ddb58bd Fixed IsItemHovered() failing on disabled items and items that have no identifier. Made holding on disabled items not leak IsItemDisabled() between disabled items when window has _NoMove. (#8877, #8883)
See amends to "widgets_status_common", "widgets_disabled_2" tests.
2025-08-13 17:08:04 +02:00
ocornut
4dee11a089 Make ImGuiInputSource int.
(primarily to avoid "result of comparison 'ImGuiInputSource' < 0 is always false" in GetInputSourceName().
2025-08-13 17:02:23 +02:00
omar
43e3ac0dc6 Docs: fixed unneeded usage of Build(). (#8883) 2025-08-13 15:17:53 +02:00
ocornut
02f654cbce Backends: Allegro5: fixed missing support for ImGuiKey_PrintScreen under Windows. 2025-08-12 20:02:08 +02:00
ocornut
e1baadba84 Backends: Allegro5: Fixed texture format setup. (#8770, #8465)
Amend/fix ee8941e.
2025-08-12 15:02:58 +02:00
ocornut
e2a662eed8 Backends: Allegro5: fixed use of obsolete IM_OFFSETOF(). 2025-08-12 11:41:11 +02:00
ocornut
e1a93805db Backends: Allegro5: Added ImGui_ImplAllegro5_SetDisplay(). 2025-08-12 11:33:10 +02:00
ocornut
af920e1e6f Version 1.92.3 WIP 2025-08-12 11:30:41 +02:00
Wouter Vermaelen
863e989c25 imgui_freetype.cpp: fix gcc -Wmissing-declarations (#8879) 2025-08-11 19:39:26 +02:00
ocornut
2b24f5fa71 Version 1.92.2 2025-08-11 16:47:06 +02:00
ocornut
e10300ed3c Docs: Special thanks. 2025-08-11 16:26:10 +02:00
ocornut
5a6fa33b88 Fixed an inconsistency between IsItemHovered() and internal hovering check, where IsItemHovered() would return true if mouse was first clicked on the background of a non-moveable window. (#8877) 2025-08-11 15:41:38 +02:00
ocornut
8239a0e0c4 Nav, Tables: fix NavIsScrollPushableX logic clamping value stored in NavApplyItemToResult(), which would break scrolling. (#8816, #2221)
Amend 47c4148.
2025-08-11 15:17:02 +02:00
ocornut
50115596dc Demo: About Box: include IMGUI_ENABLE_TEST_ENGINE in Config/Build info. 2025-08-11 12:29:13 +02:00
ocornut
1c57dc21c2 Misc: fixes zealous MSVC static analyzer warnings + make GetInputSourceName(), GetMouseSourceName() a little more tolerant. (#8876) 2025-08-11 11:04:13 +02:00
ocornut
47c41483bd Tables, Nav: fixed navigation within scrolling tables when item boundaries goes beyond columns limits. (#8816, #2221)
Amend 00d3f9295e.
2025-08-11 10:49:20 +02:00
Ian
ea075ed973 ImVector: skip memcpy in operator= if Data isn't initialized to play nice with -fsanitize=undefined. (#8874) 2025-08-11 09:53:01 +02:00
ocornut
b6614f6c7c Backends: SDL_GPU3: removed ImGui_ImplSDLGPU3_Texture struct extraneous indirection now that we only need to store SDL_GPUTexture*. (#8866, #8163, #7998, #7988, #8465) 2025-08-08 15:51:17 +02:00
ocornut
9ee3d731b5 Backends: SDL_GPU3: changed ImTextureID type from SDL_GPUTextureSamplerBinding* to SDL_GPUTexture*. Added ImGui_ImplSDLGPU3_RenderState. (#8866, #8163, #7998, #7988) 2025-08-08 15:51:16 +02:00
LEE KYOUNGHEON
e7d0ad092c Removed static inline usages from free functions. (#8867, #8813)
For C++20 module compatibility. See https://github.com/stripe2933/imgui-module/
2025-08-07 17:01:23 +02:00
ocornut
412daf7362 Tabs: attempt to fix infinite loop in tab-bar ShrinkWidth() by using an epsilon. (#5652, #3421, #8800) 2025-08-07 16:41:21 +02:00
ocornut
c22af8c346 Fonts: fixes comment (amend d8da97f7). 2025-08-07 16:19:07 +02:00
ocornut
1bf41a0762 Fonts, Tables: fixed PushFont() having no effect when called after submitting a hidden column. (#8865)
Amend 0e769c5
2025-08-07 16:16:12 +02:00
ocornut
284283615b InputText: minor tweak to an expression.
Primarily to make PVS Studio static analysis go silent but it is a perfectly valid suggestion.
2025-08-06 10:48:01 +09:00
Adem Budak
d163e20f63 Examples: Win32+OpenGL3: Replace legacy 'GL/GL.h' with 'GL/gl.h' (#8861) 2025-08-06 10:43:57 +09:00
Christian Fillion
f7eae45ae9 Fonts: show ImFontConfig::FontNo in DebugNodeFont(). (#8863)
Thanks!
2025-08-06 10:42:34 +09:00
Elliot Prior
ff2dfc8422 Fonts: fixed a crash when modifying different texture format with a legacy backend. (#8824) 2025-08-04 18:39:30 +09:00
ocornut
7e701c18c8 Fonts: fixed an issue when a font using MergeMode has a reference size specified but the target font doesn't. 2025-08-04 18:21:38 +09:00
Michael Böhme
90025a62c7 Backends: Vulkan: Avoid calling vkCmdBindDescriptorSets() when texture has not changed. (#8666) 2025-08-04 18:10:00 +09:00
ocornut
902b8cc39a Examples: SDL3+SDL_GPU: use SDL_GPU_PRESENTMODE_VSYNC present mode. (#8830) 2025-08-04 15:30:25 +09:00
o:tone
70cfc02811 Examples: SDL3+SDL_GPU: use SDL_WaitAndAcquireGPUSwapchainTexture() instead of SDL_AcquireGPUSwapchainTexture(). (#8830) 2025-08-04 15:28:38 +09:00
ocornut
250bd66b76 Tabs: fixed ImGuiTabBarFlags_FittingPolicyScroll not triggering (regression in 3ef6c84). (#3421, #8800) 2025-08-04 15:19:16 +09:00
ocornut
c14d83d4e0 Tabs: made scrolling buttons never keyboard/gamepad navigation candidates. 2025-08-04 15:12:23 +09:00
ocornut
7d5fef8642 Nav: fixed a bug where GamepadMenu couldn't toggle between main and menu layer while navigating a Modal window. (#8834)
Amend 901d432cb but for Gamepad.
2025-08-04 15:06:14 +09:00
Christian Fillion
22fe9fce4c Textures: fixed assertion in DebugNodeTexture() when ImTextureID_Invalid is non-zero. (#8860, #8745)
ImFontAtlas's constructor resets ImTextureRef::_TexID to 0 instead of ImTextureID_Invalid.
Amend bc051dc
2025-08-04 14:10:20 +09:00
ocornut
320c94bfaa Tabs: when scrolling is enabled, track selected tabs when resizing down parent container. (#3421, #8800) 2025-07-31 23:42:30 +09:00
ocornut
3ef6c8410a Tabs: added new fitting policy ImGuiTabBarFlags_FittingPolicyMixed, new default. (#3421, #8800) 2025-07-31 23:42:25 +09:00
ocornut
cc1fbcc9a9 Fonts: undo change done in b884533 since 19d1ad0 made them unnecessary. (#8794, #8850) 2025-07-31 23:04:35 +09:00
ocornut
78d11cd781 Tabs: (Breaking) renamed ImGuiTabBarFlags_FittingPolicyResizeDown to ImGuiTabBarFlags_FittingPolicyShrink. (#261, #351)
Amend 54a60aaa40
2025-07-31 22:58:01 +09:00
ocornut
7278cda039 Tabs: added TabMinWidthBase, ImGuiStyleVar_TabMinWidthBase. 2025-07-31 22:57:11 +09:00
ocornut
7bb9db501c Tabs: fixed 046a8ea (commited a modified file). 2025-07-31 22:05:19 +09:00
ocornut
046a8eae0f Tabs: fixed tab bar underline not drawing below scroll buttons. (#6820, #4859, #5022, #5239)
Fix ef8ff1b5d8 which accidentally meant we are using BarRect after it may have been modified by TabBarScrollingButtons().
2025-07-31 22:04:01 +09:00
ocornut
a0cdac48e0 Tables: fixed TableGetHoveredRow() (#7350, #6588, #6250) + TableGetRowIndex() which never correctly worked when using a clipper.
Amend e09454aec. Can't understand the comment nor why code was commented. Code looks alright. Compared TableEndRow() between 1.80 and current as well.
2025-07-31 13:21:26 +09:00
ocornut
2ab3946ecb Windows: add StopMouseMovingWindow(), partial merge 80d78fa from docking. 2025-07-30 18:46:49 +09:00
ocornut
87d7f7744e Fonts: (Internal) Added undocumented ImFontBaked::LoadNoRenderOnLayout. (#8758, #8465)
Amend fd75bdccb0.
2025-07-27 20:33:57 +09:00
ocornut
10dc1882c8 Fonts: (Internal) rename ImFontBaked::LockLoadingFallback to ImFontBaked::LoadNoFallback. 2025-07-27 20:31:37 +09:00
ocornut
c6c0c3be08 Docs: amend 1.92.0 logs on the fact that font->CalcTextSizeA() used to be thread-safe. 2025-07-27 20:15:21 +09:00
ocornut
da6c97203e Fixed comments for io.KeyCtrl / io.KeySuper to match the one for ImGuiMod_Ctrl, ImGuiMod_Super. (#8839) 2025-07-27 19:37:30 +09:00
Miolith
853a46e021 Backends: Vulkan: fixed texture update corruption introduced in 1.92.0. (#8801, #8755, #8840, #8465)
Fix abe294bfd0
2025-07-27 19:33:30 +09:00
Ori Avtalion
075ad676aa Demo: Fix '= =' typo in text (#8836) 2025-07-25 17:36:23 +09:00
ocornut
19d1ad04f4 Fonts: stop using stb_truetype.h implementation functions. Fix using IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION. (#8794) 2025-07-23 16:42:00 +09:00
ocornut
b884533957 Document/workaround an issue using IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION since 1.92.0. (#8794) 2025-07-23 16:30:30 +09:00
ocornut
174f37bdaf Fixed building with IMGUI_DISABLE_DEBUG_TOOLS only. (#8796) 2025-07-23 16:17:35 +09:00
ocornut
4f00774006 Examples: SDL3+Metal: Amend example. (#8827, #8825)
Amend 8403c49
2025-07-23 16:11:47 +09:00
Shi Yan
8403c49484 Examples: SDL3+Metal: Added example. (#8827, #8825) 2025-07-23 15:58:13 +09:00
ocornut
06ab541e2f CI: Adjust policies to more frequently build Win64 SDL3+SDL_Renderer, SDL3+SDL_GPU, and tweak others. 2025-07-22 17:01:26 +09:00
scribam
7babc24ad4 CI: Add SDL3 builds to MacOS and Windows. (#8819, #8778) 2025-07-22 16:52:20 +09:00
scribam
c96e9c8273 CI: Update Windows CI to use a more recent SDL2. (#8819, #8778) 2025-07-22 16:51:20 +09:00
Tim-Rex
4a51295c9e Backends: OpenGL3: add and call embedded loader shutdown in ImGui_ImplOpenGL3_Shutdown(). (#8792)
Include update of imgui_impl_opengl3_loader.h as submitted to gl3w_stripped repository, which adds imgl3wShutdown().
2025-07-22 16:46:35 +09:00
gomkyung2
9c392896b7 Misc: removed more redundant inline static linkage from imgui_internal.h. (#8813, #8682, #8358) 2025-07-22 16:31:10 +09:00
ocornut
ea613e181c Windows: fixed an issue where resizable child windows would emit border logic when hidden/non-visible. (#8815)
This makes more sense in docking branch but may be merged in master right away.
2025-07-22 16:22:53 +09:00
ocornut
ed5bd1f9ef Changed ImTextCharToUtf8() to return bytes count rather than original pointer. (#8820)
Amend c2bf4abfa1
2025-07-22 14:17:11 +09:00
Rhys Pounder
3401dbde92 Docs: Fixed typo. (#8817) 2025-07-21 15:42:16 +09:00
ocornut
c9e0208de4 Textures: moved UpdateTexturesNewFrame(), UpdateTexturesEndFrame() to a more suitable location in the file. 2025-07-21 15:35:53 +09:00
ocornut
57a816ae60 Texutres: minor comments, tweaks. 2025-07-21 15:27:17 +09:00
ocornut
643f0e3abf Backends: OpenGL3: restore update path on non-WebGL non-ES targets that doesn't require a CPU copy. (#8802, #8465)
Amend/fix dbb91a5
2025-07-15 14:34:40 +02:00
ocornut
8744d10235 Backends: OpenGL2, OpenGL3: set GL_UNPACK_ALIGNMENT to 1 before updating textures. (#8802) 2025-07-15 14:30:50 +02:00
ocornut
336d9212fc Backends: using range-for to iterate draw_data->CmdLists[]. 2025-07-11 17:41:52 +02:00
ocornut
79d88e2d0b Error Handling, Tables: TableGetSortSpecs() silently return NULL when no table (matching most other table getters). TableSetBgColor() uses IM_ASSERT_USER_ERROR. 2025-07-11 16:57:43 +02:00
ocornut
a0d3e405a3 Textures: ImTextureData::Create() sets status. RegisterUserTexture() increases RefCount. Added comments about ImTextureData::GetTexRef(). (#8789) 2025-07-11 16:49:28 +02:00
ocornut
0e6e876f23 Docs: update docs/comments about ImTextureRef, ImTextureID. (#8783) 2025-07-10 19:07:28 +02:00
ocornut
c680f54e6c FIxed IsWindowFocused() using wrong flag types (harmless as values were identical). (#8786) 2025-07-10 18:42:39 +02:00
ocornut
4d745bc602 Version 1.92.2 WIP 2025-07-10 18:41:05 +02:00
163 changed files with 17748 additions and 18400 deletions

View File

@@ -2,7 +2,9 @@
1. PLEASE CAREFULLY READ: [Contributing Guidelines](https://github.com/ocornut/imgui/blob/master/docs/CONTRIBUTING.md) 1. PLEASE CAREFULLY READ: [Contributing Guidelines](https://github.com/ocornut/imgui/blob/master/docs/CONTRIBUTING.md)
2. Make sure you're using a special branch just for this pull request. (Sometimes people unknowingly use a default branch, then later update that branch, which updates the pull request with the other changes if it hasn't been merged yet.) 2. **Make sure you're using a special branch just for this pull request**. (In git, 1 PR = 1 branch. If you update the branch the PR will be updated.)
3. Clear this template before submitting your PR. 3. Consider running the [imgui_test_suite](https://github.com/ocornut/imgui_test_engine) or adding new tests to test for expected behaviors.
4. Clear this template before submitting your PR.

View File

@@ -16,24 +16,38 @@ on:
- requested - requested
jobs: jobs:
Windows: Build-Windows:
runs-on: windows-2025 runs-on: windows-2025
env: name: Build - Windows
VS_PATH: C:\Program Files\Microsoft Visual Studio\2022\Enterprise\
MSBUILD_PATH: C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\
steps:
- uses: actions/checkout@v4
defaults:
run:
working-directory: ${{ github.workspace }}/imgui
env:
VS_PATH: C:\Program Files\Microsoft Visual Studio\18\Enterprise
MSBUILD_PATH: C:\Program Files\Microsoft Visual Studio\18\Enterprise\MSBuild\Current\Bin\
steps:
- uses: actions/checkout@v6
with:
path: ${{ github.workspace }}/imgui
# The VulkanSDK libs for Windows is manually generated using build_windows_vulkan_libs.ps1 + attached to issue #8925.
# (we have a .yml workflow in commit history if it becomes ever useful to create this on CI too)
- name: Install Dependencies - name: Install Dependencies
shell: powershell shell: powershell
run: | run: |
Invoke-WebRequest -Uri "https://www.libsdl.org/release/SDL2-devel-2.26.3-VC.zip" -OutFile "SDL2-devel-2.26.3-VC.zip" Invoke-WebRequest -Uri "https://www.libsdl.org/release/SDL2-devel-2.32.8-VC.zip" -OutFile "SDL2-devel-2.32.8-VC.zip"
Expand-Archive -Path SDL2-devel-2.26.3-VC.zip Expand-Archive -Path SDL2-devel-2.32.8-VC.zip
echo "SDL2_DIR=$(pwd)\SDL2-devel-2.26.3-VC\SDL2-2.26.3\" >>${env:GITHUB_ENV} echo "SDL2_DIR=$(pwd)\SDL2-devel-2.32.8-VC\SDL2-2.32.8\" >>${env:GITHUB_ENV}
Invoke-WebRequest -Uri "https://github.com/ocornut/imgui/files/3789205/vulkan-sdk-1.1.121.2.zip" -OutFile vulkan-sdk-1.1.121.2.zip Invoke-WebRequest -Uri "https://www.libsdl.org/release/SDL3-devel-3.2.18-VC.zip" -OutFile "SDL3-devel-3.2.18-VC.zip"
Expand-Archive -Path vulkan-sdk-1.1.121.2.zip Expand-Archive -Path SDL3-devel-3.2.18-VC.zip
echo "VULKAN_SDK=$(pwd)\vulkan-sdk-1.1.121.2\" >>${env:GITHUB_ENV} echo "SDL3_DIR=$(pwd)\SDL3-devel-3.2.18-VC\SDL3-3.2.18\" >>${env:GITHUB_ENV}
Invoke-WebRequest -Uri "https://github.com/user-attachments/files/22464296/vulkan_windows_libs_1.4.326.zip" -OutFile vulkan_windows_libs_1.4.326.zip
Expand-Archive -Path vulkan_windows_libs_1.4.326.zip
echo "VULKAN_SDK=$(pwd)\vulkan_windows_libs_1.4.326\" >>${env:GITHUB_ENV}
- name: Fix Projects - name: Fix Projects
shell: powershell shell: powershell
@@ -55,7 +69,7 @@ jobs:
echo '#define IMGUI_IMPLEMENTATION' >> example_single_file.cpp echo '#define IMGUI_IMPLEMENTATION' >> example_single_file.cpp
echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp
g++ -I. -Wall -Wformat -shared -o libimgui.dll -Wl,--out-implib,libimgui.a example_single_file.cpp -limm32 g++ -I. -Wall -Wformat -shared -o libimgui.dll -Wl,--out-implib,libimgui.a example_single_file.cpp -limm32
g++ -I. -Wall -Wformat -DIMGUI_API='__declspec(dllimport)' -o example_null.exe examples/example_null/main.cpp -L. -limgui g++ -I. -Wall -Wformat -DIMGUI_API='__declspec(dllimport)' -DIMGUI_IMPL_API= -o example_null.exe examples/example_null/main.cpp -L. -limgui
rm -f example_null.exe libimgui.* example_single_file.* rm -f example_null.exe libimgui.* example_single_file.*
- name: Build example_null (extra warnings, msvc 64-bit) - name: Build example_null (extra warnings, msvc 64-bit)
@@ -100,11 +114,14 @@ jobs:
echo #include "misc/single_file/imgui_single_file.h" >> example_single_file.cpp echo #include "misc/single_file/imgui_single_file.h" >> example_single_file.cpp
cl.exe /D_USRDLL /D_WINDLL /I. example_single_file.cpp /LD /FeImGui.dll /link cl.exe /D_USRDLL /D_WINDLL /I. example_single_file.cpp /LD /FeImGui.dll /link
cl.exe /DIMGUI_API=__declspec(dllimport) /I. ImGui.lib /Feexample_null.exe examples/example_null/main.cpp cl.exe /DIMGUI_API=__declspec(dllimport) -DIMGUI_IMPL_API= /I. ImGui.lib /Feexample_null.exe examples/example_null/main.cpp
# Win64 examples are more frequently compiled than the Win32 examples.
# More of the Win32 examples requires 'workflow_run' to reduce waste.
- name: Build Win32 example_glfw_opengl2 - name: Build Win32 example_glfw_opengl2
shell: cmd shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj /p:Platform=Win32 /p:Configuration=Release' run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj /p:Platform=Win32 /p:Configuration=Release'
if: github.event_name == 'workflow_run'
- name: Build Win32 example_glfw_opengl3 - name: Build Win32 example_glfw_opengl3
shell: cmd shell: cmd
@@ -140,79 +157,129 @@ jobs:
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_directx11/example_sdl2_directx11.vcxproj /p:Platform=Win32 /p:Configuration=Release' run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_directx11/example_sdl2_directx11.vcxproj /p:Platform=Win32 /p:Configuration=Release'
if: github.event_name == 'workflow_run' if: github.event_name == 'workflow_run'
- name: Build Win32 example_sdl3_opengl3
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl3_opengl3/example_sdl3_opengl3.vcxproj /p:Platform=Win32 /p:Configuration=Release'
if: github.event_name == 'workflow_run'
- name: Build Win32 example_sdl3_sdlgpu3
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl3_sdlgpu3/example_sdl3_sdlgpu3.vcxproj /p:Platform=Win32 /p:Configuration=Release'
if: github.event_name == 'workflow_run'
- name: Build Win32 example_sdl3_sdlrenderer3
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl3_sdlrenderer3/example_sdl3_sdlrenderer3.vcxproj /p:Platform=Win32 /p:Configuration=Release'
if: github.event_name == 'workflow_run'
- name: Build Win32 example_sdl3_vulkan
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl3_vulkan/example_sdl3_vulkan.vcxproj /p:Platform=Win32 /p:Configuration=Release'
if: github.event_name == 'workflow_run'
- name: Build Win32 example_win32_directx9 - name: Build Win32 example_win32_directx9
shell: cmd shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx9/example_win32_directx9.vcxproj /p:Platform=Win32 /p:Configuration=Release' run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx9/example_win32_directx9.vcxproj /p:Platform=Win32 /p:Configuration=Release'
if: github.event_name == 'workflow_run'
- name: Build Win32 example_win32_directx10 - name: Build Win32 example_win32_directx10
shell: cmd shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx10/example_win32_directx10.vcxproj /p:Platform=Win32 /p:Configuration=Release' run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx10/example_win32_directx10.vcxproj /p:Platform=Win32 /p:Configuration=Release'
if: github.event_name == 'workflow_run'
- name: Build Win32 example_win32_directx11 - name: Build Win32 example_win32_directx11
shell: cmd shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx11/example_win32_directx11.vcxproj /p:Platform=Win32 /p:Configuration=Release' run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx11/example_win32_directx11.vcxproj /p:Platform=Win32 /p:Configuration=Release'
if: github.event_name == 'workflow_run' if: github.event_name == 'workflow_run'
- name: Build x64 example_glfw_opengl2 # Windows 64-bits
- name: Build Win64 example_glfw_opengl2
shell: cmd shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj /p:Platform=x64 /p:Configuration=Release' run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj /p:Platform=x64 /p:Configuration=Release'
if: github.event_name == 'workflow_run' if: github.event_name == 'workflow_run'
- name: Build x64 example_glfw_opengl3 - name: Build Win64 example_glfw_opengl3
shell: cmd shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_opengl3/example_glfw_opengl3.vcxproj /p:Platform=x64 /p:Configuration=Release' run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_opengl3/example_glfw_opengl3.vcxproj /p:Platform=x64 /p:Configuration=Release'
if: github.event_name == 'workflow_run'
- name: Build x64 example_glfw_vulkan - name: Build Win64 example_glfw_vulkan
shell: cmd shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj /p:Platform=x64 /p:Configuration=Release' run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj /p:Platform=x64 /p:Configuration=Release'
- name: Build x64 example_sdl2_sdlrenderer2 - name: Build Win64 example_sdl2_sdlrenderer2
shell: cmd shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_sdlrenderer2/example_sdl2_sdlrenderer2.vcxproj /p:Platform=x64 /p:Configuration=Release' run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_sdlrenderer2/example_sdl2_sdlrenderer2.vcxproj /p:Platform=x64 /p:Configuration=Release'
if: github.event_name == 'workflow_run' if: github.event_name == 'workflow_run'
- name: Build x64 example_sdl2_vulkan - name: Build Win64 example_sdl2_vulkan
shell: cmd shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_vulkan/example_sdl2_vulkan.vcxproj /p:Platform=x64 /p:Configuration=Release' run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_vulkan/example_sdl2_vulkan.vcxproj /p:Platform=x64 /p:Configuration=Release'
if: github.event_name == 'workflow_run' if: github.event_name == 'workflow_run'
- name: Build x64 example_sdl2_opengl2 - name: Build Win64 example_sdl2_opengl2
shell: cmd shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_opengl2/example_sdl2_opengl2.vcxproj /p:Platform=x64 /p:Configuration=Release' run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_opengl2/example_sdl2_opengl2.vcxproj /p:Platform=x64 /p:Configuration=Release'
if: github.event_name == 'workflow_run' if: github.event_name == 'workflow_run'
- name: Build x64 example_sdl2_opengl3 - name: Build Win64 example_sdl2_opengl3
shell: cmd shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_opengl3/example_sdl2_opengl3.vcxproj /p:Platform=x64 /p:Configuration=Release' run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_opengl3/example_sdl2_opengl3.vcxproj /p:Platform=x64 /p:Configuration=Release'
if: github.event_name == 'workflow_run' if: github.event_name == 'workflow_run'
- name: Build x64 example_sdl2_directx11 - name: Build Win64 example_sdl2_directx11
shell: cmd shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_directx11/example_sdl2_directx11.vcxproj /p:Platform=x64 /p:Configuration=Release' run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_directx11/example_sdl2_directx11.vcxproj /p:Platform=x64 /p:Configuration=Release'
if: github.event_name == 'workflow_run'
- name: Build x64 example_win32_directx9 - name: Build Win64 example_sdl3_opengl3
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl3_opengl3/example_sdl3_opengl3.vcxproj /p:Platform=x64 /p:Configuration=Release'
if: github.event_name == 'workflow_run'
- name: Build Win64 example_sdl3_sdlgpu3
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl3_sdlgpu3/example_sdl3_sdlgpu3.vcxproj /p:Platform=x64 /p:Configuration=Release'
- name: Build Win64 example_sdl3_sdlrenderer3
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl3_sdlrenderer3/example_sdl3_sdlrenderer3.vcxproj /p:Platform=x64 /p:Configuration=Release'
- name: Build Win64 example_sdl3_vulkan
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl3_vulkan/example_sdl3_vulkan.vcxproj /p:Platform=x64 /p:Configuration=Release'
if: github.event_name == 'workflow_run'
- name: Build Win64 example_win32_directx9
shell: cmd shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx9/example_win32_directx9.vcxproj /p:Platform=x64 /p:Configuration=Release' run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx9/example_win32_directx9.vcxproj /p:Platform=x64 /p:Configuration=Release'
if: github.event_name == 'workflow_run' if: github.event_name == 'workflow_run'
- name: Build x64 example_win32_directx10 - name: Build Win64 example_win32_directx10
shell: cmd shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx10/example_win32_directx10.vcxproj /p:Platform=x64 /p:Configuration=Release' run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx10/example_win32_directx10.vcxproj /p:Platform=x64 /p:Configuration=Release'
if: github.event_name == 'workflow_run' if: github.event_name == 'workflow_run'
- name: Build x64 example_win32_directx11 - name: Build Win64 example_win32_directx11
shell: cmd shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx11/example_win32_directx11.vcxproj /p:Platform=x64 /p:Configuration=Release' run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx11/example_win32_directx11.vcxproj /p:Platform=x64 /p:Configuration=Release'
if: github.event_name == 'workflow_run'
- name: Build x64 example_win32_directx12 - name: Build Win64 example_win32_directx12
shell: cmd shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx12/example_win32_directx12.vcxproj /p:Platform=x64 /p:Configuration=Release' run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx12/example_win32_directx12.vcxproj /p:Platform=x64 /p:Configuration=Release'
Linux: Build-Linux:
runs-on: ubuntu-latest runs-on: ubuntu-latest
name: Build - Linux
defaults:
run:
working-directory: ${{ github.workspace }}/imgui
steps: steps:
- uses: actions/checkout@v4 - uses: actions/checkout@v6
with:
path: ${{ github.workspace }}/imgui
- name: Install Dependencies - name: Install Dependencies
run: | run: |
@@ -279,7 +346,7 @@ jobs:
EOF EOF
g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_null (with large ImDrawIdx + pointer ImTextureID) - name: Build example_null (with large ImDrawIdx + custom ImTextureID)
run: | run: |
cat > example_single_file.cpp <<'EOF' cat > example_single_file.cpp <<'EOF'
@@ -292,6 +359,21 @@ jobs:
EOF EOF
g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp
cat > example_single_file.cpp <<'EOF'
// Test build ImTextureID defined as a struct
struct SomeType { int a = 0; int b = 0; };
#define ImTextureID SomeType
#define ImTextureID_Invalid SomeType()
inline bool operator==(const SomeType& lhs, const SomeType& rhs) { return lhs.a == rhs.a && lhs.b == rhs.b; }
inline bool operator!=(const SomeType& lhs, const SomeType& rhs) { return lhs.a != rhs.a || lhs.b != rhs.b; }
#define IMGUI_IMPLEMENTATION
#include "misc/single_file/imgui_single_file.h"
#include "examples/example_null/main.cpp"
EOF
g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_null (with IMGUI_DISABLE_OBSOLETE_FUNCTIONS) - name: Build example_null (with IMGUI_DISABLE_OBSOLETE_FUNCTIONS)
run: | run: |
cat > example_single_file.cpp <<'EOF' cat > example_single_file.cpp <<'EOF'
@@ -426,19 +508,27 @@ jobs:
- name: Build with IMGUI_IMPL_VULKAN_NO_PROTOTYPES - name: Build with IMGUI_IMPL_VULKAN_NO_PROTOTYPES
run: g++ -c -I. -std=c++11 -DIMGUI_IMPL_VULKAN_NO_PROTOTYPES=1 backends/imgui_impl_vulkan.cpp run: g++ -c -I. -std=c++11 -DIMGUI_IMPL_VULKAN_NO_PROTOTYPES=1 backends/imgui_impl_vulkan.cpp
MacOS: Build-MacOS:
runs-on: macos-latest runs-on: macos-latest
name: Build - MacOS
defaults:
run:
working-directory: ${{ github.workspace }}/imgui
steps: steps:
- uses: actions/checkout@v4 - uses: actions/checkout@v6
with:
path: ${{ github.workspace }}/imgui
- name: Install Dependencies - name: Install Dependencies
run: | run: |
brew install glfw3 sdl2 brew install glfw3 sdl2 sdl3
- name: Build example_null (extra warnings, clang 64-bit) - name: Build example_null (extra warnings, clang 64-bit)
run: make -C examples/example_null WITH_EXTRA_WARNINGS=1 run: make -C examples/example_null WITH_EXTRA_WARNINGS=1
- name: Build example_null (single file build) - name: Build macOS example_null (single file build)
run: | run: |
cat > example_single_file.cpp <<'EOF' cat > example_single_file.cpp <<'EOF'
@@ -449,7 +539,7 @@ jobs:
EOF EOF
clang++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp clang++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_null (single file build, c++20) - name: Build macOS example_null (single file build, c++20)
run: | run: |
cat > example_single_file.cpp <<'EOF' cat > example_single_file.cpp <<'EOF'
@@ -460,7 +550,7 @@ jobs:
EOF EOF
clang++ -I. -std=c++20 -Wall -Wformat -o example_single_file example_single_file.cpp clang++ -I. -std=c++20 -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_null (without c++ runtime) - name: Build macOS example_null (without c++ runtime)
run: | run: |
cat > example_single_file.cpp <<'EOF' cat > example_single_file.cpp <<'EOF'
@@ -471,46 +561,60 @@ jobs:
EOF EOF
clang++ -I. -std=c++11 -Wall -Wformat -nodefaultlibs -fno-rtti -fno-exceptions -fno-threadsafe-statics -lc -lm -o example_single_file example_single_file.cpp clang++ -I. -std=c++11 -Wall -Wformat -nodefaultlibs -fno-rtti -fno-exceptions -fno-threadsafe-statics -lc -lm -o example_single_file example_single_file.cpp
- name: Build example_glfw_opengl2 - name: Build macOS example_glfw_opengl2
run: make -C examples/example_glfw_opengl2 run: make -C examples/example_glfw_opengl2
if: github.event_name == 'workflow_run'
- name: Build example_glfw_opengl3 - name: Build macOS example_glfw_opengl3
run: make -C examples/example_glfw_opengl3 run: make -C examples/example_glfw_opengl3
if: github.event_name == 'workflow_run' if: github.event_name == 'workflow_run'
- name: Build example_glfw_metal - name: Build macOS example_glfw_metal
run: make -C examples/example_glfw_metal run: make -C examples/example_glfw_metal
- name: Build example_sdl2_metal - name: Build macOS example_sdl2_metal
run: make -C examples/example_sdl2_metal run: make -C examples/example_sdl2_metal
- name: Build example_sdl2_opengl2 - name: Build macOS example_sdl3_metal4
run: make -C examples/example_sdl3_metal4
- name: Build macOS example_sdl2_opengl2
run: make -C examples/example_sdl2_opengl2 run: make -C examples/example_sdl2_opengl2
if: github.event_name == 'workflow_run' if: github.event_name == 'workflow_run'
- name: Build example_sdl2_opengl3 - name: Build macOS example_sdl2_opengl3
run: make -C examples/example_sdl2_opengl3 run: make -C examples/example_sdl2_opengl3
if: github.event_name == 'workflow_run'
- name: Build example_apple_metal - name: Build macOS example_sdl3_opengl3
run: make -C examples/example_sdl3_opengl3
- name: Build macOS example_apple_metal
run: xcodebuild -project examples/example_apple_metal/example_apple_metal.xcodeproj -target example_apple_metal_macos run: xcodebuild -project examples/example_apple_metal/example_apple_metal.xcodeproj -target example_apple_metal_macos
if: github.event_name == 'workflow_run'
- name: Build example_apple_opengl2 - name: Build macOS example_apple_opengl2
run: xcodebuild -project examples/example_apple_opengl2/example_apple_opengl2.xcodeproj -target example_osx_opengl2 run: xcodebuild -project examples/example_apple_opengl2/example_apple_opengl2.xcodeproj -target example_osx_opengl2
if: github.event_name == 'workflow_run'
Build-iOS:
runs-on: macos-14
name: Build - iOS
iOS:
runs-on: macos-latest
steps: steps:
- uses: actions/checkout@v4 - uses: actions/checkout@v6
- name: Build example_apple_metal - name: Build example_apple_metal
run: | run: |
# Code signing is required, but we disable it because it is irrelevant for CI builds. # Code signing is required, but we disable it because it is irrelevant for CI builds.
xcodebuild -project examples/example_apple_metal/example_apple_metal.xcodeproj -target example_apple_metal_ios CODE_SIGN_IDENTITY="" CODE_SIGNING_REQUIRED=NO CODE_SIGNING_ALLOWED=NO xcodebuild -project examples/example_apple_metal/example_apple_metal.xcodeproj -target example_apple_metal_ios CODE_SIGN_IDENTITY="" CODE_SIGNING_REQUIRED=NO CODE_SIGNING_ALLOWED=NO
Emscripten: Build-Emscripten:
runs-on: ubuntu-latest runs-on: ubuntu-latest
name: Build - Emscripten
steps: steps:
- uses: actions/checkout@v4 - uses: actions/checkout@v6
- name: Install Dependencies - name: Install Dependencies
run: | run: |
@@ -548,12 +652,152 @@ jobs:
emcmake cmake -B build -DCMAKE_BUILD_TYPE=Release examples/example_glfw_wgpu emcmake cmake -B build -DCMAKE_BUILD_TYPE=Release examples/example_glfw_wgpu
cmake --build build cmake --build build
Android: Build-Android:
runs-on: ubuntu-latest runs-on: ubuntu-latest
steps: name: Build - Android
- uses: actions/checkout@v4
steps:
#- name: Setup Gradle
# uses: gradle/actions/setup-gradle@v6
# with:
# gradle-version: '8.14.5'
- uses: actions/checkout@v6
- name: Build example_android_opengl3 - name: Build example_android_opengl3
run: | run: |
cd examples/example_android_opengl3/android cd examples/example_android_opengl3/android
gradle assembleDebug --stacktrace gradle assembleDebug --stacktrace
Test-Windows:
runs-on: windows-2025
name: Test - Windows
defaults:
run:
working-directory: ${{ github.workspace }}/imgui
env:
MSBUILD_PATH: C:\Program Files\Microsoft Visual Studio\18\Enterprise\MSBuild\Current\Bin\
steps:
- uses: actions/checkout@v6
with:
path: ${{ github.workspace }}/imgui
- uses: actions/checkout@v6
continue-on-error: true
with:
fetch-depth: 1
repository: ocornut/imgui_test_engine
path: ${{ github.workspace }}/imgui_test_engine
submodules: true
- name: Fix Tests Projects
shell: powershell
working-directory: ${{ github.workspace }}/imgui_test_engine
run: |
# WARNING: This will need updating if toolset/sdk change in project files!
gci -recurse -filter "*.vcxproj" | ForEach-Object {
# Fix SDK and toolset for most samples.
(Get-Content $_.FullName) -Replace "<PlatformToolset>v110</PlatformToolset>","<PlatformToolset>v142</PlatformToolset>" | Set-Content -Path $_.FullName
(Get-Content $_.FullName) -Replace "<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>","<WindowsTargetPlatformVersion>10.0.20348.0</WindowsTargetPlatformVersion>" | Set-Content -Path $_.FullName
# Fix SDK and toolset for samples that require newer SDK/toolset. At the moment it is only dx12.
(Get-Content $_.FullName) -Replace "<PlatformToolset>v140</PlatformToolset>","<PlatformToolset>v142</PlatformToolset>" | Set-Content -Path $_.FullName
(Get-Content $_.FullName) -Replace "<WindowsTargetPlatformVersion>10.0.14393.0</WindowsTargetPlatformVersion>","<WindowsTargetPlatformVersion>10.0.20348.0</WindowsTargetPlatformVersion>" | Set-Content -Path $_.FullName
}
- name: Build Tests
shell: cmd
working-directory: ${{ github.workspace }}/imgui_test_engine/imgui_test_suite
run: '"%MSBUILD_PATH%\MSBuild.exe" imgui_test_suite.vcxproj /p:Platform=x64 /p:Configuration=Release /p:ClFlags=/WX -maxcpucount:%NUMBER_OF_PROCESSORS%'
- name: Run Tests
working-directory: ${{ github.workspace }}/imgui_test_engine/imgui_test_suite
run: Release/imgui_test_suite.exe -nogui -nopause -v2 -ve4 tests
- name: Check for Docking
id: check_docking
shell: bash
working-directory: ${{ github.workspace }}/imgui
run: echo "has_dock=$(grep -q "#define IMGUI_HAS_DOCK" imgui.h && echo true || echo false)" >> $GITHUB_OUTPUT
- name: Run Viewport Tests
if: steps.check_docking.outputs.has_dock == 'true'
working-directory: ${{ github.workspace }}/imgui_test_engine/imgui_test_suite
run: Release/imgui_test_suite.exe -nogui -nopause -v2 -ve4 -viewport-mock viewport
Test-Linux:
runs-on: ubuntu-latest
name: Test - Linux
defaults:
run:
working-directory: ${{ github.workspace }}/imgui
steps:
- uses: actions/checkout@v6
with:
path: ${{ github.workspace }}/imgui
- uses: actions/checkout@v6
with:
fetch-depth: 1
repository: ocornut/imgui_test_engine
path: ${{ github.workspace }}/imgui_test_engine
submodules: true
- name: Build Tests
working-directory: ${{ github.workspace }}/imgui_test_engine/imgui_test_suite
run: make -j$(nproc)
- name: Run Tests
working-directory: ${{ github.workspace }}/imgui_test_engine/imgui_test_suite
run: ./imgui_test_suite -nogui -nopause -v2 -ve4 tests
- name: Check for Docking
id: check_docking
working-directory: ${{ github.workspace }}/imgui
run: echo "has_dock=$(grep -q "#define IMGUI_HAS_DOCK" imgui.h && echo true || echo false)" >> $GITHUB_OUTPUT
- name: Run Viewport Tests
if: steps.check_docking.outputs.has_dock == 'true'
working-directory: ${{ github.workspace }}/imgui_test_engine/imgui_test_suite
run: ./imgui_test_suite -nogui -nopause -v2 -ve4 -viewport-mock viewport
# Test-MacOS:
# runs-on: macos-latest
# name: Test - MacOS
#
# defaults:
# run:
# working-directory: ${{ github.workspace }}/imgui
#
# steps:
# - uses: actions/checkout@v6
# with:
# path: ${{ github.workspace }}/imgui
#
# - uses: actions/checkout@v6
# with:
# fetch-depth: 1
# repository: ocornut/imgui_test_engine
# path: ${{ github.workspace }}/imgui_test_engine
# submodules: true
#
# - name: Build Tests
# working-directory: ${{ github.workspace }}/imgui_test_engine/imgui_test_suite
# run: make -j$(nproc)
#
# - name: Run Tests
# working-directory: ${{ github.workspace }}/imgui_test_engine/imgui_test_suite
# run: ./imgui_test_suite -nogui -nopause -v2 -ve4 tests
#
# - name: Check for Docking
# id: check_docking
# working-directory: ${{ github.workspace }}/imgui
# run: echo "has_dock=$(grep -q "#define IMGUI_HAS_DOCK" imgui.h && echo true || echo false)" >> $GITHUB_OUTPUT
#
# - name: Run Viewport Tests
# if: steps.check_docking.outputs.has_dock == 'true'
# working-directory: ${{ github.workspace }}/imgui_test_engine/imgui_test_suite
# run: ./imgui_test_suite -nogui -nopause -v2 -ve4 -viewport-mock viewport

View File

@@ -0,0 +1,38 @@
# This is current meant to be run manually, occasionally:
# - Run then zip the contents of vulkanArtifact/ into e.g. vulkan_windows_libs_1.4.326
# - Upload as an attachment to https://github.com/ocornut/imgui/pull/8925 then change filename in build.yml
# - There is a build_windows_vulkan_libs.yml in commit history that we removed thinking this is run so rarely we don't need to pollute CI UI with it.
# Set default vulkan version if none provided
if (-not $env:VULKAN_TAG) { $env:VULKAN_TAG = "1.4.326" }
# Create output folder
mkdir vulkanArtifact
# Download Vulkan Headers
Invoke-WebRequest -Uri "https://github.com/KhronosGroup/Vulkan-Headers/archive/refs/tags/v$($env:VULKAN_TAG).zip" -OutFile Vulkan-Headers-$($env:VULKAN_TAG).zip
Expand-Archive -Path Vulkan-Headers-$($env:VULKAN_TAG).zip
# Copy Vulkan Headers to artifact folder
cp -R Vulkan-Headers-$($env:VULKAN_TAG)\Vulkan-Headers-$($env:VULKAN_TAG)\include vulkanArtifact\Include
# Download Vulkan Loader
Invoke-WebRequest -Uri "https://github.com/KhronosGroup/Vulkan-Loader/archive/refs/tags/v$($env:VULKAN_TAG).zip" -OutFile Vulkan-Loader-$($env:VULKAN_TAG).zip
Expand-Archive -Path Vulkan-Loader-$($env:VULKAN_TAG).zip
# Build Vulkan Loader x64
cmake -S Vulkan-Loader-$($env:VULKAN_TAG)\Vulkan-Loader-$($env:VULKAN_TAG) -B VulkanLoader-build64 -D UPDATE_DEPS=On -A x64
cmake --build VulkanLoader-build64
mkdir vulkanArtifact\Lib
copy VulkanLoader-build64\loader\Debug\vulkan-1.lib vulkanArtifact\Lib
# Build Vulkan Loader win32
cmake -S Vulkan-Loader-$($env:VULKAN_TAG)\Vulkan-Loader-$($env:VULKAN_TAG) -B VulkanLoader-build32 -D UPDATE_DEPS=On -A Win32
cmake --build VulkanLoader-build32
mkdir vulkanArtifact\Lib32
copy VulkanLoader-build32\loader\Debug\vulkan-1.lib vulkanArtifact\Lib32

View File

@@ -12,7 +12,7 @@ jobs:
PVS-Studio: PVS-Studio:
runs-on: ubuntu-latest runs-on: ubuntu-latest
steps: steps:
- uses: actions/checkout@v4 - uses: actions/checkout@v6
with: with:
fetch-depth: 1 fetch-depth: 1
@@ -23,9 +23,9 @@ jobs:
run: | run: |
if [[ "$PVS_STUDIO_LICENSE" != "" ]]; if [[ "$PVS_STUDIO_LICENSE" != "" ]];
then then
wget -q https://files.viva64.com/etc/pubkey.txt wget -q https://files.pvs-studio.com/etc/pubkey.txt
sudo apt-key add pubkey.txt sudo apt-key add pubkey.txt
sudo wget -O /etc/apt/sources.list.d/viva64.list https://files.viva64.com/etc/viva64.list sudo wget -O /etc/apt/sources.list.d/viva64.list https://files.pvs-studio.com/etc/viva64.list
sudo apt-get update sudo apt-get update
sudo apt-get install -y pvs-studio sudo apt-get install -y pvs-studio
pvs-studio-analyzer credentials -o pvs-studio.lic $PVS_STUDIO_LICENSE pvs-studio-analyzer credentials -o pvs-studio.lic $PVS_STUDIO_LICENSE

13
.gitignore vendored
View File

@@ -1,5 +1,7 @@
## OSX artifacts ## Misc artifacts
.DS_Store .DS_Store
.claude
.vscode
## Dear ImGui artifacts ## Dear ImGui artifacts
imgui.ini imgui.ini
@@ -12,6 +14,7 @@ imgui*.ini
examples/*/Debug/* examples/*/Debug/*
examples/*/Release/* examples/*/Release/*
examples/*/x64/* examples/*/x64/*
examples/*.tmp
## Visual Studio artifacts ## Visual Studio artifacts
.vs .vs
@@ -46,14 +49,14 @@ examples/example_glfw_opengl3/web/*
examples/example_glfw_wgpu/web/* examples/example_glfw_wgpu/web/*
examples/example_glfw_wgpu/external/* examples/example_glfw_wgpu/external/*
examples/example_sdl2_opengl3/web/* examples/example_sdl2_opengl3/web/*
examples/example_sdl2_wgpu/web/*
examples/example_sdl3_opengl3/web/*
examples/example_sdl3_wgpu/web/*
## JetBrains IDE artifacts ## JetBrains IDE artifacts
.idea .idea
cmake-build-* cmake-build-*
## VS code artifacts
.vscode
## Unix executables from our example Makefiles ## Unix executables from our example Makefiles
examples/example_apple_metal/example_apple_metal examples/example_apple_metal/example_apple_metal
examples/example_apple_opengl2/example_apple_opengl2 examples/example_apple_opengl2/example_apple_opengl2
@@ -68,6 +71,8 @@ examples/example_sdl2_opengl2/example_sdl2_opengl2
examples/example_sdl2_opengl3/example_sdl2_opengl3 examples/example_sdl2_opengl3/example_sdl2_opengl3
examples/example_sdl2_sdlrenderer2/example_sdl2_sdlrenderer2 examples/example_sdl2_sdlrenderer2/example_sdl2_sdlrenderer2
examples/example_sdl2_vulkan/example_sdl2_vulkan examples/example_sdl2_vulkan/example_sdl2_vulkan
examples/example_sdl3_metal/example_sdl3_metal
examples/example_sdl3_metal4/example_sdl3_metal4
examples/example_sdl3_opengl3/example_sdl3_opengl3 examples/example_sdl3_opengl3/example_sdl3_opengl3
examples/example_sdl3_sdlgpu3/example_sdl3_sdlgpu3 examples/example_sdl3_sdlgpu3/example_sdl3_sdlgpu3
examples/example_sdl3_sdlrenderer3/example_sdl3_sdlrenderer3 examples/example_sdl3_sdlrenderer3/example_sdl3_sdlrenderer3

View File

@@ -1,6 +1,6 @@
The MIT License (MIT) The MIT License (MIT)
Copyright (c) 2014-2025 Omar Cornut Copyright (c) 2014-2026 Omar Cornut
Permission is hereby granted, free of charge, to any person obtaining a copy Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal of this software and associated documentation files (the "Software"), to deal

View File

@@ -9,8 +9,8 @@
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// Missing features or Issues: // Missing features or Issues:
// [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert vertices manually. // [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert vertices manually.
// [ ] Renderer: Missing support for DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest callbacks: Allegro5 cannot enable/disable LINEAR bitmap flags after creation.
// [ ] Platform: Missing gamepad support. // [ ] 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. // 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. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@@ -22,6 +22,10 @@
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2026-04-23: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState (others cannot be supported by Allegro5). (#9378)
// 2025-09-18: Call platform_io.ClearRendererHandlers() and platform_io.ClearPlatformHandlers() on shutdown.
// 2025-08-12: Inputs: fixed missing support for ImGuiKey_PrintScreen under Windows, as raw Allegro 5 does not receive it.
// 2025-08-12: Added ImGui_ImplAllegro5_SetDisplay() function to change current ALLEGRO_DISPLAY, as Allegro applications often need to do that.
// 2025-07-07: Fixed texture update broken on some platforms where ALLEGRO_LOCK_WRITEONLY needed all texels to be rewritten. // 2025-07-07: Fixed texture update broken on some platforms where ALLEGRO_LOCK_WRITEONLY needed all texels to be rewritten.
// 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplSDLGPU3_CreateFontsTexture() and ImGui_ImplSDLGPU3_DestroyFontsTexture(). // 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplSDLGPU3_CreateFontsTexture() and ImGui_ImplSDLGPU3_DestroyFontsTexture().
// 2025-02-18: Added ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress mouse cursor support. // 2025-02-18: Added ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress mouse cursor support.
@@ -134,7 +138,10 @@ static void ImGui_ImplAllegro5_SetupRenderState(ImDrawData* draw_data)
} }
} }
// Render function. // Draw callbacks
static void ImGui_ImplAllegro5_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way.
// Render function
void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data) void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
{ {
// Avoid rendering when minimized // Avoid rendering when minimized
@@ -150,6 +157,7 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
// Backup Allegro state that will be modified // Backup Allegro state that will be modified
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
ALLEGRO_TRANSFORM last_transform = *al_get_current_transform(); ALLEGRO_TRANSFORM last_transform = *al_get_current_transform();
ALLEGRO_TRANSFORM last_projection_transform = *al_get_current_projection_transform(); ALLEGRO_TRANSFORM last_projection_transform = *al_get_current_projection_transform();
int last_clip_x, last_clip_y, last_clip_w, last_clip_h; int last_clip_x, last_clip_y, last_clip_w, last_clip_h;
@@ -161,10 +169,8 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
ImGui_ImplAllegro5_SetupRenderState(draw_data); ImGui_ImplAllegro5_SetupRenderState(draw_data);
// Render command lists // Render command lists
for (int n = 0; n < draw_data->CmdListsCount; n++) for (const ImDrawList* draw_list : draw_data->CmdLists)
{ {
const ImDrawList* draw_list = draw_data->CmdLists[n];
ImVector<ImDrawVertAllegro>& vertices = bd->BufVertices; ImVector<ImDrawVertAllegro>& vertices = bd->BufVertices;
#if ALLEGRO_HAS_DRAW_INDEXED_PRIM #if ALLEGRO_HAS_DRAW_INDEXED_PRIM
vertices.resize(draw_list->VtxBuffer.Size); vertices.resize(draw_list->VtxBuffer.Size);
@@ -208,8 +214,7 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
if (pcmd->UserCallback) if (pcmd->UserCallback)
{ {
// User callback, registered via ImDrawList::AddCallback() // User callback, registered via ImDrawList::AddCallback()
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) if (pcmd->UserCallback == ImGui_ImplAllegro5_DrawCallback_ResetRenderState)
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
ImGui_ImplAllegro5_SetupRenderState(draw_data); ImGui_ImplAllegro5_SetupRenderState(draw_data);
else else
pcmd->UserCallback(draw_list, pcmd); pcmd->UserCallback(draw_list, pcmd);
@@ -270,8 +275,6 @@ void ImGui_ImplAllegro5_UpdateTexture(ImTextureData* tex)
al_set_new_bitmap_flags(ALLEGRO_MEMORY_BITMAP | ALLEGRO_MIN_LINEAR | ALLEGRO_MAG_LINEAR); al_set_new_bitmap_flags(ALLEGRO_MEMORY_BITMAP | ALLEGRO_MIN_LINEAR | ALLEGRO_MAG_LINEAR);
al_set_new_bitmap_format(ALLEGRO_PIXEL_FORMAT_ABGR_8888_LE); al_set_new_bitmap_format(ALLEGRO_PIXEL_FORMAT_ABGR_8888_LE);
ALLEGRO_BITMAP* cpu_bitmap = al_create_bitmap(tex->Width, tex->Height); ALLEGRO_BITMAP* cpu_bitmap = al_create_bitmap(tex->Width, tex->Height);
al_set_new_bitmap_flags(new_bitmap_flags);
al_set_new_bitmap_format(new_bitmap_format);
IM_ASSERT(cpu_bitmap != nullptr && "Backend failed to create texture!"); IM_ASSERT(cpu_bitmap != nullptr && "Backend failed to create texture!");
// Upload pixels // Upload pixels
@@ -281,10 +284,15 @@ void ImGui_ImplAllegro5_UpdateTexture(ImTextureData* tex)
al_unlock_bitmap(cpu_bitmap); al_unlock_bitmap(cpu_bitmap);
// Convert software texture to hardware texture. // Convert software texture to hardware texture.
al_set_new_bitmap_flags(ALLEGRO_VIDEO_BITMAP);
al_set_new_bitmap_format(ALLEGRO_PIXEL_FORMAT_ANY_32_WITH_ALPHA);
ALLEGRO_BITMAP* gpu_bitmap = al_clone_bitmap(cpu_bitmap); ALLEGRO_BITMAP* gpu_bitmap = al_clone_bitmap(cpu_bitmap);
al_destroy_bitmap(cpu_bitmap); al_destroy_bitmap(cpu_bitmap);
IM_ASSERT(gpu_bitmap != nullptr && "Backend failed to create texture!"); IM_ASSERT(gpu_bitmap != nullptr && "Backend failed to create texture!");
al_set_new_bitmap_flags(new_bitmap_flags);
al_set_new_bitmap_format(new_bitmap_format);
// Store identifiers // Store identifiers
tex->SetTexID((ImTextureID)(intptr_t)gpu_bitmap); tex->SetTexID((ImTextureID)(intptr_t)gpu_bitmap);
tex->SetStatus(ImTextureStatus_OK); tex->SetStatus(ImTextureStatus_OK);
@@ -479,26 +487,16 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render. io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
bd->Display = display;
bd->LastCursor = ALLEGRO_SYSTEM_MOUSE_CURSOR_NONE; bd->LastCursor = ALLEGRO_SYSTEM_MOUSE_CURSOR_NONE;
// Create custom vertex declaration. ImGui_ImplAllegro5_SetDisplay(display);
// Unfortunately Allegro doesn't support 32-bit packed colors so we have to convert them to 4 floats.
// We still use a custom declaration to use 'ALLEGRO_PRIM_TEX_COORD' instead of 'ALLEGRO_PRIM_TEX_COORD_PIXEL' else we can't do a reliable conversion.
ALLEGRO_VERTEX_ELEMENT elems[] =
{
{ ALLEGRO_PRIM_POSITION, ALLEGRO_PRIM_FLOAT_2, offsetof(ImDrawVertAllegro, pos) },
{ ALLEGRO_PRIM_TEX_COORD, ALLEGRO_PRIM_FLOAT_2, offsetof(ImDrawVertAllegro, uv) },
{ ALLEGRO_PRIM_COLOR_ATTR, 0, offsetof(ImDrawVertAllegro, col) },
{ 0, 0, 0 }
};
bd->VertexDecl = al_create_vertex_decl(elems, sizeof(ImDrawVertAllegro));
#if ALLEGRO_HAS_CLIPBOARD
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
#if ALLEGRO_HAS_CLIPBOARD
platform_io.Platform_SetClipboardTextFn = ImGui_ImplAllegro5_SetClipboardText; platform_io.Platform_SetClipboardTextFn = ImGui_ImplAllegro5_SetClipboardText;
platform_io.Platform_GetClipboardTextFn = ImGui_ImplAllegro5_GetClipboardText; platform_io.Platform_GetClipboardTextFn = ImGui_ImplAllegro5_GetClipboardText;
#endif #endif
platform_io.DrawCallback_ResetRenderState = ImGui_ImplAllegro5_DrawCallback_ResetRenderState;
return true; return true;
} }
@@ -508,6 +506,7 @@ void ImGui_ImplAllegro5_Shutdown()
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?"); IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
ImGui_ImplAllegro5_InvalidateDeviceObjects(); ImGui_ImplAllegro5_InvalidateDeviceObjects();
if (bd->VertexDecl) if (bd->VertexDecl)
@@ -518,9 +517,38 @@ void ImGui_ImplAllegro5_Shutdown()
io.BackendPlatformName = io.BackendRendererName = nullptr; io.BackendPlatformName = io.BackendRendererName = nullptr;
io.BackendPlatformUserData = nullptr; io.BackendPlatformUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_RendererHasTextures); io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_RendererHasTextures);
platform_io.ClearRendererHandlers();
platform_io.ClearPlatformHandlers();
IM_DELETE(bd); IM_DELETE(bd);
} }
void ImGui_ImplAllegro5_SetDisplay(ALLEGRO_DISPLAY* display)
{
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
bd->Display = display;
if (bd->VertexDecl)
{
al_destroy_vertex_decl(bd->VertexDecl);
bd->VertexDecl = nullptr;
}
if (bd->Display && !bd->VertexDecl)
{
// Create custom vertex declaration.
// Unfortunately Allegro doesn't support 32-bits packed colors so we have to convert them to 4 floats.
// We still use a custom declaration to use 'ALLEGRO_PRIM_TEX_COORD' instead of 'ALLEGRO_PRIM_TEX_COORD_PIXEL' else we can't do a reliable conversion.
ALLEGRO_VERTEX_ELEMENT elems[] =
{
{ ALLEGRO_PRIM_POSITION, ALLEGRO_PRIM_FLOAT_2, offsetof(ImDrawVertAllegro, pos) },
{ ALLEGRO_PRIM_TEX_COORD, ALLEGRO_PRIM_FLOAT_2, offsetof(ImDrawVertAllegro, uv) },
{ ALLEGRO_PRIM_COLOR_ATTR, 0, offsetof(ImDrawVertAllegro, col) },
{ 0, 0, 0 }
};
bd->VertexDecl = al_create_vertex_decl(elems, sizeof(ImDrawVertAllegro));
}
}
// ev->keyboard.modifiers seems always zero so using that... // ev->keyboard.modifiers seems always zero so using that...
static void ImGui_ImplAllegro5_UpdateKeyModifiers() static void ImGui_ImplAllegro5_UpdateKeyModifiers()
{ {
@@ -662,6 +690,11 @@ void ImGui_ImplAllegro5_NewFrame()
io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f); io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f);
bd->Time = current_time; bd->Time = current_time;
// Allegro 5 doesn't receive PrintScreen under Windows
#ifdef _WIN32
io.AddKeyEvent(ImGuiKey_PrintScreen, (::GetAsyncKeyState(VK_SNAPSHOT) & 0x8000) != 0);
#endif
// Setup mouse cursor shape // Setup mouse cursor shape
ImGui_ImplAllegro5_UpdateMouseCursor(); ImGui_ImplAllegro5_UpdateMouseCursor();
} }

View File

@@ -9,8 +9,8 @@
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// Missing features or Issues: // Missing features or Issues:
// [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert vertices manually. // [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert vertices manually.
// [ ] Renderer: Missing support for DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest callbacks: Allegro5 cannot enable/disable LINEAR bitmap flags after creation.
// [ ] Platform: Missing gamepad support. // [ ] 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. // 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. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@@ -33,12 +33,13 @@ IMGUI_IMPL_API void ImGui_ImplAllegro5_Shutdown();
IMGUI_IMPL_API void ImGui_ImplAllegro5_NewFrame(); IMGUI_IMPL_API void ImGui_ImplAllegro5_NewFrame();
IMGUI_IMPL_API void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data); IMGUI_IMPL_API void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data);
IMGUI_IMPL_API bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT* event); IMGUI_IMPL_API bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT* event);
IMGUI_IMPL_API void ImGui_ImplAllegro5_SetDisplay(ALLEGRO_DISPLAY* display);
// Use if you want to reset your rendering device without losing Dear ImGui state. // Use if you want to reset your rendering device without losing Dear ImGui state.
IMGUI_IMPL_API bool ImGui_ImplAllegro5_CreateDeviceObjects(); IMGUI_IMPL_API bool ImGui_ImplAllegro5_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplAllegro5_InvalidateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplAllegro5_InvalidateDeviceObjects();
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually. // (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually.
IMGUI_IMPL_API void ImGui_ImplAllegro5_UpdateTexture(ImTextureData* tex); IMGUI_IMPL_API void ImGui_ImplAllegro5_UpdateTexture(ImTextureData* tex);
#endif // #ifndef IMGUI_DISABLE #endif // #ifndef IMGUI_DISABLE

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@@ -8,7 +8,6 @@
// [ ] Platform: Clipboard support. // [ ] Platform: Clipboard support.
// [ ] Platform: Gamepad support. // [ ] Platform: Gamepad support.
// [ ] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: Check if this is even possible with Android. // [ ] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: Check if this is even possible with Android.
// [ ] Platform: Multi-viewport support (multiple windows). Not meaningful on Android.
// Important: // Important:
// - Consider using SDL or GLFW backend on Android, which will be more full-featured than this. // - 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) // - FIXME: On-screen keyboard currently needs to be enabled by the application (see examples/ and issue #3446)

View File

@@ -8,7 +8,6 @@
// [ ] Platform: Clipboard support. // [ ] Platform: Clipboard support.
// [ ] Platform: Gamepad support. // [ ] Platform: Gamepad support.
// [ ] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: Check if this is even possible with Android. // [ ] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: Check if this is even possible with Android.
// [ ] Platform: Multi-viewport support (multiple windows). Not meaningful on Android.
// Important: // Important:
// - Consider using SDL or GLFW backend on Android, which will be more full-featured than this. // - 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) // - FIXME: On-screen keyboard currently needs to be enabled by the application (see examples/ and issue #3446)

View File

@@ -5,7 +5,6 @@
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! // [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). // [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// [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. // 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. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@@ -17,7 +16,9 @@
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (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. // 2026-04-23: DirectX10: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. Obsoleting samplers from ImGui_ImplDX10_RenderState. (#9378)
// 2026-01-19: DirectX10: Added 'SamplerNearest' in ImGui_ImplDX10_RenderState. Renamed 'SamplerDefault' to 'SamplerLinear'.
// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
// 2025-06-11: DirectX10: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. // 2025-06-11: DirectX10: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas.
// 2025-05-07: DirectX10: Honor draw_data->FramebufferScale to allow for custom backends and experiment using it (consistently with other renderer backends, even though in normal condition it is not set under Windows). // 2025-05-07: DirectX10: Honor draw_data->FramebufferScale to allow for custom backends and experiment using it (consistently with other renderer backends, even though in normal condition it is not set under Windows).
// 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. // 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.
@@ -75,7 +76,8 @@ struct ImGui_ImplDX10_Data
ID3D10InputLayout* pInputLayout; ID3D10InputLayout* pInputLayout;
ID3D10Buffer* pVertexConstantBuffer; ID3D10Buffer* pVertexConstantBuffer;
ID3D10PixelShader* pPixelShader; ID3D10PixelShader* pPixelShader;
ID3D10SamplerState* pFontSampler; ID3D10SamplerState* pTexSamplerLinear;
ID3D10SamplerState* pTexSamplerNearest;
ID3D10RasterizerState* pRasterizerState; ID3D10RasterizerState* pRasterizerState;
ID3D10BlendState* pBlendState; ID3D10BlendState* pBlendState;
ID3D10DepthStencilState* pDepthStencilState; ID3D10DepthStencilState* pDepthStencilState;
@@ -97,10 +99,6 @@ static ImGui_ImplDX10_Data* ImGui_ImplDX10_GetBackendData()
return ImGui::GetCurrentContext() ? (ImGui_ImplDX10_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; return ImGui::GetCurrentContext() ? (ImGui_ImplDX10_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
} }
// Forward Declarations
static void ImGui_ImplDX10_InitMultiViewportSupport();
static void ImGui_ImplDX10_ShutdownMultiViewportSupport();
// Functions // Functions
static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device* device) static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device* device)
{ {
@@ -146,7 +144,7 @@ static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device*
device->VSSetShader(bd->pVertexShader); device->VSSetShader(bd->pVertexShader);
device->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer); device->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer);
device->PSSetShader(bd->pPixelShader); device->PSSetShader(bd->pPixelShader);
device->PSSetSamplers(0, 1, &bd->pFontSampler); device->PSSetSamplers(0, 1, &bd->pTexSamplerLinear);
device->GSSetShader(nullptr); device->GSSetShader(nullptr);
// Setup render state // Setup render state
@@ -156,6 +154,11 @@ static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device*
device->RSSetState(bd->pRasterizerState); device->RSSetState(bd->pRasterizerState);
} }
// Draw callbacks
static void ImGui_ImplDX10_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way.
static void ImGui_ImplDX10_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); bd->pd3dDevice->PSSetSamplers(0, 1, &bd->pTexSamplerLinear); }
static void ImGui_ImplDX10_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); bd->pd3dDevice->PSSetSamplers(0, 1, &bd->pTexSamplerNearest); }
// Render function // Render function
void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data) void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
{ {
@@ -180,7 +183,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
bd->VertexBufferSize = draw_data->TotalVtxCount + 5000; bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
D3D10_BUFFER_DESC desc = {}; D3D10_BUFFER_DESC desc = {};
desc.Usage = D3D10_USAGE_DYNAMIC; desc.Usage = D3D10_USAGE_DYNAMIC;
desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert); desc.ByteWidth = (UINT)bd->VertexBufferSize * sizeof(ImDrawVert);
desc.BindFlags = D3D10_BIND_VERTEX_BUFFER; desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
desc.MiscFlags = 0; desc.MiscFlags = 0;
@@ -194,7 +197,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
bd->IndexBufferSize = draw_data->TotalIdxCount + 10000; bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
D3D10_BUFFER_DESC desc = {}; D3D10_BUFFER_DESC desc = {};
desc.Usage = D3D10_USAGE_DYNAMIC; desc.Usage = D3D10_USAGE_DYNAMIC;
desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx); desc.ByteWidth = (UINT)bd->IndexBufferSize * sizeof(ImDrawIdx);
desc.BindFlags = D3D10_BIND_INDEX_BUFFER; desc.BindFlags = D3D10_BIND_INDEX_BUFFER;
desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
if (device->CreateBuffer(&desc, nullptr, &bd->pIB) < 0) if (device->CreateBuffer(&desc, nullptr, &bd->pIB) < 0)
@@ -206,9 +209,8 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
ImDrawIdx* idx_dst = nullptr; ImDrawIdx* idx_dst = nullptr;
bd->pVB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&vtx_dst); bd->pVB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&vtx_dst);
bd->pIB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&idx_dst); bd->pIB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&idx_dst);
for (int n = 0; n < draw_data->CmdListsCount; n++) for (const ImDrawList* draw_list : draw_data->CmdLists)
{ {
const ImDrawList* draw_list = draw_data->CmdLists[n];
memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert)); memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert));
memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx)); memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
vtx_dst += draw_list->VtxBuffer.Size; vtx_dst += draw_list->VtxBuffer.Size;
@@ -264,7 +266,6 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
ImGui_ImplDX10_RenderState render_state; ImGui_ImplDX10_RenderState render_state;
render_state.Device = bd->pd3dDevice; render_state.Device = bd->pd3dDevice;
render_state.SamplerDefault = bd->pFontSampler;
render_state.VertexConstantBuffer = bd->pVertexConstantBuffer; render_state.VertexConstantBuffer = bd->pVertexConstantBuffer;
platform_io.Renderer_RenderState = &render_state; platform_io.Renderer_RenderState = &render_state;
@@ -274,17 +275,15 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
int global_idx_offset = 0; int global_idx_offset = 0;
ImVec2 clip_off = draw_data->DisplayPos; ImVec2 clip_off = draw_data->DisplayPos;
ImVec2 clip_scale = draw_data->FramebufferScale; ImVec2 clip_scale = draw_data->FramebufferScale;
for (int n = 0; n < draw_data->CmdListsCount; n++) for (const ImDrawList* draw_list : draw_data->CmdLists)
{ {
const ImDrawList* draw_list = draw_data->CmdLists[n];
for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
{ {
const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback != nullptr) if (pcmd->UserCallback != nullptr)
{ {
// User callback, registered via ImDrawList::AddCallback() // User callback, registered via ImDrawList::AddCallback()
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) if (pcmd->UserCallback == ImGui_ImplDX10_DrawCallback_ResetRenderState)
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
ImGui_ImplDX10_SetupRenderState(draw_data, device); ImGui_ImplDX10_SetupRenderState(draw_data, device);
else else
pcmd->UserCallback(draw_list, pcmd); pcmd->UserCallback(draw_list, pcmd);
@@ -332,18 +331,18 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
static void ImGui_ImplDX10_DestroyTexture(ImTextureData* tex) static void ImGui_ImplDX10_DestroyTexture(ImTextureData* tex)
{ {
ImGui_ImplDX10_Texture* backend_tex = (ImGui_ImplDX10_Texture*)tex->BackendUserData; if (ImGui_ImplDX10_Texture* backend_tex = (ImGui_ImplDX10_Texture*)tex->BackendUserData)
if (backend_tex == nullptr) {
return; IM_ASSERT(backend_tex->pTextureView == (ID3D10ShaderResourceView*)(intptr_t)tex->TexID);
IM_ASSERT(backend_tex->pTextureView == (ID3D10ShaderResourceView*)(intptr_t)tex->TexID); backend_tex->pTextureView->Release();
backend_tex->pTexture->Release(); backend_tex->pTexture->Release();
backend_tex->pTextureView->Release(); IM_DELETE(backend_tex);
IM_DELETE(backend_tex);
// Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running) // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
tex->SetTexID(ImTextureID_Invalid); tex->SetTexID(ImTextureID_Invalid);
tex->BackendUserData = nullptr;
}
tex->SetStatus(ImTextureStatus_Destroyed); tex->SetStatus(ImTextureStatus_Destroyed);
tex->BackendUserData = nullptr;
} }
void ImGui_ImplDX10_UpdateTexture(ImTextureData* tex) void ImGui_ImplDX10_UpdateTexture(ImTextureData* tex)
@@ -571,7 +570,9 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
desc.ComparisonFunc = D3D10_COMPARISON_ALWAYS; desc.ComparisonFunc = D3D10_COMPARISON_ALWAYS;
desc.MinLOD = 0.f; desc.MinLOD = 0.f;
desc.MaxLOD = 0.f; desc.MaxLOD = 0.f;
bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler); bd->pd3dDevice->CreateSamplerState(&desc, &bd->pTexSamplerLinear);
desc.Filter = D3D10_FILTER_MIN_MAG_MIP_POINT;
bd->pd3dDevice->CreateSamplerState(&desc, &bd->pTexSamplerNearest);
} }
return true; return true;
@@ -587,7 +588,8 @@ void ImGui_ImplDX10_InvalidateDeviceObjects()
for (ImTextureData* tex : ImGui::GetPlatformIO().Textures) for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
if (tex->RefCount == 1) if (tex->RefCount == 1)
ImGui_ImplDX10_DestroyTexture(tex); ImGui_ImplDX10_DestroyTexture(tex);
if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = nullptr; } if (bd->pTexSamplerLinear) { bd->pTexSamplerLinear->Release(); bd->pTexSamplerLinear = nullptr; }
if (bd->pTexSamplerNearest) { bd->pTexSamplerNearest->Release(); bd->pTexSamplerNearest = nullptr; }
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; } if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; }
@@ -611,10 +613,12 @@ bool ImGui_ImplDX10_Init(ID3D10Device* device)
io.BackendRendererName = "imgui_impl_dx10"; io.BackendRendererName = "imgui_impl_dx10";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render. io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION;
platform_io.DrawCallback_ResetRenderState = ImGui_ImplDX10_DrawCallback_ResetRenderState;
platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplDX10_DrawCallback_SetSamplerLinear;
platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplDX10_DrawCallback_SetSamplerNearest;
// Get factory from device // Get factory from device
IDXGIDevice* pDXGIDevice = nullptr; IDXGIDevice* pDXGIDevice = nullptr;
@@ -631,8 +635,6 @@ bool ImGui_ImplDX10_Init(ID3D10Device* device)
if (pDXGIAdapter) pDXGIAdapter->Release(); if (pDXGIAdapter) pDXGIAdapter->Release();
bd->pd3dDevice->AddRef(); bd->pd3dDevice->AddRef();
ImGui_ImplDX10_InitMultiViewportSupport();
return true; return true;
} }
@@ -641,14 +643,16 @@ void ImGui_ImplDX10_Shutdown()
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
ImGui_ImplDX10_ShutdownMultiViewportSupport();
ImGui_ImplDX10_InvalidateDeviceObjects(); ImGui_ImplDX10_InvalidateDeviceObjects();
if (bd->pFactory) { bd->pFactory->Release(); } if (bd->pFactory) { bd->pFactory->Release(); }
if (bd->pd3dDevice) { bd->pd3dDevice->Release(); } if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
io.BackendRendererName = nullptr; io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr; io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports); io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
platform_io.ClearRendererHandlers();
IM_DELETE(bd); IM_DELETE(bd);
} }
@@ -662,129 +666,6 @@ void ImGui_ImplDX10_NewFrame()
IM_ASSERT(0 && "ImGui_ImplDX10_CreateDeviceObjects() failed!"); IM_ASSERT(0 && "ImGui_ImplDX10_CreateDeviceObjects() failed!");
} }
//--------------------------------------------------------------------------------------------------------
// 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 #endif // #ifndef IMGUI_DISABLE

View File

@@ -5,7 +5,6 @@
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! // [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). // [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// [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. // 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. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@@ -33,7 +32,7 @@ IMGUI_IMPL_API void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data);
IMGUI_IMPL_API bool ImGui_ImplDX10_CreateDeviceObjects(); IMGUI_IMPL_API bool ImGui_ImplDX10_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplDX10_InvalidateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplDX10_InvalidateDeviceObjects();
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually. // (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually.
IMGUI_IMPL_API void ImGui_ImplDX10_UpdateTexture(ImTextureData* tex); IMGUI_IMPL_API void ImGui_ImplDX10_UpdateTexture(ImTextureData* tex);
// [BETA] Selected render state data shared with callbacks. // [BETA] Selected render state data shared with callbacks.
@@ -42,8 +41,9 @@ IMGUI_IMPL_API void ImGui_ImplDX10_UpdateTexture(ImTextureData* tex);
struct ImGui_ImplDX10_RenderState struct ImGui_ImplDX10_RenderState
{ {
ID3D10Device* Device; ID3D10Device* Device;
ID3D10SamplerState* SamplerDefault;
ID3D10Buffer* VertexConstantBuffer; ID3D10Buffer* VertexConstantBuffer;
//ID3D10SamplerState* SamplerLinear; // Use ImDrawList::AddCallback(ImGui::GetPlatform().DrawCallback_SetSamplerLinear)
//ID3D10SamplerState* SamplerNearest; // Use ImDrawList::AddCallback(ImGui::GetPlatform().DrawCallback_SetSamplerNearest)
}; };
#endif // #ifndef IMGUI_DISABLE #endif // #ifndef IMGUI_DISABLE

View File

@@ -6,7 +6,6 @@
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). // [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. // [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. // 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. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@@ -18,10 +17,11 @@
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (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. // 2026-04-23: DirectX11: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. Obsoleting samplers from ImGui_ImplDX11_RenderState. (#9378)
// 2026-01-19: DirectX11: Added 'SamplerNearest' in ImGui_ImplDX11_RenderState. Renamed 'SamplerDefault' to 'SamplerLinear'.
// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
// 2025-06-11: DirectX11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. // 2025-06-11: DirectX11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas.
// 2025-05-07: DirectX11: Honor draw_data->FramebufferScale to allow for custom backends and experiment using it (consistently with other renderer backends, even though in normal condition it is not set under Windows). // 2025-05-07: DirectX11: Honor draw_data->FramebufferScale to allow for custom backends and experiment using it (consistently with other renderer backends, even though in normal condition it is not set under Windows).
// 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. // 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: 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. // 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.
@@ -79,13 +79,14 @@ struct ImGui_ImplDX11_Data
ID3D11InputLayout* pInputLayout; ID3D11InputLayout* pInputLayout;
ID3D11Buffer* pVertexConstantBuffer; ID3D11Buffer* pVertexConstantBuffer;
ID3D11PixelShader* pPixelShader; ID3D11PixelShader* pPixelShader;
ID3D11SamplerState* pFontSampler; ID3D11SamplerState* pTexSamplerLinear;
ID3D11SamplerState* pTexSamplerNearest;
ID3D11RasterizerState* pRasterizerState; ID3D11RasterizerState* pRasterizerState;
ID3D11BlendState* pBlendState; ID3D11BlendState* pBlendState;
ID3D11DepthStencilState* pDepthStencilState; ID3D11DepthStencilState* pDepthStencilState;
int VertexBufferSize; int VertexBufferSize;
int IndexBufferSize; int IndexBufferSize;
ImVector<DXGI_SWAP_CHAIN_DESC> SwapChainDescsForViewports; ImGui_ImplDX11_RenderState* RenderState; // == (ImGui_ImplDX11_RenderState*)ImGui::GetPlatformIO().Renderer_RenderState during rendering.
ImGui_ImplDX11_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; } ImGui_ImplDX11_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
}; };
@@ -102,12 +103,8 @@ static ImGui_ImplDX11_Data* ImGui_ImplDX11_GetBackendData()
return ImGui::GetCurrentContext() ? (ImGui_ImplDX11_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; return ImGui::GetCurrentContext() ? (ImGui_ImplDX11_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
} }
// Forward Declarations
static void ImGui_ImplDX11_InitMultiViewportSupport();
static void ImGui_ImplDX11_ShutdownMultiViewportSupport();
// Functions // Functions
static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceContext* device_ctx) static void ImGui_ImplDX11_SetupRenderState(const ImDrawData* draw_data, ID3D11DeviceContext* device_ctx)
{ {
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
@@ -151,7 +148,7 @@ static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceC
device_ctx->VSSetShader(bd->pVertexShader, nullptr, 0); device_ctx->VSSetShader(bd->pVertexShader, nullptr, 0);
device_ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer); device_ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer);
device_ctx->PSSetShader(bd->pPixelShader, nullptr, 0); device_ctx->PSSetShader(bd->pPixelShader, nullptr, 0);
device_ctx->PSSetSamplers(0, 1, &bd->pFontSampler); device_ctx->PSSetSamplers(0, 1, &bd->pTexSamplerLinear);
device_ctx->GSSetShader(nullptr, nullptr, 0); device_ctx->GSSetShader(nullptr, nullptr, 0);
device_ctx->HSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used.. device_ctx->HSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
device_ctx->DSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used.. device_ctx->DSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
@@ -164,6 +161,11 @@ static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceC
device_ctx->RSSetState(bd->pRasterizerState); device_ctx->RSSetState(bd->pRasterizerState);
} }
// Draw callbacks
static void ImGui_ImplDX11_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way.
static void ImGui_ImplDX11_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); bd->RenderState->DeviceContext->PSSetSamplers(0, 1, &bd->pTexSamplerLinear); }
static void ImGui_ImplDX11_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); bd->RenderState->DeviceContext->PSSetSamplers(0, 1, &bd->pTexSamplerNearest); }
// Render function // Render function
void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
{ {
@@ -188,7 +190,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
bd->VertexBufferSize = draw_data->TotalVtxCount + 5000; bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
D3D11_BUFFER_DESC desc = {}; D3D11_BUFFER_DESC desc = {};
desc.Usage = D3D11_USAGE_DYNAMIC; desc.Usage = D3D11_USAGE_DYNAMIC;
desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert); desc.ByteWidth = (UINT)bd->VertexBufferSize * sizeof(ImDrawVert);
desc.BindFlags = D3D11_BIND_VERTEX_BUFFER; desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
desc.MiscFlags = 0; desc.MiscFlags = 0;
@@ -201,7 +203,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
bd->IndexBufferSize = draw_data->TotalIdxCount + 10000; bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
D3D11_BUFFER_DESC desc = {}; D3D11_BUFFER_DESC desc = {};
desc.Usage = D3D11_USAGE_DYNAMIC; desc.Usage = D3D11_USAGE_DYNAMIC;
desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx); desc.ByteWidth = (UINT)bd->IndexBufferSize * sizeof(ImDrawIdx);
desc.BindFlags = D3D11_BIND_INDEX_BUFFER; desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
if (bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pIB) < 0) if (bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pIB) < 0)
@@ -216,9 +218,8 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
return; return;
ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData; ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData;
ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData; ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData;
for (int n = 0; n < draw_data->CmdListsCount; n++) for (const ImDrawList* draw_list : draw_data->CmdLists)
{ {
const ImDrawList* draw_list = draw_data->CmdLists[n];
memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert)); memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert));
memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx)); memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
vtx_dst += draw_list->VtxBuffer.Size; vtx_dst += draw_list->VtxBuffer.Size;
@@ -280,9 +281,8 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
ImGui_ImplDX11_RenderState render_state; ImGui_ImplDX11_RenderState render_state;
render_state.Device = bd->pd3dDevice; render_state.Device = bd->pd3dDevice;
render_state.DeviceContext = bd->pd3dDeviceContext; render_state.DeviceContext = bd->pd3dDeviceContext;
render_state.SamplerDefault = bd->pFontSampler;
render_state.VertexConstantBuffer = bd->pVertexConstantBuffer; render_state.VertexConstantBuffer = bd->pVertexConstantBuffer;
platform_io.Renderer_RenderState = &render_state; platform_io.Renderer_RenderState = bd->RenderState = &render_state;
// Render command lists // Render command lists
// (Because we merged all buffers into a single one, we maintain our own offset into them) // (Because we merged all buffers into a single one, we maintain our own offset into them)
@@ -290,17 +290,15 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
int global_vtx_offset = 0; int global_vtx_offset = 0;
ImVec2 clip_off = draw_data->DisplayPos; ImVec2 clip_off = draw_data->DisplayPos;
ImVec2 clip_scale = draw_data->FramebufferScale; ImVec2 clip_scale = draw_data->FramebufferScale;
for (int n = 0; n < draw_data->CmdListsCount; n++) for (const ImDrawList* draw_list : draw_data->CmdLists)
{ {
const ImDrawList* draw_list = draw_data->CmdLists[n];
for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
{ {
const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback != nullptr) if (pcmd->UserCallback != nullptr)
{ {
// User callback, registered via ImDrawList::AddCallback() // User callback, registered via ImDrawList::AddCallback()
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) if (pcmd->UserCallback == ImGui_ImplDX11_DrawCallback_ResetRenderState)
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
ImGui_ImplDX11_SetupRenderState(draw_data, device); ImGui_ImplDX11_SetupRenderState(draw_data, device);
else else
pcmd->UserCallback(draw_list, pcmd); pcmd->UserCallback(draw_list, pcmd);
@@ -326,7 +324,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
global_idx_offset += draw_list->IdxBuffer.Size; global_idx_offset += draw_list->IdxBuffer.Size;
global_vtx_offset += draw_list->VtxBuffer.Size; global_vtx_offset += draw_list->VtxBuffer.Size;
} }
platform_io.Renderer_RenderState = nullptr; platform_io.Renderer_RenderState = bd->RenderState = nullptr;
// Restore modified DX state // Restore modified DX state
device->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects); device->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
@@ -350,18 +348,18 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
static void ImGui_ImplDX11_DestroyTexture(ImTextureData* tex) static void ImGui_ImplDX11_DestroyTexture(ImTextureData* tex)
{ {
ImGui_ImplDX11_Texture* backend_tex = (ImGui_ImplDX11_Texture*)tex->BackendUserData; if (ImGui_ImplDX11_Texture* backend_tex = (ImGui_ImplDX11_Texture*)tex->BackendUserData)
if (backend_tex == nullptr) {
return; IM_ASSERT(backend_tex->pTextureView == (ID3D11ShaderResourceView*)(intptr_t)tex->TexID);
IM_ASSERT(backend_tex->pTextureView == (ID3D11ShaderResourceView*)(intptr_t)tex->TexID); backend_tex->pTextureView->Release();
backend_tex->pTextureView->Release(); backend_tex->pTexture->Release();
backend_tex->pTexture->Release(); IM_DELETE(backend_tex);
IM_DELETE(backend_tex);
// Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running) // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
tex->SetTexID(ImTextureID_Invalid); tex->SetTexID(ImTextureID_Invalid);
tex->BackendUserData = nullptr;
}
tex->SetStatus(ImTextureStatus_Destroyed); tex->SetStatus(ImTextureStatus_Destroyed);
tex->BackendUserData = nullptr;
} }
void ImGui_ImplDX11_UpdateTexture(ImTextureData* tex) void ImGui_ImplDX11_UpdateTexture(ImTextureData* tex)
@@ -588,7 +586,9 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS; desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
desc.MinLOD = 0.f; desc.MinLOD = 0.f;
desc.MaxLOD = 0.f; desc.MaxLOD = 0.f;
bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler); bd->pd3dDevice->CreateSamplerState(&desc, &bd->pTexSamplerLinear);
desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
bd->pd3dDevice->CreateSamplerState(&desc, &bd->pTexSamplerNearest);
} }
return true; return true;
@@ -605,7 +605,8 @@ void ImGui_ImplDX11_InvalidateDeviceObjects()
if (tex->RefCount == 1) if (tex->RefCount == 1)
ImGui_ImplDX11_DestroyTexture(tex); ImGui_ImplDX11_DestroyTexture(tex);
if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = nullptr; } if (bd->pTexSamplerLinear) { bd->pTexSamplerLinear->Release(); bd->pTexSamplerLinear = nullptr; }
if (bd->pTexSamplerNearest) { bd->pTexSamplerNearest->Release(); bd->pTexSamplerNearest = nullptr; }
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; } if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; }
@@ -629,10 +630,12 @@ bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_co
io.BackendRendererName = "imgui_impl_dx11"; io.BackendRendererName = "imgui_impl_dx11";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render. io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
platform_io.DrawCallback_ResetRenderState = ImGui_ImplDX11_DrawCallback_ResetRenderState;
platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplDX11_DrawCallback_SetSamplerLinear;
platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplDX11_DrawCallback_SetSamplerNearest;
// Get factory from device // Get factory from device
IDXGIDevice* pDXGIDevice = nullptr; IDXGIDevice* pDXGIDevice = nullptr;
@@ -652,8 +655,6 @@ bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_co
bd->pd3dDevice->AddRef(); bd->pd3dDevice->AddRef();
bd->pd3dDeviceContext->AddRef(); bd->pd3dDeviceContext->AddRef();
ImGui_ImplDX11_InitMultiViewportSupport();
return true; return true;
} }
@@ -662,15 +663,17 @@ void ImGui_ImplDX11_Shutdown()
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
ImGui_ImplDX11_ShutdownMultiViewportSupport();
ImGui_ImplDX11_InvalidateDeviceObjects(); ImGui_ImplDX11_InvalidateDeviceObjects();
if (bd->pFactory) { bd->pFactory->Release(); } if (bd->pFactory) { bd->pFactory->Release(); }
if (bd->pd3dDevice) { bd->pd3dDevice->Release(); } if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
if (bd->pd3dDeviceContext) { bd->pd3dDeviceContext->Release(); } if (bd->pd3dDeviceContext) { bd->pd3dDeviceContext->Release(); }
io.BackendRendererName = nullptr; io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr; io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports); io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
platform_io.ClearRendererHandlers();
IM_DELETE(bd); IM_DELETE(bd);
} }
@@ -684,150 +687,6 @@ void ImGui_ImplDX11_NewFrame()
IM_ASSERT(0 && "ImGui_ImplDX11_CreateDeviceObjects() failed!"); IM_ASSERT(0 && "ImGui_ImplDX11_CreateDeviceObjects() failed!");
} }
//--------------------------------------------------------------------------------------------------------
// 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 #endif // #ifndef IMGUI_DISABLE

View File

@@ -6,7 +6,6 @@
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). // [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. // [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. // 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. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@@ -35,7 +34,7 @@ IMGUI_IMPL_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data);
IMGUI_IMPL_API bool ImGui_ImplDX11_CreateDeviceObjects(); IMGUI_IMPL_API bool ImGui_ImplDX11_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplDX11_InvalidateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplDX11_InvalidateDeviceObjects();
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually. // (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually.
IMGUI_IMPL_API void ImGui_ImplDX11_UpdateTexture(ImTextureData* tex); IMGUI_IMPL_API void ImGui_ImplDX11_UpdateTexture(ImTextureData* tex);
// [BETA] Selected render state data shared with callbacks. // [BETA] Selected render state data shared with callbacks.
@@ -45,8 +44,9 @@ struct ImGui_ImplDX11_RenderState
{ {
ID3D11Device* Device; ID3D11Device* Device;
ID3D11DeviceContext* DeviceContext; ID3D11DeviceContext* DeviceContext;
ID3D11SamplerState* SamplerDefault;
ID3D11Buffer* VertexConstantBuffer; ID3D11Buffer* VertexConstantBuffer;
//ID3D11SamplerState* SamplerLinear; // Use ImDrawList::AddCallback(ImGui::GetPlatform().DrawCallback_SetSamplerLinear)
//ID3D11SamplerState* SamplerNearest; // Use ImDrawList::AddCallback(ImGui::GetPlatform().DrawCallback_SetSamplerNearest)
}; };
#endif // #ifndef IMGUI_DISABLE #endif // #ifndef IMGUI_DISABLE

View File

@@ -6,8 +6,6 @@
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). // [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. // [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. // 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/ // IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
@@ -22,7 +20,12 @@
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (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. // 2026-04-23: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. (#9378)
// 2025-10-11: DirectX12: Reuse texture upload buffer and grow it only when necessary. (#9002)
// 2025-09-29: DirectX12: Rework synchronization logic. (#8961)
// 2025-09-29: DirectX12: Enable swapchain tearing to eliminate viewports framerate throttling. (#8965)
// 2025-09-29: DirectX12: Reuse a command list and allocator for texture uploads instead of recreating them each time. (#8963)
// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
// 2025-06-19: Fixed build on MinGW. (#8702, #4594) // 2025-06-19: Fixed build on MinGW. (#8702, #4594)
// 2025-06-11: DirectX12: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. // 2025-06-11: DirectX12: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas.
// 2025-05-07: DirectX12: Honor draw_data->FramebufferScale to allow for custom backends and experiment using it (consistently with other renderer backends, even though in normal condition it is not set under Windows). // 2025-05-07: DirectX12: Honor draw_data->FramebufferScale to allow for custom backends and experiment using it (consistently with other renderer backends, even though in normal condition it is not set under Windows).
@@ -59,7 +62,7 @@
// DirectX // DirectX
#include <d3d12.h> #include <d3d12.h>
#include <dxgi1_4.h> #include <dxgi1_5.h>
#include <d3dcompiler.h> #include <d3dcompiler.h>
#ifdef _MSC_VER #ifdef _MSC_VER
#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below. #pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
@@ -89,18 +92,35 @@ struct ImGui_ImplDX12_Texture
struct ImGui_ImplDX12_Data struct ImGui_ImplDX12_Data
{ {
ImGui_ImplDX12_InitInfo InitInfo; ImGui_ImplDX12_InitInfo InitInfo;
ImGui_ImplDX12_RenderState* RenderState;
IDXGIFactory5* pdxgiFactory;
ID3D12Device* pd3dDevice; ID3D12Device* pd3dDevice;
ID3D12RootSignature* pRootSignature; ID3D12RootSignature* pRootSignatureLinear;
ID3D12PipelineState* pPipelineState; ID3D12RootSignature* pRootSignatureNearest;
ID3D12PipelineState* pPipelineStateLinear;
ID3D12PipelineState* pPipelineStateNearest;
ID3D12CommandQueue* pCommandQueue; ID3D12CommandQueue* pCommandQueue;
bool commandQueueOwned; bool commandQueueOwned;
DXGI_FORMAT RTVFormat; DXGI_FORMAT RTVFormat;
DXGI_FORMAT DSVFormat; DXGI_FORMAT DSVFormat;
ID3D12DescriptorHeap* pd3dSrvDescHeap; ID3D12DescriptorHeap* pd3dSrvDescHeap;
ID3D12Fence* Fence;
UINT64 FenceLastSignaledValue;
HANDLE FenceEvent;
UINT numFramesInFlight; UINT numFramesInFlight;
ImGui_ImplDX12_Texture FontTexture; bool tearingSupport;
bool LegacySingleDescriptorUsed; bool LegacySingleDescriptorUsed;
ID3D12CommandAllocator* pTexCmdAllocator;
ID3D12GraphicsCommandList* pTexCmdList;
ID3D12Resource* pTexUploadBuffer;
UINT pTexUploadBufferSize;
void* pTexUploadBufferMapped;
ImGui_ImplDX12_RenderBuffers* pFrameResources;
UINT frameIndex;
ImGui_ImplDX12_Data() { memset((void*)this, 0, sizeof(*this)); } ImGui_ImplDX12_Data() { memset((void*)this, 0, sizeof(*this)); }
}; };
@@ -120,93 +140,28 @@ struct ImGui_ImplDX12_RenderBuffers
int VertexBufferSize; 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 struct VERTEX_CONSTANT_BUFFER_DX12
{ {
float mvp[4][4]; float mvp[4][4];
}; };
// Forward Declarations
static void ImGui_ImplDX12_InitPlatformInterface();
static void ImGui_ImplDX12_ShutdownPlatformInterface();
// Functions // Functions
static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* command_list, ImGui_ImplDX12_RenderBuffers* fr) static void ImGui_ImplDX12_SetupSamplerLinear(ID3D12GraphicsCommandList* command_list)
{ {
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
command_list->SetPipelineState(bd->pPipelineStateLinear);
command_list->SetGraphicsRootSignature(bd->pRootSignatureLinear);
}
static void ImGui_ImplDX12_SetupSamplerNearest(ID3D12GraphicsCommandList* command_list)
{
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
command_list->SetPipelineState(bd->pPipelineStateNearest);
command_list->SetGraphicsRootSignature(bd->pRootSignatureNearest);
}
static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* command_list, ImGui_ImplDX12_RenderBuffers* fr)
{
// Setup orthographic projection matrix into our constant buffer // Setup orthographic projection matrix into our constant buffer
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
VERTEX_CONSTANT_BUFFER_DX12 vertex_constant_buffer; VERTEX_CONSTANT_BUFFER_DX12 vertex_constant_buffer;
@@ -244,12 +199,11 @@ static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12Graphic
command_list->IASetVertexBuffers(0, 1, &vbv); command_list->IASetVertexBuffers(0, 1, &vbv);
D3D12_INDEX_BUFFER_VIEW ibv = {}; D3D12_INDEX_BUFFER_VIEW ibv = {};
ibv.BufferLocation = fr->IndexBuffer->GetGPUVirtualAddress(); ibv.BufferLocation = fr->IndexBuffer->GetGPUVirtualAddress();
ibv.SizeInBytes = fr->IndexBufferSize * sizeof(ImDrawIdx); ibv.SizeInBytes = (UINT)fr->IndexBufferSize * sizeof(ImDrawIdx);
ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT; ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT;
command_list->IASetIndexBuffer(&ibv); command_list->IASetIndexBuffer(&ibv);
command_list->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); command_list->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
command_list->SetPipelineState(bd->pPipelineState); ImGui_ImplDX12_SetupSamplerLinear(command_list);
command_list->SetGraphicsRootSignature(bd->pRootSignature);
command_list->SetGraphicsRoot32BitConstants(0, 16, &vertex_constant_buffer, 0); command_list->SetGraphicsRoot32BitConstants(0, 16, &vertex_constant_buffer, 0);
// Setup blend factor // Setup blend factor
@@ -265,6 +219,11 @@ static inline void SafeRelease(T*& res)
res = nullptr; res = nullptr;
} }
// Draw callbacks
static void ImGui_ImplDX12_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way.
static void ImGui_ImplDX12_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); ImGui_ImplDX12_SetupSamplerLinear(bd->RenderState->CommandList); }
static void ImGui_ImplDX12_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); ImGui_ImplDX12_SetupSamplerNearest(bd->RenderState->CommandList); }
// Render function // Render function
void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* command_list) void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* command_list)
{ {
@@ -281,9 +240,8 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
// FIXME: We are assuming that this only gets called once per frame! // FIXME: We are assuming that this only gets called once per frame!
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)draw_data->OwnerViewport->RendererUserData; bd->frameIndex = bd->frameIndex + 1;
vd->FrameIndex++; ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[bd->frameIndex % bd->numFramesInFlight];
ImGui_ImplDX12_RenderBuffers* fr = &vd->FrameRenderBuffers[vd->FrameIndex % bd->numFramesInFlight];
// Create and grow vertex/index buffers if needed // Create and grow vertex/index buffers if needed
if (fr->VertexBuffer == nullptr || fr->VertexBufferSize < draw_data->TotalVtxCount) if (fr->VertexBuffer == nullptr || fr->VertexBufferSize < draw_data->TotalVtxCount)
@@ -339,9 +297,8 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
return; return;
ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource; ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource;
ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource; ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource;
for (int n = 0; n < draw_data->CmdListsCount; n++) for (const ImDrawList* draw_list : draw_data->CmdLists)
{ {
const ImDrawList* draw_list = draw_data->CmdLists[n];
memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert)); memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert));
memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx)); memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
vtx_dst += draw_list->VtxBuffer.Size; vtx_dst += draw_list->VtxBuffer.Size;
@@ -364,7 +321,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
ImGui_ImplDX12_RenderState render_state; ImGui_ImplDX12_RenderState render_state;
render_state.Device = bd->pd3dDevice; render_state.Device = bd->pd3dDevice;
render_state.CommandList = command_list; render_state.CommandList = command_list;
platform_io.Renderer_RenderState = &render_state; platform_io.Renderer_RenderState = bd->RenderState = &render_state;
// Render command lists // Render command lists
// (Because we merged all buffers into a single one, we maintain our own offset into them) // (Because we merged all buffers into a single one, we maintain our own offset into them)
@@ -372,9 +329,8 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
int global_idx_offset = 0; int global_idx_offset = 0;
ImVec2 clip_off = draw_data->DisplayPos; ImVec2 clip_off = draw_data->DisplayPos;
ImVec2 clip_scale = draw_data->FramebufferScale; ImVec2 clip_scale = draw_data->FramebufferScale;
for (int n = 0; n < draw_data->CmdListsCount; n++) for (const ImDrawList* draw_list : draw_data->CmdLists)
{ {
const ImDrawList* draw_list = draw_data->CmdLists[n];
for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
{ {
const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
@@ -382,7 +338,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
{ {
// User callback, registered via ImDrawList::AddCallback() // User callback, registered via ImDrawList::AddCallback()
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) if (pcmd->UserCallback == ImGui_ImplDX12_DrawCallback_ResetRenderState)
ImGui_ImplDX12_SetupRenderState(draw_data, command_list, fr); ImGui_ImplDX12_SetupRenderState(draw_data, command_list, fr);
else else
pcmd->UserCallback(draw_list, pcmd); pcmd->UserCallback(draw_list, pcmd);
@@ -409,26 +365,26 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
global_idx_offset += draw_list->IdxBuffer.Size; global_idx_offset += draw_list->IdxBuffer.Size;
global_vtx_offset += draw_list->VtxBuffer.Size; global_vtx_offset += draw_list->VtxBuffer.Size;
} }
platform_io.Renderer_RenderState = nullptr; platform_io.Renderer_RenderState = bd->RenderState = nullptr;
} }
static void ImGui_ImplDX12_DestroyTexture(ImTextureData* tex) static void ImGui_ImplDX12_DestroyTexture(ImTextureData* tex)
{ {
ImGui_ImplDX12_Texture* backend_tex = (ImGui_ImplDX12_Texture*)tex->BackendUserData; if (ImGui_ImplDX12_Texture* backend_tex = (ImGui_ImplDX12_Texture*)tex->BackendUserData)
if (backend_tex == nullptr) {
return; IM_ASSERT(backend_tex->hFontSrvGpuDescHandle.ptr == (UINT64)tex->TexID);
IM_ASSERT(backend_tex->hFontSrvGpuDescHandle.ptr == (UINT64)tex->TexID); ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); bd->InitInfo.SrvDescriptorFreeFn(&bd->InitInfo, backend_tex->hFontSrvCpuDescHandle, backend_tex->hFontSrvGpuDescHandle);
bd->InitInfo.SrvDescriptorFreeFn(&bd->InitInfo, backend_tex->hFontSrvCpuDescHandle, backend_tex->hFontSrvGpuDescHandle); SafeRelease(backend_tex->pTextureResource);
SafeRelease(backend_tex->pTextureResource); backend_tex->hFontSrvCpuDescHandle.ptr = 0;
backend_tex->hFontSrvCpuDescHandle.ptr = 0; backend_tex->hFontSrvGpuDescHandle.ptr = 0;
backend_tex->hFontSrvGpuDescHandle.ptr = 0; IM_DELETE(backend_tex);
IM_DELETE(backend_tex);
// Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running) // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
tex->SetTexID(ImTextureID_Invalid); tex->SetTexID(ImTextureID_Invalid);
tex->BackendUserData = nullptr;
}
tex->SetStatus(ImTextureStatus_Destroyed); tex->SetStatus(ImTextureStatus_Destroyed);
tex->BackendUserData = nullptr;
} }
void ImGui_ImplDX12_UpdateTexture(ImTextureData* tex) void ImGui_ImplDX12_UpdateTexture(ImTextureData* tex)
@@ -507,58 +463,53 @@ void ImGui_ImplDX12_UpdateTexture(ImTextureData* tex)
UINT upload_pitch_dst = (upload_pitch_src + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u); UINT upload_pitch_dst = (upload_pitch_src + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u);
UINT upload_size = upload_pitch_dst * upload_h; UINT upload_size = upload_pitch_dst * upload_h;
D3D12_RESOURCE_DESC desc; if (bd->pTexUploadBuffer == nullptr || upload_size > bd->pTexUploadBufferSize)
ZeroMemory(&desc, sizeof(desc)); {
desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; if (bd->pTexUploadBufferMapped)
desc.Alignment = 0; {
desc.Width = upload_size; D3D12_RANGE range = { 0, bd->pTexUploadBufferSize };
desc.Height = 1; bd->pTexUploadBuffer->Unmap(0, &range);
desc.DepthOrArraySize = 1; bd->pTexUploadBufferMapped = nullptr;
desc.MipLevels = 1; }
desc.Format = DXGI_FORMAT_UNKNOWN; SafeRelease(bd->pTexUploadBuffer);
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
D3D12_HEAP_PROPERTIES props; D3D12_RESOURCE_DESC desc;
memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES)); ZeroMemory(&desc, sizeof(desc));
props.Type = D3D12_HEAP_TYPE_UPLOAD; desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; desc.Alignment = 0;
props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; desc.Width = upload_size;
desc.Height = 1;
desc.DepthOrArraySize = 1;
desc.MipLevels = 1;
desc.Format = DXGI_FORMAT_UNKNOWN;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
// FIXME-OPT: Can upload buffer be reused? D3D12_HEAP_PROPERTIES props;
ID3D12Resource* uploadBuffer = nullptr; memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
HRESULT hr = bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, props.Type = D3D12_HEAP_TYPE_UPLOAD;
D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&uploadBuffer)); props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
IM_ASSERT(SUCCEEDED(hr)); props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
// Create temporary command list and execute immediately HRESULT hr = bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
ID3D12Fence* fence = nullptr; D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&bd->pTexUploadBuffer));
hr = bd->pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence)); IM_ASSERT(SUCCEEDED(hr));
IM_ASSERT(SUCCEEDED(hr));
HANDLE event = ::CreateEvent(0, 0, 0, 0); D3D12_RANGE range = {0, upload_size};
IM_ASSERT(event != nullptr); hr = bd->pTexUploadBuffer->Map(0, &range, &bd->pTexUploadBufferMapped);
IM_ASSERT(SUCCEEDED(hr));
bd->pTexUploadBufferSize = upload_size;
}
// FIXME-OPT: Create once and reuse? bd->pTexCmdAllocator->Reset();
ID3D12CommandAllocator* cmdAlloc = nullptr; bd->pTexCmdList->Reset(bd->pTexCmdAllocator, nullptr);
hr = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc)); ID3D12GraphicsCommandList* cmdList = bd->pTexCmdList;
IM_ASSERT(SUCCEEDED(hr));
// FIXME-OPT: Can be use the one from user? (pass ID3D12GraphicsCommandList* to ImGui_ImplDX12_UpdateTextures)
ID3D12GraphicsCommandList* cmdList = nullptr;
hr = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, nullptr, IID_PPV_ARGS(&cmdList));
IM_ASSERT(SUCCEEDED(hr));
// Copy to upload buffer // Copy to upload buffer
void* mapped = nullptr;
D3D12_RANGE range = { 0, upload_size };
hr = uploadBuffer->Map(0, &range, &mapped);
IM_ASSERT(SUCCEEDED(hr));
for (int y = 0; y < upload_h; y++) for (int y = 0; y < upload_h; y++)
memcpy((void*)((uintptr_t)mapped + y * upload_pitch_dst), tex->GetPixelsAt(upload_x, upload_y + y), upload_pitch_src); memcpy((void*)((uintptr_t)bd->pTexUploadBufferMapped + y * upload_pitch_dst), tex->GetPixelsAt(upload_x, upload_y + y), upload_pitch_src);
uploadBuffer->Unmap(0, &range);
if (need_barrier_before_copy) if (need_barrier_before_copy)
{ {
@@ -575,7 +526,7 @@ void ImGui_ImplDX12_UpdateTexture(ImTextureData* tex)
D3D12_TEXTURE_COPY_LOCATION srcLocation = {}; D3D12_TEXTURE_COPY_LOCATION srcLocation = {};
D3D12_TEXTURE_COPY_LOCATION dstLocation = {}; D3D12_TEXTURE_COPY_LOCATION dstLocation = {};
{ {
srcLocation.pResource = uploadBuffer; srcLocation.pResource = bd->pTexUploadBuffer;
srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT; srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
srcLocation.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8G8B8A8_UNORM; srcLocation.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
srcLocation.PlacedFootprint.Footprint.Width = upload_w; srcLocation.PlacedFootprint.Footprint.Width = upload_w;
@@ -599,26 +550,20 @@ void ImGui_ImplDX12_UpdateTexture(ImTextureData* tex)
cmdList->ResourceBarrier(1, &barrier); cmdList->ResourceBarrier(1, &barrier);
} }
hr = cmdList->Close(); HRESULT hr = cmdList->Close();
IM_ASSERT(SUCCEEDED(hr)); IM_ASSERT(SUCCEEDED(hr));
ID3D12CommandQueue* cmdQueue = bd->pCommandQueue; ID3D12CommandQueue* cmdQueue = bd->pCommandQueue;
cmdQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmdList); cmdQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmdList);
hr = cmdQueue->Signal(fence, 1); hr = cmdQueue->Signal(bd->Fence, ++bd->FenceLastSignaledValue);
IM_ASSERT(SUCCEEDED(hr)); IM_ASSERT(SUCCEEDED(hr));
// FIXME-OPT: Suboptimal? // FIXME-OPT: Suboptimal?
// - To remove this may need to create NumFramesInFlight x ImGui_ImplDX12_FrameContext in backend data (mimick docking version) // - To remove this may need to create NumFramesInFlight x ImGui_ImplDX12_FrameContext in backend data (mimick docking version)
// - Store per-frame in flight: upload buffer? // - Store per-frame in flight: upload buffer?
// - Where do cmdList and cmdAlloc fit? // - Where do cmdList and cmdAlloc fit?
fence->SetEventOnCompletion(1, event); bd->Fence->SetEventOnCompletion(bd->FenceLastSignaledValue, bd->FenceEvent);
::WaitForSingleObject(event, INFINITE); ::WaitForSingleObject(bd->FenceEvent, INFINITE);
cmdList->Release();
cmdAlloc->Release();
::CloseHandle(event);
fence->Release();
uploadBuffer->Release();
tex->SetStatus(ImTextureStatus_OK); tex->SetStatus(ImTextureStatus_OK);
} }
@@ -631,9 +576,16 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
if (!bd || !bd->pd3dDevice) if (!bd || !bd->pd3dDevice)
return false; return false;
if (bd->pPipelineState) if (bd->pPipelineStateLinear)
ImGui_ImplDX12_InvalidateDeviceObjects(); ImGui_ImplDX12_InvalidateDeviceObjects();
HRESULT hr = ::CreateDXGIFactory1(IID_PPV_ARGS(&bd->pdxgiFactory));
IM_ASSERT(hr == S_OK);
BOOL allow_tearing = FALSE;
bd->pdxgiFactory->CheckFeatureSupport(DXGI_FEATURE_PRESENT_ALLOW_TEARING, &allow_tearing, sizeof(allow_tearing));
bd->tearingSupport = (allow_tearing == TRUE);
// Create the root signature // Create the root signature
{ {
D3D12_DESCRIPTOR_RANGE descRange = {}; D3D12_DESCRIPTOR_RANGE descRange = {};
@@ -657,26 +609,26 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
param[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; param[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
// Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling. // Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling.
D3D12_STATIC_SAMPLER_DESC staticSampler = {}; D3D12_STATIC_SAMPLER_DESC staticSampler[1] = {};
staticSampler.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR; staticSampler[0].Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
staticSampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; staticSampler[0].AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
staticSampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; staticSampler[0].AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
staticSampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; staticSampler[0].AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
staticSampler.MipLODBias = 0.f; staticSampler[0].MipLODBias = 0.f;
staticSampler.MaxAnisotropy = 0; staticSampler[0].MaxAnisotropy = 0;
staticSampler.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS; staticSampler[0].ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
staticSampler.BorderColor = D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK; staticSampler[0].BorderColor = D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK;
staticSampler.MinLOD = 0.f; staticSampler[0].MinLOD = 0.f;
staticSampler.MaxLOD = D3D12_FLOAT32_MAX; staticSampler[0].MaxLOD = D3D12_FLOAT32_MAX;
staticSampler.ShaderRegister = 0; staticSampler[0].ShaderRegister = 0;
staticSampler.RegisterSpace = 0; staticSampler[0].RegisterSpace = 0;
staticSampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; staticSampler[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
D3D12_ROOT_SIGNATURE_DESC desc = {}; D3D12_ROOT_SIGNATURE_DESC desc = {};
desc.NumParameters = _countof(param); desc.NumParameters = _countof(param);
desc.pParameters = param; desc.pParameters = param;
desc.NumStaticSamplers = 1; desc.NumStaticSamplers = 1;
desc.pStaticSamplers = &staticSampler; desc.pStaticSamplers = &staticSampler[0];
desc.Flags = desc.Flags =
D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT | D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |
D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS | D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS |
@@ -693,7 +645,7 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
// (2) there exists a version of d3d12.dll for Windows 7 (D3D12On7) in one of the following directories. // (2) there exists a version of d3d12.dll for Windows 7 (D3D12On7) in one of the following directories.
// See https://github.com/ocornut/imgui/pull/3696 for details. // See https://github.com/ocornut/imgui/pull/3696 for details.
const char* localD3d12Paths[] = { ".\\d3d12.dll", ".\\d3d12on7\\d3d12.dll", ".\\12on7\\d3d12.dll" }; // A. current directory, B. used by some games, C. used in Microsoft D3D12On7 sample const char* localD3d12Paths[] = { ".\\d3d12.dll", ".\\d3d12on7\\d3d12.dll", ".\\12on7\\d3d12.dll" }; // A. current directory, B. used by some games, C. used in Microsoft D3D12On7 sample
for (int i = 0; i < IM_ARRAYSIZE(localD3d12Paths); i++) for (int i = 0; i < IM_COUNTOF(localD3d12Paths); i++)
if ((d3d12_dll = ::LoadLibraryA(localD3d12Paths[i])) != nullptr) if ((d3d12_dll = ::LoadLibraryA(localD3d12Paths[i])) != nullptr)
break; break;
@@ -713,7 +665,15 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
if (D3D12SerializeRootSignatureFn(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, nullptr) != S_OK) if (D3D12SerializeRootSignatureFn(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, nullptr) != S_OK)
return false; return false;
bd->pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&bd->pRootSignature)); bd->pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&bd->pRootSignatureLinear));
blob->Release();
// Nearest sampler
staticSampler[0].Filter = D3D12_FILTER_MIN_MAG_MIP_POINT;
if (D3D12SerializeRootSignatureFn(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, nullptr) != S_OK)
return false;
bd->pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&bd->pRootSignatureNearest));
blob->Release(); blob->Release();
} }
@@ -726,7 +686,7 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {}; D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {};
psoDesc.NodeMask = 1; psoDesc.NodeMask = 1;
psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE; psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
psoDesc.pRootSignature = bd->pRootSignature; psoDesc.pRootSignature = bd->pRootSignatureLinear;
psoDesc.SampleMask = UINT_MAX; psoDesc.SampleMask = UINT_MAX;
psoDesc.NumRenderTargets = 1; psoDesc.NumRenderTargets = 1;
psoDesc.RTVFormats[0] = bd->RTVFormat; psoDesc.RTVFormats[0] = bd->RTVFormat;
@@ -849,20 +809,37 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
desc.BackFace = desc.FrontFace; desc.BackFace = desc.FrontFace;
} }
HRESULT result_pipeline_state = bd->pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&bd->pPipelineState)); HRESULT result_pipeline_state = bd->pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&bd->pPipelineStateLinear));
if (result_pipeline_state != S_OK)
{
vertexShaderBlob->Release();
pixelShaderBlob->Release();
return false;
}
psoDesc.pRootSignature = bd->pRootSignatureNearest;
result_pipeline_state = bd->pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&bd->pPipelineStateNearest));
vertexShaderBlob->Release(); vertexShaderBlob->Release();
pixelShaderBlob->Release(); pixelShaderBlob->Release();
if (result_pipeline_state != S_OK) if (result_pipeline_state != S_OK)
return false; return false;
return true; // Create command allocator and command list for ImGui_ImplDX12_UpdateTexture()
} hr = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&bd->pTexCmdAllocator));
IM_ASSERT(SUCCEEDED(hr));
hr = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, bd->pTexCmdAllocator, nullptr, IID_PPV_ARGS(&bd->pTexCmdList));
IM_ASSERT(SUCCEEDED(hr));
hr = bd->pTexCmdList->Close();
IM_ASSERT(SUCCEEDED(hr));
static void ImGui_ImplDX12_DestroyRenderBuffers(ImGui_ImplDX12_RenderBuffers* render_buffers) // Create fence.
{ hr = bd->pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&bd->Fence));
SafeRelease(render_buffers->IndexBuffer); IM_ASSERT(hr == S_OK);
SafeRelease(render_buffers->VertexBuffer); bd->FenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr);
render_buffers->IndexBufferSize = render_buffers->VertexBufferSize = 0; IM_ASSERT(bd->FenceEvent != nullptr);
return true;
} }
void ImGui_ImplDX12_InvalidateDeviceObjects() void ImGui_ImplDX12_InvalidateDeviceObjects()
@@ -871,16 +848,39 @@ void ImGui_ImplDX12_InvalidateDeviceObjects()
if (!bd || !bd->pd3dDevice) if (!bd || !bd->pd3dDevice)
return; return;
SafeRelease(bd->pdxgiFactory);
if (bd->commandQueueOwned) if (bd->commandQueueOwned)
SafeRelease(bd->pCommandQueue); SafeRelease(bd->pCommandQueue);
bd->commandQueueOwned = false; bd->commandQueueOwned = false;
SafeRelease(bd->pRootSignature); SafeRelease(bd->pRootSignatureLinear);
SafeRelease(bd->pPipelineState); SafeRelease(bd->pRootSignatureNearest);
SafeRelease(bd->pPipelineStateLinear);
SafeRelease(bd->pPipelineStateNearest);
if (bd->pTexUploadBufferMapped)
{
D3D12_RANGE range = { 0, bd->pTexUploadBufferSize };
bd->pTexUploadBuffer->Unmap(0, &range);
bd->pTexUploadBufferMapped = nullptr;
}
SafeRelease(bd->pTexUploadBuffer);
SafeRelease(bd->pTexCmdList);
SafeRelease(bd->pTexCmdAllocator);
SafeRelease(bd->Fence);
CloseHandle(bd->FenceEvent);
bd->FenceEvent = nullptr;
// Destroy all textures // Destroy all textures
for (ImTextureData* tex : ImGui::GetPlatformIO().Textures) for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
if (tex->RefCount == 1) if (tex->RefCount == 1)
ImGui_ImplDX12_DestroyTexture(tex); ImGui_ImplDX12_DestroyTexture(tex);
for (UINT i = 0; i < bd->numFramesInFlight; i++)
{
ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[i];
SafeRelease(fr->IndexBuffer);
SafeRelease(fr->VertexBuffer);
}
} }
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
@@ -917,26 +917,23 @@ bool ImGui_ImplDX12_Init(ImGui_ImplDX12_InitInfo* init_info)
init_info = &bd->InitInfo; init_info = &bd->InitInfo;
bd->pd3dDevice = init_info->Device; bd->pd3dDevice = init_info->Device;
IM_ASSERT(init_info->CommandQueue != NULL); IM_ASSERT(init_info->CommandQueue != nullptr);
bd->pCommandQueue = init_info->CommandQueue; bd->pCommandQueue = init_info->CommandQueue;
bd->RTVFormat = init_info->RTVFormat; bd->RTVFormat = init_info->RTVFormat;
bd->DSVFormat = init_info->DSVFormat; bd->DSVFormat = init_info->DSVFormat;
bd->numFramesInFlight = init_info->NumFramesInFlight; bd->numFramesInFlight = init_info->NumFramesInFlight;
bd->pd3dSrvDescHeap = init_info->SrvDescriptorHeap; bd->pd3dSrvDescHeap = init_info->SrvDescriptorHeap;
bd->tearingSupport = false;
io.BackendRendererUserData = (void*)bd; io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_dx12"; io.BackendRendererName = "imgui_impl_dx12";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render. io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
ImGui_ImplDX12_InitPlatformInterface(); platform_io.DrawCallback_ResetRenderState = ImGui_ImplDX12_DrawCallback_ResetRenderState;
platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplDX12_DrawCallback_SetSamplerLinear;
// Create a dummy ImGui_ImplDX12_ViewportData holder for the main viewport, platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplDX12_DrawCallback_SetSamplerNearest;
// 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 #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
if (init_info->SrvDescriptorAllocFn == nullptr) if (init_info->SrvDescriptorAllocFn == nullptr)
@@ -944,6 +941,18 @@ bool ImGui_ImplDX12_Init(ImGui_ImplDX12_InitInfo* init_info)
#endif #endif
IM_ASSERT(init_info->SrvDescriptorAllocFn != nullptr && init_info->SrvDescriptorFreeFn != nullptr); IM_ASSERT(init_info->SrvDescriptorAllocFn != nullptr && init_info->SrvDescriptorFreeFn != nullptr);
// 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; return true;
} }
@@ -970,6 +979,7 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO
bool ret = ImGui_ImplDX12_Init(&init_info); bool ret = ImGui_ImplDX12_Init(&init_info);
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
bd->commandQueueOwned = true; bd->commandQueueOwned = true;
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasTextures; // Using legacy ImGui_ImplDX12_Init() call with 1 SRV descriptor we cannot support multiple textures. io.BackendFlags &= ~ImGuiBackendFlags_RendererHasTextures; // Using legacy ImGui_ImplDX12_Init() call with 1 SRV descriptor we cannot support multiple textures.
@@ -982,25 +992,15 @@ void ImGui_ImplDX12_Shutdown()
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
// 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(); ImGui_ImplDX12_InvalidateDeviceObjects();
delete[] bd->pFrameResources;
io.BackendRendererName = nullptr; io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr; io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports); io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
platform_io.ClearRendererHandlers();
IM_DELETE(bd); IM_DELETE(bd);
} }
@@ -1009,251 +1009,11 @@ void ImGui_ImplDX12_NewFrame()
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX12_Init()?"); IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX12_Init()?");
if (!bd->pPipelineState) if (!bd->pPipelineStateLinear)
if (!ImGui_ImplDX12_CreateDeviceObjects()) if (!ImGui_ImplDX12_CreateDeviceObjects())
IM_ASSERT(0 && "ImGui_ImplDX12_CreateDeviceObjects() failed!"); IM_ASSERT(0 && "ImGui_ImplDX12_CreateDeviceObjects() failed!");
} }
//--------------------------------------------------------------------------------------------------------
// 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, (const 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 #endif // #ifndef IMGUI_DISABLE

View File

@@ -6,7 +6,6 @@
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). // [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. // [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. // 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/ // IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
@@ -25,6 +24,12 @@
#include <dxgiformat.h> // DXGI_FORMAT #include <dxgiformat.h> // DXGI_FORMAT
#include <d3d12.h> // D3D12_CPU_DESCRIPTOR_HANDLE #include <d3d12.h> // D3D12_CPU_DESCRIPTOR_HANDLE
// Clang/GCC warnings with -Weverything
#if defined(__clang__)
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
#endif
// Initialization data, for ImGui_ImplDX12_Init() // Initialization data, for ImGui_ImplDX12_Init()
struct ImGui_ImplDX12_InitInfo struct ImGui_ImplDX12_InitInfo
{ {
@@ -65,7 +70,7 @@ IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames
IMGUI_IMPL_API bool ImGui_ImplDX12_CreateDeviceObjects(); IMGUI_IMPL_API bool ImGui_ImplDX12_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplDX12_InvalidateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplDX12_InvalidateDeviceObjects();
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually. // (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually.
IMGUI_IMPL_API void ImGui_ImplDX12_UpdateTexture(ImTextureData* tex); IMGUI_IMPL_API void ImGui_ImplDX12_UpdateTexture(ImTextureData* tex);
// [BETA] Selected render state data shared with callbacks. // [BETA] Selected render state data shared with callbacks.
@@ -77,4 +82,8 @@ struct ImGui_ImplDX12_RenderState
ID3D12GraphicsCommandList* CommandList; ID3D12GraphicsCommandList* CommandList;
}; };
#if defined(__clang__)
#pragma clang diagnostic pop
#endif
#endif // #ifndef IMGUI_DISABLE #endif // #ifndef IMGUI_DISABLE

View File

@@ -6,7 +6,6 @@
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). // [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// [X] Renderer: IMGUI_USE_BGRA_PACKED_COLOR support, as this is the optimal color encoding for DirectX9. // [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. // 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. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@@ -18,7 +17,9 @@
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (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. // 2026-04-23: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. (#9378)
// 2026-03-19: Fixed issue in ImGui_ImplDX9_UpdateTexture() if ImTextureID_Invalid is defined to be != 0, which became the default since 2026-03-12. (#9295, #9310)
// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
// 2025-06-11: DirectX9: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. // 2025-06-11: DirectX9: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas.
// 2024-10-07: DirectX9: Changed default texture sampler to Clamp instead of Repeat/Wrap. // 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) // 2024-02-12: DirectX9: Using RGBA format when supported by the driver to avoid CPU side conversion. (#6575)
@@ -88,12 +89,6 @@ static ImGui_ImplDX9_Data* ImGui_ImplDX9_GetBackendData()
return ImGui::GetCurrentContext() ? (ImGui_ImplDX9_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; 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 // Functions
static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data) static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
{ {
@@ -168,6 +163,11 @@ static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
} }
} }
// Draw callbacks
static void ImGui_ImplDX9_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way.
static void ImGui_ImplDX9_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); }
static void ImGui_ImplDX9_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT); bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_POINT); }
// Render function. // Render function.
void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
{ {
@@ -190,14 +190,14 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
{ {
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
bd->VertexBufferSize = draw_data->TotalVtxCount + 5000; bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
if (device->CreateVertexBuffer(bd->VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &bd->pVB, nullptr) < 0) if (device->CreateVertexBuffer((UINT)bd->VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &bd->pVB, nullptr) < 0)
return; return;
} }
if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount) if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
{ {
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
bd->IndexBufferSize = draw_data->TotalIdxCount + 10000; bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
if (device->CreateIndexBuffer(bd->IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &bd->pIB, nullptr) < 0) if (device->CreateIndexBuffer((UINT)bd->IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &bd->pIB, nullptr) < 0)
return; return;
} }
@@ -236,9 +236,8 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
// FIXME-OPT: This is a minor waste of resource, the ideal is to use imconfig.h and // FIXME-OPT: This is a minor waste of resource, the ideal is to use imconfig.h and
// 1) to avoid repacking colors: #define IMGUI_USE_BGRA_PACKED_COLOR // 1) to avoid repacking colors: #define IMGUI_USE_BGRA_PACKED_COLOR
// 2) to avoid repacking vertices: #define IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT struct ImDrawVert { ImVec2 pos; float z; ImU32 col; ImVec2 uv; } // 2) to avoid repacking vertices: #define IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT struct ImDrawVert { ImVec2 pos; float z; ImU32 col; ImVec2 uv; }
for (int n = 0; n < draw_data->CmdListsCount; n++) for (const ImDrawList* draw_list : draw_data->CmdLists)
{ {
const ImDrawList* draw_list = draw_data->CmdLists[n];
const ImDrawVert* vtx_src = draw_list->VtxBuffer.Data; const ImDrawVert* vtx_src = draw_list->VtxBuffer.Data;
for (int i = 0; i < draw_list->VtxBuffer.Size; i++) for (int i = 0; i < draw_list->VtxBuffer.Size; i++)
{ {
@@ -268,17 +267,15 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
int global_vtx_offset = 0; int global_vtx_offset = 0;
int global_idx_offset = 0; int global_idx_offset = 0;
ImVec2 clip_off = draw_data->DisplayPos; ImVec2 clip_off = draw_data->DisplayPos;
for (int n = 0; n < draw_data->CmdListsCount; n++) for (const ImDrawList* draw_list : draw_data->CmdLists)
{ {
const ImDrawList* draw_list = draw_data->CmdLists[n];
for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
{ {
const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback != nullptr) if (pcmd->UserCallback != nullptr)
{ {
// User callback, registered via ImDrawList::AddCallback() // User callback, registered via ImDrawList::AddCallback()
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) if (pcmd->UserCallback == ImGui_ImplDX9_DrawCallback_ResetRenderState)
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
ImGui_ImplDX9_SetupRenderState(draw_data); ImGui_ImplDX9_SetupRenderState(draw_data);
else else
pcmd->UserCallback(draw_list, pcmd); pcmd->UserCallback(draw_list, pcmd);
@@ -305,11 +302,6 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
global_vtx_offset += draw_list->VtxBuffer.Size; global_vtx_offset += draw_list->VtxBuffer.Size;
} }
// When using multi-viewports, it appears that there's an odd logic in DirectX9 which prevent subsequent windows
// 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 // Restore the DX9 transform
device->SetTransform(D3DTS_WORLD, &last_world); device->SetTransform(D3DTS_WORLD, &last_world);
device->SetTransform(D3DTS_VIEW, &last_view); device->SetTransform(D3DTS_VIEW, &last_view);
@@ -338,47 +330,6 @@ static bool ImGui_ImplDX9_CheckFormatSupport(LPDIRECT3DDEVICE9 pDevice, D3DFORMA
return support; return support;
} }
bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
// Setup backend capabilities flags
ImGui_ImplDX9_Data* bd = IM_NEW(ImGui_ImplDX9_Data)();
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_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = 4096;
bd->pd3dDevice = device;
bd->pd3dDevice->AddRef();
bd->HasRgbaSupport = ImGui_ImplDX9_CheckFormatSupport(bd->pd3dDevice, D3DFMT_A8B8G8R8);
ImGui_ImplDX9_InitMultiViewportSupport();
return true;
}
void ImGui_ImplDX9_Shutdown()
{
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
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 | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports);
IM_DELETE(bd);
}
// Convert RGBA32 to BGRA32 (because RGBA32 is not well supported by DX9 devices) // Convert RGBA32 to BGRA32 (because RGBA32 is not well supported by DX9 devices)
static void ImGui_ImplDX9_CopyTextureRegion(bool tex_use_colors, const ImU32* src, int src_pitch, ImU32* dst, int dst_pitch, int w, int h) static void ImGui_ImplDX9_CopyTextureRegion(bool tex_use_colors, const ImU32* src, int src_pitch, ImU32* dst, int dst_pitch, int w, int h)
{ {
@@ -446,14 +397,15 @@ void ImGui_ImplDX9_UpdateTexture(ImTextureData* tex)
} }
else if (tex->Status == ImTextureStatus_WantDestroy) else if (tex->Status == ImTextureStatus_WantDestroy)
{ {
LPDIRECT3DTEXTURE9 backend_tex = (LPDIRECT3DTEXTURE9)tex->TexID; if (tex->TexID != ImTextureID_Invalid)
if (backend_tex == nullptr) if (LPDIRECT3DTEXTURE9 backend_tex = (LPDIRECT3DTEXTURE9)tex->TexID)
return; {
IM_ASSERT(tex->TexID == (ImTextureID)(intptr_t)backend_tex); IM_ASSERT(tex->TexID == (ImTextureID)(intptr_t)backend_tex);
backend_tex->Release(); backend_tex->Release();
// Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running) // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
tex->SetTexID(ImTextureID_Invalid); tex->SetTexID(ImTextureID_Invalid);
}
tex->SetStatus(ImTextureStatus_Destroyed); tex->SetStatus(ImTextureStatus_Destroyed);
} }
} }
@@ -463,7 +415,6 @@ bool ImGui_ImplDX9_CreateDeviceObjects()
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
if (!bd || !bd->pd3dDevice) if (!bd || !bd->pd3dDevice)
return false; return false;
ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows();
return true; return true;
} }
@@ -482,7 +433,6 @@ void ImGui_ImplDX9_InvalidateDeviceObjects()
} }
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows();
} }
void ImGui_ImplDX9_NewFrame() void ImGui_ImplDX9_NewFrame()
@@ -492,146 +442,48 @@ void ImGui_ImplDX9_NewFrame()
IM_UNUSED(bd); IM_UNUSED(bd);
} }
//--------------------------------------------------------------------------------------------------------
// 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. bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
struct ImGui_ImplDX9_ViewportData
{ {
IDirect3DSwapChain9* SwapChain; ImGuiIO& io = ImGui::GetIO();
D3DPRESENT_PARAMETERS d3dpp; IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
ImGui_ImplDX9_ViewportData() { SwapChain = nullptr; ZeroMemory(&d3dpp, sizeof(D3DPRESENT_PARAMETERS)); } // Setup backend capabilities flags
~ImGui_ImplDX9_ViewportData() { IM_ASSERT(SwapChain == nullptr); } ImGui_ImplDX9_Data* bd = IM_NEW(ImGui_ImplDX9_Data)();
}; 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_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
static void ImGui_ImplDX9_CreateWindow(ImGuiViewport* viewport) ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = 4096;
platform_io.DrawCallback_ResetRenderState = ImGui_ImplDX9_DrawCallback_ResetRenderState;
platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplDX9_DrawCallback_SetSamplerLinear;
platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplDX9_DrawCallback_SetSamplerNearest;
bd->pd3dDevice = device;
bd->pd3dDevice->AddRef();
bd->HasRgbaSupport = ImGui_ImplDX9_CheckFormatSupport(bd->pd3dDevice, D3DFMT_A8B8G8R8);
return true;
}
void ImGui_ImplDX9_Shutdown()
{ {
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
ImGui_ImplDX9_ViewportData* vd = IM_NEW(ImGui_ImplDX9_ViewportData)(); IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
viewport->RendererUserData = vd; ImGuiIO& io = ImGui::GetIO();
// 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(); 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_ImplDX9_InvalidateDeviceObjects();
{ if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
ImGui::DestroyPlatformWindows();
}
static void ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows() io.BackendRendererName = nullptr;
{ io.BackendRendererUserData = nullptr;
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
for (int i = 1; i < platform_io.Viewports.Size; i++) platform_io.ClearRendererHandlers();
if (!platform_io.Viewports[i]->RendererUserData) IM_DELETE(bd);
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]);
} }
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------

View File

@@ -6,7 +6,6 @@
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). // [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// [X] Renderer: IMGUI_USE_BGRA_PACKED_COLOR support, as this is the optimal color encoding for DirectX9. // [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. // 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. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@@ -32,7 +31,7 @@ IMGUI_IMPL_API void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data);
IMGUI_IMPL_API bool ImGui_ImplDX9_CreateDeviceObjects(); IMGUI_IMPL_API bool ImGui_ImplDX9_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplDX9_InvalidateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplDX9_InvalidateDeviceObjects();
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually. // (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually.
IMGUI_IMPL_API void ImGui_ImplDX9_UpdateTexture(ImTextureData* tex); IMGUI_IMPL_API void ImGui_ImplDX9_UpdateTexture(ImTextureData* tex);
#endif // #ifndef IMGUI_DISABLE #endif // #ifndef IMGUI_DISABLE

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@@ -1,20 +1,18 @@
// dear imgui: Platform Backend for GLFW // dear imgui: Platform Backend for GLFW
// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..) // 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.) // (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.) // (Requires: GLFW 3.0+. Prefer GLFW 3.3+/3.4+ for full feature support.)
// Implemented features: // Implemented features:
// [X] Platform: Clipboard support. // [X] Platform: Clipboard support.
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only). // [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only).
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values are obsolete since 1.87 and not supported since 1.91.5] // [X] Platform: 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: 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: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors) with GLFW 3.1+. 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'.
// [X] Multiple Dear ImGui contexts support. // [X] Multiple Dear ImGui contexts support.
// Missing features or Issues: // 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. // [ ] Platform: 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. // [ ] Platform: 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. // 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. // 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 +48,7 @@ IMGUI_IMPL_API void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow* wi
IMGUI_IMPL_API void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window); IMGUI_IMPL_API void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window);
IMGUI_IMPL_API void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window); IMGUI_IMPL_API void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window);
// GFLW callbacks options: // GLFW callbacks options:
// - Set 'chain_for_all_windows=true' to enable chaining callbacks for all windows (including secondary viewports created by backends or by user) // - Set 'chain_for_all_windows=true' to enable chaining callbacks for all windows (including secondary viewports created by backends or by user)
IMGUI_IMPL_API void ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows); IMGUI_IMPL_API void ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows);

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@@ -13,7 +13,6 @@
// [ ] Platform: Missing mouse cursor shape/visibility support. // [ ] Platform: Missing mouse cursor shape/visibility support.
// [ ] Platform: Missing clipboard support (not supported by Glut). // [ ] Platform: Missing clipboard support (not supported by Glut).
// [ ] Platform: Missing gamepad support. // [ ] 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. // 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. // 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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@@ -13,7 +13,6 @@
// [ ] Platform: Missing mouse cursor shape/visibility support. // [ ] Platform: Missing mouse cursor shape/visibility support.
// [ ] Platform: Missing clipboard support (not supported by Glut). // [ ] Platform: Missing clipboard support (not supported by Glut).
// [ ] Platform: Missing gamepad support. // [ ] 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. // 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. // 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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@@ -5,7 +5,6 @@
// [X] Renderer: User texture binding. Use 'MTLTexture' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! // [X] Renderer: User texture binding. Use 'MTLTexture' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). // [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// [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. // 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. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@@ -40,7 +39,7 @@ IMGUI_IMPL_API void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData,
IMGUI_IMPL_API bool ImGui_ImplMetal_CreateDeviceObjects(id<MTLDevice> device); IMGUI_IMPL_API bool ImGui_ImplMetal_CreateDeviceObjects(id<MTLDevice> device);
IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects();
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually. // (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually.
IMGUI_IMPL_API void ImGui_ImplMetal_UpdateTexture(ImTextureData* tex); IMGUI_IMPL_API void ImGui_ImplMetal_UpdateTexture(ImTextureData* tex);
#endif #endif
@@ -68,7 +67,7 @@ IMGUI_IMPL_API void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data,
IMGUI_IMPL_API bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device); IMGUI_IMPL_API bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device);
IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects();
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually. // (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually.
IMGUI_IMPL_API void ImGui_ImplMetal_UpdateTexture(ImTextureData* tex); IMGUI_IMPL_API void ImGui_ImplMetal_UpdateTexture(ImTextureData* tex);
#endif #endif

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@@ -5,7 +5,6 @@
// [X] Renderer: User texture binding. Use 'MTLTexture' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! // [X] Renderer: User texture binding. Use 'MTLTexture' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). // [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// [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. // 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. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@@ -17,7 +16,12 @@
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2025-XX-XX: Metal: Added support for multiple windows via the ImGuiPlatformIO interface. // 2026-04-28: Added support for standard draw callbacks (in platform_io): DrawCallback_SetSamplerLinear and DrawCallback_SetSamplerNearest. (#9378, #9381)
// 2026-04-23: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState (others are not yet supported). (#9378)
// 2026-04-14: Metal: use a dedicated bufferCacheLock to avoid crashing when bufferCache is replaced by a new object while being used for @synchronize(). (#9367)
// 2026-04-03: Metal: avoid redundant vertex buffer bind in SetupRenderState. (#9343)
// 2026-03-19: Fixed issue in ImGui_ImplMetal_RenderDrawData() if ImTextureID_Invalid is defined to be != 0, which became the default since 2026-03-12. (#9295, #9310)
// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
// 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplMetal_CreateFontsTexture() and ImGui_ImplMetal_DestroyFontsTexture(). // 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplMetal_CreateFontsTexture() and ImGui_ImplMetal_DestroyFontsTexture().
// 2025-02-03: Metal: Crash fix. (#8367) // 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). // 2025-01-08: Metal: Fixed memory leaks when using metal-cpp (#8276, #8166) or when using multiple contexts (#7419).
@@ -44,12 +48,6 @@
#import <time.h> #import <time.h>
#import <Metal/Metal.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 #pragma mark - Support classes
// A wrapper around a MTLBuffer object that knows the last time it was reused // A wrapper around a MTLBuffer object that knows the last time it was reused
@@ -80,9 +78,12 @@ static void ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows();
@interface MetalContext : NSObject @interface MetalContext : NSObject
@property (nonatomic, strong) id<MTLDevice> device; @property (nonatomic, strong) id<MTLDevice> device;
@property (nonatomic, strong) id<MTLDepthStencilState> depthStencilState; @property (nonatomic, strong) id<MTLDepthStencilState> depthStencilState;
@property (nonatomic, strong) id<MTLSamplerState> samplerStateLinear;
@property (nonatomic, strong) id<MTLSamplerState> samplerStateNearest;
@property (nonatomic, strong) FramebufferDescriptor* framebufferDescriptor; // framebuffer descriptor for current frame; transient @property (nonatomic, strong) FramebufferDescriptor* framebufferDescriptor; // framebuffer descriptor for current frame; transient
@property (nonatomic, strong) NSMutableDictionary* renderPipelineStateCache; // pipeline cache; keyed on framebuffer descriptors @property (nonatomic, strong) NSMutableDictionary* renderPipelineStateCache; // pipeline cache; keyed on framebuffer descriptors
@property (nonatomic, strong) NSMutableArray<MetalBuffer*>* bufferCache; @property (nonatomic, strong) NSMutableArray<MetalBuffer*>* bufferCache;
@property (nonatomic, strong) NSObject* bufferCacheLock;
@property (nonatomic, assign) double lastBufferCachePurge; @property (nonatomic, assign) double lastBufferCachePurge;
- (MetalBuffer*)dequeueReusableBufferOfLength:(NSUInteger)length device:(id<MTLDevice>)device; - (MetalBuffer*)dequeueReusableBufferOfLength:(NSUInteger)length device:(id<MTLDevice>)device;
- (id<MTLRenderPipelineState>)renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor*)descriptor device:(id<MTLDevice>)device; - (id<MTLRenderPipelineState>)renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor*)descriptor device:(id<MTLDevice>)device;
@@ -91,6 +92,7 @@ static void ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows();
struct ImGui_ImplMetal_Data struct ImGui_ImplMetal_Data
{ {
MetalContext* SharedMetalContext; MetalContext* SharedMetalContext;
id<MTLRenderCommandEncoder> RenderCommandEncoder;
ImGui_ImplMetal_Data() { memset((void*)this, 0, sizeof(*this)); } ImGui_ImplMetal_Data() { memset((void*)this, 0, sizeof(*this)); }
}; };
@@ -133,42 +135,6 @@ bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device)
#pragma mark - Dear ImGui Metal Backend API #pragma mark - Dear ImGui Metal Backend API
bool ImGui_ImplMetal_Init(id<MTLDevice> device)
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
ImGui_ImplMetal_Data* bd = IM_NEW(ImGui_ImplMetal_Data)();
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_metal";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
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;
}
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 | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports);
}
void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor) void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor)
{ {
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
@@ -221,11 +187,16 @@ static void ImGui_ImplMetal_SetupRenderState(ImDrawData* draw_data, id<MTLComman
[commandEncoder setVertexBytes:&ortho_projection length:sizeof(ortho_projection) atIndex:1]; [commandEncoder setVertexBytes:&ortho_projection length:sizeof(ortho_projection) atIndex:1];
[commandEncoder setRenderPipelineState:renderPipelineState]; [commandEncoder setRenderPipelineState:renderPipelineState];
[commandEncoder setFragmentSamplerState:bd->SharedMetalContext.samplerStateLinear atIndex:0];
[commandEncoder setVertexBuffer:vertexBuffer.buffer offset:0 atIndex:0]; [commandEncoder setVertexBuffer:vertexBuffer.buffer offset:vertexBufferOffset atIndex:0];
[commandEncoder setVertexBufferOffset:vertexBufferOffset atIndex:0];
} }
// Draw callbacks
static void ImGui_ImplMetal_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way.
static void ImGui_ImplMetal_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); [bd->RenderCommandEncoder setFragmentSamplerState:bd->SharedMetalContext.samplerStateLinear atIndex:0]; }
static void ImGui_ImplMetal_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); [bd->RenderCommandEncoder setFragmentSamplerState:bd->SharedMetalContext.samplerStateNearest atIndex:0]; }
// Metal Render function. // Metal Render function.
void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, id<MTLCommandBuffer> commandBuffer, id<MTLRenderCommandEncoder> commandEncoder) void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, id<MTLCommandBuffer> commandBuffer, id<MTLRenderCommandEncoder> commandEncoder)
{ {
@@ -235,7 +206,7 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, id<MTLCommandBuffer>
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x); int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y); int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
if (fb_width <= 0 || fb_height <= 0 || draw_data->CmdListsCount == 0) if (fb_width <= 0 || fb_height <= 0 || draw_data->CmdLists.Size == 0)
return; return;
// Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do. // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do.
@@ -262,6 +233,7 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, id<MTLCommandBuffer>
MetalBuffer* vertexBuffer = [ctx dequeueReusableBufferOfLength:vertexBufferLength device:commandBuffer.device]; MetalBuffer* vertexBuffer = [ctx dequeueReusableBufferOfLength:vertexBufferLength device:commandBuffer.device];
MetalBuffer* indexBuffer = [ctx dequeueReusableBufferOfLength:indexBufferLength device:commandBuffer.device]; MetalBuffer* indexBuffer = [ctx dequeueReusableBufferOfLength:indexBufferLength device:commandBuffer.device];
bd->RenderCommandEncoder = commandEncoder;
ImGui_ImplMetal_SetupRenderState(draw_data, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, 0); ImGui_ImplMetal_SetupRenderState(draw_data, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, 0);
// Will project scissor/clipping rectangles into framebuffer space // Will project scissor/clipping rectangles into framebuffer space
@@ -271,10 +243,8 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, id<MTLCommandBuffer>
// Render command lists // Render command lists
size_t vertexBufferOffset = 0; size_t vertexBufferOffset = 0;
size_t indexBufferOffset = 0; size_t indexBufferOffset = 0;
for (int n = 0; n < draw_data->CmdListsCount; n++) for (const ImDrawList* draw_list : draw_data->CmdLists)
{ {
const ImDrawList* draw_list = draw_data->CmdLists[n];
memcpy((char*)vertexBuffer.buffer.contents + vertexBufferOffset, draw_list->VtxBuffer.Data, (size_t)draw_list->VtxBuffer.Size * sizeof(ImDrawVert)); memcpy((char*)vertexBuffer.buffer.contents + vertexBufferOffset, draw_list->VtxBuffer.Data, (size_t)draw_list->VtxBuffer.Size * sizeof(ImDrawVert));
memcpy((char*)indexBuffer.buffer.contents + indexBufferOffset, draw_list->IdxBuffer.Data, (size_t)draw_list->IdxBuffer.Size * sizeof(ImDrawIdx)); memcpy((char*)indexBuffer.buffer.contents + indexBufferOffset, draw_list->IdxBuffer.Data, (size_t)draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
@@ -284,8 +254,7 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, id<MTLCommandBuffer>
if (pcmd->UserCallback) if (pcmd->UserCallback)
{ {
// User callback, registered via ImDrawList::AddCallback() // User callback, registered via ImDrawList::AddCallback()
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) if (pcmd->UserCallback == ImGui_ImplMetal_DrawCallback_ResetRenderState)
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
ImGui_ImplMetal_SetupRenderState(draw_data, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, vertexBufferOffset); ImGui_ImplMetal_SetupRenderState(draw_data, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, vertexBufferOffset);
else else
pcmd->UserCallback(draw_list, pcmd); pcmd->UserCallback(draw_list, pcmd);
@@ -299,8 +268,8 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, id<MTLCommandBuffer>
// Clamp to viewport as setScissorRect() won't accept values that are off bounds // Clamp to viewport as setScissorRect() won't accept values that are off bounds
if (clip_min.x < 0.0f) { clip_min.x = 0.0f; } if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
if (clip_min.y < 0.0f) { clip_min.y = 0.0f; } if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; } if (clip_max.x > (float)fb_width) { clip_max.x = (float)fb_width; }
if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; } if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; }
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
continue; continue;
if (pcmd->ElemCount == 0) // drawIndexedPrimitives() validation doesn't accept this if (pcmd->ElemCount == 0) // drawIndexedPrimitives() validation doesn't accept this
@@ -317,7 +286,8 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, id<MTLCommandBuffer>
[commandEncoder setScissorRect:scissorRect]; [commandEncoder setScissorRect:scissorRect];
// Bind texture, Draw // Bind texture, Draw
if (ImTextureID tex_id = pcmd->GetTexID()) ImTextureID tex_id = pcmd->GetTexID();
if (tex_id != ImTextureID_Invalid)
[commandEncoder setFragmentTexture:(__bridge id<MTLTexture>)(void*)(intptr_t)(tex_id) atIndex:0]; [commandEncoder setFragmentTexture:(__bridge id<MTLTexture>)(void*)(intptr_t)(tex_id) atIndex:0];
[commandEncoder setVertexBufferOffset:(vertexBufferOffset + pcmd->VtxOffset * sizeof(ImDrawVert)) atIndex:0]; [commandEncoder setVertexBufferOffset:(vertexBufferOffset + pcmd->VtxOffset * sizeof(ImDrawVert)) atIndex:0];
@@ -336,28 +306,27 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, id<MTLCommandBuffer>
MetalContext* sharedMetalContext = bd->SharedMetalContext; MetalContext* sharedMetalContext = bd->SharedMetalContext;
[commandBuffer addCompletedHandler:^(id<MTLCommandBuffer>) [commandBuffer addCompletedHandler:^(id<MTLCommandBuffer>)
{ {
dispatch_async(dispatch_get_main_queue(), ^{ @synchronized(sharedMetalContext.bufferCacheLock)
@synchronized(sharedMetalContext.bufferCache) {
{ [sharedMetalContext.bufferCache addObject:vertexBuffer];
[sharedMetalContext.bufferCache addObject:vertexBuffer]; [sharedMetalContext.bufferCache addObject:indexBuffer];
[sharedMetalContext.bufferCache addObject:indexBuffer]; }
}
});
}]; }];
bd->RenderCommandEncoder = nil;
} }
static void ImGui_ImplMetal_DestroyTexture(ImTextureData* tex) static void ImGui_ImplMetal_DestroyTexture(ImTextureData* tex)
{ {
MetalTexture* backend_tex = (__bridge_transfer MetalTexture*)(tex->BackendUserData); if (MetalTexture* backend_tex = (__bridge_transfer MetalTexture*)(tex->BackendUserData))
if (backend_tex == nullptr) {
return; IM_ASSERT(backend_tex.metalTexture == (__bridge id<MTLTexture>)(void*)(intptr_t)tex->TexID);
IM_ASSERT(backend_tex.metalTexture == (__bridge id<MTLTexture>)(void*)(intptr_t)tex->TexID); backend_tex.metalTexture = nil;
backend_tex.metalTexture = nil;
// Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running) // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
tex->SetTexID(ImTextureID_Invalid); tex->SetTexID(ImTextureID_Invalid);
tex->BackendUserData = nullptr;
}
tex->SetStatus(ImTextureStatus_Destroyed); tex->SetStatus(ImTextureStatus_Destroyed);
tex->BackendUserData = nullptr;
} }
void ImGui_ImplMetal_UpdateTexture(ImTextureData* tex) void ImGui_ImplMetal_UpdateTexture(ImTextureData* tex)
@@ -420,8 +389,17 @@ bool ImGui_ImplMetal_CreateDeviceObjects(id<MTLDevice> device)
depthStencilDescriptor.depthWriteEnabled = NO; depthStencilDescriptor.depthWriteEnabled = NO;
depthStencilDescriptor.depthCompareFunction = MTLCompareFunctionAlways; depthStencilDescriptor.depthCompareFunction = MTLCompareFunctionAlways;
bd->SharedMetalContext.depthStencilState = [device newDepthStencilStateWithDescriptor:depthStencilDescriptor]; bd->SharedMetalContext.depthStencilState = [device newDepthStencilStateWithDescriptor:depthStencilDescriptor];
ImGui_ImplMetal_CreateDeviceObjectsForPlatformWindows(); MTLSamplerDescriptor* samplerDescriptor = [[MTLSamplerDescriptor alloc] init];
samplerDescriptor.minFilter = MTLSamplerMinMagFilterLinear;
samplerDescriptor.magFilter = MTLSamplerMinMagFilterLinear;
samplerDescriptor.mipFilter = MTLSamplerMipFilterLinear;
bd->SharedMetalContext.samplerStateLinear = [device newSamplerStateWithDescriptor:samplerDescriptor];
samplerDescriptor.minFilter = MTLSamplerMinMagFilterNearest;
samplerDescriptor.magFilter = MTLSamplerMinMagFilterNearest;
samplerDescriptor.mipFilter = MTLSamplerMipFilterNearest;
bd->SharedMetalContext.samplerStateNearest = [device newSamplerStateWithDescriptor:samplerDescriptor];
#ifdef IMGUI_IMPL_METAL_CPP #ifdef IMGUI_IMPL_METAL_CPP
[samplerDescriptor release];
[depthStencilDescriptor release]; [depthStencilDescriptor release];
#endif #endif
@@ -437,152 +415,49 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
if (tex->RefCount == 1) if (tex->RefCount == 1)
ImGui_ImplMetal_DestroyTexture(tex); ImGui_ImplMetal_DestroyTexture(tex);
ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows();
[bd->SharedMetalContext.renderPipelineStateCache removeAllObjects]; [bd->SharedMetalContext.renderPipelineStateCache removeAllObjects];
bd->SharedMetalContext.samplerStateLinear = nil;
bd->SharedMetalContext.samplerStateNearest = nil;
} }
#pragma mark - Multi-viewport support bool ImGui_ImplMetal_Init(id<MTLDevice> device)
#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; ImGuiIO& io = ImGui::GetIO();
id<MTLCommandQueue> CommandQueue; IMGUI_CHECKVERSION();
MTLRenderPassDescriptor* RenderPassDescriptor; IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
void* Handle = nullptr;
bool FirstFrame = true;
};
static void ImGui_ImplMetal_CreateWindow(ImGuiViewport* viewport) ImGui_ImplMetal_Data* bd = IM_NEW(ImGui_ImplMetal_Data)();
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_metal";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.DrawCallback_ResetRenderState = ImGui_ImplMetal_DrawCallback_ResetRenderState;
platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplMetal_DrawCallback_SetSamplerLinear;
platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplMetal_DrawCallback_SetSamplerNearest;
bd->SharedMetalContext = [[MetalContext alloc] init];
bd->SharedMetalContext.device = device;
return true;
}
void ImGui_ImplMetal_Shutdown()
{ {
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
ImGuiViewportDataMetal* data = IM_NEW(ImGuiViewportDataMetal)(); IM_UNUSED(bd);
viewport->RendererUserData = data; IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
// 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;
float fb_scale = (float)window.backingScaleFactor;
if (data->MetalLayer.contentsScale != fb_scale)
{
data->MetalLayer.contentsScale = fb_scale;
data->MetalLayer.drawableSize = MakeScaledSize(window.frame.size, fb_scale);
}
#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(); 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_ImplMetal_DestroyDeviceObjects();
{ ImGui_ImplMetal_DestroyBackendData();
ImGui::DestroyPlatformWindows();
}
static void ImGui_ImplMetal_CreateDeviceObjectsForPlatformWindows() io.BackendRendererName = nullptr;
{ io.BackendRendererUserData = nullptr;
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
for (int i = 1; i < platform_io.Viewports.Size; i++) platform_io.ClearRendererHandlers();
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 #pragma mark - MetalBuffer implementation
@@ -668,6 +543,7 @@ static void ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows()
{ {
self.renderPipelineStateCache = [NSMutableDictionary dictionary]; self.renderPipelineStateCache = [NSMutableDictionary dictionary];
self.bufferCache = [NSMutableArray array]; self.bufferCache = [NSMutableArray array];
self.bufferCacheLock = [[NSObject alloc] init];
_lastBufferCachePurge = GetMachAbsoluteTimeInSeconds(); _lastBufferCachePurge = GetMachAbsoluteTimeInSeconds();
} }
return self; return self;
@@ -675,9 +551,9 @@ static void ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows()
- (MetalBuffer*)dequeueReusableBufferOfLength:(NSUInteger)length device:(id<MTLDevice>)device - (MetalBuffer*)dequeueReusableBufferOfLength:(NSUInteger)length device:(id<MTLDevice>)device
{ {
uint64_t now = GetMachAbsoluteTimeInSeconds(); double now = GetMachAbsoluteTimeInSeconds();
@synchronized(self.bufferCache) @synchronized(self.bufferCacheLock)
{ {
// Purge old buffers that haven't been useful for a while // Purge old buffers that haven't been useful for a while
if (now - self.lastBufferCachePurge > 1.0) if (now - self.lastBufferCachePurge > 1.0)
@@ -744,9 +620,9 @@ static void ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows()
"}\n" "}\n"
"\n" "\n"
"fragment half4 fragment_main(VertexOut in [[stage_in]],\n" "fragment half4 fragment_main(VertexOut in [[stage_in]],\n"
" texture2d<half, access::sample> texture [[texture(0)]]) {\n" " texture2d<half, access::sample> texture [[texture(0)]],\n"
" constexpr sampler linearSampler(coord::normalized, min_filter::linear, mag_filter::linear, mip_filter::linear);\n" " sampler textureSampler [[sampler(0)]]) {\n"
" half4 texColor = texture.sample(linearSampler, in.texCoords);\n" " half4 texColor = texture.sample(textureSampler, in.texCoords);\n"
" return half4(in.color) * texColor;\n" " return half4(in.color) * texColor;\n"
"}\n"; "}\n";

View File

@@ -0,0 +1,57 @@
// dear imgui: Renderer Backend for Metal 4
// This needs to be used along with a Platform Backend (e.g. OSX)
// Implemented features:
// [X] Renderer: User texture binding. Use 'MTLTexture.gpuResourceID' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// Missing features or Issues:
// [ ] Metal-cpp support.
// [ ] Texture view pool support? Reevaluate which type to use for ImtextureID.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
//-----------------------------------------------------------------------------
// ObjC API
//-----------------------------------------------------------------------------
#ifdef __OBJC__
@class MTL4RenderPassDescriptor;
@protocol MTLDevice, MTL4CommandBuffer, MTL4RenderCommandEncoder, MTL4CommandQueue;
// framesInFlight must match the number of frames your application keeps in flight (e.g. the size of your own
// command buffer/allocator ring). The backend uses it to size its own per-frame-in-flight resources (constant
// buffer, vertex/index buffer cache) so the CPU never overwrites a slot the GPU may still be reading.
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplMetal4_Init(id<MTLDevice> device, id<MTL4CommandQueue> commandQueue, int framesInFlight);
IMGUI_IMPL_API void ImGui_ImplMetal4_Shutdown();
// frameInFlightIndex must match the slot you use to index your own per-frame-in-flight resources
// (e.g. the same index used to pick your command buffer/allocator), and must be < framesInFlight passed to Init().
IMGUI_IMPL_API void ImGui_ImplMetal4_NewFrame(MTL4RenderPassDescriptor* renderPassDescriptor, int frameInFlightIndex);
IMGUI_IMPL_API void ImGui_ImplMetal4_RenderDrawData(ImDrawData* drawData,
id<MTL4CommandBuffer> commandBuffer,
id<MTL4RenderCommandEncoder> commandEncoder);
// Called by Init/NewFrame/Shutdown
IMGUI_IMPL_API bool ImGui_ImplMetal4_CreateDeviceObjects(id<MTLDevice> device);
IMGUI_IMPL_API void ImGui_ImplMetal4_DestroyDeviceObjects();
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually.
IMGUI_IMPL_API void ImGui_ImplMetal4_UpdateTexture(ImTextureData* tex);
#endif
//-----------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE

View File

@@ -0,0 +1,707 @@
// dear imgui: Renderer Backend for Metal 4
// This needs to be used along with a Platform Backend (e.g. OSX)
// Implemented features:
// [X] Renderer: User texture binding. Use 'MTLTexture' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// Missing features or Issues:
// [ ] Metal-cpp support.
// [ ] Texture view pool support? Reevaluate which type to use for ImtextureID.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2026-07-02: Metal 4: Added new Metal 4 backend implementation. (#9458)
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_metal4.h"
#import <time.h>
#import <Metal/Metal.h>
#pragma mark - Support classes and structs
struct ImGui_Metal4_ConstantData
{
float ModelViewProjectionMatrix[4][4];
};
@interface MetalBuffer : NSObject
@property (nonatomic, strong) id<MTLBuffer> buffer;
@property (nonatomic, assign) double lastReuseTime;
- (instancetype)initWithBuffer:(id<MTLBuffer>)buffer;
@end
// An object that encapsulates the data necessary to uniquely identify a
// render pipeline state. These are used as cache keys.
@interface FramebufferDescriptor : NSObject<NSCopying>
@property (nonatomic, assign) unsigned long sampleCount;
@property (nonatomic, assign) MTLPixelFormat colorPixelFormat;
@property (nonatomic, assign) MTLPixelFormat depthPixelFormat;
@property (nonatomic, assign) MTLPixelFormat stencilPixelFormat;
- (instancetype)initWithRenderPassDescriptor:(MTL4RenderPassDescriptor*)renderPassDescriptor;
@end
@interface MetalTexture : NSObject
@property (nonatomic, strong) id<MTLTexture> metalTexture;
- (instancetype)initWithTexture:(id<MTLTexture>)metalTexture;
@end
// A singleton that stores long-lived objects that are needed by the Metal
// renderer backend. Stores the render pipeline state cache and the default
// font texture, and manages the reusable buffer cache.
@interface MetalContext : NSObject
@property (nonatomic, strong) id<MTLDevice> device;
@property (nonatomic, strong) id<MTL4CommandQueue> commandQueue;
@property (nonatomic, strong) id<MTLDepthStencilState> depthStencilState;
@property (nonatomic, strong) id<MTL4ArgumentTable> argumentTable;
@property (nonatomic, strong) id<MTLSamplerState> samplerStateLinear;
@property (nonatomic, strong) id<MTLSamplerState> samplerStateNearest;
@property (nonatomic, strong) id<MTLResidencySet> residencySet;
@property (nonatomic, strong) FramebufferDescriptor* framebufferDescriptor;
@property (nonatomic, strong) NSMutableDictionary* renderPipelineStateCache;
@property (nonatomic, assign) NSUInteger framesInFlight;
@property (nonatomic, assign) NSUInteger currentFrameSlot;
@property (nonatomic, strong) NSArray<id<MTLBuffer>>* constantBuffers;
@property (nonatomic, assign) ImGui_Metal4_ConstantData** constantBufferContentsArray;
@property (nonatomic, strong) NSMutableArray<NSMutableArray<MetalBuffer*>*>* bufferCaches;
@property (nonatomic, strong) NSObject* bufferCacheLock;
@property (nonatomic, assign) double lastBufferCachePurge;
- (id<MTLBuffer>)currentConstantBuffer;
- (ImGui_Metal4_ConstantData*)currentConstantBufferContents;
- (MetalBuffer*)dequeueReusableBufferOfLength:(NSUInteger)length device:(id<MTLDevice>)device;
- (id<MTLRenderPipelineState>)renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor*)descriptor device:(id<MTLDevice>)device;
@end
struct ImGui_ImplMetal4_Data
{
MetalContext* SharedMetalContext;
id<MTL4RenderCommandEncoder> RenderCommandEncoder;
ImGui_ImplMetal4_Data() { memset((void*)this, 0, sizeof(*this)); }
};
static ImGui_ImplMetal4_Data* ImGui_ImplMetal4_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplMetal4_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; }
static void ImGui_ImplMetal4_DestroyBackendData(){ IM_DELETE(ImGui_ImplMetal4_GetBackendData()); }
static inline CFTimeInterval GetMachAbsoluteTimeInSeconds() { return (CFTimeInterval)(double)(clock_gettime_nsec_np(CLOCK_UPTIME_RAW) / 1e9); }
#pragma mark - Dear ImGui Metal Backend API
void ImGui_ImplMetal4_NewFrame(MTL4RenderPassDescriptor* renderPassDescriptor, int frameInFlightIndex)
{
ImGui_ImplMetal4_Data* bd = ImGui_ImplMetal4_GetBackendData();
IM_ASSERT(bd != nil && "Context or backend not initialized! Did you call ImGui_ImplMetal4_Init()?");
IM_ASSERT(frameInFlightIndex < bd->SharedMetalContext.framesInFlight && "frameInFlightIndex out of range! See framesInFlight passed to ImGui_ImplMetal4_Init().");
#ifdef IMGUI_IMPL_METAL_CPP
bd->SharedMetalContext.framebufferDescriptor = [[[FramebufferDescriptor alloc] initWithRenderPassDescriptor:renderPassDescriptor]autorelease];
#else
bd->SharedMetalContext.framebufferDescriptor = [[FramebufferDescriptor alloc] initWithRenderPassDescriptor:renderPassDescriptor];
#endif
bd->SharedMetalContext.currentFrameSlot = (NSUInteger)frameInFlightIndex;
if (bd->SharedMetalContext.depthStencilState == nil)
ImGui_ImplMetal4_CreateDeviceObjects(bd->SharedMetalContext.device);
}
static void ImGui_ImplMetal4_SetupRenderState(ImDrawData* draw_data, id<MTL4CommandBuffer> commandBuffer,
id<MTL4RenderCommandEncoder> commandEncoder, id<MTLRenderPipelineState> renderPipelineState,
MetalBuffer* vertexBuffer, size_t vertexBufferOffset)
{
IM_UNUSED(commandBuffer);
ImGui_ImplMetal4_Data* bd = ImGui_ImplMetal4_GetBackendData();
[commandEncoder setCullMode:MTLCullModeNone];
[commandEncoder setDepthStencilState:bd->SharedMetalContext.depthStencilState];
// 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). DisplayMin is typically (0,0) for single viewport apps.
MTLViewport viewport =
{
.originX = 0.0,
.originY = 0.0,
.width = (double)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x),
.height = (double)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y),
.znear = 0.0,
.zfar = 1.0
};
[commandEncoder setViewport:viewport];
float L = draw_data->DisplayPos.x;
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
float T = draw_data->DisplayPos.y;
float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
float N = (float)viewport.znear;
float F = (float)viewport.zfar;
const float ortho_projection[4][4] =
{
{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
{ 0.0f, 0.0f, 1/(F-N), 0.0f },
{ (R+L)/(L-R), (T+B)/(B-T), N/(F-N), 1.0f },
};
ImGui_Metal4_ConstantData* constantBufferContents = [bd->SharedMetalContext currentConstantBufferContents];
memcpy(constantBufferContents->ModelViewProjectionMatrix, ortho_projection, sizeof(ortho_projection));
id<MTL4ArgumentTable> argumentTable = bd->SharedMetalContext.argumentTable;
[argumentTable setAddress:[bd->SharedMetalContext currentConstantBuffer].gpuAddress atIndex:1];
[argumentTable setAddress:(vertexBuffer.buffer.gpuAddress + vertexBufferOffset) attributeStride:sizeof(ImDrawVert) atIndex:0];
[argumentTable setSamplerState:bd->SharedMetalContext.samplerStateLinear.gpuResourceID atIndex:0];
[commandEncoder setArgumentTable:argumentTable atStages:MTLRenderStageVertex | MTLRenderStageFragment];
[commandEncoder setRenderPipelineState:renderPipelineState];
}
static void ImGui_ImplMetal4_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way.
static void ImGui_ImplMetal4_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplMetal4_Data* bd = ImGui_ImplMetal4_GetBackendData(); [bd->SharedMetalContext.argumentTable setSamplerState:bd->SharedMetalContext.samplerStateLinear.gpuResourceID atIndex:0]; }
static void ImGui_ImplMetal4_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplMetal4_Data* bd = ImGui_ImplMetal4_GetBackendData(); [bd->SharedMetalContext.argumentTable setSamplerState:bd->SharedMetalContext.samplerStateNearest.gpuResourceID atIndex:0]; }
void ImGui_ImplMetal4_RenderDrawData(ImDrawData* draw_data, id<MTL4CommandBuffer> commandBuffer, id<MTL4RenderCommandEncoder> commandEncoder)
{
ImGui_ImplMetal4_Data* bd = ImGui_ImplMetal4_GetBackendData();
MetalContext* ctx = bd->SharedMetalContext;
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
if (fb_width <= 0 || fb_height <= 0 || draw_data->CmdLists.Size == 0)
return;
// Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do.
// (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates).
if (draw_data->Textures != nullptr)
for (ImTextureData* tex : *draw_data->Textures)
if (tex->Status != ImTextureStatus_OK)
ImGui_ImplMetal4_UpdateTexture(tex);
// Try to retrieve a render pipeline state that is compatible with the framebuffer config for this frame
// The hit rate for this cache should be very near 100%.
id<MTLRenderPipelineState> renderPipelineState = ctx.renderPipelineStateCache[ctx.framebufferDescriptor];
if (renderPipelineState == nil)
{
// No luck; make a new render pipeline state
renderPipelineState = [ctx renderPipelineStateForFramebufferDescriptor:ctx.framebufferDescriptor device:commandBuffer.device];
// Cache render pipeline state for later reuse
ctx.renderPipelineStateCache[ctx.framebufferDescriptor] = renderPipelineState;
}
size_t vertexBufferLength = (size_t)draw_data->TotalVtxCount * sizeof(ImDrawVert);
size_t indexBufferLength = (size_t)draw_data->TotalIdxCount * sizeof(ImDrawIdx);
MetalBuffer* vertexBuffer = [ctx dequeueReusableBufferOfLength:vertexBufferLength device:commandBuffer.device];
MetalBuffer* indexBuffer = [ctx dequeueReusableBufferOfLength:indexBufferLength device:commandBuffer.device];
bd->RenderCommandEncoder = commandEncoder;
ImGui_ImplMetal4_SetupRenderState(draw_data, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, 0);
// Will project scissor/clipping rectangles into framebuffer space
ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
// Before rendering command lists, commit residency set
[bd->SharedMetalContext.residencySet commit];
// Render command lists
size_t vertexBufferOffset = 0;
size_t indexBufferOffset = 0;
for (const ImDrawList* draw_list : draw_data->CmdLists)
{
memcpy((char*)vertexBuffer.buffer.contents + vertexBufferOffset, draw_list->VtxBuffer.Data, (size_t)draw_list->VtxBuffer.Size * sizeof(ImDrawVert));
memcpy((char*)indexBuffer.buffer.contents + indexBufferOffset, draw_list->IdxBuffer.Data, (size_t)draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback)
{
// User callback, registered via ImDrawList::AddCallback()
if (pcmd->UserCallback == ImGui_ImplMetal4_DrawCallback_ResetRenderState)
ImGui_ImplMetal4_SetupRenderState(draw_data, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, vertexBufferOffset);
else
pcmd->UserCallback(draw_list, pcmd);
}
else
{
// Project scissor/clipping rectangles into framebuffer space
ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
// Clamp to viewport as setScissorRect() won't accept values that are off bounds
if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
if (clip_max.x > (float)fb_width) { clip_max.x = (float)fb_width; }
if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; }
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
continue;
if (pcmd->ElemCount == 0) // drawIndexedPrimitives() validation doesn't accept this
continue;
// Apply scissor/clipping rectangle
MTLScissorRect scissorRect =
{
.x = NSUInteger(clip_min.x),
.y = NSUInteger(clip_min.y),
.width = NSUInteger(clip_max.x - clip_min.x),
.height = NSUInteger(clip_max.y - clip_min.y)
};
[commandEncoder setScissorRect:scissorRect];
// Bind texture, Draw
ImTextureID tex_id = pcmd->GetTexID();
if (tex_id != ImTextureID_Invalid)
{
id<MTLTexture> texture = (__bridge id<MTLTexture>)(void*)(intptr_t)tex_id;
[bd->SharedMetalContext.argumentTable setTexture:texture.gpuResourceID atIndex:0];
}
[bd->SharedMetalContext.argumentTable setAddress:(vertexBuffer.buffer.gpuAddress + vertexBufferOffset + (pcmd->VtxOffset * sizeof(ImDrawVert))) attributeStride:sizeof(ImDrawVert) atIndex:0];
size_t indexBufferCmdOffset = indexBufferOffset + (pcmd->IdxOffset * sizeof(ImDrawIdx));
[commandEncoder drawIndexedPrimitives:MTLPrimitiveTypeTriangle
indexCount:pcmd->ElemCount
indexType:sizeof(ImDrawIdx) == 2 ? MTLIndexTypeUInt16 : MTLIndexTypeUInt32
indexBuffer:indexBuffer.buffer.gpuAddress + indexBufferCmdOffset
indexBufferLength:indexBuffer.buffer.length - indexBufferCmdOffset];
}
}
vertexBufferOffset += (size_t)draw_list->VtxBuffer.Size * sizeof(ImDrawVert);
indexBufferOffset += (size_t)draw_list->IdxBuffer.Size * sizeof(ImDrawIdx);
}
MetalContext* sharedMetalContext = bd->SharedMetalContext;
@synchronized(sharedMetalContext.bufferCacheLock)
{
NSMutableArray<MetalBuffer*>* slotCache = sharedMetalContext.bufferCaches[sharedMetalContext.currentFrameSlot];
[slotCache addObject:vertexBuffer];
[slotCache addObject:indexBuffer];
}
bd->RenderCommandEncoder = nil;
}
static void ImGui_ImplMetal4_DestroyTexture(ImTextureData* tex)
{
if (MetalTexture* backend_tex = (__bridge_transfer MetalTexture*)(tex->BackendUserData))
{
IM_ASSERT(backend_tex.metalTexture == (__bridge id<MTLTexture>)(void*)(intptr_t)tex->TexID);
backend_tex.metalTexture = nil;
// Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
tex->SetTexID(ImTextureID_Invalid);
tex->BackendUserData = nullptr;
}
tex->SetStatus(ImTextureStatus_Destroyed);
}
void ImGui_ImplMetal4_UpdateTexture(ImTextureData* tex)
{
ImGui_ImplMetal4_Data* bd = ImGui_ImplMetal4_GetBackendData();
if (tex->Status == ImTextureStatus_WantCreate)
{
// Create and upload new texture to graphics system
//IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);
IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
// We are retrieving and uploading the font atlas as a 4-channels RGBA texture here.
// In theory we could call GetTexDataAsAlpha8() and upload a 1-channel texture to save on memory access bandwidth.
// However, using a shader designed for 1-channel texture would make it less obvious to use the ImTextureID facility to render users own textures.
// You can make that change in your implementation.
MTLTextureDescriptor* textureDescriptor = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:MTLPixelFormatRGBA8Unorm
width:(NSUInteger)tex->Width
height:(NSUInteger)tex->Height
mipmapped:NO];
textureDescriptor.usage = MTLTextureUsageShaderRead;
textureDescriptor.storageMode = MTLStorageModeShared;
id <MTLTexture> texture = [bd->SharedMetalContext.device newTextureWithDescriptor:textureDescriptor];
[bd->SharedMetalContext.residencySet addAllocation:texture];
[texture replaceRegion:MTLRegionMake2D(0, 0, (NSUInteger)tex->Width, (NSUInteger)tex->Height) mipmapLevel:0 withBytes:tex->Pixels bytesPerRow:(NSUInteger)tex->Width * 4];
MetalTexture* backend_tex = [[MetalTexture alloc] initWithTexture:texture];
// Store identifiers
tex->SetTexID((ImTextureID)(intptr_t)texture);
tex->SetStatus(ImTextureStatus_OK);
tex->BackendUserData = (__bridge_retained void*)(backend_tex);
}
else if (tex->Status == ImTextureStatus_WantUpdates)
{
// Update selected blocks. We only ever write to textures regions which have never been used before!
// This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region.
MetalTexture* backend_tex = (__bridge MetalTexture*)(tex->BackendUserData);
for (ImTextureRect& r : tex->Updates)
{
[backend_tex.metalTexture replaceRegion:MTLRegionMake2D((NSUInteger)r.x, (NSUInteger)r.y, (NSUInteger)r.w, (NSUInteger)r.h)
mipmapLevel:0
withBytes:tex->GetPixelsAt(r.x, r.y)
bytesPerRow:(NSUInteger)tex->Width * 4];
}
tex->SetStatus(ImTextureStatus_OK);
}
else if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames > 0)
{
ImGui_ImplMetal4_DestroyTexture(tex);
}
}
bool ImGui_ImplMetal4_CreateDeviceObjects(id<MTLDevice> device)
{
ImGui_ImplMetal4_Data* bd = ImGui_ImplMetal4_GetBackendData();
MTLResidencySetDescriptor* residencySetDescriptor = [[MTLResidencySetDescriptor alloc] init];
residencySetDescriptor.initialCapacity = 1000;
NSError* error = nil;
bd->SharedMetalContext.residencySet = [device newResidencySetWithDescriptor:residencySetDescriptor error:&error];
IM_ASSERT(bd->SharedMetalContext.residencySet != nil && error == nil);
[bd->SharedMetalContext.commandQueue addResidencySet:bd->SharedMetalContext.residencySet];
MTLDepthStencilDescriptor* depthStencilDescriptor = [[MTLDepthStencilDescriptor alloc] init];
depthStencilDescriptor.depthWriteEnabled = NO;
depthStencilDescriptor.depthCompareFunction = MTLCompareFunctionAlways;
bd->SharedMetalContext.depthStencilState = [device newDepthStencilStateWithDescriptor:depthStencilDescriptor];
MTLSamplerDescriptor* samplerDescriptor = [[MTLSamplerDescriptor alloc] init];
samplerDescriptor.supportArgumentBuffers = YES;
samplerDescriptor.minFilter = MTLSamplerMinMagFilterLinear;
samplerDescriptor.magFilter = MTLSamplerMinMagFilterLinear;
samplerDescriptor.mipFilter = MTLSamplerMipFilterLinear;
bd->SharedMetalContext.samplerStateLinear = [device newSamplerStateWithDescriptor:samplerDescriptor];
samplerDescriptor.minFilter = MTLSamplerMinMagFilterNearest;
samplerDescriptor.magFilter = MTLSamplerMinMagFilterNearest;
samplerDescriptor.mipFilter = MTLSamplerMipFilterNearest;
bd->SharedMetalContext.samplerStateNearest = [device newSamplerStateWithDescriptor:samplerDescriptor];
NSMutableArray<id<MTLBuffer>>* constantBuffers = [NSMutableArray array];
ImGui_Metal4_ConstantData** constantBufferContentsArray = (ImGui_Metal4_ConstantData**)malloc(sizeof(ImGui_Metal4_ConstantData*) * bd->SharedMetalContext.framesInFlight);
for (NSUInteger i = 0; i < bd->SharedMetalContext.framesInFlight; i++)
{
id<MTLBuffer> constantBuffer = [device newBufferWithLength:sizeof(ImGui_Metal4_ConstantData) options:MTLResourceStorageModeShared];
[constantBuffers addObject:constantBuffer];
constantBufferContentsArray[i] = (ImGui_Metal4_ConstantData*)constantBuffer.contents;
[bd->SharedMetalContext.residencySet addAllocation:constantBuffer];
}
bd->SharedMetalContext.constantBuffers = constantBuffers;
bd->SharedMetalContext.constantBufferContentsArray = constantBufferContentsArray;
MTL4ArgumentTableDescriptor* argumentTableDescriptor = [[MTL4ArgumentTableDescriptor alloc] init];
argumentTableDescriptor.maxBufferBindCount = 8;
argumentTableDescriptor.maxTextureBindCount = 8;
argumentTableDescriptor.maxSamplerStateBindCount = 8;
argumentTableDescriptor.supportAttributeStrides = YES; // required: vertex buffer is bound via setAddress:stride:atIndex: for stage_in fetch
bd->SharedMetalContext.argumentTable = [device newArgumentTableWithDescriptor:argumentTableDescriptor error:&error];
IM_ASSERT(bd->SharedMetalContext.argumentTable != nil && error == nil);
return true;
}
void ImGui_ImplMetal4_DestroyDeviceObjects()
{
ImGui_ImplMetal4_Data* bd = ImGui_ImplMetal4_GetBackendData();
// Destroy all textures
for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
if (tex->RefCount == 1)
ImGui_ImplMetal4_DestroyTexture(tex);
[bd->SharedMetalContext.renderPipelineStateCache removeAllObjects];
bd->SharedMetalContext.samplerStateLinear = nil;
bd->SharedMetalContext.samplerStateNearest = nil;
}
bool ImGui_ImplMetal4_Init(id<MTLDevice> device, id<MTL4CommandQueue> commandQueue, int framesInFlight)
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
IM_ASSERT(framesInFlight > 0 && "framesInFlight must be at least 1!");
ImGui_ImplMetal4_Data* bd = IM_NEW(ImGui_ImplMetal4_Data)();
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_metal4";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.DrawCallback_ResetRenderState = ImGui_ImplMetal4_DrawCallback_ResetRenderState;
platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplMetal4_DrawCallback_SetSamplerLinear;
platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplMetal4_DrawCallback_SetSamplerNearest;
bd->SharedMetalContext = [[MetalContext alloc] init];
bd->SharedMetalContext.device = device;
bd->SharedMetalContext.commandQueue = commandQueue;
bd->SharedMetalContext.framesInFlight = (NSUInteger)framesInFlight;
NSMutableArray<NSMutableArray<MetalBuffer*>*>* bufferCaches = [NSMutableArray array];
for (NSUInteger i = 0; i < framesInFlight; i++)
[bufferCaches addObject:[NSMutableArray array]];
bd->SharedMetalContext.bufferCaches = bufferCaches;
return true;
}
void ImGui_ImplMetal4_Shutdown()
{
ImGui_ImplMetal4_Data* bd = ImGui_ImplMetal4_GetBackendData();
IM_UNUSED(bd);
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
ImGui_ImplMetal4_DestroyDeviceObjects();
ImGui_ImplMetal4_DestroyBackendData();
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
platform_io.ClearRendererHandlers();
}
@implementation MetalBuffer
- (instancetype)initWithBuffer:(id<MTLBuffer>)buffer
{
if ((self = [super init]))
{
_buffer = buffer;
_lastReuseTime = GetMachAbsoluteTimeInSeconds();
}
return self;
}
@end
#pragma mark - FramebufferDescriptor implementation
@implementation FramebufferDescriptor
- (instancetype)initWithRenderPassDescriptor:(MTL4RenderPassDescriptor*)renderPassDescriptor
{
if ((self = [super init]))
{
_sampleCount = renderPassDescriptor.colorAttachments[0].texture.sampleCount;
_colorPixelFormat = renderPassDescriptor.colorAttachments[0].texture.pixelFormat;
_depthPixelFormat = renderPassDescriptor.depthAttachment.texture.pixelFormat;
_stencilPixelFormat = renderPassDescriptor.stencilAttachment.texture.pixelFormat;
}
return self;
}
- (nonnull id)copyWithZone:(nullable NSZone*)zone
{
FramebufferDescriptor* copy = [[FramebufferDescriptor allocWithZone:zone] init];
copy.sampleCount = self.sampleCount;
copy.colorPixelFormat = self.colorPixelFormat;
copy.depthPixelFormat = self.depthPixelFormat;
copy.stencilPixelFormat = self.stencilPixelFormat;
return copy;
}
- (NSUInteger)hash
{
NSUInteger sc = _sampleCount & 0x3;
NSUInteger cf = _colorPixelFormat & 0x3FF;
NSUInteger df = _depthPixelFormat & 0x3FF;
NSUInteger sf = _stencilPixelFormat & 0x3FF;
NSUInteger hash = (sf << 22) | (df << 12) | (cf << 2) | sc;
return hash;
}
- (BOOL)isEqual:(id)object
{
FramebufferDescriptor* other = object;
if (![other isKindOfClass:[FramebufferDescriptor class]])
return NO;
return other.sampleCount == self.sampleCount &&
other.colorPixelFormat == self.colorPixelFormat &&
other.depthPixelFormat == self.depthPixelFormat &&
other.stencilPixelFormat == self.stencilPixelFormat;
}
@end
#pragma mark - MetalTexture implementation
@implementation MetalTexture
- (instancetype)initWithTexture:(id<MTLTexture>)metalTexture
{
if ((self = [super init]))
self.metalTexture = metalTexture;
return self;
}
@end
#pragma mark - MetalContext implementation
@implementation MetalContext
- (instancetype)init
{
if ((self = [super init]))
{
self.renderPipelineStateCache = [NSMutableDictionary dictionary];
self.bufferCacheLock = [[NSObject alloc] init];
_lastBufferCachePurge = GetMachAbsoluteTimeInSeconds();
}
return self;
}
- (void)dealloc
{
free(_constantBufferContentsArray);
}
- (id<MTLBuffer>)currentConstantBuffer
{
return self.constantBuffers[self.currentFrameSlot];
}
- (ImGui_Metal4_ConstantData*)currentConstantBufferContents
{
return self.constantBufferContentsArray[self.currentFrameSlot];
}
- (MetalBuffer*)dequeueReusableBufferOfLength:(NSUInteger)length device:(id<MTLDevice>)device
{
double now = GetMachAbsoluteTimeInSeconds();
NSMutableArray<MetalBuffer*>* slotCache = self.bufferCaches[self.currentFrameSlot];
@synchronized(self.bufferCacheLock)
{
// Purge old buffers that haven't been useful for a while
if (now - self.lastBufferCachePurge > 1.0)
{
for (NSMutableArray<MetalBuffer*>* cache in self.bufferCaches)
{
NSMutableArray* survivors = [NSMutableArray array];
for (MetalBuffer* candidate in cache)
if (candidate.lastReuseTime > self.lastBufferCachePurge)
[survivors addObject:candidate];
[cache setArray:survivors];
}
self.lastBufferCachePurge = now;
}
// See if we have a buffer we can reuse, from this frame-in-flight slot's own cache
MetalBuffer* bestCandidate = nil;
for (MetalBuffer* candidate in slotCache)
if (candidate.buffer.length >= length && (bestCandidate == nil || bestCandidate.lastReuseTime > candidate.lastReuseTime))
bestCandidate = candidate;
if (bestCandidate != nil)
{
[slotCache removeObject:bestCandidate];
bestCandidate.lastReuseTime = now;
return bestCandidate;
}
}
// No luck; make a new buffer
id<MTLBuffer> backing = [device newBufferWithLength:length options:MTLResourceStorageModeShared];
[self.residencySet addAllocation:backing];
return [[MetalBuffer alloc] initWithBuffer:backing];
}
const char* shaderCode = R"(
#include <metal_stdlib>
using namespace metal;
struct Uniforms {
float4x4 projectionMatrix;
};
struct VertexIn {
float2 position [[attribute(0)]];
float2 texCoords [[attribute(1)]];
uchar4 color [[attribute(2)]];
};
struct VertexOut {
float4 position [[position]];
float2 texCoords;
float4 color;
};
vertex VertexOut vertex_main(VertexIn in [[stage_in]],
constant Uniforms &uniforms [[buffer(1)]])
{
VertexOut out;
out.position = uniforms.projectionMatrix * float4(in.position, 0, 1);
out.texCoords = in.texCoords;
out.color = float4(in.color) / float4(255.0);
return out;
}
fragment half4 fragment_main(VertexOut in [[stage_in]],
texture2d<half, access::sample> texture [[texture(0)]],
sampler textureSampler [[sampler(0)]])
{
half4 texColor = texture.sample(textureSampler, in.texCoords);
return half4(in.color) * texColor;
}
)";
- (id<MTLRenderPipelineState>)renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor*)descriptor device:(id<MTLDevice>)device
{
NSError* error = nil;
id<MTLLibrary> library = [device newLibraryWithSource:[NSString stringWithUTF8String:shaderCode] options:nil error:&error];
if (library == nil)
{
NSLog(@"Error: failed to create Metal library: %@", error);
return nil;
}
id<MTLFunction> vertexFunction = [library newFunctionWithName:@"vertex_main"];
id<MTLFunction> fragmentFunction = [library newFunctionWithName:@"fragment_main"];
if (vertexFunction == nil || fragmentFunction == nil)
{
NSLog(@"Error: failed to find Metal shader functions in library: %@", error);
return nil;
}
MTLVertexDescriptor* vertexDescriptor = [MTLVertexDescriptor vertexDescriptor];
vertexDescriptor.attributes[0].offset = offsetof(ImDrawVert, pos);
vertexDescriptor.attributes[0].format = MTLVertexFormatFloat2; // position
vertexDescriptor.attributes[0].bufferIndex = 0;
vertexDescriptor.attributes[1].offset = offsetof(ImDrawVert, uv);
vertexDescriptor.attributes[1].format = MTLVertexFormatFloat2; // texCoords
vertexDescriptor.attributes[1].bufferIndex = 0;
vertexDescriptor.attributes[2].offset = offsetof(ImDrawVert, col);
vertexDescriptor.attributes[2].format = MTLVertexFormatUChar4; // color
vertexDescriptor.attributes[2].bufferIndex = 0;
vertexDescriptor.layouts[0].stepRate = 1;
vertexDescriptor.layouts[0].stepFunction = MTLVertexStepFunctionPerVertex;
vertexDescriptor.layouts[0].stride = sizeof(ImDrawVert);
MTLRenderPipelineDescriptor* pipelineDescriptor = [[MTLRenderPipelineDescriptor alloc] init];
pipelineDescriptor.vertexFunction = vertexFunction;
pipelineDescriptor.fragmentFunction = fragmentFunction;
pipelineDescriptor.vertexDescriptor = vertexDescriptor;
pipelineDescriptor.rasterSampleCount = self.framebufferDescriptor.sampleCount;
pipelineDescriptor.colorAttachments[0].pixelFormat = self.framebufferDescriptor.colorPixelFormat;
pipelineDescriptor.colorAttachments[0].blendingEnabled = YES;
pipelineDescriptor.colorAttachments[0].rgbBlendOperation = MTLBlendOperationAdd;
pipelineDescriptor.colorAttachments[0].sourceRGBBlendFactor = MTLBlendFactorSourceAlpha;
pipelineDescriptor.colorAttachments[0].destinationRGBBlendFactor = MTLBlendFactorOneMinusSourceAlpha;
pipelineDescriptor.colorAttachments[0].alphaBlendOperation = MTLBlendOperationAdd;
pipelineDescriptor.colorAttachments[0].sourceAlphaBlendFactor = MTLBlendFactorOne;
pipelineDescriptor.colorAttachments[0].destinationAlphaBlendFactor = MTLBlendFactorOneMinusSourceAlpha;
pipelineDescriptor.depthAttachmentPixelFormat = self.framebufferDescriptor.depthPixelFormat;
pipelineDescriptor.stencilAttachmentPixelFormat = self.framebufferDescriptor.stencilPixelFormat;
id<MTLRenderPipelineState> renderPipelineState = [device newRenderPipelineStateWithDescriptor:pipelineDescriptor error:&error];
if (error != nil)
NSLog(@"Error: failed to create Metal pipeline state: %@", error);
return renderPipelineState;
}
@end
//-----------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE

View File

@@ -0,0 +1,102 @@
// dear imgui: Null Platform+Renderer Backends
// This is designed if you need to use a blind Dear Imgui context with no input and no output.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2025-11-17: Initial version.
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_null.h"
// Clang/GCC warnings with -Weverything
#if defined(__clang__)
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse.
#endif
IMGUI_IMPL_API bool ImGui_ImplNull_Init()
{
ImGui_ImplNullPlatform_Init();
ImGui_ImplNullRender_Init();
return true;
}
IMGUI_IMPL_API void ImGui_ImplNull_Shutdown()
{
ImGui_ImplNullRender_Shutdown();
ImGui_ImplNullPlatform_Shutdown();
}
IMGUI_IMPL_API void ImGui_ImplNull_NewFrame()
{
ImGui_ImplNullPlatform_NewFrame();
ImGui_ImplNullRender_NewFrame();
}
IMGUI_IMPL_API bool ImGui_ImplNullPlatform_Init()
{
ImGuiIO& io = ImGui::GetIO();
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;
return true;
}
IMGUI_IMPL_API void ImGui_ImplNullPlatform_Shutdown()
{
ImGuiIO& io = ImGui::GetIO();
io.BackendFlags &= ~ImGuiBackendFlags_HasMouseCursors;
}
IMGUI_IMPL_API void ImGui_ImplNullPlatform_NewFrame()
{
ImGuiIO& io = ImGui::GetIO();
io.DisplaySize = ImVec2(1920, 1080);
io.DeltaTime = 1.0f / 60.0f;
}
IMGUI_IMPL_API bool ImGui_ImplNullRender_Init()
{
ImGuiIO& io = ImGui::GetIO();
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset;
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures;
return true;
}
IMGUI_IMPL_API void ImGui_ImplNullRender_Shutdown()
{
ImGuiIO& io = ImGui::GetIO();
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasTextures;
}
IMGUI_IMPL_API void ImGui_ImplNullRender_NewFrame()
{
}
static void ImGui_ImplNullRender_UpdateTexture(ImTextureData* tex)
{
if (tex->Status == ImTextureStatus_WantCreate || tex->Status == ImTextureStatus_WantDestroy)
tex->SetStatus(ImTextureStatus_OK);
if (tex->Status == ImTextureStatus_WantDestroy)
{
tex->SetTexID(ImTextureID_Invalid);
tex->SetStatus(ImTextureStatus_Destroyed);
}
}
IMGUI_IMPL_API void ImGui_ImplNullRender_RenderDrawData(ImDrawData* draw_data)
{
if (draw_data->Textures != nullptr)
for (ImTextureData* tex : *draw_data->Textures)
if (tex->Status != ImTextureStatus_OK)
ImGui_ImplNullRender_UpdateTexture(tex);
}
#endif // #ifndef IMGUI_DISABLE

View File

@@ -0,0 +1,34 @@
// dear imgui: Null Platform+Renderer Backends
// This is designed if you need to use a blind Dear Imgui context with no input and no output.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
// Null = NullPlatform + NullRender
IMGUI_IMPL_API bool ImGui_ImplNull_Init();
IMGUI_IMPL_API void ImGui_ImplNull_Shutdown();
IMGUI_IMPL_API void ImGui_ImplNull_NewFrame();
// Null platform only (single screen, fixed timestep, no inputs)
IMGUI_IMPL_API bool ImGui_ImplNullPlatform_Init();
IMGUI_IMPL_API void ImGui_ImplNullPlatform_Shutdown();
IMGUI_IMPL_API void ImGui_ImplNullPlatform_NewFrame();
// Null renderer only (no output)
IMGUI_IMPL_API bool ImGui_ImplNullRender_Init();
IMGUI_IMPL_API void ImGui_ImplNullRender_Shutdown();
IMGUI_IMPL_API void ImGui_ImplNullRender_NewFrame();
IMGUI_IMPL_API void ImGui_ImplNullRender_RenderDrawData(ImDrawData* draw_data);
#endif // #ifndef IMGUI_DISABLE

View File

@@ -4,9 +4,9 @@
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). // [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// Missing features or Issues: // Missing features or Issues:
// [ ] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). // [ ] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [ ] Renderer: Use of DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest is emulated by poking to glTexParameter(), as legacy OpenGL doesn't have glBindSampler().
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // 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. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@@ -26,7 +26,10 @@
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (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. // 2026-04-23: OpenGL: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. (#9378)
// 2026-03-12: OpenGL: Fixed invalid assert in ImGui_ImplOpenGL3_UpdateTexture() if ImTextureID_Invalid is defined to be != 0, which became the default since 2026-03-12. (#9295)
// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
// 2025-07-15: OpenGL: Set GL_UNPACK_ALIGNMENT to 1 before updating textures. (#8802)
// 2025-06-11: OpenGL: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplOpenGL2_CreateFontsTexture() and ImGui_ImplOpenGL2_DestroyFontsTexture(). // 2025-06-11: OpenGL: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplOpenGL2_CreateFontsTexture() and ImGui_ImplOpenGL2_DestroyFontsTexture().
// 2024-10-07: OpenGL: Changed default texture sampler to Clamp instead of Repeat/Wrap. // 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) // 2024-06-28: OpenGL: ImGui_ImplOpenGL2_NewFrame() recreates font texture if it has been destroyed by ImGui_ImplOpenGL2_DestroyFontsTexture(). (#7748)
@@ -85,6 +88,9 @@
// OpenGL data // OpenGL data
struct ImGui_ImplOpenGL2_Data struct ImGui_ImplOpenGL2_Data
{ {
bool UseTexParameterToSetSampler;
GLuint NextSampler;
ImGui_ImplOpenGL2_Data() { memset((void*)this, 0, sizeof(*this)); } ImGui_ImplOpenGL2_Data() { memset((void*)this, 0, sizeof(*this)); }
}; };
@@ -95,43 +101,7 @@ static ImGui_ImplOpenGL2_Data* ImGui_ImplOpenGL2_GetBackendData()
return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL2_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL2_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
} }
// Forward Declarations
static void ImGui_ImplOpenGL2_InitMultiViewportSupport();
static void ImGui_ImplOpenGL2_ShutdownMultiViewportSupport();
// Functions // Functions
bool ImGui_ImplOpenGL2_Init()
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
// Setup backend capabilities flags
ImGui_ImplOpenGL2_Data* bd = IM_NEW(ImGui_ImplOpenGL2_Data)();
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_opengl2";
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
ImGui_ImplOpenGL2_InitMultiViewportSupport();
return true;
}
void ImGui_ImplOpenGL2_Shutdown()
{
ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
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_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports);
IM_DELETE(bd);
}
void ImGui_ImplOpenGL2_NewFrame() void ImGui_ImplOpenGL2_NewFrame()
{ {
ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
@@ -142,6 +112,7 @@ void ImGui_ImplOpenGL2_NewFrame()
static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height) static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height)
{ {
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
glEnable(GL_BLEND); glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
//glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); // In order to composite our output buffer we need to preserve alpha //glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); // In order to composite our output buffer we need to preserve alpha
@@ -159,6 +130,7 @@ static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_wid
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glShadeModel(GL_SMOOTH); glShadeModel(GL_SMOOTH);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
bd->NextSampler = GL_LINEAR;
// If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!), // If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
// you may need to backup/reset/restore other state, e.g. for current shader using the commented lines below. // you may need to backup/reset/restore other state, e.g. for current shader using the commented lines below.
@@ -183,12 +155,18 @@ static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_wid
glLoadIdentity(); glLoadIdentity();
} }
// Draw callbacks
static void ImGui_ImplOpenGL2_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way.
static void ImGui_ImplOpenGL2_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); bd->UseTexParameterToSetSampler = true; bd->NextSampler = GL_LINEAR; }
static void ImGui_ImplOpenGL2_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); bd->UseTexParameterToSetSampler = true; bd->NextSampler = GL_NEAREST; }
// OpenGL2 Render function. // OpenGL2 Render function.
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly. // Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly.
// This is in order to be able to run within an OpenGL engine that doesn't do so. // This is in order to be able to run within an OpenGL engine that doesn't do so.
void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data) void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
{ {
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x); int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y); int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
if (fb_width == 0 || fb_height == 0) if (fb_width == 0 || fb_height == 0)
@@ -218,9 +196,8 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2) ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
// Render command lists // Render command lists
for (int n = 0; n < draw_data->CmdListsCount; n++) for (const ImDrawList* draw_list : draw_data->CmdLists)
{ {
const ImDrawList* draw_list = draw_data->CmdLists[n];
const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data; const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data;
const ImDrawIdx* idx_buffer = draw_list->IdxBuffer.Data; const ImDrawIdx* idx_buffer = draw_list->IdxBuffer.Data;
glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, pos))); glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, pos)));
@@ -233,8 +210,7 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
if (pcmd->UserCallback) if (pcmd->UserCallback)
{ {
// User callback, registered via ImDrawList::AddCallback() // User callback, registered via ImDrawList::AddCallback()
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) if (pcmd->UserCallback == ImGui_ImplOpenGL2_DrawCallback_ResetRenderState)
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height); ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height);
else else
pcmd->UserCallback(draw_list, pcmd); pcmd->UserCallback(draw_list, pcmd);
@@ -251,7 +227,17 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
glScissor((int)clip_min.x, (int)((float)fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y)); glScissor((int)clip_min.x, (int)((float)fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y));
// Bind texture, Draw // Bind texture, Draw
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID()); GLuint pcmd_texture = (GLuint)(intptr_t)pcmd->GetTexID();
glBindTexture(GL_TEXTURE_2D, pcmd_texture);
// Emulate sampler change (even though it is technically part of texture data)
// As a sort of hack/workaround, we only start writing using glTextParameter() if sampler is ever changed explicitly.
if (bd->UseTexParameterToSetSampler)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, bd->NextSampler);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, bd->NextSampler);
}
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset); glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset);
} }
} }
@@ -280,7 +266,7 @@ void ImGui_ImplOpenGL2_UpdateTexture(ImTextureData* tex)
{ {
// Create and upload new texture to graphics system // Create and upload new texture to graphics system
//IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height); //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
IM_ASSERT(tex->TexID == 0 && tex->BackendUserData == nullptr); IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);
IM_ASSERT(tex->Format == ImTextureFormat_RGBA32); IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
const void* pixels = tex->GetPixels(); const void* pixels = tex->GetPixels();
GLuint gl_texture_id = 0; GLuint gl_texture_id = 0;
@@ -296,6 +282,7 @@ void ImGui_ImplOpenGL2_UpdateTexture(ImTextureData* tex)
GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP)); GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP));
GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP)); GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP));
GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0)); GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0));
GL_CALL(glPixelStorei(GL_UNPACK_ALIGNMENT, 1));
GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex->Width, tex->Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels)); GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex->Width, tex->Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels));
// Store identifiers // Store identifiers
@@ -315,6 +302,7 @@ void ImGui_ImplOpenGL2_UpdateTexture(ImTextureData* tex)
GLuint gl_tex_id = (GLuint)(intptr_t)tex->TexID; GLuint gl_tex_id = (GLuint)(intptr_t)tex->TexID;
GL_CALL(glBindTexture(GL_TEXTURE_2D, gl_tex_id)); GL_CALL(glBindTexture(GL_TEXTURE_2D, gl_tex_id));
GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, tex->Width)); GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, tex->Width));
GL_CALL(glPixelStorei(GL_UNPACK_ALIGNMENT, 1));
for (ImTextureRect& r : tex->Updates) for (ImTextureRect& r : tex->Updates)
GL_CALL(glTexSubImage2D(GL_TEXTURE_2D, 0, r.x, r.y, r.w, r.h, GL_RGBA, GL_UNSIGNED_BYTE, tex->GetPixelsAt(r.x, r.y))); GL_CALL(glTexSubImage2D(GL_TEXTURE_2D, 0, r.x, r.y, r.w, r.h, GL_RGBA, GL_UNSIGNED_BYTE, tex->GetPixelsAt(r.x, r.y)));
GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0)); GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0));
@@ -347,33 +335,40 @@ void ImGui_ImplOpenGL2_DestroyDeviceObjects()
} }
} }
bool ImGui_ImplOpenGL2_Init()
//--------------------------------------------------------------------------------------------------------
// 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)) ImGuiIO& io = ImGui::GetIO();
{ IMGUI_CHECKVERSION();
ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT); // Setup backend capabilities flags
} ImGui_ImplOpenGL2_Data* bd = IM_NEW(ImGui_ImplOpenGL2_Data)();
ImGui_ImplOpenGL2_RenderDrawData(viewport->DrawData); io.BackendRendererUserData = (void*)bd;
} io.BackendRendererName = "imgui_impl_opengl2";
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
static void ImGui_ImplOpenGL2_InitMultiViewportSupport()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL2_RenderWindow; platform_io.DrawCallback_ResetRenderState = ImGui_ImplOpenGL2_DrawCallback_ResetRenderState;
platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplOpenGL2_DrawCallback_SetSamplerLinear;
platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplOpenGL2_DrawCallback_SetSamplerNearest;
return true;
} }
static void ImGui_ImplOpenGL2_ShutdownMultiViewportSupport() void ImGui_ImplOpenGL2_Shutdown()
{ {
ImGui::DestroyPlatformWindows(); ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
ImGui_ImplOpenGL2_DestroyDeviceObjects();
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasTextures);
platform_io.ClearRendererHandlers();
IM_DELETE(bd);
} }
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------

View File

@@ -4,9 +4,9 @@
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). // [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// Missing features or Issues: // Missing features or Issues:
// [ ] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). // [ ] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [ ] Renderer: Use of DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest is emulated by poking to glTexParameter(), as legacy OpenGL doesn't have glBindSampler().
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // 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. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@@ -38,7 +38,7 @@ IMGUI_IMPL_API void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data);
IMGUI_IMPL_API bool ImGui_ImplOpenGL2_CreateDeviceObjects(); IMGUI_IMPL_API bool ImGui_ImplOpenGL2_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyDeviceObjects();
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually. // (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually.
IMGUI_IMPL_API void ImGui_ImplOpenGL2_UpdateTexture(ImTextureData* tex); IMGUI_IMPL_API void ImGui_ImplOpenGL2_UpdateTexture(ImTextureData* tex);
#endif // #ifndef IMGUI_DISABLE #endif // #ifndef IMGUI_DISABLE

View File

@@ -7,7 +7,6 @@
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
// [x] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset) [Desktop OpenGL only!] // [x] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset) [Desktop OpenGL only!]
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). // [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// About WebGL/ES: // About WebGL/ES:
// - You need to '#define IMGUI_IMPL_OPENGL_ES2' or '#define IMGUI_IMPL_OPENGL_ES3' to use WebGL or OpenGL ES. // - You need to '#define IMGUI_IMPL_OPENGL_ES2' or '#define IMGUI_IMPL_OPENGL_ES3' to use WebGL or OpenGL ES.
@@ -24,7 +23,15 @@
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (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. // 2026-06-17: OpenGL: Expose selected render state in ImGui_ImplOpenGL3_RenderState, Allowing to dynamically select between use of glBindSampler() and glTexParameter(). You can access in 'void* platform_io.Renderer_RenderState' during rendering.
// 2026-06-03: OpenGL: GLSL version detection assume GLSL 410 when GL context is 4.1. Fixes an issue running on macOS with Wine. (#9427, #6577)
// 2026-04-23: OpenGL: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. (#9378)
// (Breaking): this change prioritize using glBindSampler() when available, which would override glTexParameter() settings you may have set on custom textures.
// 2026-03-12: OpenGL: Fixed invalid assert in ImGui_ImplOpenGL3_UpdateTexture() if ImTextureID_Invalid is defined to be != 0, which became the default since 2026-03-12. (#9295)
// 2025-12-11: OpenGL: Fixed embedded loader multiple init/shutdown cycles broken on some platforms. (#8792, #9112)
// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
// 2025-07-22: OpenGL: Add and call embedded loader shutdown during ImGui_ImplOpenGL3_Shutdown() to facilitate multiple init/shutdown cycles in same process. (#8792)
// 2025-07-15: OpenGL: Set GL_UNPACK_ALIGNMENT to 1 before updating textures (#8802) + restore non-WebGL/ES update path that doesn't require a CPU-side copy.
// 2025-06-11: OpenGL: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplOpenGL3_CreateFontsTexture() and ImGui_ImplOpenGL3_DestroyFontsTexture(). // 2025-06-11: OpenGL: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplOpenGL3_CreateFontsTexture() and ImGui_ImplOpenGL3_DestroyFontsTexture().
// 2025-06-04: OpenGL: Made GLES 3.20 contexts not access GL_CONTEXT_PROFILE_MASK nor GL_PRIMITIVE_RESTART. (#8664) // 2025-06-04: OpenGL: Made GLES 3.20 contexts not access GL_CONTEXT_PROFILE_MASK nor GL_PRIMITIVE_RESTART. (#8664)
// 2025-02-18: OpenGL: Lazily reinitialize embedded GL loader for when calling backend from e.g. other DLL boundaries. (#8406) // 2025-02-18: OpenGL: Lazily reinitialize embedded GL loader for when calling backend from e.g. other DLL boundaries. (#8406)
@@ -39,7 +46,7 @@
// 2023-05-09: OpenGL: Support for glBindSampler() backup/restore on ES3. (#6375) // 2023-05-09: OpenGL: Support for glBindSampler() backup/restore on ES3. (#6375)
// 2023-04-18: OpenGL: Restore front and back polygon mode separately when supported by context. (#6333) // 2023-04-18: OpenGL: Restore front and back polygon mode separately when supported by context. (#6333)
// 2023-03-23: OpenGL: Properly restoring "no shader program bound" if it was the case prior to running the rendering function. (#6267, #6220, #6224) // 2023-03-23: OpenGL: Properly restoring "no shader program bound" if it was the case prior to running the rendering function. (#6267, #6220, #6224)
// 2023-03-15: OpenGL: Fixed GL loader crash when GL_VERSION returns NULL. (#6154, #4445, #3530) // 2023-03-15: OpenGL: Fixed GL loader crash when GL_VERSION returns nullptr. (#6154, #4445, #3530)
// 2023-03-06: OpenGL: Fixed restoration of a potentially deleted OpenGL program, by calling glIsProgram(). (#6220, #6224) // 2023-03-06: OpenGL: Fixed restoration of a potentially deleted OpenGL program, by calling glIsProgram(). (#6220, #6224)
// 2022-11-09: OpenGL: Reverted use of glBufferSubData(), too many corruptions issues + old issues seemingly can't be reproed with Intel drivers nowadays (revert 2021-12-15 and 2022-05-23 changes). // 2022-11-09: OpenGL: Reverted use of glBufferSubData(), too many corruptions issues + old issues seemingly can't be reproed with Intel drivers nowadays (revert 2021-12-15 and 2022-05-23 changes).
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
@@ -246,8 +253,13 @@ struct ImGui_ImplOpenGL3_Data
GLsizeiptr VertexBufferSize; GLsizeiptr VertexBufferSize;
GLsizeiptr IndexBufferSize; GLsizeiptr IndexBufferSize;
bool HasPolygonMode; bool HasPolygonMode;
bool HasBindSampler;
bool HasClipOrigin; bool HasClipOrigin;
bool UseBufferSubData; bool UseBufferSubData;
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
GLuint TexSamplers[2]; // Used if HasBindSimpler. (0=linear, 1=nearest)
#endif
ImVector<char> TempBuffer; ImVector<char> TempBuffer;
ImGui_ImplOpenGL3_Data() { memset((void*)this, 0, sizeof(*this)); } ImGui_ImplOpenGL3_Data() { memset((void*)this, 0, sizeof(*this)); }
@@ -260,10 +272,6 @@ static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_GetBackendData()
return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; 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) // OpenGL vertex attribute state (for ES 1.0 and ES 2.0 only)
#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY #ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
struct ImGui_ImplOpenGL3_VtxAttribState struct ImGui_ImplOpenGL3_VtxAttribState
@@ -292,7 +300,8 @@ struct ImGui_ImplOpenGL3_VtxAttribState
bool ImGui_ImplOpenGL3_InitLoader(); bool ImGui_ImplOpenGL3_InitLoader();
bool ImGui_ImplOpenGL3_InitLoader() bool ImGui_ImplOpenGL3_InitLoader()
{ {
// Initialize our loader // Lazily initialize our loader if not already done
// (to facilitate handling multiple DLL boundaries and multiple context shutdowns we call this from all main entry points)
#ifdef IMGUI_IMPL_OPENGL_LOADER_IMGL3W #ifdef IMGUI_IMPL_OPENGL_LOADER_IMGL3W
if (glGetIntegerv == nullptr && imgl3wInit() != 0) if (glGetIntegerv == nullptr && imgl3wInit() != 0)
{ {
@@ -303,149 +312,26 @@ bool ImGui_ImplOpenGL3_InitLoader()
return true; return true;
} }
static void ImGui_ImplOpenGL3_ShutdownLoader()
{
#ifdef IMGUI_IMPL_OPENGL_LOADER_IMGL3W
imgl3wShutdown();
#endif
}
// Functions // Functions
bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
// Initialize loader
if (!ImGui_ImplOpenGL3_InitLoader())
return false;
// Setup backend capabilities flags
ImGui_ImplOpenGL3_Data* bd = IM_NEW(ImGui_ImplOpenGL3_Data)();
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_opengl3";
// Query for GL version (e.g. 320 for GL 3.2)
const char* gl_version_str = (const char*)glGetString(GL_VERSION);
#if defined(IMGUI_IMPL_OPENGL_ES2)
// GLES 2
bd->GlVersion = 200;
bd->GlProfileIsES2 = true;
IM_UNUSED(gl_version_str);
#else
// Desktop or GLES 3
GLint major = 0;
GLint minor = 0;
glGetIntegerv(GL_MAJOR_VERSION, &major);
glGetIntegerv(GL_MINOR_VERSION, &minor);
if (major == 0 && minor == 0)
sscanf(gl_version_str, "%d.%d", &major, &minor); // Query GL_VERSION in desktop GL 2.x, the string will start with "<major>.<minor>"
bd->GlVersion = (GLuint)(major * 100 + minor * 10);
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &bd->MaxTextureSize);
#if defined(IMGUI_IMPL_OPENGL_ES3)
bd->GlProfileIsES3 = true;
#else
if (strncmp(gl_version_str, "OpenGL ES 3", 11) == 0)
bd->GlProfileIsES3 = true;
#endif
#if defined(GL_CONTEXT_PROFILE_MASK)
if (!bd->GlProfileIsES3 && bd->GlVersion >= 320)
glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &bd->GlProfileMask);
bd->GlProfileIsCompat = (bd->GlProfileMask & GL_CONTEXT_COMPATIBILITY_PROFILE_BIT) != 0;
#endif
bd->UseBufferSubData = false;
/*
// Query vendor to enable glBufferSubData kludge
#ifdef _WIN32
if (const char* vendor = (const char*)glGetString(GL_VENDOR))
if (strncmp(vendor, "Intel", 5) == 0)
bd->UseBufferSubData = true;
#endif
*/
#endif
#ifdef IMGUI_IMPL_OPENGL_DEBUG
printf("GlVersion = %d, \"%s\"\nGlProfileIsCompat = %d\nGlProfileMask = 0x%X\nGlProfileIsES2/IsEs3 = %d/%d\nGL_VENDOR = '%s'\nGL_RENDERER = '%s'\n", bd->GlVersion, gl_version_str, bd->GlProfileIsCompat, bd->GlProfileMask, bd->GlProfileIsES2, bd->GlProfileIsES3, (const char*)glGetString(GL_VENDOR), (const char*)glGetString(GL_RENDERER)); // [DEBUG]
#endif
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
if (bd->GlVersion >= 320)
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
#endif
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = (int)bd->MaxTextureSize;
// 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.
if (glsl_version == nullptr)
{
#if defined(IMGUI_IMPL_OPENGL_ES2)
glsl_version = "#version 100";
#elif defined(IMGUI_IMPL_OPENGL_ES3)
glsl_version = "#version 300 es";
#elif defined(__APPLE__)
glsl_version = "#version 150";
#else
glsl_version = "#version 130";
#endif
}
IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(bd->GlslVersionString));
strcpy(bd->GlslVersionString, glsl_version);
strcat(bd->GlslVersionString, "\n");
// Make an arbitrary GL call (we don't actually need the result)
// IF YOU GET A CRASH HERE: it probably means the OpenGL function loader didn't do its job. Let us know!
GLint current_texture;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &current_texture);
// Detect extensions we support
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE
bd->HasPolygonMode = (!bd->GlProfileIsES2 && !bd->GlProfileIsES3);
#endif
bd->HasClipOrigin = (bd->GlVersion >= 450);
#ifdef IMGUI_IMPL_OPENGL_HAS_EXTENSIONS
GLint num_extensions = 0;
glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions);
for (GLint i = 0; i < num_extensions; i++)
{
const char* extension = (const char*)glGetStringi(GL_EXTENSIONS, i);
if (extension != nullptr && strcmp(extension, "GL_ARB_clip_control") == 0)
bd->HasClipOrigin = true;
}
#endif
ImGui_ImplOpenGL3_InitMultiViewportSupport();
return true;
}
void ImGui_ImplOpenGL3_Shutdown()
{
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
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 | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports);
IM_DELETE(bd);
}
void ImGui_ImplOpenGL3_NewFrame() void ImGui_ImplOpenGL3_NewFrame()
{ {
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplOpenGL3_Init()?"); 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. ImGui_ImplOpenGL3_InitLoader();
if (!bd->ShaderHandle) if (!bd->ShaderHandle)
if (!ImGui_ImplOpenGL3_CreateDeviceObjects()) if (!ImGui_ImplOpenGL3_CreateDeviceObjects())
IM_ASSERT(0 && "ImGui_ImplOpenGL3_CreateDeviceObjects() failed!"); IM_ASSERT(0 && "ImGui_ImplOpenGL3_CreateDeviceObjects() failed!");
} }
static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object) static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, ImGui_ImplOpenGL3_RenderState* render_state, int fb_width, int fb_height, GLuint vertex_array_object)
{ {
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
@@ -499,8 +385,11 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
glUniformMatrix4fv(bd->AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); glUniformMatrix4fv(bd->AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
if (bd->GlVersion >= 330 || bd->GlProfileIsES3) if (render_state->UseBindSampler)
glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 and GL ES 3.0 may set that otherwise. {
render_state->CurrentSampler = bd->TexSamplers[0];
glBindSampler(0, render_state->CurrentSampler); // We use combined texture/sampler state. Applications using GL 3.3 and GL ES 3.0 may set that otherwise.
}
#endif #endif
(void)vertex_array_object; (void)vertex_array_object;
@@ -519,6 +408,45 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)offsetof(ImDrawVert, col))); GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)offsetof(ImDrawVert, col)));
} }
// Draw callbacks
static void ImGui_ImplOpenGL3_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way.
static void ImGui_ImplOpenGL3_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*)
{
ImGui_ImplOpenGL3_RenderState* render_state = ImGui_ImplOpenGL3_GetRenderState();
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
if (bd->HasBindSampler)
{
render_state->CurrentSampler = bd->TexSamplers[0];
render_state->UseTexParameterFilter = false;
glBindSampler(0, render_state->CurrentSampler);
}
else
#endif
{
render_state->UseTexParameterFilter = true;
render_state->CurrentTexParameterFilter = GL_LINEAR;
}
}
static void ImGui_ImplOpenGL3_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*)
{
ImGui_ImplOpenGL3_RenderState* render_state = ImGui_ImplOpenGL3_GetRenderState();
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
if (bd->HasBindSampler)
{
render_state->CurrentSampler = bd->TexSamplers[1];
render_state->UseTexParameterFilter = false;
glBindSampler(0, render_state->CurrentSampler);
}
else
#endif
{
render_state->UseTexParameterFilter = true;
render_state->CurrentTexParameterFilter = GL_NEAREST;
}
}
// OpenGL3 Render function. // OpenGL3 Render function.
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly. // Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly.
// This is in order to be able to run within an OpenGL engine that doesn't do so. // This is in order to be able to run within an OpenGL engine that doesn't do so.
@@ -530,7 +458,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
if (fb_width <= 0 || fb_height <= 0) if (fb_width <= 0 || fb_height <= 0)
return; return;
ImGui_ImplOpenGL3_InitLoader(); // Lazily init loader if not already done for e.g. DLL boundaries. ImGui_ImplOpenGL3_InitLoader();
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
@@ -547,7 +475,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
GLuint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&last_program); GLuint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&last_program);
GLuint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&last_texture); GLuint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&last_texture);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
GLuint last_sampler; if (bd->GlVersion >= 330 || bd->GlProfileIsES3) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; } GLuint last_sampler; if (bd->HasBindSampler) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; }
#endif #endif
GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer); GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer);
#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY #ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
@@ -587,17 +515,25 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
GL_CALL(glGenVertexArrays(1, &vertex_array_object)); GL_CALL(glGenVertexArrays(1, &vertex_array_object));
#endif #endif
ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
// Setup render state structure (for callbacks and custom texture bindings)
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
ImGui_ImplOpenGL3_RenderState render_state;
render_state.UseBindSampler = bd->HasBindSampler;
render_state.UseTexParameterFilter = false;
render_state.CurrentSampler = 0;
render_state.CurrentTexParameterFilter = 0;
platform_io.Renderer_RenderState = &render_state;
ImGui_ImplOpenGL3_SetupRenderState(draw_data, &render_state, fb_width, fb_height, vertex_array_object);
// Will project scissor/clipping rectangles into framebuffer space // Will project scissor/clipping rectangles into framebuffer space
ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2) ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
// Render command lists // Render command lists
for (int n = 0; n < draw_data->CmdListsCount; n++) for (const ImDrawList* draw_list : draw_data->CmdLists)
{ {
const ImDrawList* draw_list = draw_data->CmdLists[n];
// Upload vertex/index buffers // Upload vertex/index buffers
// - OpenGL drivers are in a very sorry state nowadays.... // - OpenGL drivers are in a very sorry state nowadays....
// During 2021 we attempted to switch from glBufferData() to orphaning+glBufferSubData() following reports // During 2021 we attempted to switch from glBufferData() to orphaning+glBufferSubData() following reports
@@ -635,9 +571,8 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
if (pcmd->UserCallback != nullptr) if (pcmd->UserCallback != nullptr)
{ {
// User callback, registered via ImDrawList::AddCallback() // User callback, registered via ImDrawList::AddCallback()
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) if (pcmd->UserCallback == ImGui_ImplOpenGL3_DrawCallback_ResetRenderState)
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) ImGui_ImplOpenGL3_SetupRenderState(draw_data, &render_state, fb_width, fb_height, vertex_array_object);
ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
else else
pcmd->UserCallback(draw_list, pcmd); pcmd->UserCallback(draw_list, pcmd);
} }
@@ -654,6 +589,15 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
// Bind texture, Draw // Bind texture, Draw
GL_CALL(glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID())); GL_CALL(glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID()));
// Emulate sampler change (even though it is technically part of texture data)
// As a sort of hack/workaround, we only start writing using glTexParameter() if sampler is ever changed explicitly.
if (render_state.UseTexParameterFilter)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, render_state.CurrentTexParameterFilter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, render_state.CurrentTexParameterFilter);
}
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
if (bd->GlVersion >= 320) if (bd->GlVersion >= 320)
GL_CALL(glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset)); GL_CALL(glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset));
@@ -663,6 +607,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
} }
} }
} }
platform_io.Renderer_RenderState = nullptr;
// Destroy the temporary VAO // Destroy the temporary VAO
#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
@@ -674,7 +619,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
if (last_program == 0 || glIsProgram(last_program)) glUseProgram(last_program); if (last_program == 0 || glIsProgram(last_program)) glUseProgram(last_program);
glBindTexture(GL_TEXTURE_2D, last_texture); glBindTexture(GL_TEXTURE_2D, last_texture);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
if (bd->GlVersion >= 330 || bd->GlProfileIsES3) if (bd->HasBindSampler)
glBindSampler(0, last_sampler); glBindSampler(0, last_sampler);
#endif #endif
glActiveTexture(last_active_texture); glActiveTexture(last_active_texture);
@@ -721,11 +666,22 @@ static void ImGui_ImplOpenGL3_DestroyTexture(ImTextureData* tex)
void ImGui_ImplOpenGL3_UpdateTexture(ImTextureData* tex) void ImGui_ImplOpenGL3_UpdateTexture(ImTextureData* tex)
{ {
// FIXME: Consider backing up and restoring
if (tex->Status == ImTextureStatus_WantCreate || tex->Status == ImTextureStatus_WantUpdates)
{
#ifdef GL_UNPACK_ROW_LENGTH // Not on WebGL/ES
GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0));
#endif
#ifdef GL_UNPACK_ALIGNMENT
GL_CALL(glPixelStorei(GL_UNPACK_ALIGNMENT, 1));
#endif
}
if (tex->Status == ImTextureStatus_WantCreate) if (tex->Status == ImTextureStatus_WantCreate)
{ {
// Create and upload new texture to graphics system // Create and upload new texture to graphics system
//IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height); //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
IM_ASSERT(tex->TexID == 0 && tex->BackendUserData == nullptr); IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);
IM_ASSERT(tex->Format == ImTextureFormat_RGBA32); IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
const void* pixels = tex->GetPixels(); const void* pixels = tex->GetPixels();
GLuint gl_texture_id = 0; GLuint gl_texture_id = 0;
@@ -740,9 +696,6 @@ void ImGui_ImplOpenGL3_UpdateTexture(ImTextureData* tex)
GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)); GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)); GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)); GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));
#ifdef GL_UNPACK_ROW_LENGTH // Not on WebGL/ES
GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0));
#endif
GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex->Width, tex->Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels)); GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex->Width, tex->Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels));
// Store identifiers // Store identifiers
@@ -761,7 +714,7 @@ void ImGui_ImplOpenGL3_UpdateTexture(ImTextureData* tex)
GLuint gl_tex_id = (GLuint)(intptr_t)tex->TexID; GLuint gl_tex_id = (GLuint)(intptr_t)tex->TexID;
GL_CALL(glBindTexture(GL_TEXTURE_2D, gl_tex_id)); GL_CALL(glBindTexture(GL_TEXTURE_2D, gl_tex_id));
#if 0// GL_UNPACK_ROW_LENGTH // Not on WebGL/ES #if GL_UNPACK_ROW_LENGTH // Not on WebGL/ES
GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, tex->Width)); GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, tex->Width));
for (ImTextureRect& r : tex->Updates) for (ImTextureRect& r : tex->Updates)
GL_CALL(glTexSubImage2D(GL_TEXTURE_2D, 0, r.x, r.y, r.w, r.h, GL_RGBA, GL_UNSIGNED_BYTE, tex->GetPixelsAt(r.x, r.y))); GL_CALL(glTexSubImage2D(GL_TEXTURE_2D, 0, r.x, r.y, r.w, r.h, GL_RGBA, GL_UNSIGNED_BYTE, tex->GetPixelsAt(r.x, r.y)));
@@ -827,6 +780,7 @@ static bool CheckProgram(GLuint handle, const char* desc)
bool ImGui_ImplOpenGL3_CreateDeviceObjects() bool ImGui_ImplOpenGL3_CreateDeviceObjects()
{ {
ImGui_ImplOpenGL3_InitLoader();
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
// Backup GL state // Backup GL state
@@ -1010,6 +964,20 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
glGenBuffers(1, &bd->VboHandle); glGenBuffers(1, &bd->VboHandle);
glGenBuffers(1, &bd->ElementsHandle); glGenBuffers(1, &bd->ElementsHandle);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
if (bd->HasBindSampler)
{
glGenSamplers(2, &bd->TexSamplers[0]);
for (int sampler_n = 0; sampler_n < 2; sampler_n++)
{
GL_CALL(glSamplerParameteri(bd->TexSamplers[sampler_n], GL_TEXTURE_MIN_FILTER, (sampler_n == 0) ? GL_LINEAR : GL_NEAREST));
GL_CALL(glSamplerParameteri(bd->TexSamplers[sampler_n], GL_TEXTURE_MAG_FILTER, (sampler_n == 0) ? GL_LINEAR : GL_NEAREST));
GL_CALL(glSamplerParameteri(bd->TexSamplers[sampler_n], GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
GL_CALL(glSamplerParameteri(bd->TexSamplers[sampler_n], GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));
}
}
#endif
// Restore modified GL state // Restore modified GL state
glBindTexture(GL_TEXTURE_2D, last_texture); glBindTexture(GL_TEXTURE_2D, last_texture);
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
@@ -1025,7 +993,11 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
void ImGui_ImplOpenGL3_DestroyDeviceObjects() void ImGui_ImplOpenGL3_DestroyDeviceObjects()
{ {
ImGui_ImplOpenGL3_InitLoader();
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
if (bd->TexSamplers[0]) { glDeleteSamplers(2, &bd->TexSamplers[0]); bd->TexSamplers[0] = bd->TexSamplers[1] = 0; }
#endif
if (bd->VboHandle) { glDeleteBuffers(1, &bd->VboHandle); bd->VboHandle = 0; } if (bd->VboHandle) { glDeleteBuffers(1, &bd->VboHandle); bd->VboHandle = 0; }
if (bd->ElementsHandle) { glDeleteBuffers(1, &bd->ElementsHandle); bd->ElementsHandle = 0; } if (bd->ElementsHandle) { glDeleteBuffers(1, &bd->ElementsHandle); bd->ElementsHandle = 0; }
if (bd->ShaderHandle) { glDeleteProgram(bd->ShaderHandle); bd->ShaderHandle = 0; } if (bd->ShaderHandle) { glDeleteProgram(bd->ShaderHandle); bd->ShaderHandle = 0; }
@@ -1036,32 +1008,143 @@ void ImGui_ImplOpenGL3_DestroyDeviceObjects()
ImGui_ImplOpenGL3_DestroyTexture(tex); ImGui_ImplOpenGL3_DestroyTexture(tex);
} }
//-------------------------------------------------------------------------------------------------------- bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
// 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)) ImGuiIO& io = ImGui::GetIO();
{ IMGUI_CHECKVERSION();
ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT); // Initialize loader
} if (!ImGui_ImplOpenGL3_InitLoader())
ImGui_ImplOpenGL3_RenderDrawData(viewport->DrawData); return false;
}
// Setup backend capabilities flags
ImGui_ImplOpenGL3_Data* bd = IM_NEW(ImGui_ImplOpenGL3_Data)();
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_opengl3";
// Query for GL version (e.g. 320 for GL 3.2)
const char* gl_version_str = (const char*)glGetString(GL_VERSION);
#if defined(IMGUI_IMPL_OPENGL_ES2)
// GLES 2
bd->GlVersion = 200;
bd->GlProfileIsES2 = true;
IM_UNUSED(gl_version_str);
#else
// Desktop or GLES 3
GLint major = 0;
GLint minor = 0;
glGetIntegerv(GL_MAJOR_VERSION, &major);
glGetIntegerv(GL_MINOR_VERSION, &minor);
if (major == 0 && minor == 0)
sscanf(gl_version_str, "%d.%d", &major, &minor); // Query GL_VERSION in desktop GL 2.x, the string will start with "<major>.<minor>"
bd->GlVersion = (GLuint)(major * 100 + minor * 10);
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &bd->MaxTextureSize);
#if defined(IMGUI_IMPL_OPENGL_ES3)
bd->GlProfileIsES3 = true;
#else
if (strncmp(gl_version_str, "OpenGL ES 3", 11) == 0)
bd->GlProfileIsES3 = true;
#endif
#if defined(GL_CONTEXT_PROFILE_MASK)
if (!bd->GlProfileIsES3 && bd->GlVersion >= 320)
glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &bd->GlProfileMask);
bd->GlProfileIsCompat = (bd->GlProfileMask & GL_CONTEXT_COMPATIBILITY_PROFILE_BIT) != 0;
#endif
bd->UseBufferSubData = false;
/*
// Query vendor to enable glBufferSubData kludge
#ifdef _WIN32
if (const char* vendor = (const char*)glGetString(GL_VENDOR))
if (strncmp(vendor, "Intel", 5) == 0)
bd->UseBufferSubData = true;
#endif
*/
#endif
#ifdef IMGUI_IMPL_OPENGL_DEBUG
printf("GlVersion = %d, \"%s\"\nGlProfileIsCompat = %d\nGlProfileMask = 0x%X\nGlProfileIsES2/IsEs3 = %d/%d\nGL_VENDOR = '%s'\nGL_RENDERER = '%s'\n", bd->GlVersion, gl_version_str, bd->GlProfileIsCompat, bd->GlProfileMask, bd->GlProfileIsES2, bd->GlProfileIsES3, (const char*)glGetString(GL_VENDOR), (const char*)glGetString(GL_RENDERER)); // [DEBUG]
#endif
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
if (bd->GlVersion >= 320)
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
#endif
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
static void ImGui_ImplOpenGL3_InitMultiViewportSupport()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL3_RenderWindow; platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = (int)bd->MaxTextureSize;
platform_io.DrawCallback_ResetRenderState = ImGui_ImplOpenGL3_DrawCallback_ResetRenderState;
platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplOpenGL3_DrawCallback_SetSamplerLinear;
platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplOpenGL3_DrawCallback_SetSamplerNearest;
// 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.
if (glsl_version == nullptr)
{
#if defined(IMGUI_IMPL_OPENGL_ES2)
glsl_version = "#version 100";
#elif defined(IMGUI_IMPL_OPENGL_ES3)
glsl_version = "#version 300 es";
#elif defined(__APPLE__)
glsl_version = "#version 150";
#else
if (bd->GlVersion >= 410)
glsl_version = "#version 410";
else
glsl_version = "#version 130";
#endif
}
IM_ASSERT((int)strlen(glsl_version) + 2 < IM_COUNTOF(bd->GlslVersionString));
strcpy(bd->GlslVersionString, glsl_version);
strcat(bd->GlslVersionString, "\n");
// Make an arbitrary GL call (we don't actually need the result)
// IF YOU GET A CRASH HERE: it probably means the OpenGL function loader didn't do its job. Let us know!
GLint current_texture;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &current_texture);
// Detect extensions we support
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE
bd->HasPolygonMode = (!bd->GlProfileIsES2 && !bd->GlProfileIsES3);
#endif
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
bd->HasBindSampler = (bd->GlVersion >= 330 || bd->GlProfileIsES3);
#endif
bd->HasClipOrigin = (bd->GlVersion >= 450);
#ifdef IMGUI_IMPL_OPENGL_HAS_EXTENSIONS
GLint num_extensions = 0;
glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions);
for (GLint i = 0; i < num_extensions; i++)
{
const char* extension = (const char*)glGetStringi(GL_EXTENSIONS, i);
if (extension != nullptr && strcmp(extension, "GL_ARB_clip_control") == 0)
bd->HasClipOrigin = true;
}
#endif
return true;
} }
static void ImGui_ImplOpenGL3_ShutdownMultiViewportSupport() void ImGui_ImplOpenGL3_Shutdown()
{ {
ImGui::DestroyPlatformWindows(); ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
ImGui_ImplOpenGL3_DestroyDeviceObjects();
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
platform_io.ClearRendererHandlers();
IM_DELETE(bd);
ImGui_ImplOpenGL3_ShutdownLoader();
} }
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------

View File

@@ -7,7 +7,6 @@
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
// [x] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset) [Desktop OpenGL only!] // [x] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset) [Desktop OpenGL only!]
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). // [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// About WebGL/ES: // About WebGL/ES:
// - You need to '#define IMGUI_IMPL_OPENGL_ES2' or '#define IMGUI_IMPL_OPENGL_ES3' to use WebGL or OpenGL ES. // - You need to '#define IMGUI_IMPL_OPENGL_ES2' or '#define IMGUI_IMPL_OPENGL_ES3' to use WebGL or OpenGL ES.
@@ -41,7 +40,7 @@ IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data);
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects(); IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually. // (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually.
IMGUI_IMPL_API void ImGui_ImplOpenGL3_UpdateTexture(ImTextureData* tex); IMGUI_IMPL_API void ImGui_ImplOpenGL3_UpdateTexture(ImTextureData* tex);
// Configuration flags to add in your imconfig file: // Configuration flags to add in your imconfig file:
@@ -66,4 +65,17 @@ IMGUI_IMPL_API void ImGui_ImplOpenGL3_UpdateTexture(ImTextureData* tex);
#endif #endif
// [BETA] Selected render state data shared with callbacks.
// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplOpenGL3_RenderDrawData() call.
// (Please open an issue if you feel you need access to more data)
struct ImGui_ImplOpenGL3_RenderState
{
bool UseBindSampler;
bool UseTexParameterFilter;
unsigned int CurrentSampler; // (GLuint) Used if UseBindSampler == true, otherwise always 0
unsigned int CurrentTexParameterFilter; // (GLuint) Used if UseTexParameterToSetSampler == true
};
static inline ImGui_ImplOpenGL3_RenderState* ImGui_ImplOpenGL3_GetRenderState() { return (ImGui_ImplOpenGL3_RenderState*)ImGui::GetPlatformIO().Renderer_RenderState; }
#endif // #ifndef IMGUI_DISABLE #endif // #ifndef IMGUI_DISABLE

View File

@@ -166,6 +166,7 @@ typedef khronos_uint8_t GLubyte;
#define GL_SCISSOR_BOX 0x0C10 #define GL_SCISSOR_BOX 0x0C10
#define GL_SCISSOR_TEST 0x0C11 #define GL_SCISSOR_TEST 0x0C11
#define GL_UNPACK_ROW_LENGTH 0x0CF2 #define GL_UNPACK_ROW_LENGTH 0x0CF2
#define GL_UNPACK_ALIGNMENT 0x0CF5
#define GL_PACK_ALIGNMENT 0x0D05 #define GL_PACK_ALIGNMENT 0x0D05
#define GL_MAX_TEXTURE_SIZE 0x0D33 #define GL_MAX_TEXTURE_SIZE 0x0D33
#define GL_TEXTURE_2D 0x0DE1 #define GL_TEXTURE_2D 0x0DE1
@@ -179,6 +180,7 @@ typedef khronos_uint8_t GLubyte;
#define GL_RENDERER 0x1F01 #define GL_RENDERER 0x1F01
#define GL_VERSION 0x1F02 #define GL_VERSION 0x1F02
#define GL_EXTENSIONS 0x1F03 #define GL_EXTENSIONS 0x1F03
#define GL_NEAREST 0x2600
#define GL_LINEAR 0x2601 #define GL_LINEAR 0x2601
#define GL_TEXTURE_MAG_FILTER 0x2800 #define GL_TEXTURE_MAG_FILTER 0x2800
#define GL_TEXTURE_MIN_FILTER 0x2801 #define GL_TEXTURE_MIN_FILTER 0x2801
@@ -399,9 +401,15 @@ GLAPI void APIENTRY glDrawElementsBaseVertex (GLenum mode, GLsizei count, GLenum
#ifndef GL_VERSION_3_3 #ifndef GL_VERSION_3_3
#define GL_VERSION_3_3 1 #define GL_VERSION_3_3 1
#define GL_SAMPLER_BINDING 0x8919 #define GL_SAMPLER_BINDING 0x8919
typedef void (APIENTRYP PFNGLGENSAMPLERSPROC) (GLsizei count, GLuint *samplers);
typedef void (APIENTRYP PFNGLDELETESAMPLERSPROC) (GLsizei count, const GLuint *samplers);
typedef void (APIENTRYP PFNGLBINDSAMPLERPROC) (GLuint unit, GLuint sampler); typedef void (APIENTRYP PFNGLBINDSAMPLERPROC) (GLuint unit, GLuint sampler);
typedef void (APIENTRYP PFNGLSAMPLERPARAMETERIPROC) (GLuint sampler, GLenum pname, GLint param);
#ifdef GL_GLEXT_PROTOTYPES #ifdef GL_GLEXT_PROTOTYPES
GLAPI void APIENTRY glGenSamplers (GLsizei count, GLuint *samplers);
GLAPI void APIENTRY glDeleteSamplers (GLsizei count, const GLuint *samplers);
GLAPI void APIENTRY glBindSampler (GLuint unit, GLuint sampler); GLAPI void APIENTRY glBindSampler (GLuint unit, GLuint sampler);
GLAPI void APIENTRY glSamplerParameteri (GLuint sampler, GLenum pname, GLint param);
#endif #endif
#endif /* GL_VERSION_3_3 */ #endif /* GL_VERSION_3_3 */
#ifndef GL_VERSION_4_1 #ifndef GL_VERSION_4_1
@@ -476,12 +484,13 @@ typedef GL3WglProc (*GL3WGetProcAddressProc)(const char *proc);
/* gl3w api */ /* gl3w api */
GL3W_API int imgl3wInit(void); GL3W_API int imgl3wInit(void);
GL3W_API int imgl3wInit2(GL3WGetProcAddressProc proc); GL3W_API int imgl3wInit2(GL3WGetProcAddressProc proc);
GL3W_API void imgl3wShutdown(void);
GL3W_API int imgl3wIsSupported(int major, int minor); GL3W_API int imgl3wIsSupported(int major, int minor);
GL3W_API GL3WglProc imgl3wGetProcAddress(const char *proc); GL3W_API GL3WglProc imgl3wGetProcAddress(const char *proc);
/* gl3w internal state */ /* gl3w internal state */
union ImGL3WProcs { union ImGL3WProcs {
GL3WglProc ptr[60]; GL3WglProc ptr[63];
struct { struct {
PFNGLACTIVETEXTUREPROC ActiveTexture; PFNGLACTIVETEXTUREPROC ActiveTexture;
PFNGLATTACHSHADERPROC AttachShader; PFNGLATTACHSHADERPROC AttachShader;
@@ -501,6 +510,7 @@ union ImGL3WProcs {
PFNGLCREATESHADERPROC CreateShader; PFNGLCREATESHADERPROC CreateShader;
PFNGLDELETEBUFFERSPROC DeleteBuffers; PFNGLDELETEBUFFERSPROC DeleteBuffers;
PFNGLDELETEPROGRAMPROC DeleteProgram; PFNGLDELETEPROGRAMPROC DeleteProgram;
PFNGLDELETESAMPLERSPROC DeleteSamplers;
PFNGLDELETESHADERPROC DeleteShader; PFNGLDELETESHADERPROC DeleteShader;
PFNGLDELETETEXTURESPROC DeleteTextures; PFNGLDELETETEXTURESPROC DeleteTextures;
PFNGLDELETEVERTEXARRAYSPROC DeleteVertexArrays; PFNGLDELETEVERTEXARRAYSPROC DeleteVertexArrays;
@@ -513,6 +523,7 @@ union ImGL3WProcs {
PFNGLENABLEVERTEXATTRIBARRAYPROC EnableVertexAttribArray; PFNGLENABLEVERTEXATTRIBARRAYPROC EnableVertexAttribArray;
PFNGLFLUSHPROC Flush; PFNGLFLUSHPROC Flush;
PFNGLGENBUFFERSPROC GenBuffers; PFNGLGENBUFFERSPROC GenBuffers;
PFNGLGENSAMPLERSPROC GenSamplers;
PFNGLGENTEXTURESPROC GenTextures; PFNGLGENTEXTURESPROC GenTextures;
PFNGLGENVERTEXARRAYSPROC GenVertexArrays; PFNGLGENVERTEXARRAYSPROC GenVertexArrays;
PFNGLGETATTRIBLOCATIONPROC GetAttribLocation; PFNGLGETATTRIBLOCATIONPROC GetAttribLocation;
@@ -533,6 +544,7 @@ union ImGL3WProcs {
PFNGLPIXELSTOREIPROC PixelStorei; PFNGLPIXELSTOREIPROC PixelStorei;
PFNGLPOLYGONMODEPROC PolygonMode; PFNGLPOLYGONMODEPROC PolygonMode;
PFNGLREADPIXELSPROC ReadPixels; PFNGLREADPIXELSPROC ReadPixels;
PFNGLSAMPLERPARAMETERIPROC SamplerParameteri;
PFNGLSCISSORPROC Scissor; PFNGLSCISSORPROC Scissor;
PFNGLSHADERSOURCEPROC ShaderSource; PFNGLSHADERSOURCEPROC ShaderSource;
PFNGLTEXIMAGE2DPROC TexImage2D; PFNGLTEXIMAGE2DPROC TexImage2D;
@@ -567,6 +579,7 @@ GL3W_API extern union ImGL3WProcs imgl3wProcs;
#define glCreateShader imgl3wProcs.gl.CreateShader #define glCreateShader imgl3wProcs.gl.CreateShader
#define glDeleteBuffers imgl3wProcs.gl.DeleteBuffers #define glDeleteBuffers imgl3wProcs.gl.DeleteBuffers
#define glDeleteProgram imgl3wProcs.gl.DeleteProgram #define glDeleteProgram imgl3wProcs.gl.DeleteProgram
#define glDeleteSamplers imgl3wProcs.gl.DeleteSamplers
#define glDeleteShader imgl3wProcs.gl.DeleteShader #define glDeleteShader imgl3wProcs.gl.DeleteShader
#define glDeleteTextures imgl3wProcs.gl.DeleteTextures #define glDeleteTextures imgl3wProcs.gl.DeleteTextures
#define glDeleteVertexArrays imgl3wProcs.gl.DeleteVertexArrays #define glDeleteVertexArrays imgl3wProcs.gl.DeleteVertexArrays
@@ -579,6 +592,7 @@ GL3W_API extern union ImGL3WProcs imgl3wProcs;
#define glEnableVertexAttribArray imgl3wProcs.gl.EnableVertexAttribArray #define glEnableVertexAttribArray imgl3wProcs.gl.EnableVertexAttribArray
#define glFlush imgl3wProcs.gl.Flush #define glFlush imgl3wProcs.gl.Flush
#define glGenBuffers imgl3wProcs.gl.GenBuffers #define glGenBuffers imgl3wProcs.gl.GenBuffers
#define glGenSamplers imgl3wProcs.gl.GenSamplers
#define glGenTextures imgl3wProcs.gl.GenTextures #define glGenTextures imgl3wProcs.gl.GenTextures
#define glGenVertexArrays imgl3wProcs.gl.GenVertexArrays #define glGenVertexArrays imgl3wProcs.gl.GenVertexArrays
#define glGetAttribLocation imgl3wProcs.gl.GetAttribLocation #define glGetAttribLocation imgl3wProcs.gl.GetAttribLocation
@@ -599,6 +613,7 @@ GL3W_API extern union ImGL3WProcs imgl3wProcs;
#define glPixelStorei imgl3wProcs.gl.PixelStorei #define glPixelStorei imgl3wProcs.gl.PixelStorei
#define glPolygonMode imgl3wProcs.gl.PolygonMode #define glPolygonMode imgl3wProcs.gl.PolygonMode
#define glReadPixels imgl3wProcs.gl.ReadPixels #define glReadPixels imgl3wProcs.gl.ReadPixels
#define glSamplerParameteri imgl3wProcs.gl.SamplerParameteri
#define glScissor imgl3wProcs.gl.Scissor #define glScissor imgl3wProcs.gl.Scissor
#define glShaderSource imgl3wProcs.gl.ShaderSource #define glShaderSource imgl3wProcs.gl.ShaderSource
#define glTexImage2D imgl3wProcs.gl.TexImage2D #define glTexImage2D imgl3wProcs.gl.TexImage2D
@@ -631,7 +646,7 @@ extern "C" {
#endif #endif
#include <windows.h> #include <windows.h>
static HMODULE libgl; static HMODULE libgl = NULL;
typedef PROC(__stdcall* GL3WglGetProcAddr)(LPCSTR); typedef PROC(__stdcall* GL3WglGetProcAddr)(LPCSTR);
static GL3WglGetProcAddr wgl_get_proc_address; static GL3WglGetProcAddr wgl_get_proc_address;
@@ -644,7 +659,7 @@ static int open_libgl(void)
return GL3W_OK; return GL3W_OK;
} }
static void close_libgl(void) { FreeLibrary(libgl); } static void close_libgl(void) { FreeLibrary(libgl); libgl = NULL; }
static GL3WglProc get_proc(const char *proc) static GL3WglProc get_proc(const char *proc)
{ {
GL3WglProc res; GL3WglProc res;
@@ -656,7 +671,7 @@ static GL3WglProc get_proc(const char *proc)
#elif defined(__APPLE__) #elif defined(__APPLE__)
#include <dlfcn.h> #include <dlfcn.h>
static void *libgl; static void *libgl = NULL;
static int open_libgl(void) static int open_libgl(void)
{ {
libgl = dlopen("/System/Library/Frameworks/OpenGL.framework/OpenGL", RTLD_LAZY | RTLD_LOCAL); libgl = dlopen("/System/Library/Frameworks/OpenGL.framework/OpenGL", RTLD_LAZY | RTLD_LOCAL);
@@ -665,7 +680,7 @@ static int open_libgl(void)
return GL3W_OK; return GL3W_OK;
} }
static void close_libgl(void) { dlclose(libgl); } static void close_libgl(void) { dlclose(libgl); libgl = NULL; }
static GL3WglProc get_proc(const char *proc) static GL3WglProc get_proc(const char *proc)
{ {
@@ -699,7 +714,11 @@ static void close_libgl(void)
static int is_library_loaded(const char* name, void** lib) static int is_library_loaded(const char* name, void** lib)
{ {
#if defined(__HAIKU__)
*lib = NULL; // no support for RTLD_NOLOAD on Haiku.
#else
*lib = dlopen(name, RTLD_LAZY | RTLD_LOCAL | RTLD_NOLOAD); *lib = dlopen(name, RTLD_LAZY | RTLD_LOCAL | RTLD_NOLOAD);
#endif
return *lib != NULL; return *lib != NULL;
} }
@@ -817,6 +836,7 @@ static int parse_version(void)
} }
static void load_procs(GL3WGetProcAddressProc proc); static void load_procs(GL3WGetProcAddressProc proc);
static void clear_procs();
int imgl3wInit(void) int imgl3wInit(void)
{ {
@@ -833,6 +853,12 @@ int imgl3wInit2(GL3WGetProcAddressProc proc)
return parse_version(); return parse_version();
} }
void imgl3wShutdown(void)
{
close_libgl();
clear_procs();
}
int imgl3wIsSupported(int major, int minor) int imgl3wIsSupported(int major, int minor)
{ {
if (major < 2) if (major < 2)
@@ -863,6 +889,7 @@ static const char *proc_names[] = {
"glCreateShader", "glCreateShader",
"glDeleteBuffers", "glDeleteBuffers",
"glDeleteProgram", "glDeleteProgram",
"glDeleteSamplers",
"glDeleteShader", "glDeleteShader",
"glDeleteTextures", "glDeleteTextures",
"glDeleteVertexArrays", "glDeleteVertexArrays",
@@ -875,6 +902,7 @@ static const char *proc_names[] = {
"glEnableVertexAttribArray", "glEnableVertexAttribArray",
"glFlush", "glFlush",
"glGenBuffers", "glGenBuffers",
"glGenSamplers",
"glGenTextures", "glGenTextures",
"glGenVertexArrays", "glGenVertexArrays",
"glGetAttribLocation", "glGetAttribLocation",
@@ -895,6 +923,7 @@ static const char *proc_names[] = {
"glPixelStorei", "glPixelStorei",
"glPolygonMode", "glPolygonMode",
"glReadPixels", "glReadPixels",
"glSamplerParameteri",
"glScissor", "glScissor",
"glShaderSource", "glShaderSource",
"glTexImage2D", "glTexImage2D",
@@ -916,6 +945,13 @@ static void load_procs(GL3WGetProcAddressProc proc)
imgl3wProcs.ptr[i] = proc(proc_names[i]); imgl3wProcs.ptr[i] = proc(proc_names[i]);
} }
static void clear_procs()
{
size_t i;
for (i = 0; i < GL3W_ARRAY_SIZE(proc_names); i++)
imgl3wProcs.ptr[i] = nullptr;
}
#ifdef __cplusplus #ifdef __cplusplus
} }
#endif #endif

View File

@@ -10,10 +10,6 @@
// [X] Platform: Gamepad support. // [X] Platform: Gamepad support.
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: IME support. // [X] Platform: IME support.
// [x] Platform: Multi-viewport / platform windows.
// Missing features or Issues:
// [ ] 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. // 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. // 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

@@ -10,10 +10,6 @@
// [X] Platform: Gamepad support. // [X] Platform: Gamepad support.
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: IME support. // [X] Platform: IME support.
// [x] Platform: Multi-viewport / platform windows.
// Missing features or Issues:
// [ ] 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. // 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. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@@ -33,11 +29,9 @@
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2025-XX-XX: Added support for multiple windows via the ImGuiPlatformIO interface. // 2025-09-18: Call platform_io.ClearPlatformHandlers() on shutdown.
// 2025-07-08: [Docking] Fixed multi-viewport handling broken on 2025-06-02. (#8644, #8777)
// 2025-06-27: Added ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress mouse cursor support. // 2025-06-27: Added ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress mouse cursor support.
// 2025-06-12: ImGui_ImplOSX_HandleEvent() only process event for window containing our view. (#8644) // 2025-06-12: ImGui_ImplOSX_HandleEvent() only process event for window containing our view. (#8644)
// 2025-05-15: [Docking] Add Platform_GetWindowFramebufferScale() handler, to allow varying Retina display density on multiple monitors.
// 2025-03-21: Fill gamepad inputs and set ImGuiBackendFlags_HasGamepad regardless of ImGuiConfigFlags_NavEnableGamepad being set. // 2025-03-21: Fill gamepad inputs and set ImGuiBackendFlags_HasGamepad regardless of ImGuiConfigFlags_NavEnableGamepad being set.
// 2025-01-20: Removed notification observer when shutting down. (#8331) // 2025-01-20: Removed notification observer when shutting down. (#8331)
// 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO: // 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
@@ -107,9 +101,6 @@ static void ImGui_ImplOSX_DestroyBackendData() { IM_DELETE(
static inline CFTimeInterval GetMachAbsoluteTimeInSeconds() { return (CFTimeInterval)(double)(clock_gettime_nsec_np(CLOCK_UPTIME_RAW) / 1e9); } static inline CFTimeInterval GetMachAbsoluteTimeInSeconds() { return (CFTimeInterval)(double)(clock_gettime_nsec_np(CLOCK_UPTIME_RAW) / 1e9); }
// Forward Declarations // 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 void ImGui_ImplOSX_AddTrackingArea(NSView* _Nonnull view);
static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view); static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view);
@@ -157,20 +148,6 @@ static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view);
NSWindow* window = view.window; NSWindow* window = view.window;
if (!window) if (!window)
return; return;
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 contentRect = [window contentRectForFrameRect:window.frame];
NSRect rect = NSMakeRect(_posX, contentRect.size.height - _posY, 0, 0); NSRect rect = NSMakeRect(_posX, contentRect.size.height - _posY, 0, 0);
@@ -270,7 +247,6 @@ static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view);
- (void)onApplicationBecomeActive:(NSNotification*)aNotification; - (void)onApplicationBecomeActive:(NSNotification*)aNotification;
- (void)onApplicationBecomeInactive:(NSNotification*)aNotification; - (void)onApplicationBecomeInactive:(NSNotification*)aNotification;
- (void)displaysDidChange:(NSNotification*)aNotification;
@end @end
@@ -288,11 +264,6 @@ static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view);
io.AddFocusEvent(false); io.AddFocusEvent(false);
} }
- (void)displaysDidChange:(NSNotification*)aNotification
{
ImGui_ImplOSX_UpdateMonitors();
}
@end @end
// Functions // Functions
@@ -447,15 +418,11 @@ bool ImGui_ImplOSX_Init(NSView* view)
io.BackendPlatformName = "imgui_impl_osx"; io.BackendPlatformName = "imgui_impl_osx";
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) 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_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->Observer = [ImGuiObserver new];
bd->Window = view.window ?: NSApp.orderedWindows.firstObject; bd->Window = view.window ?: NSApp.orderedWindows.firstObject;
ImGuiViewport* main_viewport = ImGui::GetMainViewport(); ImGuiViewport* main_viewport = ImGui::GetMainViewport();
main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (__bridge_retained void*)bd->Window; main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (__bridge_retained void*)bd->Window;
ImGui_ImplOSX_UpdateMonitors();
ImGui_ImplOSX_InitMultiViewportSupport();
// Load cursors. Some of them are undocumented. // Load cursors. Some of them are undocumented.
bd->MouseCursorHidden = false; bd->MouseCursorHidden = false;
@@ -547,12 +514,15 @@ void ImGui_ImplOSX_Shutdown()
bd->Monitor = nullptr; bd->Monitor = nullptr;
} }
ImGui_ImplOSX_ShutdownMultiViewportSupport();
ImGui_ImplOSX_DestroyBackendData(); ImGui_ImplOSX_DestroyBackendData();
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
io.BackendPlatformName = nullptr; io.BackendPlatformName = nullptr;
io.BackendPlatformUserData = nullptr; io.BackendPlatformUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports); io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasGamepad);
platform_io.ClearPlatformHandlers();
} }
static void ImGui_ImplOSX_UpdateMouseCursor() static void ImGui_ImplOSX_UpdateMouseCursor()
@@ -702,10 +672,10 @@ static ImGuiMouseSource GetMouseSource(NSEvent* event)
static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view) static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view)
{ {
// Only process events from the window containing ImGui view // Only process events from the window containing ImGui view
if (!ImGui::FindViewportByPlatformHandle((__bridge void*)event.window)) if (event.window != view.window)
return false; return false;
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
if (event.type == NSEventTypeLeftMouseDown || event.type == NSEventTypeRightMouseDown || event.type == NSEventTypeOtherMouseDown) if (event.type == NSEventTypeLeftMouseDown || event.type == NSEventTypeRightMouseDown || event.type == NSEventTypeOtherMouseDown)
{ {
int button = (int)[event buttonNumber]; int button = (int)[event buttonNumber];
@@ -730,23 +700,14 @@ static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view)
if (event.type == NSEventTypeMouseMoved || event.type == NSEventTypeLeftMouseDragged || event.type == NSEventTypeRightMouseDragged || event.type == NSEventTypeOtherMouseDragged) if (event.type == NSEventTypeMouseMoved || event.type == NSEventTypeLeftMouseDragged || event.type == NSEventTypeRightMouseDragged || event.type == NSEventTypeOtherMouseDragged)
{ {
NSPoint mousePoint; NSPoint mousePoint = event.locationInWindow;
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) if (event.window == nil)
{ mousePoint = [[view window] convertPointFromScreen:mousePoint];
mousePoint = NSEvent.mouseLocation; mousePoint = [view convertPoint:mousePoint fromView:nil];
mousePoint.y = CGDisplayPixelsHigh(kCGDirectMainDisplay) - mousePoint.y; // Normalize y coordinate to top-left of main display. if ([view isFlipped])
} mousePoint = NSMakePoint(mousePoint.x, mousePoint.y);
else 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.AddMouseSourceEvent(GetMouseSource(event));
io.AddMousePosEvent((float)mousePoint.x, (float)mousePoint.y); io.AddMousePosEvent((float)mousePoint.x, (float)mousePoint.y);
return io.WantCaptureMouse; return io.WantCaptureMouse;
@@ -872,300 +833,6 @@ 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 ImGui_ImplOSX_ViewportData
{
NSWindow* Window;
bool WindowOwned;
ImGui_ImplOSX_ViewportData() { WindowOwned = false; }
~ImGui_ImplOSX_ViewportData() { 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();
ImGui_ImplOSX_ViewportData* vd = IM_NEW(ImGui_ImplOSX_ViewportData)();
viewport->PlatformUserData = vd;
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;
vd->Window = window;
vd->WindowOwned = true;
viewport->PlatformRequestResize = false;
viewport->PlatformHandle = viewport->PlatformHandleRaw = (__bridge_retained void*)window;
}
static void ImGui_ImplOSX_DestroyWindow(ImGuiViewport* viewport)
{
if (ImGui_ImplOSX_ViewportData* vd = (ImGui_ImplOSX_ViewportData*)viewport->PlatformUserData)
{
NSWindow* window = vd->Window;
if (window != nil && vd->WindowOwned)
{
window.contentView = nil;
window.contentViewController = nil;
[window orderOut:nil];
}
vd->Window = nil;
IM_DELETE(vd);
}
viewport->PlatformUserData = viewport->PlatformHandle = viewport->PlatformHandleRaw = nullptr;
}
static void ImGui_ImplOSX_ShowWindow(ImGuiViewport* viewport)
{
ImGui_ImplOSX_ViewportData* vd = (ImGui_ImplOSX_ViewportData*)viewport->PlatformUserData;
IM_ASSERT(vd->Window != 0);
if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
[vd->Window orderFront:nil];
else
[vd->Window makeKeyAndOrderFront:nil];
[vd->Window setIsVisible:YES];
}
static ImVec2 ImGui_ImplOSX_GetWindowPos(ImGuiViewport* viewport)
{
ImGui_ImplOSX_ViewportData* vd = (ImGui_ImplOSX_ViewportData*)viewport->PlatformUserData;
IM_ASSERT(vd->Window != 0);
NSWindow* window = vd->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)
{
ImGui_ImplOSX_ViewportData* vd = (ImGui_ImplOSX_ViewportData*)viewport->PlatformUserData;
IM_ASSERT(vd->Window != 0);
NSWindow* window = vd->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)
{
ImGui_ImplOSX_ViewportData* vd = (ImGui_ImplOSX_ViewportData*)viewport->PlatformUserData;
IM_ASSERT(vd->Window != 0);
NSWindow* window = vd->Window;
NSSize size = window.contentLayoutRect.size;
return ImVec2(size.width, size.height);
}
static void ImGui_ImplOSX_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
{
ImGui_ImplOSX_ViewportData* vd = (ImGui_ImplOSX_ViewportData*)viewport->PlatformUserData;
IM_ASSERT(vd->Window != 0);
NSWindow* window = vd->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 ImVec2 ImGui_ImplOSX_GetWindowFramebufferScale(ImGuiViewport* viewport)
{
ImGui_ImplOSX_ViewportData* vd = (ImGui_ImplOSX_ViewportData*)viewport->PlatformUserData;
NSWindow* window = vd->Window;
const float fb_scale = (float)[window backingScaleFactor];
return ImVec2(fb_scale, fb_scale);
}
static void ImGui_ImplOSX_SetWindowFocus(ImGuiViewport* viewport)
{
ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData();
ImGui_ImplOSX_ViewportData* vd = (ImGui_ImplOSX_ViewportData*)viewport->PlatformUserData;
IM_ASSERT(vd->Window != 0);
[vd->Window makeKeyAndOrderFront:bd->Window];
}
static bool ImGui_ImplOSX_GetWindowFocus(ImGuiViewport* viewport)
{
ImGui_ImplOSX_ViewportData* vd = (ImGui_ImplOSX_ViewportData*)viewport->PlatformUserData;
IM_ASSERT(vd->Window != 0);
return vd->Window.isKeyWindow;
}
static bool ImGui_ImplOSX_GetWindowMinimized(ImGuiViewport* viewport)
{
ImGui_ImplOSX_ViewportData* vd = (ImGui_ImplOSX_ViewportData*)viewport->PlatformUserData;
IM_ASSERT(vd->Window != 0);
return vd->Window.isMiniaturized;
}
static void ImGui_ImplOSX_SetWindowTitle(ImGuiViewport* viewport, const char* title)
{
ImGui_ImplOSX_ViewportData* vd = (ImGui_ImplOSX_ViewportData*)viewport->PlatformUserData;
IM_ASSERT(vd->Window != 0);
vd->Window.title = [NSString stringWithUTF8String:title];
}
static void ImGui_ImplOSX_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
{
ImGui_ImplOSX_ViewportData* vd = (ImGui_ImplOSX_ViewportData*)viewport->PlatformUserData;
IM_ASSERT(vd->Window != 0);
IM_ASSERT(alpha >= 0.0f && alpha <= 1.0f);
vd->Window.alphaValue = alpha;
}
static float ImGui_ImplOSX_GetWindowDpiScale(ImGuiViewport* viewport)
{
ImGui_ImplOSX_ViewportData* vd = (ImGui_ImplOSX_ViewportData*)viewport->PlatformUserData;
IM_ASSERT(vd->Window != 0);
return vd->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_GetWindowFramebufferScale = ImGui_ImplOSX_GetWindowFramebufferScale;
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();
ImGui_ImplOSX_ViewportData* vd = IM_NEW(ImGui_ImplOSX_ViewportData)();
vd->Window = bd->Window;
vd->WindowOwned = false;
main_viewport->PlatformUserData = vd;
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();
ImGui_ImplOSX_ViewportData* vd = (ImGui_ImplOSX_ViewportData*)main_viewport->PlatformUserData;
IM_DELETE(vd);
main_viewport->PlatformUserData = nullptr;
ImGui::DestroyPlatformWindows();
}
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE #endif // #ifndef IMGUI_DISABLE

View File

@@ -10,10 +10,6 @@
// [X] Platform: Gamepad support. // [X] Platform: Gamepad support.
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!. // [X] Platform: 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. // 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. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@@ -25,18 +21,19 @@
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (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. // 2026-04-16: Made ImGui_ImplSDL2_GetContentScaleForWindow(), ImGui_ImplSDL2_GetContentScaleForDisplay() helpers return a minimum of 1.0f, as some Linux setup seems to report <1.0f value and this breaks scaling border size. (#9369)
// 2026-02-13: Inputs: systems other than X11 are back to starting mouse capture on mouse down (reverts 2025-02-26 change). Only X11 requires waiting for a drag by default (not ideal, but a better default for X11 users). Added ImGui_ImplSDL2_SetMouseCaptureMode() for X11 debugger users. (#3650, #6410, #9235)
// 2026-01-15: Changed GetClipboardText() handler to return nullptr on error aka clipboard contents is not text. Consistent with other backends. (#9168)
// 2025-09-24: Skip using the SDL_GetGlobalMouseState() state when one of our window is hovered, as the SDL_MOUSEMOTION data is reliable. Fix macOS notch mouse coordinates issue in fullscreen mode + better perf on X11. (#7919, #7786)
// 2025-09-18: Call platform_io.ClearPlatformHandlers() on shutdown.
// 2025-09-15: Content Scales are always reported as 1.0 on Wayland. (#8921)
// 2025-07-08: Made ImGui_ImplSDL2_GetContentScaleForWindow(), ImGui_ImplSDL2_GetContentScaleForDisplay() helpers return 1.0f on Emscripten and Android platforms, matching macOS logic. (#8742, #8733) // 2025-07-08: Made ImGui_ImplSDL2_GetContentScaleForWindow(), ImGui_ImplSDL2_GetContentScaleForDisplay() helpers return 1.0f on Emscripten and Android platforms, matching macOS logic. (#8742, #8733)
// 2025-06-11: Added ImGui_ImplSDL2_GetContentScaleForWindow(SDL_Window* window) and ImGui_ImplSDL2_GetContentScaleForDisplay(int display_index) helper to facilitate making DPI-aware apps. // 2025-06-11: Added ImGui_ImplSDL2_GetContentScaleForWindow(SDL_Window* window) and ImGui_ImplSDL2_GetContentScaleForDisplay(int display_index) helper to facilitate making DPI-aware apps.
// 2025-05-15: [Docking] Add Platform_GetWindowFramebufferScale() handler, to allow varying Retina display density on multiple monitors.
// 2025-04-09: [Docking] Revert update monitors and work areas information every frame. Only do it on Windows. (#8415, #8558)
// 2025-04-09: Don't attempt to call SDL_CaptureMouse() on drivers where we don't call SDL_GetGlobalMouseState(). (#8561) // 2025-04-09: Don't attempt to call SDL_CaptureMouse() on drivers where we don't call SDL_GetGlobalMouseState(). (#8561)
// 2025-03-21: Fill gamepad inputs and set ImGuiBackendFlags_HasGamepad regardless of ImGuiConfigFlags_NavEnableGamepad being set. // 2025-03-21: Fill gamepad inputs and set ImGuiBackendFlags_HasGamepad regardless of ImGuiConfigFlags_NavEnableGamepad being set.
// 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) // 2025-03-10: 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) // 2025-02-26: 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. // 2025-02-24: 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. // 2025-02-18: Added ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress mouse cursor support.
// 2025-02-10: Using SDL_OpenURL() in platform_io.Platform_OpenInShellFn handler. // 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. // 2025-01-20: Made ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode_Manual) accept an empty array.
@@ -77,7 +74,7 @@
// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. // 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. // 2021-08-17: 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+) // 2021-07-29: 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). // 2021-06-29: 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) // 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. // 2020-05-25: Misc: Report a zero display-size when window is minimized, to be consistent with other backends.
@@ -119,7 +116,6 @@
#endif #endif
// SDL // 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.h>
#include <SDL_syswm.h> #include <SDL_syswm.h>
#include <stdio.h> // for snprintf() #include <stdio.h> // for snprintf()
@@ -136,18 +132,11 @@
#else #else
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0 #define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0
#endif #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_PER_MONITOR_DPI SDL_VERSION_ATLEAST(2,0,4)
#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6) #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_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 #if SDL_HAS_VULKAN
#include <SDL_vulkan.h> #include <SDL_vulkan.h>
#else
static const Uint32 SDL_WINDOW_VULKAN = 0x10000000;
#endif #endif
// SDL Data // SDL Data
@@ -158,9 +147,8 @@ struct ImGui_ImplSDL2_Data
SDL_Renderer* Renderer; SDL_Renderer* Renderer;
Uint64 Time; Uint64 Time;
char* ClipboardTextData; char* ClipboardTextData;
char BackendPlatformName[48]; char BackendPlatformName[64];
bool UseVulkan; bool IsWayland;
bool WantUpdateMonitors;
// Mouse handling // Mouse handling
Uint32 MouseWindowID; Uint32 MouseWindowID;
@@ -169,8 +157,7 @@ struct ImGui_ImplSDL2_Data
SDL_Cursor* MouseLastCursor; SDL_Cursor* MouseLastCursor;
int MouseLastLeaveFrame; int MouseLastLeaveFrame;
bool MouseCanUseGlobalState; bool MouseCanUseGlobalState;
bool MouseCanUseCapture; ImGui_ImplSDL2_MouseCaptureMode MouseCaptureMode;
bool MouseCanReportHoveredViewport; // This is hard to use/unreliable on SDL so we'll set ImGuiBackendFlags_HasMouseHoveredViewport dynamically based on state.
// Gamepad handling // Gamepad handling
ImVector<SDL_GameController*> Gamepads; ImVector<SDL_GameController*> Gamepads;
@@ -189,18 +176,16 @@ static ImGui_ImplSDL2_Data* ImGui_ImplSDL2_GetBackendData()
return ImGui::GetCurrentContext() ? (ImGui_ImplSDL2_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr; 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 // Functions
static const char* ImGui_ImplSDL2_GetClipboardText(ImGuiContext*) static const char* ImGui_ImplSDL2_GetClipboardText(ImGuiContext*)
{ {
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
if (bd->ClipboardTextData) if (bd->ClipboardTextData)
SDL_free(bd->ClipboardTextData); SDL_free(bd->ClipboardTextData);
bd->ClipboardTextData = SDL_GetClipboardText(); if (SDL_HasClipboardText())
bd->ClipboardTextData = SDL_GetClipboardText();
else
bd->ClipboardTextData = nullptr;
return bd->ClipboardTextData; return bd->ClipboardTextData;
} }
@@ -210,13 +195,13 @@ 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(). // 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* viewport, ImGuiPlatformImeData* data) static void ImGui_ImplSDL2_PlatformSetImeData(ImGuiContext*, ImGuiViewport*, ImGuiPlatformImeData* data)
{ {
if (data->WantVisible) if (data->WantVisible)
{ {
SDL_Rect r; SDL_Rect r;
r.x = (int)(data->InputPos.x - viewport->Pos.x); r.x = (int)data->InputPos.x;
r.y = (int)(data->InputPos.y - viewport->Pos.y + data->InputLineHeight); r.y = (int)data->InputPos.y;
r.w = 1; r.w = 1;
r.h = (int)data->InputLineHeight; r.h = (int)data->InputLineHeight;
SDL_SetTextInputRect(&r); SDL_SetTextInputRect(&r);
@@ -382,7 +367,8 @@ static void ImGui_ImplSDL2_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
static ImGuiViewport* ImGui_ImplSDL2_GetViewportForWindowID(Uint32 window_id) static ImGuiViewport* ImGui_ImplSDL2_GetViewportForWindowID(Uint32 window_id)
{ {
return ImGui::FindViewportByPlatformHandle((void*)(intptr_t)window_id); ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
return (window_id == bd->WindowID) ? ImGui::GetMainViewport() : nullptr;
} }
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
@@ -402,13 +388,6 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
if (ImGui_ImplSDL2_GetViewportForWindowID(event->motion.windowID) == nullptr) if (ImGui_ImplSDL2_GetViewportForWindowID(event->motion.windowID) == nullptr)
return false; return false;
ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y); 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.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
io.AddMousePosEvent(mouse_pos.x, mouse_pos.y); io.AddMousePosEvent(mouse_pos.x, mouse_pos.y);
return true; return true;
@@ -460,32 +439,20 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
case SDL_KEYDOWN: case SDL_KEYDOWN:
case SDL_KEYUP: case SDL_KEYUP:
{ {
ImGuiViewport* viewport = ImGui_ImplSDL2_GetViewportForWindowID(event->key.windowID); if (ImGui_ImplSDL2_GetViewportForWindowID(event->key.windowID) == nullptr)
if (viewport == nullptr)
return false; return false;
//IMGUI_DEBUG_LOG("SDL_KEY%s : key=0x%08X ('%s'), scancode=%d ('%s'), mod=%X, windowID=%d, viewport=%08X\n",
// (event->type == SDL_KEYDOWN) ? "DOWN" : "UP ", event->key.keysym.sym, SDL_GetKeyName(event->key.keysym.sym), event->key.keysym.scancode, SDL_GetScancodeName(event->key.keysym.scancode), event->key.keysym.mod, event->key.windowID, viewport ? viewport->ID : 0);
ImGui_ImplSDL2_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod); ImGui_ImplSDL2_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod);
//IMGUI_DEBUG_LOG("SDL_KEY_%s : key=%d ('%s'), scancode=%d ('%s'), mod=%X\n",
// (event->type == SDL_KEYDOWN) ? "DOWN" : "UP ", event->key.keysym.sym, SDL_GetKeyName(event->key.keysym.sym), event->key.keysym.scancode, SDL_GetScancodeName(event->key.keysym.scancode), event->key.keysym.mod);
ImGuiKey key = ImGui_ImplSDL2_KeyEventToImGuiKey(event->key.keysym.sym, event->key.keysym.scancode); ImGuiKey key = ImGui_ImplSDL2_KeyEventToImGuiKey(event->key.keysym.sym, event->key.keysym.scancode);
io.AddKeyEvent(key, (event->type == SDL_KEYDOWN)); io.AddKeyEvent(key, (event->type == SDL_KEYDOWN));
io.SetKeyEventNativeData(key, (int)event->key.keysym.sym, (int)event->key.keysym.scancode, (int)event->key.keysym.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions. io.SetKeyEventNativeData(key, (int)event->key.keysym.sym, (int)event->key.keysym.scancode, (int)event->key.keysym.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions.
return true; return true;
} }
#if SDL_HAS_DISPLAY_EVENT
case SDL_DISPLAYEVENT:
{
// 2.0.26 has SDL_DISPLAYEVENT_CONNECTED/SDL_DISPLAYEVENT_DISCONNECTED/SDL_DISPLAYEVENT_ORIENTATION,
// so change of DPI/Scaling are not reflected in this event. (SDL3 has it)
bd->WantUpdateMonitors = true;
return true;
}
#endif
case SDL_WINDOWEVENT: case SDL_WINDOWEVENT:
{ {
ImGuiViewport* viewport = ImGui_ImplSDL2_GetViewportForWindowID(event->window.windowID); if (ImGui_ImplSDL2_GetViewportForWindowID(event->window.windowID) == nullptr)
if (viewport == NULL)
return false; 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. // - 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. // - 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, // - In some cases, when detaching a window from main viewport SDL may send SDL_WINDOWEVENT_ENTER one frame too late,
@@ -499,18 +466,10 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
} }
if (window_event == SDL_WINDOWEVENT_LEAVE) if (window_event == SDL_WINDOWEVENT_LEAVE)
bd->MouseLastLeaveFrame = ImGui::GetFrameCount() + 1; bd->MouseLastLeaveFrame = ImGui::GetFrameCount() + 1;
//if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED) { IMGUI_DEBUG_LOG("SDL_WINDOWEVENT_FOCUS_GAINED: windowId %d, viewport: %08X\n", event->window.windowID, viewport ? viewport->ID : 0); }
//if (window_event == SDL_WINDOWEVENT_FOCUS_LOST) { IMGUI_DEBUG_LOG("SDL_WINDOWEVENT_FOCUS_LOST: windowId %d, viewport: %08X\n", event->window.windowID, viewport ? viewport->ID : 0); }
if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED) if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED)
io.AddFocusEvent(true); io.AddFocusEvent(true);
if (window_event == SDL_WINDOWEVENT_FOCUS_LOST) if (window_event == SDL_WINDOWEVENT_FOCUS_LOST)
io.AddFocusEvent(false); io.AddFocusEvent(false);
if (window_event == SDL_WINDOWEVENT_CLOSE)
viewport->PlatformRequestClose = true;
if (window_event == SDL_WINDOWEVENT_MOVED)
viewport->PlatformRequestMove = true;
if (window_event == SDL_WINDOWEVENT_RESIZED)
viewport->PlatformRequestResize = true;
return true; return true;
} }
case SDL_CONTROLLERDEVICEADDED: case SDL_CONTROLLERDEVICEADDED:
@@ -541,42 +500,35 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void
SDL_version ver_runtime; SDL_version ver_runtime;
SDL_VERSION(&ver_compiled); SDL_VERSION(&ver_compiled);
SDL_GetVersion(&ver_runtime); SDL_GetVersion(&ver_runtime);
const char* sdl_video_driver = SDL_GetCurrentVideoDriver();
// Setup backend capabilities flags // Setup backend capabilities flags
ImGui_ImplSDL2_Data* bd = IM_NEW(ImGui_ImplSDL2_Data)(); ImGui_ImplSDL2_Data* bd = IM_NEW(ImGui_ImplSDL2_Data)();
snprintf(bd->BackendPlatformName, sizeof(bd->BackendPlatformName), "imgui_impl_sdl2 (%u.%u.%u, %u.%u.%u)", snprintf(bd->BackendPlatformName, sizeof(bd->BackendPlatformName), "imgui_impl_sdl2 (%u.%u.%u, %u.%u.%u) (%s)",
ver_compiled.major, ver_compiled.minor, ver_compiled.patch, ver_runtime.major, ver_runtime.minor, ver_runtime.patch); ver_compiled.major, ver_compiled.minor, ver_compiled.patch, ver_runtime.major, ver_runtime.minor, ver_runtime.patch, sdl_video_driver);
io.BackendPlatformUserData = (void*)bd; io.BackendPlatformUserData = (void*)bd;
io.BackendPlatformName = bd->BackendPlatformName; io.BackendPlatformName = bd->BackendPlatformName;
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) 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_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
// (ImGuiBackendFlags_PlatformHasViewports may be set just below)
bd->Window = window; bd->Window = window;
bd->WindowID = SDL_GetWindowID(window); bd->WindowID = SDL_GetWindowID(window);
bd->Renderer = renderer; bd->Renderer = renderer;
bd->IsWayland = strcmp(sdl_video_driver, "Wayland") == 0;
// 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.
#ifndef __APPLE__
bd->MouseCanReportHoveredViewport = bd->MouseCanUseGlobalState;
#else
bd->MouseCanReportHoveredViewport = false;
#endif
// Check and store if we are on a SDL backend that supports SDL_GetGlobalMouseState() and SDL_CaptureMouse() // Check and store if we are on a SDL backend that supports SDL_GetGlobalMouseState() and SDL_CaptureMouse()
// ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list) // ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list)
bd->MouseCanUseGlobalState = false; bd->MouseCanUseGlobalState = false;
bd->MouseCanUseCapture = false; bd->MouseCaptureMode = ImGui_ImplSDL2_MouseCaptureMode_Disabled;
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE #if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
const char* sdl_backend = SDL_GetCurrentVideoDriver();
const char* capture_and_global_state_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" }; const char* capture_and_global_state_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" };
for (const char* item : capture_and_global_state_whitelist) for (const char* item : capture_and_global_state_whitelist)
if (strncmp(sdl_backend, item, strlen(item)) == 0) if (strncmp(sdl_video_driver, item, strlen(item)) == 0)
bd->MouseCanUseGlobalState = bd->MouseCanUseCapture = true; {
bd->MouseCanUseGlobalState = true;
bd->MouseCaptureMode = (strcmp(item, "x11") == 0) ? ImGui_ImplSDL2_MouseCaptureMode_EnabledAfterDrag : ImGui_ImplSDL2_MouseCaptureMode_Enabled;
}
#endif #endif
if (bd->MouseCanUseGlobalState)
io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Platform_SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText; platform_io.Platform_SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText;
@@ -589,9 +541,6 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void
platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { return SDL_OpenURL(url) == 0; }; platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { return SDL_OpenURL(url) == 0; };
#endif #endif
// Update monitor a first time during init
ImGui_ImplSDL2_UpdateMonitors();
// Gamepad handling // Gamepad handling
bd->GamepadMode = ImGui_ImplSDL2_GamepadMode_AutoFirst; bd->GamepadMode = ImGui_ImplSDL2_GamepadMode_AutoFirst;
bd->WantUpdateGamepadsList = true; bd->WantUpdateGamepadsList = true;
@@ -646,11 +595,7 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void
SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0"); SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0");
#endif #endif
// We need SDL_CaptureMouse(), SDL_GetGlobalMouseState() from SDL 2.0.4+ to support multiple viewports. (void)sdl_gl_context; // Unused in 'master' branch.
// 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; return true;
} }
@@ -664,11 +609,7 @@ bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
#if !SDL_HAS_VULKAN #if !SDL_HAS_VULKAN
IM_ASSERT(0 && "Unsupported"); IM_ASSERT(0 && "Unsupported");
#endif #endif
if (!ImGui_ImplSDL2_Init(window, nullptr, nullptr)) return 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) bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window)
@@ -701,8 +642,7 @@ void ImGui_ImplSDL2_Shutdown()
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?"); IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
ImGui_ImplSDL2_ShutdownMultiViewportSupport();
if (bd->ClipboardTextData) if (bd->ClipboardTextData)
SDL_free(bd->ClipboardTextData); SDL_free(bd->ClipboardTextData);
@@ -712,11 +652,19 @@ void ImGui_ImplSDL2_Shutdown()
io.BackendPlatformName = nullptr; io.BackendPlatformName = nullptr;
io.BackendPlatformUserData = nullptr; io.BackendPlatformUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport); io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad);
platform_io.ClearPlatformHandlers();
IM_DELETE(bd); 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. void ImGui_ImplSDL2_SetMouseCaptureMode(ImGui_ImplSDL2_MouseCaptureMode mode)
{
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
if (mode == ImGui_ImplSDL2_MouseCaptureMode_Disabled && bd->MouseCaptureMode != ImGui_ImplSDL2_MouseCaptureMode_Disabled)
SDL_CaptureMouse(SDL_FALSE);
bd->MouseCaptureMode = mode;
}
static void ImGui_ImplSDL2_UpdateMouseData() static void ImGui_ImplSDL2_UpdateMouseData()
{ {
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
@@ -725,8 +673,12 @@ static void ImGui_ImplSDL2_UpdateMouseData()
// We forward mouse input when hovered or captured (via SDL_MOUSEMOTION) or when focused (below) // We forward mouse input when hovered or captured (via SDL_MOUSEMOTION) or when focused (below)
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE #if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
// - 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. // - 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 mitigate the issue we wait until mouse has moved to begin capture. // - Debuggers under Linux tends to leave captured mouse on break, which may be very inconvenient, so to mitigate the issue on X11 we we wait until mouse has moved to begin capture.
if (bd->MouseCanUseCapture) if (bd->MouseCaptureMode == ImGui_ImplSDL2_MouseCaptureMode_Enabled)
{
SDL_CaptureMouse((bd->MouseButtonsDown != 0) ? SDL_TRUE : SDL_FALSE);
}
else if (bd->MouseCaptureMode == ImGui_ImplSDL2_MouseCaptureMode_EnabledAfterDrag)
{ {
bool want_capture = false; bool want_capture = false;
for (int button_n = 0; button_n < ImGuiMouseButton_COUNT && !want_capture; button_n++) for (int button_n = 0; button_n < ImGuiMouseButton_COUNT && !want_capture; button_n++)
@@ -736,57 +688,33 @@ static void ImGui_ImplSDL2_UpdateMouseData()
} }
SDL_Window* focused_window = SDL_GetKeyboardFocus(); SDL_Window* focused_window = SDL_GetKeyboardFocus();
const bool is_app_focused = (focused_window && (bd->Window == focused_window || ImGui_ImplSDL2_GetViewportForWindowID(SDL_GetWindowID(focused_window)) != NULL)); const bool is_app_focused = (bd->Window == focused_window);
#else #else
SDL_Window* focused_window = bd->Window; 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 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 #endif
if (is_app_focused) if (is_app_focused)
{ {
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos is enabled by user) // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos is enabled by user)
if (io.WantSetMousePos) 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) // (Optional) Fallback to provide unclamped mouse position when focused but not hovered (SDL_MOUSEMOTION already provides this when hovered or captured)
// Note that SDL_GetGlobalMouseState() is in theory slow on X11, but this only runs on rather specific cases. If a problem we may provide a way to opt-out this feature.
SDL_Window* hovered_window = SDL_GetMouseFocus();
const bool is_relative_mouse_mode = SDL_GetRelativeMouseMode() != 0; const bool is_relative_mouse_mode = SDL_GetRelativeMouseMode() != 0;
if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0 && !is_relative_mouse_mode) if (hovered_window == nullptr && 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) // 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;
int mouse_x, mouse_y, window_x, window_y; int window_x, window_y;
SDL_GetGlobalMouseState(&mouse_x, &mouse_y); SDL_GetGlobalMouseState(&mouse_x, &mouse_y);
if (!(io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)) SDL_GetWindowPosition(focused_window, &window_x, &window_y);
{ mouse_x -= window_x;
SDL_GetWindowPosition(focused_window, &window_x, &window_y); mouse_y -= window_y;
mouse_x -= window_x;
mouse_y -= window_y;
}
io.AddMousePosEvent((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.
// - [!] 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() static void ImGui_ImplSDL2_UpdateMouseCursor()
@@ -823,13 +751,21 @@ float ImGui_ImplSDL2_GetContentScaleForWindow(SDL_Window* window)
return ImGui_ImplSDL2_GetContentScaleForDisplay(SDL_GetWindowDisplayIndex(window)); return ImGui_ImplSDL2_GetContentScaleForDisplay(SDL_GetWindowDisplayIndex(window));
} }
// SDL_GetDisplayDPI() seems rather unreliable on Linux.
float ImGui_ImplSDL2_GetContentScaleForDisplay(int display_index) float ImGui_ImplSDL2_GetContentScaleForDisplay(int display_index)
{ {
const char* sdl_driver = SDL_GetCurrentVideoDriver();
if (sdl_driver && strcmp(sdl_driver, "wayland") == 0)
return 1.0f;
#if SDL_HAS_PER_MONITOR_DPI #if SDL_HAS_PER_MONITOR_DPI
#if !defined(__APPLE__) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) #if !defined(__APPLE__) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__)
float dpi = 0.0f; float dpi = 0.0f;
if (SDL_GetDisplayDPI(display_index, &dpi, nullptr, nullptr) == 0) if (SDL_GetDisplayDPI(display_index, &dpi, nullptr, nullptr) == 0)
{
if (dpi < 96.0f)
dpi = 96.0f;
return dpi / 96.0f; return dpi / 96.0f;
}
#endif #endif
#endif #endif
IM_UNUSED(display_index); IM_UNUSED(display_index);
@@ -938,38 +874,6 @@ static void ImGui_ImplSDL2_UpdateGamepads()
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickDown, SDL_CONTROLLER_AXIS_RIGHTY, +thumb_dead_zone, +32767); 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()
{
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Monitors.resize(0);
bd->WantUpdateMonitors = false;
int display_count = SDL_GetNumVideoDisplays();
for (int n = 0; n < display_count; n++)
{
// 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
float dpi_scale = ImGui_ImplSDL2_GetContentScaleForDisplay(n);
if (dpi_scale <= 0.0f)
continue; // Some accessibility applications are declaring virtual monitors with a DPI of 0, see #7902.
monitor.DpiScale = dpi_scale;
monitor.PlatformHandle = (void*)(intptr_t)n;
platform_io.Monitors.push_back(monitor);
}
}
static void ImGui_ImplSDL2_GetWindowSizeAndFramebufferScale(SDL_Window* window, SDL_Renderer* renderer, ImVec2* out_size, ImVec2* out_framebuffer_scale) static void ImGui_ImplSDL2_GetWindowSizeAndFramebufferScale(SDL_Window* window, SDL_Renderer* renderer, ImVec2* out_size, ImVec2* out_framebuffer_scale)
{ {
int w, h; int w, h;
@@ -988,7 +892,7 @@ static void ImGui_ImplSDL2_GetWindowSizeAndFramebufferScale(SDL_Window* window,
if (out_size != nullptr) if (out_size != nullptr)
*out_size = ImVec2((float)w, (float)h); *out_size = ImVec2((float)w, (float)h);
if (out_framebuffer_scale != nullptr) if (out_framebuffer_scale != nullptr)
*out_framebuffer_scale = (w > 0 && h > 0) ? ImVec2((float)display_w / w, (float)display_h / h) : ImVec2(1.0f, 1.0f); *out_framebuffer_scale = (w > 0 && h > 0) ? ImVec2((float)display_w / (float)w, (float)display_h / (float)h) : ImVec2(1.0f, 1.0f);
} }
void ImGui_ImplSDL2_NewFrame() void ImGui_ImplSDL2_NewFrame()
@@ -1000,20 +904,13 @@ void ImGui_ImplSDL2_NewFrame()
// Setup main viewport size (every frame to accommodate for window resizing) // Setup main viewport size (every frame to accommodate for window resizing)
ImGui_ImplSDL2_GetWindowSizeAndFramebufferScale(bd->Window, bd->Renderer, &io.DisplaySize, &io.DisplayFramebufferScale); ImGui_ImplSDL2_GetWindowSizeAndFramebufferScale(bd->Window, bd->Renderer, &io.DisplaySize, &io.DisplayFramebufferScale);
// Update monitors
#ifdef WIN32
bd->WantUpdateMonitors = true; // Keep polling under Windows to handle changes of work area when resizing task-bar (#8415)
#endif
if (bd->WantUpdateMonitors)
ImGui_ImplSDL2_UpdateMonitors();
// Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution) // 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) // (Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. Happens in VMs and Emscripten, see #6189, #6114, #3644)
static Uint64 frequency = SDL_GetPerformanceFrequency(); static Uint64 frequency = SDL_GetPerformanceFrequency();
Uint64 current_time = SDL_GetPerformanceCounter(); Uint64 current_time = SDL_GetPerformanceCounter();
if (current_time <= bd->Time) if (current_time <= bd->Time)
current_time = bd->Time + 1; current_time = bd->Time + 1;
io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f); io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / (double)frequency) : (float)(1.0f / 60.0f);
bd->Time = current_time; bd->Time = current_time;
if (bd->MouseLastLeaveFrame && bd->MouseLastLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0) if (bd->MouseLastLeaveFrame && bd->MouseLastLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0)
@@ -1023,13 +920,6 @@ void ImGui_ImplSDL2_NewFrame()
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); 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_UpdateMouseData();
ImGui_ImplSDL2_UpdateMouseCursor(); ImGui_ImplSDL2_UpdateMouseCursor();
@@ -1037,266 +927,6 @@ void ImGui_ImplSDL2_NewFrame()
ImGui_ImplSDL2_UpdateGamepads(); 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) && ((defined(WINAPI_FAMILY_APP) && WINAPI_FAMILY == WINAPI_FAMILY_APP) || (defined(WINAPI_FAMILY_GAMES) && 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 ImVec2 ImGui_ImplSDL2_GetWindowFramebufferScale(ImGuiViewport* viewport)
{
// FIXME: SDL_Renderer does not support multi-viewport.
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
ImVec2 framebuffer_scale;
ImGui_ImplSDL2_GetWindowSizeAndFramebufferScale(vd->Window, nullptr, nullptr, &framebuffer_scale);
return framebuffer_scale;
}
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_GetWindowFramebufferScale = ImGui_ImplSDL2_GetWindowFramebufferScale;
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__) #if defined(__clang__)

View File

@@ -9,10 +9,6 @@
// [X] Platform: Gamepad support. // [X] Platform: Gamepad support.
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!. // [X] Platform: 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. // 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. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@@ -51,4 +47,11 @@ IMGUI_IMPL_API float ImGui_ImplSDL2_GetContentScaleForDisplay(int display_ind
enum ImGui_ImplSDL2_GamepadMode { ImGui_ImplSDL2_GamepadMode_AutoFirst, ImGui_ImplSDL2_GamepadMode_AutoAll, ImGui_ImplSDL2_GamepadMode_Manual }; enum ImGui_ImplSDL2_GamepadMode { ImGui_ImplSDL2_GamepadMode_AutoFirst, ImGui_ImplSDL2_GamepadMode_AutoAll, ImGui_ImplSDL2_GamepadMode_Manual };
IMGUI_IMPL_API void ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_GameController** manual_gamepads_array = nullptr, int manual_gamepads_count = -1); IMGUI_IMPL_API void ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_GameController** manual_gamepads_array = nullptr, int manual_gamepads_count = -1);
// (Advanced, for X11 users) Override Mouse Capture mode. Mouse capture allows receiving updated mouse position after clicking inside our window and dragging outside it.
// Having this 'Enabled' is in theory always better. But, on X11 if you crash/break to debugger while capture is active you may temporarily lose access to your mouse.
// The best solution is to setup your debugger to automatically release capture, e.g. 'setxkbmap -option grab:break_actions && xdotool key XF86Ungrab' or via a GDB script. See #3650.
// But you may independently decide on X11, when a debugger is attached, to set this value to ImGui_ImplSDL2_MouseCaptureMode_Disabled.
enum ImGui_ImplSDL2_MouseCaptureMode { ImGui_ImplSDL2_MouseCaptureMode_Enabled, ImGui_ImplSDL2_MouseCaptureMode_EnabledAfterDrag, ImGui_ImplSDL2_MouseCaptureMode_Disabled };
IMGUI_IMPL_API void ImGui_ImplSDL2_SetMouseCaptureMode(ImGui_ImplSDL2_MouseCaptureMode mode);
#endif // #ifndef IMGUI_DISABLE #endif // #ifndef IMGUI_DISABLE

View File

@@ -8,10 +8,7 @@
// [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 SDL_SCANCODE_* values are obsolete since 1.87 and not supported since 1.91.5] // [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. // [X] Platform: Gamepad support.
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [x] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable' -> the OS animation effect when window gets created/destroyed is problematic. SDL2 backend doesn't have issue. // [X] Platform: IME support.
// 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. // 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. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@@ -23,25 +20,25 @@
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (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. // 2026-02-13: Inputs: systems other than X11 are back to starting mouse capture on mouse down (reverts 2025-02-26 change). Only X11 requires waiting for a drag by default (not ideal, but a better default for X11 users). Added ImGui_ImplSDL3_SetMouseCaptureMode() for X11 debugger users. (#3650, #6410, #9235)
// 2026-01-15: Changed GetClipboardText() handler to return nullptr on error aka clipboard contents is not text. Consistent with other backends. (#9168)
// 2025-11-05: Fixed an issue with missing characters events when an already active text field changes viewports. (#9054)
// 2025-10-22: Fixed Platform_OpenInShellFn() return value (unused in core).
// 2025-09-24: Skip using the SDL_GetGlobalMouseState() state when one of our window is hovered, as the SDL_EVENT_MOUSE_MOTION data is reliable. Fix macOS notch mouse coordinates issue in fullscreen mode + better perf on X11. (#7919, #7786)
// 2025-09-18: Call platform_io.ClearPlatformHandlers() on shutdown.
// 2025-09-15: Use SDL_GetWindowDisplayScale() on Mac to output DisplayFrameBufferScale. The function is more reliable during resolution changes e.g. going fullscreen. (#8703, #4414)
// 2025-06-27: IME: avoid calling SDL_StartTextInput() again if already active. (#8727) // 2025-06-27: IME: avoid calling SDL_StartTextInput() again if already active. (#8727)
// 2025-05-15: [Docking] Add Platform_GetWindowFramebufferScale() handler, to allow varying Retina display density on multiple monitors.
// 2025-05-06: [Docking] macOS: fixed secondary viewports not appearing on other monitors before of parenting.
// 2025-04-09: [Docking] Revert update monitors and work areas information every frame. Only do it on Windows. (#8415, #8558)
// 2025-04-22: IME: honor ImGuiPlatformImeData->WantTextInput as an alternative way to call SDL_StartTextInput(), without IME being necessarily visible. // 2025-04-22: IME: honor ImGuiPlatformImeData->WantTextInput as an alternative way to call SDL_StartTextInput(), without IME being necessarily visible.
// 2025-04-09: Don't attempt to call SDL_CaptureMouse() on drivers where we don't call SDL_GetGlobalMouseState(). (#8561) // 2025-04-09: Don't attempt to call SDL_CaptureMouse() on drivers where we don't call SDL_GetGlobalMouseState(). (#8561)
// 2025-03-30: Update for SDL3 api changes: Revert SDL_GetClipboardText() memory ownership change. (#8530, #7801) // 2025-03-30: Update for SDL3 api changes: Revert SDL_GetClipboardText() memory ownership change. (#8530, #7801)
// 2025-03-21: Fill gamepad inputs and set ImGuiBackendFlags_HasGamepad regardless of ImGuiConfigFlags_NavEnableGamepad being set. // 2025-03-21: Fill gamepad inputs and set ImGuiBackendFlags_HasGamepad regardless of ImGuiConfigFlags_NavEnableGamepad being set.
// 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) // 2025-03-10: 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) // 2025-02-26: 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. // 2025-02-24: 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. // 2025-02-18: Added ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress mouse cursor support.
// 2025-02-10: Using SDL_OpenURL() in platform_io.Platform_OpenInShellFn handler. // 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. // 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. // 2024-10-24: 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) // 2024-09-03: 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: // 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
// - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn // - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn
@@ -114,12 +111,13 @@ struct ImGui_ImplSDL3_Data
SDL_Renderer* Renderer; SDL_Renderer* Renderer;
Uint64 Time; Uint64 Time;
char* ClipboardTextData; char* ClipboardTextData;
char BackendPlatformName[48]; char BackendPlatformName[64];
bool UseVulkan; bool IsWayland;
bool WantUpdateMonitors;
// IME handling // IME handling
SDL_Window* ImeWindow; SDL_Window* ImeWindow;
ImGuiPlatformImeData ImeData;
bool ImeDirty;
// Mouse handling // Mouse handling
Uint32 MouseWindowID; Uint32 MouseWindowID;
@@ -128,13 +126,12 @@ struct ImGui_ImplSDL3_Data
SDL_Cursor* MouseLastCursor; SDL_Cursor* MouseLastCursor;
int MousePendingLeaveFrame; int MousePendingLeaveFrame;
bool MouseCanUseGlobalState; bool MouseCanUseGlobalState;
bool MouseCanUseCapture; ImGui_ImplSDL3_MouseCaptureMode MouseCaptureMode;
bool MouseCanReportHoveredViewport; // This is hard to use/unreliable on SDL so we'll set ImGuiBackendFlags_HasMouseHoveredViewport dynamically based on state.
// Gamepad handling // Gamepad handling
ImVector<SDL_Gamepad*> Gamepads; ImVector<SDL_Gamepad*> Gamepads;
ImGui_ImplSDL3_GamepadMode GamepadMode; ImGui_ImplSDL3_GamepadMode GamepadMode;
bool WantUpdateGamepadsList; bool WantUpdateGamepadsList;
ImGui_ImplSDL3_Data() { memset((void*)this, 0, sizeof(*this)); } ImGui_ImplSDL3_Data() { memset((void*)this, 0, sizeof(*this)); }
}; };
@@ -149,9 +146,7 @@ static ImGui_ImplSDL3_Data* ImGui_ImplSDL3_GetBackendData()
} }
// Forward Declarations // Forward Declarations
static void ImGui_ImplSDL3_UpdateMonitors(); static void ImGui_ImplSDL3_UpdateIme();
static void ImGui_ImplSDL3_InitMultiViewportSupport(SDL_Window* window, void* sdl_gl_context);
static void ImGui_ImplSDL3_ShutdownMultiViewportSupport();
// Functions // Functions
static const char* ImGui_ImplSDL3_GetClipboardText(ImGuiContext*) static const char* ImGui_ImplSDL3_GetClipboardText(ImGuiContext*)
@@ -159,7 +154,10 @@ static const char* ImGui_ImplSDL3_GetClipboardText(ImGuiContext*)
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
if (bd->ClipboardTextData) if (bd->ClipboardTextData)
SDL_free(bd->ClipboardTextData); SDL_free(bd->ClipboardTextData);
bd->ClipboardTextData = SDL_GetClipboardText(); if (SDL_HasClipboardText())
bd->ClipboardTextData = SDL_GetClipboardText();
else
bd->ClipboardTextData = nullptr;
return bd->ClipboardTextData; return bd->ClipboardTextData;
} }
@@ -168,21 +166,43 @@ static void ImGui_ImplSDL3_SetClipboardText(ImGuiContext*, const char* text)
SDL_SetClipboardText(text); SDL_SetClipboardText(text);
} }
static void ImGui_ImplSDL3_PlatformSetImeData(ImGuiContext*, ImGuiViewport* viewport, ImGuiPlatformImeData* data) static ImGuiViewport* ImGui_ImplSDL3_GetViewportForWindowID(SDL_WindowID window_id)
{ {
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
SDL_WindowID window_id = (SDL_WindowID)(intptr_t)viewport->PlatformHandle; return (window_id == bd->WindowID) ? ImGui::GetMainViewport() : nullptr;
SDL_Window* window = SDL_GetWindowFromID(window_id); }
static void ImGui_ImplSDL3_PlatformSetImeData(ImGuiContext*, ImGuiViewport*, ImGuiPlatformImeData* data)
{
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
bd->ImeData = *data;
bd->ImeDirty = true;
ImGui_ImplSDL3_UpdateIme();
}
// We discard viewport passed via ImGuiPlatformImeData and always call SDL_StartTextInput() on SDL_GetKeyboardFocus().
static void ImGui_ImplSDL3_UpdateIme()
{
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
ImGuiPlatformImeData* data = &bd->ImeData;
SDL_Window* window = SDL_GetKeyboardFocus();
// Stop previous input
if ((!(data->WantVisible || data->WantTextInput) || bd->ImeWindow != window) && bd->ImeWindow != nullptr) if ((!(data->WantVisible || data->WantTextInput) || bd->ImeWindow != window) && bd->ImeWindow != nullptr)
{ {
SDL_StopTextInput(bd->ImeWindow); SDL_StopTextInput(bd->ImeWindow);
bd->ImeWindow = nullptr; bd->ImeWindow = nullptr;
} }
if ((!bd->ImeDirty && bd->ImeWindow == window) || (window == nullptr))
return;
// Start/update current input
bd->ImeDirty = false;
if (data->WantVisible) if (data->WantVisible)
{ {
SDL_Rect r; SDL_Rect r;
r.x = (int)(data->InputPos.x - viewport->Pos.x); r.x = (int)data->InputPos.x;
r.y = (int)(data->InputPos.y - viewport->Pos.y + data->InputLineHeight); r.y = (int)data->InputPos.y;
r.w = 1; r.w = 1;
r.h = (int)data->InputLineHeight; r.h = (int)data->InputLineHeight;
SDL_SetTextInputArea(window, &r, 0); SDL_SetTextInputArea(window, &r, 0);
@@ -354,11 +374,6 @@ static void ImGui_ImplSDL3_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & SDL_KMOD_GUI) != 0); io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & SDL_KMOD_GUI) != 0);
} }
static ImGuiViewport* ImGui_ImplSDL3_GetViewportForWindowID(SDL_WindowID window_id)
{
return ImGui::FindViewportByPlatformHandle((void*)(intptr_t)window_id);
}
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. // 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.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. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
@@ -376,13 +391,6 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
if (ImGui_ImplSDL3_GetViewportForWindowID(event->motion.windowID) == nullptr) if (ImGui_ImplSDL3_GetViewportForWindowID(event->motion.windowID) == nullptr)
return false; return false;
ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y); 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.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
io.AddMousePosEvent(mouse_pos.x, mouse_pos.y); io.AddMousePosEvent(mouse_pos.x, mouse_pos.y);
return true; return true;
@@ -426,26 +434,16 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
case SDL_EVENT_KEY_DOWN: case SDL_EVENT_KEY_DOWN:
case SDL_EVENT_KEY_UP: case SDL_EVENT_KEY_UP:
{ {
ImGuiViewport* viewport = ImGui_ImplSDL3_GetViewportForWindowID(event->key.windowID); if (ImGui_ImplSDL3_GetViewportForWindowID(event->key.windowID) == nullptr)
if (viewport == nullptr)
return false; return false;
//IMGUI_DEBUG_LOG("SDL_EVENT_KEY_%s : key=0x%08X ('%s'), scancode=%d ('%s'), mod=%X, windowID=%d, viewport=%08X\n",
// (event->type == SDL_EVENT_KEY_DOWN) ? "DOWN" : "UP ", event->key.key, SDL_GetKeyName(event->key.key), event->key.scancode, SDL_GetScancodeName(event->key.scancode), event->key.mod, event->key.windowID, viewport ? viewport->ID : 0);
ImGui_ImplSDL3_UpdateKeyModifiers((SDL_Keymod)event->key.mod); ImGui_ImplSDL3_UpdateKeyModifiers((SDL_Keymod)event->key.mod);
//IMGUI_DEBUG_LOG("SDL_EVENT_KEY_%s : key=%d ('%s'), scancode=%d ('%s'), mod=%X\n",
// (event->type == SDL_EVENT_KEY_DOWN) ? "DOWN" : "UP ", event->key.key, SDL_GetKeyName(event->key.key), event->key.scancode, SDL_GetScancodeName(event->key.scancode), event->key.mod);
ImGuiKey key = ImGui_ImplSDL3_KeyEventToImGuiKey(event->key.key, event->key.scancode); ImGuiKey key = ImGui_ImplSDL3_KeyEventToImGuiKey(event->key.key, event->key.scancode);
io.AddKeyEvent(key, (event->type == SDL_EVENT_KEY_DOWN)); io.AddKeyEvent(key, (event->type == SDL_EVENT_KEY_DOWN));
io.SetKeyEventNativeData(key, (int)event->key.key, (int)event->key.scancode, (int)event->key.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions. io.SetKeyEventNativeData(key, (int)event->key.key, (int)event->key.scancode, (int)event->key.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions.
return true; return true;
} }
case SDL_EVENT_DISPLAY_ORIENTATION:
case SDL_EVENT_DISPLAY_ADDED:
case SDL_EVENT_DISPLAY_REMOVED:
case SDL_EVENT_DISPLAY_MOVED:
case SDL_EVENT_DISPLAY_CONTENT_SCALE_CHANGED:
{
bd->WantUpdateMonitors = true;
return true;
}
case SDL_EVENT_WINDOW_MOUSE_ENTER: case SDL_EVENT_WINDOW_MOUSE_ENTER:
{ {
if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == nullptr) if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == nullptr)
@@ -468,28 +466,11 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
case SDL_EVENT_WINDOW_FOCUS_GAINED: case SDL_EVENT_WINDOW_FOCUS_GAINED:
case SDL_EVENT_WINDOW_FOCUS_LOST: case SDL_EVENT_WINDOW_FOCUS_LOST:
{ {
ImGuiViewport* viewport = ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID); if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == nullptr)
if (viewport == nullptr)
return false; return false;
//IMGUI_DEBUG_LOG("%s: windowId %d, viewport: %08X\n", (event->type == SDL_EVENT_WINDOW_FOCUS_GAINED) ? "SDL_EVENT_WINDOW_FOCUS_GAINED" : "SDL_WINDOWEVENT_FOCUS_LOST", event->window.windowID, viewport ? viewport->ID : 0);
io.AddFocusEvent(event->type == SDL_EVENT_WINDOW_FOCUS_GAINED); io.AddFocusEvent(event->type == SDL_EVENT_WINDOW_FOCUS_GAINED);
return true; 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_ADDED:
case SDL_EVENT_GAMEPAD_REMOVED: case SDL_EVENT_GAMEPAD_REMOVED:
{ {
@@ -522,51 +503,42 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void
//SDL_SetHint(SDL_HINT_EVENT_LOGGING, "2"); //SDL_SetHint(SDL_HINT_EVENT_LOGGING, "2");
const int ver_linked = SDL_GetVersion(); const int ver_linked = SDL_GetVersion();
const char* sdl_video_driver = SDL_GetCurrentVideoDriver();
// Setup backend capabilities flags // Setup backend capabilities flags
ImGui_ImplSDL3_Data* bd = IM_NEW(ImGui_ImplSDL3_Data)(); ImGui_ImplSDL3_Data* bd = IM_NEW(ImGui_ImplSDL3_Data)();
snprintf(bd->BackendPlatformName, sizeof(bd->BackendPlatformName), "imgui_impl_sdl3 (%d.%d.%d; %d.%d.%d)", snprintf(bd->BackendPlatformName, sizeof(bd->BackendPlatformName), "imgui_impl_sdl3 (%d.%d.%d; %d.%d.%d) (%s)",
SDL_MAJOR_VERSION, SDL_MINOR_VERSION, SDL_MICRO_VERSION, SDL_VERSIONNUM_MAJOR(ver_linked), SDL_VERSIONNUM_MINOR(ver_linked), SDL_VERSIONNUM_MICRO(ver_linked)); SDL_MAJOR_VERSION, SDL_MINOR_VERSION, SDL_MICRO_VERSION, SDL_VERSIONNUM_MAJOR(ver_linked), SDL_VERSIONNUM_MINOR(ver_linked), SDL_VERSIONNUM_MICRO(ver_linked),
sdl_video_driver);
io.BackendPlatformUserData = (void*)bd; io.BackendPlatformUserData = (void*)bd;
io.BackendPlatformName = bd->BackendPlatformName; io.BackendPlatformName = bd->BackendPlatformName;
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) 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_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
// (ImGuiBackendFlags_PlatformHasViewports may be set just below)
bd->Window = window; bd->Window = window;
bd->WindowID = SDL_GetWindowID(window); bd->WindowID = SDL_GetWindowID(window);
bd->Renderer = renderer; bd->Renderer = renderer;
bd->IsWayland = strcmp(sdl_video_driver, "wayland") == 0;
// 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.
#ifndef __APPLE__
bd->MouseCanReportHoveredViewport = bd->MouseCanUseGlobalState;
#else
bd->MouseCanReportHoveredViewport = false;
#endif
// Check and store if we are on a SDL backend that supports SDL_GetGlobalMouseState() and SDL_CaptureMouse() // Check and store if we are on a SDL backend that supports SDL_GetGlobalMouseState() and SDL_CaptureMouse()
// ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list) // ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list)
bd->MouseCanUseGlobalState = false; bd->MouseCanUseGlobalState = false;
bd->MouseCanUseCapture = false; bd->MouseCaptureMode = ImGui_ImplSDL3_MouseCaptureMode_Disabled;
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE #if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
const char* sdl_backend = SDL_GetCurrentVideoDriver();
const char* capture_and_global_state_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" }; const char* capture_and_global_state_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" };
for (const char* item : capture_and_global_state_whitelist) for (const char* item : capture_and_global_state_whitelist)
if (strncmp(sdl_backend, item, strlen(item)) == 0) if (strncmp(sdl_video_driver, item, strlen(item)) == 0)
bd->MouseCanUseGlobalState = bd->MouseCanUseCapture = true; {
bd->MouseCanUseGlobalState = true;
bd->MouseCaptureMode = (strcmp(item, "x11") == 0) ? ImGui_ImplSDL3_MouseCaptureMode_EnabledAfterDrag : ImGui_ImplSDL3_MouseCaptureMode_Enabled;
}
#endif #endif
if (bd->MouseCanUseGlobalState)
io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Platform_SetClipboardTextFn = ImGui_ImplSDL3_SetClipboardText; platform_io.Platform_SetClipboardTextFn = ImGui_ImplSDL3_SetClipboardText;
platform_io.Platform_GetClipboardTextFn = ImGui_ImplSDL3_GetClipboardText; platform_io.Platform_GetClipboardTextFn = ImGui_ImplSDL3_GetClipboardText;
platform_io.Platform_SetImeDataFn = ImGui_ImplSDL3_PlatformSetImeData; platform_io.Platform_SetImeDataFn = ImGui_ImplSDL3_PlatformSetImeData;
platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { return SDL_OpenURL(url) == 0; }; platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { return SDL_OpenURL(url); };
// Update monitor a first time during init
ImGui_ImplSDL3_UpdateMonitors();
// Gamepad handling // Gamepad handling
bd->GamepadMode = ImGui_ImplSDL3_GamepadMode_AutoFirst; bd->GamepadMode = ImGui_ImplSDL3_GamepadMode_AutoFirst;
@@ -600,14 +572,6 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void
// From 2.0.22: Disable auto-capture, this is preventing drag and drop across multiple windows (see #5710) // From 2.0.22: Disable auto-capture, this is preventing drag and drop across multiple windows (see #5710)
SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0"); SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0");
// 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; return true;
} }
@@ -619,11 +583,7 @@ bool ImGui_ImplSDL3_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
bool ImGui_ImplSDL3_InitForVulkan(SDL_Window* window) bool ImGui_ImplSDL3_InitForVulkan(SDL_Window* window)
{ {
if (!ImGui_ImplSDL3_Init(window, nullptr, nullptr)) return 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) bool ImGui_ImplSDL3_InitForD3D(SDL_Window* window)
@@ -661,8 +621,7 @@ void ImGui_ImplSDL3_Shutdown()
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?"); IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
ImGui_ImplSDL3_ShutdownMultiViewportSupport();
if (bd->ClipboardTextData) if (bd->ClipboardTextData)
SDL_free(bd->ClipboardTextData); SDL_free(bd->ClipboardTextData);
@@ -672,11 +631,19 @@ void ImGui_ImplSDL3_Shutdown()
io.BackendPlatformName = nullptr; io.BackendPlatformName = nullptr;
io.BackendPlatformUserData = nullptr; io.BackendPlatformUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport); io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad);
platform_io.ClearPlatformHandlers();
IM_DELETE(bd); 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. void ImGui_ImplSDL3_SetMouseCaptureMode(ImGui_ImplSDL3_MouseCaptureMode mode)
{
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
if (mode == ImGui_ImplSDL3_MouseCaptureMode_Disabled && bd->MouseCaptureMode != ImGui_ImplSDL3_MouseCaptureMode_Disabled)
SDL_CaptureMouse(false);
bd->MouseCaptureMode = mode;
}
static void ImGui_ImplSDL3_UpdateMouseData() static void ImGui_ImplSDL3_UpdateMouseData()
{ {
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
@@ -685,8 +652,12 @@ static void ImGui_ImplSDL3_UpdateMouseData()
// We forward mouse input when hovered or captured (via SDL_EVENT_MOUSE_MOTION) or when focused (below) // We forward mouse input when hovered or captured (via SDL_EVENT_MOUSE_MOTION) or when focused (below)
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE #if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
// - 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. // - 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 mitigate the issue we wait until mouse has moved to begin capture. // - Debuggers under Linux tends to leave captured mouse on break, which may be very inconvenient, so to mitigate the issue on X11 we we wait until mouse has moved to begin capture.
if (bd->MouseCanUseCapture) if (bd->MouseCaptureMode == ImGui_ImplSDL3_MouseCaptureMode_Enabled)
{
SDL_CaptureMouse(bd->MouseButtonsDown != 0);
}
else if (bd->MouseCaptureMode == ImGui_ImplSDL3_MouseCaptureMode_EnabledAfterDrag)
{ {
bool want_capture = false; bool want_capture = false;
for (int button_n = 0; button_n < ImGuiMouseButton_COUNT && !want_capture; button_n++) for (int button_n = 0; button_n < ImGuiMouseButton_COUNT && !want_capture; button_n++)
@@ -696,7 +667,7 @@ static void ImGui_ImplSDL3_UpdateMouseData()
} }
SDL_Window* focused_window = SDL_GetKeyboardFocus(); SDL_Window* focused_window = SDL_GetKeyboardFocus();
const bool is_app_focused = (focused_window && (bd->Window == focused_window || ImGui_ImplSDL3_GetViewportForWindowID(SDL_GetWindowID(focused_window)) != NULL)); const bool is_app_focused = (bd->Window == focused_window);
#else #else
SDL_Window* focused_window = bd->Window; 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 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
@@ -705,48 +676,24 @@ 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) // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos is enabled by user)
if (io.WantSetMousePos) 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) // (Optional) Fallback to provide unclamped mouse position when focused but not hovered (SDL_EVENT_MOUSE_MOTION already provides this when hovered or captured)
// Note that SDL_GetGlobalMouseState() is in theory slow on X11, but this only runs on rather specific cases. If a problem we may provide a way to opt-out this feature.
SDL_Window* hovered_window = SDL_GetMouseFocus();
const bool is_relative_mouse_mode = SDL_GetWindowRelativeMouseMode(bd->Window); const bool is_relative_mouse_mode = SDL_GetWindowRelativeMouseMode(bd->Window);
if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0 && !is_relative_mouse_mode) if (hovered_window == nullptr && 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) // 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)
float mouse_x, mouse_y; float mouse_x, mouse_y;
int window_x, window_y; int window_x, window_y;
SDL_GetGlobalMouseState(&mouse_x, &mouse_y); SDL_GetGlobalMouseState(&mouse_x, &mouse_y);
if (!(io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)) SDL_GetWindowPosition(focused_window, &window_x, &window_y);
{ mouse_x -= (float)window_x;
SDL_GetWindowPosition(focused_window, &window_x, &window_y); mouse_y -= (float)window_y;
mouse_x -= window_x; io.AddMousePosEvent(mouse_x, mouse_y);
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() static void ImGui_ImplSDL3_UpdateMouseCursor()
@@ -878,50 +825,27 @@ static void ImGui_ImplSDL3_UpdateGamepads()
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickDown, SDL_GAMEPAD_AXIS_RIGHTY, +thumb_dead_zone, +32767); ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickDown, SDL_GAMEPAD_AXIS_RIGHTY, +thumb_dead_zone, +32767);
} }
static void ImGui_ImplSDL3_UpdateMonitors()
{
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Monitors.resize(0);
bd->WantUpdateMonitors = false;
int display_count;
SDL_DisplayID* displays = SDL_GetDisplays(&display_count);
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);
}
monitor.DpiScale = SDL_GetDisplayContentScale(display_id); // See https://wiki.libsdl.org/SDL3/README-highdpi for details.
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);
}
static void ImGui_ImplSDL3_GetWindowSizeAndFramebufferScale(SDL_Window* window, ImVec2* out_size, ImVec2* out_framebuffer_scale) static void ImGui_ImplSDL3_GetWindowSizeAndFramebufferScale(SDL_Window* window, ImVec2* out_size, ImVec2* out_framebuffer_scale)
{ {
int w, h; int w, h;
int display_w, display_h;
SDL_GetWindowSize(window, &w, &h); SDL_GetWindowSize(window, &w, &h);
if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED) if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
w = h = 0; w = h = 0;
#if defined(__APPLE__)
float fb_scale_x = SDL_GetWindowDisplayScale(window); // Seems more reliable during resolution change (#8703)
float fb_scale_y = fb_scale_x;
#else
int display_w, display_h;
SDL_GetWindowSizeInPixels(window, &display_w, &display_h); SDL_GetWindowSizeInPixels(window, &display_w, &display_h);
float fb_scale_x = (w > 0) ? (float)display_w / (float)w : 1.0f;
float fb_scale_y = (h > 0) ? (float)display_h / (float)h : 1.0f;
#endif
if (out_size != nullptr) if (out_size != nullptr)
*out_size = ImVec2((float)w, (float)h); *out_size = ImVec2((float)w, (float)h);
if (out_framebuffer_scale != nullptr) if (out_framebuffer_scale != nullptr)
*out_framebuffer_scale = (w > 0 && h > 0) ? ImVec2((float)display_w / w, (float)display_h / h) : ImVec2(1.0f, 1.0f); *out_framebuffer_scale = ImVec2(fb_scale_x, fb_scale_y);
} }
void ImGui_ImplSDL3_NewFrame() void ImGui_ImplSDL3_NewFrame()
@@ -933,20 +857,13 @@ void ImGui_ImplSDL3_NewFrame()
// Setup main viewport size (every frame to accommodate for window resizing) // Setup main viewport size (every frame to accommodate for window resizing)
ImGui_ImplSDL3_GetWindowSizeAndFramebufferScale(bd->Window, &io.DisplaySize, &io.DisplayFramebufferScale); ImGui_ImplSDL3_GetWindowSizeAndFramebufferScale(bd->Window, &io.DisplaySize, &io.DisplayFramebufferScale);
// Update monitors
#ifdef WIN32
bd->WantUpdateMonitors = true; // Keep polling under Windows to handle changes of work area when resizing task-bar (#8415)
#endif
if (bd->WantUpdateMonitors)
ImGui_ImplSDL3_UpdateMonitors();
// Setup time step (we could also use SDL_GetTicksNS() available since SDL3) // Setup time step (we could also use SDL_GetTicksNS() available since SDL3)
// (Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. Happens in VMs and Emscripten, see #6189, #6114, #3644) // (Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. Happens in VMs and Emscripten, see #6189, #6114, #3644)
static Uint64 frequency = SDL_GetPerformanceFrequency(); static Uint64 frequency = SDL_GetPerformanceFrequency();
Uint64 current_time = SDL_GetPerformanceCounter(); Uint64 current_time = SDL_GetPerformanceCounter();
if (current_time <= bd->Time) if (current_time <= bd->Time)
current_time = bd->Time + 1; current_time = bd->Time + 1;
io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f); io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / (double)frequency) : (float)(1.0f / 60.0f);
bd->Time = current_time; bd->Time = current_time;
if (bd->MousePendingLeaveFrame && bd->MousePendingLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0) if (bd->MousePendingLeaveFrame && bd->MousePendingLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0)
@@ -956,287 +873,14 @@ void ImGui_ImplSDL3_NewFrame()
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); 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_UpdateMouseData();
ImGui_ImplSDL3_UpdateMouseCursor(); ImGui_ImplSDL3_UpdateMouseCursor();
ImGui_ImplSDL3_UpdateIme();
// Update game controllers (if enabled and available) // Update game controllers (if enabled and available)
ImGui_ImplSDL3_UpdateGamepads(); 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);
#ifndef __APPLE__ // On Mac, SDL3 Parenting appears to prevent viewport from appearing in another monitor
SDL_SetWindowParent(vd->Window, vd->ParentWindow);
#endif
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) && ((defined(WINAPI_FAMILY_APP) && WINAPI_FAMILY == WINAPI_FAMILY_APP) || (defined(WINAPI_FAMILY_GAMES) && 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
#ifdef __APPLE__
SDL_SetHint(SDL_HINT_WINDOW_ACTIVATE_WHEN_SHOWN, "1"); // Otherwise new window appear under
#else
SDL_SetHint(SDL_HINT_WINDOW_ACTIVATE_WHEN_SHOWN, (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing) ? "0" : "1");
#endif
SDL_ShowWindow(vd->Window);
}
static void ImGui_ImplSDL3_UpdateWindow(ImGuiViewport* viewport)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
IM_UNUSED(vd);
#ifndef __APPLE__ // On Mac, SDL3 Parenting appears to prevent viewport from appearing in another monitor
// 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);
}
#endif
}
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 ImVec2 ImGui_ImplSDL3_GetWindowFramebufferScale(ImGuiViewport* viewport)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
ImVec2 framebuffer_scale;
ImGui_ImplSDL3_GetWindowSizeAndFramebufferScale(vd->Window, nullptr, &framebuffer_scale);
return framebuffer_scale;
}
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, (const 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_GetWindowFramebufferScale = ImGui_ImplSDL3_GetWindowFramebufferScale;
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__) #if defined(__clang__)

View File

@@ -8,10 +8,7 @@
// [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 SDL_SCANCODE_* values are obsolete since 1.87 and not supported since 1.91.5] // [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. // [X] Platform: Gamepad support.
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [x] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable' -> the OS animation effect when window gets created/destroyed is problematic. SDL2 backend doesn't have issue. // [X] Platform: IME support.
// 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. // 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. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@@ -47,4 +44,11 @@ IMGUI_IMPL_API bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event);
enum ImGui_ImplSDL3_GamepadMode { ImGui_ImplSDL3_GamepadMode_AutoFirst, ImGui_ImplSDL3_GamepadMode_AutoAll, ImGui_ImplSDL3_GamepadMode_Manual }; enum ImGui_ImplSDL3_GamepadMode { ImGui_ImplSDL3_GamepadMode_AutoFirst, ImGui_ImplSDL3_GamepadMode_AutoAll, ImGui_ImplSDL3_GamepadMode_Manual };
IMGUI_IMPL_API void ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode mode, SDL_Gamepad** manual_gamepads_array = nullptr, int manual_gamepads_count = -1); IMGUI_IMPL_API void ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode mode, SDL_Gamepad** manual_gamepads_array = nullptr, int manual_gamepads_count = -1);
// (Advanced, for X11 users) Override Mouse Capture mode. Mouse capture allows receiving updated mouse position after clicking inside our window and dragging outside it.
// Having this 'Enabled' is in theory always better. But, on X11 if you crash/break to debugger while capture is active you may temporarily lose access to your mouse.
// The best solution is to setup your debugger to automatically release capture, e.g. 'setxkbmap -option grab:break_actions && xdotool key XF86Ungrab' or via a GDB script. See #3650.
// But you may independently decide on X11, when a debugger is attached, to set this value to ImGui_ImplSDL3_MouseCaptureMode_Disabled.
enum ImGui_ImplSDL3_MouseCaptureMode { ImGui_ImplSDL3_MouseCaptureMode_Enabled, ImGui_ImplSDL3_MouseCaptureMode_EnabledAfterDrag, ImGui_ImplSDL3_MouseCaptureMode_Disabled };
IMGUI_IMPL_API void ImGui_ImplSDL3_SetMouseCaptureMode(ImGui_ImplSDL3_MouseCaptureMode mode);
#endif // #ifndef IMGUI_DISABLE #endif // #ifndef IMGUI_DISABLE

View File

@@ -2,10 +2,9 @@
// This needs to be used along with the SDL3 Platform Backend // This needs to be used along with the SDL3 Platform Backend
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use simply cast a reference to your SDL_GPUTextureSamplerBinding to ImTextureID. // [X] Renderer: User texture binding. Use 'SDL_GPUTexture*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! **IMPORTANT** Before 2025/08/08, ImTextureID was a reference to a SDL_GPUTextureSamplerBinding struct.
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). // [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// The aim of imgui_impl_sdlgpu3.h/.cpp is to be usable in your engine without any modification. // 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/ // IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
@@ -23,7 +22,14 @@
// 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. // 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 // CHANGELOG
// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. // 2026-04-23: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. Obsoleting samplers from ImGui_ImplSDLGPU3_RenderState. (#9378)
// 2026-03-19: Fixed issue in ImGui_ImplSDLGPU3_DestroyTexture() if ImTextureID_Invalid is defined to be != 0, which became the default since 2026-03-12. (#9295, #9310)
// 2026-02-25: Removed unnecessary call to SDL_WaitForGPUIdle when releasing vertex/index buffers. (#9262)
// 2025-11-26: macOS version can use MSL shaders in order to support macOS 10.14+ (vs Metallib shaders requiring macOS 14+). Requires calling SDL_CreateGPUDevice() with SDL_GPU_SHADERFORMAT_MSL.
// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
// 2025-08-20: Added ImGui_ImplSDLGPU3_InitInfo::SwapchainComposition and ImGui_ImplSDLGPU3_InitInfo::PresentMode to configure how secondary viewports are created.
// 2025-08-08: *BREAKING* Changed ImTextureID type from SDL_GPUTextureSamplerBinding* to SDL_GPUTexture*, which is more natural and easier for user to manage. If you need to change the current sampler, you can access the ImGui_ImplSDLGPU3_RenderState struct. (#8866, #8163, #7998, #7988)
// 2025-08-08: Expose SamplerDefault and SamplerCurrent in ImGui_ImplSDLGPU3_RenderState. Allow callback to change sampler.
// 2025-06-25: Mapping transfer buffer for texture update use cycle=true. Fixes artifacts e.g. on Metal backend. // 2025-06-25: Mapping transfer buffer for texture update use cycle=true. Fixes artifacts e.g. on Metal backend.
// 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplSDLGPU3_CreateFontsTexture() and ImGui_ImplSDLGPU3_DestroyFontsTexture(). // 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplSDLGPU3_CreateFontsTexture() and ImGui_ImplSDLGPU3_DestroyFontsTexture().
// 2025-04-28: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. // 2025-04-28: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
@@ -38,11 +44,6 @@
#include "imgui_impl_sdlgpu3_shaders.h" #include "imgui_impl_sdlgpu3_shaders.h"
// SDL_GPU Data // SDL_GPU Data
struct ImGui_ImplSDLGPU3_Texture
{
SDL_GPUTexture* Texture = nullptr;
SDL_GPUTextureSamplerBinding TextureSamplerBinding = { nullptr, nullptr };
};
// Reusable buffers used for rendering 1 current in-flight frame, for ImGui_ImplSDLGPU3_RenderDrawData() // Reusable buffers used for rendering 1 current in-flight frame, for ImGui_ImplSDLGPU3_RenderDrawData()
struct ImGui_ImplSDLGPU3_FrameData struct ImGui_ImplSDLGPU3_FrameData
@@ -59,11 +60,16 @@ struct ImGui_ImplSDLGPU3_Data
{ {
ImGui_ImplSDLGPU3_InitInfo InitInfo; ImGui_ImplSDLGPU3_InitInfo InitInfo;
// Render state
ImGui_ImplSDLGPU3_RenderState* RenderState = nullptr; // == ImGui::GetPlatformIO().Renderer_RenderState during rendering.
SDL_GPUSampler* CurrentSampler = nullptr;
// Graphics pipeline & shaders // Graphics pipeline & shaders
SDL_GPUShader* VertexShader = nullptr; SDL_GPUShader* VertexShader = nullptr;
SDL_GPUShader* FragmentShader = nullptr; SDL_GPUShader* FragmentShader = nullptr;
SDL_GPUGraphicsPipeline* Pipeline = nullptr; SDL_GPUGraphicsPipeline* Pipeline = nullptr;
SDL_GPUSampler* TexSampler = nullptr; SDL_GPUSampler* TexSamplerLinear = nullptr;
SDL_GPUSampler* TexSamplerNearest = nullptr;
SDL_GPUTransferBuffer* TexTransferBuffer = nullptr; SDL_GPUTransferBuffer* TexTransferBuffer = nullptr;
uint32_t TexTransferBufferSize = 0; uint32_t TexTransferBufferSize = 0;
@@ -86,12 +92,13 @@ static ImGui_ImplSDLGPU3_Data* ImGui_ImplSDLGPU3_GetBackendData()
return ImGui::GetCurrentContext() ? (ImGui_ImplSDLGPU3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; return ImGui::GetCurrentContext() ? (ImGui_ImplSDLGPU3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
} }
static void ImGui_ImplSDLGPU3_SetupRenderState(ImDrawData* draw_data, SDL_GPUGraphicsPipeline* pipeline, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass * render_pass, ImGui_ImplSDLGPU3_FrameData* fd, uint32_t fb_width, uint32_t fb_height) static void ImGui_ImplSDLGPU3_SetupRenderState(ImDrawData* draw_data, SDL_GPUGraphicsPipeline* pipeline, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass* render_pass, ImGui_ImplSDLGPU3_FrameData* fd, uint32_t fb_width, uint32_t fb_height)
{ {
//ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
bd->CurrentSampler = bd->TexSamplerLinear;
// Bind graphics pipeline // Bind graphics pipeline
SDL_BindGPUGraphicsPipeline(render_pass,pipeline); SDL_BindGPUGraphicsPipeline(render_pass, pipeline);
// Bind Vertex And Index Buffers // Bind Vertex And Index Buffers
if (draw_data->TotalVtxCount > 0) if (draw_data->TotalVtxCount > 0)
@@ -131,8 +138,7 @@ static void CreateOrResizeBuffers(SDL_GPUBuffer** buffer, SDL_GPUTransferBuffer*
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo; ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
// FIXME-OPT: Not optimal, but this is fairly rarely called. // There is no need for calling SDL_WaitForGPUIdle here, as SDL3 will handle deferred buffer deletion automatically.
SDL_WaitForGPUIdle(v->Device);
SDL_ReleaseGPUBuffer(v->Device, *buffer); SDL_ReleaseGPUBuffer(v->Device, *buffer);
SDL_ReleaseGPUTransferBuffer(v->Device, *transferbuffer); SDL_ReleaseGPUTransferBuffer(v->Device, *transferbuffer);
@@ -173,8 +179,8 @@ void ImGui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuff
ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo; ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
ImGui_ImplSDLGPU3_FrameData* fd = &bd->MainWindowFrameData; ImGui_ImplSDLGPU3_FrameData* fd = &bd->MainWindowFrameData;
uint32_t vertex_size = draw_data->TotalVtxCount * sizeof(ImDrawVert); uint32_t vertex_size = (uint32_t)draw_data->TotalVtxCount * sizeof(ImDrawVert);
uint32_t index_size = draw_data->TotalIdxCount * sizeof(ImDrawIdx); uint32_t index_size = (uint32_t)draw_data->TotalIdxCount * sizeof(ImDrawIdx);
if (fd->VertexBuffer == nullptr || fd->VertexBufferSize < vertex_size) if (fd->VertexBuffer == nullptr || fd->VertexBufferSize < vertex_size)
CreateOrResizeBuffers(&fd->VertexBuffer, &fd->VertexTransferBuffer, &fd->VertexBufferSize, vertex_size, SDL_GPU_BUFFERUSAGE_VERTEX); CreateOrResizeBuffers(&fd->VertexBuffer, &fd->VertexTransferBuffer, &fd->VertexBufferSize, vertex_size, SDL_GPU_BUFFERUSAGE_VERTEX);
if (fd->IndexBuffer == nullptr || fd->IndexBufferSize < index_size) if (fd->IndexBuffer == nullptr || fd->IndexBufferSize < index_size)
@@ -182,9 +188,8 @@ void ImGui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuff
ImDrawVert* vtx_dst = (ImDrawVert*)SDL_MapGPUTransferBuffer(v->Device, fd->VertexTransferBuffer, true); ImDrawVert* vtx_dst = (ImDrawVert*)SDL_MapGPUTransferBuffer(v->Device, fd->VertexTransferBuffer, true);
ImDrawIdx* idx_dst = (ImDrawIdx*)SDL_MapGPUTransferBuffer(v->Device, fd->IndexTransferBuffer, true); ImDrawIdx* idx_dst = (ImDrawIdx*)SDL_MapGPUTransferBuffer(v->Device, fd->IndexTransferBuffer, true);
for (int n = 0; n < draw_data->CmdListsCount; n++) for (const ImDrawList* draw_list : draw_data->CmdLists)
{ {
const ImDrawList* draw_list = draw_data->CmdLists[n];
memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert)); memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert));
memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx)); memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
vtx_dst += draw_list->VtxBuffer.Size; vtx_dst += draw_list->VtxBuffer.Size;
@@ -216,6 +221,11 @@ void ImGui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuff
SDL_EndGPUCopyPass(copy_pass); SDL_EndGPUCopyPass(copy_pass);
} }
// Draw callbacks
static void ImGui_ImplSDLGPU3_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way.
static void ImGui_ImplSDLGPU3_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); bd->CurrentSampler = bd->TexSamplerLinear; }
static void ImGui_ImplSDLGPU3_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); bd->CurrentSampler = bd->TexSamplerNearest; }
void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass* render_pass, SDL_GPUGraphicsPipeline* pipeline) void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass* render_pass, SDL_GPUGraphicsPipeline* pipeline)
{ {
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
@@ -230,27 +240,31 @@ void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffe
if (pipeline == nullptr) if (pipeline == nullptr)
pipeline = bd->Pipeline; pipeline = bd->Pipeline;
ImGui_ImplSDLGPU3_SetupRenderState(draw_data, pipeline, command_buffer, render_pass, fd, fb_width, fb_height);
// Will project scissor/clipping rectangles into framebuffer space // Will project scissor/clipping rectangles into framebuffer space
ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2) ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
// Setup render state structure (for callbacks and custom texture bindings)
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
ImGui_ImplSDLGPU3_RenderState render_state;
render_state.Device = bd->InitInfo.Device;
platform_io.Renderer_RenderState = bd->RenderState = &render_state;
ImGui_ImplSDLGPU3_SetupRenderState(draw_data, pipeline, command_buffer, render_pass, fd, fb_width, fb_height);
// Render command lists // Render command lists
// (Because we merged all buffers into a single one, we maintain our own offset into them) // (Because we merged all buffers into a single one, we maintain our own offset into them)
int global_vtx_offset = 0; int global_vtx_offset = 0;
int global_idx_offset = 0; int global_idx_offset = 0;
for (int n = 0; n < draw_data->CmdListsCount; n++) for (const ImDrawList* draw_list : draw_data->CmdLists)
{ {
const ImDrawList* draw_list = draw_data->CmdLists[n];
for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
{ {
const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback != nullptr) if (pcmd->UserCallback != nullptr)
{ {
// User callback, registered via ImDrawList::AddCallback() // User callback, registered via ImDrawList::AddCallback()
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) if (pcmd->UserCallback == ImGui_ImplSDLGPU3_DrawCallback_ResetRenderState)
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
ImGui_ImplSDLGPU3_SetupRenderState(draw_data, pipeline, command_buffer, render_pass, fd, fb_width, fb_height); ImGui_ImplSDLGPU3_SetupRenderState(draw_data, pipeline, command_buffer, render_pass, fd, fb_width, fb_height);
else else
pcmd->UserCallback(draw_list, pcmd); pcmd->UserCallback(draw_list, pcmd);
@@ -264,8 +278,8 @@ void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffe
// Clamp to viewport as SDL_SetGPUScissor() won't accept values that are off bounds // Clamp to viewport as SDL_SetGPUScissor() won't accept values that are off bounds
if (clip_min.x < 0.0f) { clip_min.x = 0.0f; } if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
if (clip_min.y < 0.0f) { clip_min.y = 0.0f; } if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; } if (clip_max.x > (float)fb_width) { clip_max.x = (float)fb_width; }
if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; } if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; }
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
continue; continue;
@@ -278,9 +292,14 @@ void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffe
SDL_SetGPUScissor(render_pass,&scissor_rect); SDL_SetGPUScissor(render_pass,&scissor_rect);
// Bind DescriptorSet with font or user texture // Bind DescriptorSet with font or user texture
SDL_BindGPUFragmentSamplers(render_pass, 0, (SDL_GPUTextureSamplerBinding*)pcmd->GetTexID(), 1); SDL_GPUTextureSamplerBinding texture_sampler_binding;
texture_sampler_binding.texture = (SDL_GPUTexture*)(intptr_t)pcmd->GetTexID();
texture_sampler_binding.sampler = bd->CurrentSampler;
SDL_BindGPUFragmentSamplers(render_pass, 0, &texture_sampler_binding, 1);
// Draw // Draw
// **IF YOU GET A CRASH HERE** In 1.92.2 on 2025/08/08 we have changed ImTextureID to store 'SDL_GPUTexture*' instead of storing 'SDL_GPUTextureSamplerBinding'.
// Any code loading custom texture using this backend needs to be updated.
SDL_DrawGPUIndexedPrimitives(render_pass, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0); SDL_DrawGPUIndexedPrimitives(render_pass, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
} }
} }
@@ -294,23 +313,20 @@ void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffe
// We perform a call to SDL_SetGPUScissor() to set back a full viewport which is likely to fix things for 99% users but technically this is not perfect. (See github #4644) // We perform a call to SDL_SetGPUScissor() to set back a full viewport which is likely to fix things for 99% users but technically this is not perfect. (See github #4644)
SDL_Rect scissor_rect { 0, 0, fb_width, fb_height }; SDL_Rect scissor_rect { 0, 0, fb_width, fb_height };
SDL_SetGPUScissor(render_pass, &scissor_rect); SDL_SetGPUScissor(render_pass, &scissor_rect);
platform_io.Renderer_RenderState = bd->RenderState = nullptr;
} }
static void ImGui_ImplSDLGPU3_DestroyTexture(ImTextureData* tex) static void ImGui_ImplSDLGPU3_DestroyTexture(ImTextureData* tex)
{ {
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
ImGui_ImplSDLGPU3_Texture* backend_tex = (ImGui_ImplSDLGPU3_Texture*)tex->BackendUserData; if (tex->GetTexID() != ImTextureID_Invalid)
if (backend_tex == nullptr) if (SDL_GPUTexture* raw_tex = (SDL_GPUTexture*)(intptr_t)tex->GetTexID())
return; SDL_ReleaseGPUTexture(bd->InitInfo.Device, raw_tex);
SDL_GPUTextureSamplerBinding* binding = (SDL_GPUTextureSamplerBinding*)(intptr_t)tex->BackendUserData;
IM_ASSERT(backend_tex->Texture == binding->texture);
SDL_ReleaseGPUTexture(bd->InitInfo.Device, backend_tex->Texture);
IM_DELETE(backend_tex);
// Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running) // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
tex->SetTexID(ImTextureID_Invalid); tex->SetTexID(ImTextureID_Invalid);
tex->SetStatus(ImTextureStatus_Destroyed); tex->SetStatus(ImTextureStatus_Destroyed);
tex->BackendUserData = nullptr;
} }
void ImGui_ImplSDLGPU3_UpdateTexture(ImTextureData* tex) void ImGui_ImplSDLGPU3_UpdateTexture(ImTextureData* tex)
@@ -324,7 +340,6 @@ void ImGui_ImplSDLGPU3_UpdateTexture(ImTextureData* tex)
//IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height); //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr); IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);
IM_ASSERT(tex->Format == ImTextureFormat_RGBA32); IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
ImGui_ImplSDLGPU3_Texture* backend_tex = IM_NEW(ImGui_ImplSDLGPU3_Texture)();
// Create texture // Create texture
SDL_GPUTextureCreateInfo texture_info = {}; SDL_GPUTextureCreateInfo texture_info = {};
@@ -337,19 +352,16 @@ void ImGui_ImplSDLGPU3_UpdateTexture(ImTextureData* tex)
texture_info.num_levels = 1; texture_info.num_levels = 1;
texture_info.sample_count = SDL_GPU_SAMPLECOUNT_1; texture_info.sample_count = SDL_GPU_SAMPLECOUNT_1;
backend_tex->Texture = SDL_CreateGPUTexture(v->Device, &texture_info); SDL_GPUTexture* raw_tex = SDL_CreateGPUTexture(v->Device, &texture_info);
backend_tex->TextureSamplerBinding.texture = backend_tex->Texture; IM_ASSERT(raw_tex != nullptr && "Failed to create texture, call SDL_GetError() for more info");
backend_tex->TextureSamplerBinding.sampler = bd->TexSampler;
IM_ASSERT(backend_tex->Texture && "Failed to create font texture, call SDL_GetError() for more info");
// Store identifiers // Store identifiers
tex->SetTexID((ImTextureID)(intptr_t)&backend_tex->TextureSamplerBinding); tex->SetTexID((ImTextureID)(intptr_t)raw_tex);
tex->BackendUserData = backend_tex;
} }
if (tex->Status == ImTextureStatus_WantCreate || tex->Status == ImTextureStatus_WantUpdates) if (tex->Status == ImTextureStatus_WantCreate || tex->Status == ImTextureStatus_WantUpdates)
{ {
ImGui_ImplSDLGPU3_Texture* backend_tex = (ImGui_ImplSDLGPU3_Texture*)tex->BackendUserData; SDL_GPUTexture* raw_tex = (SDL_GPUTexture*)(intptr_t)tex->GetTexID();
IM_ASSERT(tex->Format == ImTextureFormat_RGBA32); IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
// Update full texture or selected blocks. We only ever write to textures regions which have never been used before! // Update full texture or selected blocks. We only ever write to textures regions which have never been used before!
@@ -371,7 +383,7 @@ void ImGui_ImplSDLGPU3_UpdateTexture(ImTextureData* tex)
transferbuffer_info.size = upload_size + 1024; transferbuffer_info.size = upload_size + 1024;
bd->TexTransferBufferSize = upload_size + 1024; bd->TexTransferBufferSize = upload_size + 1024;
bd->TexTransferBuffer = SDL_CreateGPUTransferBuffer(v->Device, &transferbuffer_info); bd->TexTransferBuffer = SDL_CreateGPUTransferBuffer(v->Device, &transferbuffer_info);
IM_ASSERT(bd->TexTransferBuffer != nullptr && "Failed to create font transfer buffer, call SDL_GetError() for more information"); IM_ASSERT(bd->TexTransferBuffer != nullptr && "Failed to create transfer buffer, call SDL_GetError() for more information");
} }
// Copy to transfer buffer // Copy to transfer buffer
@@ -387,7 +399,7 @@ void ImGui_ImplSDLGPU3_UpdateTexture(ImTextureData* tex)
transfer_info.transfer_buffer = bd->TexTransferBuffer; transfer_info.transfer_buffer = bd->TexTransferBuffer;
SDL_GPUTextureRegion texture_region = {}; SDL_GPUTextureRegion texture_region = {};
texture_region.texture = backend_tex->Texture; texture_region.texture = raw_tex;
texture_region.x = (Uint32)upload_x; texture_region.x = (Uint32)upload_x;
texture_region.y = (Uint32)upload_y; texture_region.y = (Uint32)upload_y;
texture_region.w = (Uint32)upload_w; texture_region.w = (Uint32)upload_w;
@@ -454,14 +466,31 @@ static void ImGui_ImplSDLGPU3_CreateShaders()
#ifdef __APPLE__ #ifdef __APPLE__
else else
{ {
vertex_shader_info.entrypoint = "main0"; SDL_GPUShaderFormat supported_formats = SDL_GetGPUShaderFormats(v->Device);
vertex_shader_info.format = SDL_GPU_SHADERFORMAT_METALLIB; if (supported_formats & SDL_GPU_SHADERFORMAT_METALLIB)
vertex_shader_info.code = metallib_vertex; {
vertex_shader_info.code_size = sizeof(metallib_vertex); // Using metallib blobs (macOS 14+, iOS)
fragment_shader_info.entrypoint = "main0"; vertex_shader_info.entrypoint = "main0";
fragment_shader_info.format = SDL_GPU_SHADERFORMAT_METALLIB; vertex_shader_info.format = SDL_GPU_SHADERFORMAT_METALLIB;
fragment_shader_info.code = metallib_fragment; vertex_shader_info.code = metallib_vertex;
fragment_shader_info.code_size = sizeof(metallib_fragment); vertex_shader_info.code_size = sizeof(metallib_vertex);
fragment_shader_info.entrypoint = "main0";
fragment_shader_info.format = SDL_GPU_SHADERFORMAT_METALLIB;
fragment_shader_info.code = metallib_fragment;
fragment_shader_info.code_size = sizeof(metallib_fragment);
}
else if (supported_formats & SDL_GPU_SHADERFORMAT_MSL)
{
// macOS: using MSL source
vertex_shader_info.entrypoint = "main0";
vertex_shader_info.format = SDL_GPU_SHADERFORMAT_MSL;
vertex_shader_info.code = msl_vertex;
vertex_shader_info.code_size = sizeof(msl_vertex);
fragment_shader_info.entrypoint = "main0";
fragment_shader_info.format = SDL_GPU_SHADERFORMAT_MSL;
fragment_shader_info.code = msl_fragment;
fragment_shader_info.code_size = sizeof(msl_fragment);
}
} }
#endif #endif
bd->VertexShader = SDL_CreateGPUShader(v->Device, &vertex_shader_info); bd->VertexShader = SDL_CreateGPUShader(v->Device, &vertex_shader_info);
@@ -560,7 +589,7 @@ void ImGui_ImplSDLGPU3_CreateDeviceObjects()
ImGui_ImplSDLGPU3_DestroyDeviceObjects(); ImGui_ImplSDLGPU3_DestroyDeviceObjects();
if (bd->TexSampler == nullptr) if (bd->TexSamplerLinear == nullptr)
{ {
// Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling. // Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling.
SDL_GPUSamplerCreateInfo sampler_info = {}; SDL_GPUSamplerCreateInfo sampler_info = {};
@@ -576,9 +605,14 @@ void ImGui_ImplSDLGPU3_CreateDeviceObjects()
sampler_info.enable_anisotropy = false; sampler_info.enable_anisotropy = false;
sampler_info.max_anisotropy = 1.0f; sampler_info.max_anisotropy = 1.0f;
sampler_info.enable_compare = false; sampler_info.enable_compare = false;
bd->TexSamplerLinear = SDL_CreateGPUSampler(v->Device, &sampler_info);
IM_ASSERT(bd->TexSamplerLinear != nullptr && "Failed to create sampler, call SDL_GetError() for more information");
bd->TexSampler = SDL_CreateGPUSampler(v->Device, &sampler_info); sampler_info.min_filter = SDL_GPU_FILTER_NEAREST;
IM_ASSERT(bd->TexSampler != nullptr && "Failed to create font sampler, call SDL_GetError() for more information"); sampler_info.mag_filter = SDL_GPU_FILTER_NEAREST;
sampler_info.mipmap_mode = SDL_GPU_SAMPLERMIPMAPMODE_NEAREST;
bd->TexSamplerNearest = SDL_CreateGPUSampler(v->Device, &sampler_info);
IM_ASSERT(bd->TexSamplerNearest != nullptr && "Failed to create sampler, call SDL_GetError() for more information");
} }
ImGui_ImplSDLGPU3_CreateGraphicsPipeline(); ImGui_ImplSDLGPU3_CreateGraphicsPipeline();
@@ -613,13 +647,11 @@ void ImGui_ImplSDLGPU3_DestroyDeviceObjects()
if (bd->TexTransferBuffer) { SDL_ReleaseGPUTransferBuffer(v->Device, bd->TexTransferBuffer); bd->TexTransferBuffer = nullptr; } if (bd->TexTransferBuffer) { SDL_ReleaseGPUTransferBuffer(v->Device, bd->TexTransferBuffer); bd->TexTransferBuffer = nullptr; }
if (bd->VertexShader) { SDL_ReleaseGPUShader(v->Device, bd->VertexShader); bd->VertexShader = 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->FragmentShader) { SDL_ReleaseGPUShader(v->Device, bd->FragmentShader); bd->FragmentShader = nullptr; }
if (bd->TexSampler) { SDL_ReleaseGPUSampler(v->Device, bd->TexSampler); bd->TexSampler = nullptr; } if (bd->TexSamplerLinear) { SDL_ReleaseGPUSampler(v->Device, bd->TexSamplerLinear); bd->TexSamplerLinear = nullptr; }
if (bd->TexSamplerNearest) { SDL_ReleaseGPUSampler(v->Device, bd->TexSamplerNearest); bd->TexSamplerNearest = nullptr; }
if (bd->Pipeline) { SDL_ReleaseGPUGraphicsPipeline(v->Device, bd->Pipeline); bd->Pipeline = nullptr; } if (bd->Pipeline) { SDL_ReleaseGPUGraphicsPipeline(v->Device, bd->Pipeline); bd->Pipeline = nullptr; }
} }
static void ImGui_ImplSDLGPU3_InitMultiViewportSupport();
static void ImGui_ImplSDLGPU3_ShutdownMultiViewportSupport();
bool ImGui_ImplSDLGPU3_Init(ImGui_ImplSDLGPU3_InitInfo* info) bool ImGui_ImplSDLGPU3_Init(ImGui_ImplSDLGPU3_InitInfo* info)
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
@@ -632,15 +664,17 @@ bool ImGui_ImplSDLGPU3_Init(ImGui_ImplSDLGPU3_InitInfo* info)
io.BackendRendererName = "imgui_impl_sdlgpu3"; io.BackendRendererName = "imgui_impl_sdlgpu3";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render. io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.DrawCallback_ResetRenderState = ImGui_ImplSDLGPU3_DrawCallback_ResetRenderState;
platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplSDLGPU3_DrawCallback_SetSamplerLinear;
platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplSDLGPU3_DrawCallback_SetSamplerNearest;
IM_ASSERT(info->Device != nullptr); IM_ASSERT(info->Device != nullptr);
IM_ASSERT(info->ColorTargetFormat != SDL_GPU_TEXTUREFORMAT_INVALID); IM_ASSERT(info->ColorTargetFormat != SDL_GPU_TEXTUREFORMAT_INVALID);
bd->InitInfo = *info; bd->InitInfo = *info;
ImGui_ImplSDLGPU3_InitMultiViewportSupport();
return true; return true;
} }
@@ -649,12 +683,14 @@ void ImGui_ImplSDLGPU3_Shutdown()
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
ImGui_ImplSDLGPU3_ShutdownMultiViewportSupport();
ImGui_ImplSDLGPU3_DestroyDeviceObjects(); ImGui_ImplSDLGPU3_DestroyDeviceObjects();
io.BackendRendererName = nullptr; io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr; io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports); io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
platform_io.ClearRendererHandlers();
IM_DELETE(bd); IM_DELETE(bd);
} }
@@ -663,79 +699,8 @@ void ImGui_ImplSDLGPU3_NewFrame()
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLGPU3_Init()?"); IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLGPU3_Init()?");
if (!bd->TexSampler) if (!bd->TexSamplerLinear)
ImGui_ImplSDLGPU3_CreateDeviceObjects(); ImGui_ImplSDLGPU3_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_ImplSDLGPU3_CreateWindow(ImGuiViewport* viewport)
{
ImGui_ImplSDLGPU3_Data* data = ImGui_ImplSDLGPU3_GetBackendData();
SDL_Window* window = SDL_GetWindowFromID((SDL_WindowID)(intptr_t)viewport->PlatformHandle);
SDL_ClaimWindowForGPUDevice(data->InitInfo.Device, window);
viewport->RendererUserData = (void*)1;
}
static void ImGui_ImplSDLGPU3_RenderWindow(ImGuiViewport* viewport, void*)
{
ImGui_ImplSDLGPU3_Data* data = ImGui_ImplSDLGPU3_GetBackendData();
SDL_Window* window = SDL_GetWindowFromID((SDL_WindowID)(intptr_t)viewport->PlatformHandle);
ImDrawData* draw_data = viewport->DrawData;
SDL_GPUCommandBuffer* command_buffer = SDL_AcquireGPUCommandBuffer(data->InitInfo.Device);
SDL_GPUTexture* swapchain_texture;
SDL_AcquireGPUSwapchainTexture(command_buffer, window, &swapchain_texture, nullptr, nullptr);
if (swapchain_texture != nullptr)
{
ImGui_ImplSDLGPU3_PrepareDrawData(draw_data, command_buffer); // FIXME-OPT: Not optimal, may this be done earlier?
SDL_GPUColorTargetInfo target_info = {};
target_info.texture = swapchain_texture;
target_info.clear_color = SDL_FColor{ 0.0f,0.0f,0.0f,1.0f };
target_info.load_op = SDL_GPU_LOADOP_CLEAR;
target_info.store_op = SDL_GPU_STOREOP_STORE;
target_info.mip_level = 0;
target_info.layer_or_depth_plane = 0;
target_info.cycle = false;
SDL_GPURenderPass* render_pass = SDL_BeginGPURenderPass(command_buffer, &target_info, 1, nullptr);
ImGui_ImplSDLGPU3_RenderDrawData(draw_data, command_buffer, render_pass);
SDL_EndGPURenderPass(render_pass);
}
SDL_SubmitGPUCommandBuffer(command_buffer);
}
static void ImGui_ImplSDLGPU3_DestroyWindow(ImGuiViewport* viewport)
{
ImGui_ImplSDLGPU3_Data* data = ImGui_ImplSDLGPU3_GetBackendData();
if (viewport->RendererUserData)
{
SDL_Window* window = SDL_GetWindowFromID((SDL_WindowID)(intptr_t)viewport->PlatformHandle);
SDL_ReleaseWindowFromGPUDevice(data->InitInfo.Device, window);
}
viewport->RendererUserData = nullptr;
}
static void ImGui_ImplSDLGPU3_InitMultiViewportSupport()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Renderer_RenderWindow = ImGui_ImplSDLGPU3_RenderWindow;
platform_io.Renderer_CreateWindow = ImGui_ImplSDLGPU3_CreateWindow;
platform_io.Renderer_DestroyWindow = ImGui_ImplSDLGPU3_DestroyWindow;
}
static void ImGui_ImplSDLGPU3_ShutdownMultiViewportSupport()
{
ImGui::DestroyPlatformWindows();
}
//-----------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE #endif // #ifndef IMGUI_DISABLE

View File

@@ -2,10 +2,9 @@
// This needs to be used along with the SDL3 Platform Backend // This needs to be used along with the SDL3 Platform Backend
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use simply cast a reference to your SDL_GPUTextureSamplerBinding to ImTextureID. // [X] Renderer: User texture binding. Use 'SDL_GPUTexture*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! **IMPORTANT** Before 2025/08/08, ImTextureID was a reference to a SDL_GPUTextureSamplerBinding struct.
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). // [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// The aim of imgui_impl_sdlgpu3.h/.cpp is to be usable in your engine without any modification. // 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/ // IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
@@ -28,12 +27,14 @@
#include <SDL3/SDL_gpu.h> #include <SDL3/SDL_gpu.h>
// Initialization data, for ImGui_ImplSDLGPU_Init() // Initialization data, for ImGui_ImplSDLGPU_Init()
// - Remember to set ColorTargetFormat to the correct format. If you're rendering to the swapchain, call SDL_GetGPUSwapchainTextureFormat to query the right value // - 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 struct ImGui_ImplSDLGPU3_InitInfo
{ {
SDL_GPUDevice* Device = nullptr; SDL_GPUDevice* Device = nullptr;
SDL_GPUTextureFormat ColorTargetFormat = SDL_GPU_TEXTUREFORMAT_INVALID; SDL_GPUTextureFormat ColorTargetFormat = SDL_GPU_TEXTUREFORMAT_INVALID;
SDL_GPUSampleCount MSAASamples = SDL_GPU_SAMPLECOUNT_1; SDL_GPUSampleCount MSAASamples = SDL_GPU_SAMPLECOUNT_1;
SDL_GPUSwapchainComposition SwapchainComposition = SDL_GPU_SWAPCHAINCOMPOSITION_SDR; // Only used in multi-viewports mode.
SDL_GPUPresentMode PresentMode = SDL_GPU_PRESENTMODE_VSYNC; // Only used in multi-viewports mode.
}; };
// Follow "Getting Started" link and check examples/ folder to learn about using backends! // Follow "Getting Started" link and check examples/ folder to learn about using backends!
@@ -47,7 +48,15 @@ IMGUI_IMPL_API void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data,
IMGUI_IMPL_API void ImGui_ImplSDLGPU3_CreateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplSDLGPU3_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplSDLGPU3_DestroyDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplSDLGPU3_DestroyDeviceObjects();
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually. // (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually.
IMGUI_IMPL_API void ImGui_ImplSDLGPU3_UpdateTexture(ImTextureData* tex); IMGUI_IMPL_API void ImGui_ImplSDLGPU3_UpdateTexture(ImTextureData* tex);
// [BETA] Selected render state data shared with callbacks.
// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplSDLGPU3_RenderDrawData() call.
// (Please open an issue if you feel you need access to more data)
struct ImGui_ImplSDLGPU3_RenderState
{
SDL_GPUDevice* Device;
};
#endif // #ifndef IMGUI_DISABLE #endif // #ifndef IMGUI_DISABLE

View File

@@ -221,6 +221,40 @@ const uint8_t metallib_fragment[3787] = {
148,161,0,0,0,0,109,97,105,110,48,97,105,114,46,115,97,109,112,108,101,95,116,101,120,116,117,114,101,95,50,100,46,118,52,102,51,50,51,50,48,50,51,46,51,54,56,97,105,114,54,52,45,97, 148,161,0,0,0,0,109,97,105,110,48,97,105,114,46,115,97,109,112,108,101,95,116,101,120,116,117,114,101,95,50,100,46,118,52,102,51,50,51,50,48,50,51,46,51,54,56,97,105,114,54,52,45,97,
112,112,108,101,45,109,97,99,111,115,120,49,52,46,48,46,48,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 112,112,108,101,45,109,97,99,111,115,120,49,52,46,48,46,48,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
}; };
static uint8_t msl_vertex[800] =
{
35,105,110,99,108,117,100,101,32,60,109,101,116,97,108,95,115,116,100,108,105,98,62,10,35,105,110,99,108,117,100,101,32,60,115,105,109,100,47,115,105,109,100,46,104,62,10,10,117,115,
105,110,103,32,110,97,109,101,115,112,97,99,101,32,109,101,116,97,108,59,10,10,115,116,114,117,99,116,32,95,57,10,123,10,32,32,32,32,102,108,111,97,116,52,32,67,111,108,111,114,59,
10,32,32,32,32,102,108,111,97,116,50,32,85,86,59,10,125,59,10,10,115,116,114,117,99,116,32,85,66,79,10,123,10,32,32,32,32,102,108,111,97,116,50,32,117,83,99,97,108,101,59,10,32,32,
32,32,102,108,111,97,116,50,32,117,84,114,97,110,115,108,97,116,101,59,10,125,59,10,10,115,116,114,117,99,116,32,109,97,105,110,48,95,111,117,116,10,123,10,32,32,32,32,102,108,111,
97,116,52,32,79,117,116,95,67,111,108,111,114,32,91,91,117,115,101,114,40,108,111,99,110,48,41,93,93,59,10,32,32,32,32,102,108,111,97,116,50,32,79,117,116,95,85,86,32,91,91,117,115,
101,114,40,108,111,99,110,49,41,93,93,59,10,32,32,32,32,102,108,111,97,116,52,32,103,108,95,80,111,115,105,116,105,111,110,32,91,91,112,111,115,105,116,105,111,110,93,93,59,10,125,
59,10,10,115,116,114,117,99,116,32,109,97,105,110,48,95,105,110,10,123,10,32,32,32,32,102,108,111,97,116,50,32,97,80,111,115,32,91,91,97,116,116,114,105,98,117,116,101,40,48,41,93,
93,59,10,32,32,32,32,102,108,111,97,116,50,32,97,85,86,32,91,91,97,116,116,114,105,98,117,116,101,40,49,41,93,93,59,10,32,32,32,32,102,108,111,97,116,52,32,97,67,111,108,111,114,32,
91,91,97,116,116,114,105,98,117,116,101,40,50,41,93,93,59,10,125,59,10,10,118,101,114,116,101,120,32,109,97,105,110,48,95,111,117,116,32,109,97,105,110,48,40,109,97,105,110,48,95,105,
110,32,105,110,32,91,91,115,116,97,103,101,95,105,110,93,93,44,32,99,111,110,115,116,97,110,116,32,85,66,79,38,32,117,98,111,32,91,91,98,117,102,102,101,114,40,48,41,93,93,41,10,123,
10,32,32,32,32,109,97,105,110,48,95,111,117,116,32,111,117,116,32,61,32,123,125,59,10,32,32,32,32,95,57,32,79,117,116,32,61,32,123,125,59,10,32,32,32,32,79,117,116,46,67,111,108,111,
114,32,61,32,105,110,46,97,67,111,108,111,114,59,10,32,32,32,32,79,117,116,46,85,86,32,61,32,105,110,46,97,85,86,59,10,32,32,32,32,111,117,116,46,103,108,95,80,111,115,105,116,105,
111,110,32,61,32,102,108,111,97,116,52,40,40,105,110,46,97,80,111,115,32,42,32,117,98,111,46,117,83,99,97,108,101,41,32,43,32,117,98,111,46,117,84,114,97,110,115,108,97,116,101,44,
32,48,46,48,44,32,49,46,48,41,59,10,32,32,32,32,111,117,116,46,103,108,95,80,111,115,105,116,105,111,110,46,121,32,42,61,32,40,45,49,46,48,41,59,10,32,32,32,32,111,117,116,46,79,117,
116,95,67,111,108,111,114,32,61,32,79,117,116,46,67,111,108,111,114,59,10,32,32,32,32,111,117,116,46,79,117,116,95,85,86,32,61,32,79,117,116,46,85,86,59,10,32,32,32,32,114,101,116,
117,114,110,32,111,117,116,59,10,125,10,10,
};
static uint8_t msl_fragment[580] =
{
35,105,110,99,108,117,100,101,32,60,109,101,116,97,108,95,115,116,100,108,105,98,62,10,35,105,110,99,108,117,100,101,32,60,115,105,109,100,47,115,105,109,100,46,104,62,10,10,117,115,
105,110,103,32,110,97,109,101,115,112,97,99,101,32,109,101,116,97,108,59,10,10,115,116,114,117,99,116,32,95,49,49,10,123,10,32,32,32,32,102,108,111,97,116,52,32,67,111,108,111,114,
59,10,32,32,32,32,102,108,111,97,116,50,32,85,86,59,10,125,59,10,10,115,116,114,117,99,116,32,109,97,105,110,48,95,111,117,116,10,123,10,32,32,32,32,102,108,111,97,116,52,32,102,67,
111,108,111,114,32,91,91,99,111,108,111,114,40,48,41,93,93,59,10,125,59,10,10,115,116,114,117,99,116,32,109,97,105,110,48,95,105,110,10,123,10,32,32,32,32,102,108,111,97,116,52,32,
73,110,95,67,111,108,111,114,32,91,91,117,115,101,114,40,108,111,99,110,48,41,93,93,59,10,32,32,32,32,102,108,111,97,116,50,32,73,110,95,85,86,32,91,91,117,115,101,114,40,108,111,99,
110,49,41,93,93,59,10,125,59,10,10,102,114,97,103,109,101,110,116,32,109,97,105,110,48,95,111,117,116,32,109,97,105,110,48,40,109,97,105,110,48,95,105,110,32,105,110,32,91,91,115,116,
97,103,101,95,105,110,93,93,44,32,116,101,120,116,117,114,101,50,100,60,102,108,111,97,116,62,32,115,84,101,120,116,117,114,101,32,91,91,116,101,120,116,117,114,101,40,48,41,93,93,
44,32,115,97,109,112,108,101,114,32,115,84,101,120,116,117,114,101,83,109,112,108,114,32,91,91,115,97,109,112,108,101,114,40,48,41,93,93,41,10,123,10,32,32,32,32,109,97,105,110,48,
95,111,117,116,32,111,117,116,32,61,32,123,125,59,10,32,32,32,32,95,49,49,32,73,110,32,61,32,123,125,59,10,32,32,32,32,73,110,46,67,111,108,111,114,32,61,32,105,110,46,73,110,95,67,
111,108,111,114,59,10,32,32,32,32,73,110,46,85,86,32,61,32,105,110,46,73,110,95,85,86,59,10,32,32,32,32,111,117,116,46,102,67,111,108,111,114,32,61,32,73,110,46,67,111,108,111,114,
32,42,32,115,84,101,120,116,117,114,101,46,115,97,109,112,108,101,40,115,84,101,120,116,117,114,101,83,109,112,108,114,44,32,73,110,46,85,86,41,59,10,32,32,32,32,114,101,116,117,114,
110,32,111,117,116,59,10,125,10,10,
};
#elif TARGET_OS_IPHONE #elif TARGET_OS_IPHONE
const uint8_t metallib_vertex[3876] = { const uint8_t metallib_vertex[3876] = {
77,84,76,66,1,0,2,0,7,0,0,130,18,0,1,0,36,15,0,0,0,0,0,0,88,0,0,0,0,0,0,0,123,0,0,0,0,0,0,0,219,0,0,0,0,0,0,0,49,0,0,0,0,0,0,0,12,1,0,0,0,0,0,0,8,0,0,0,0,0,0,0,20,1,0,0,0,0,0,0,16, 77,84,76,66,1,0,2,0,7,0,0,130,18,0,1,0,36,15,0,0,0,0,0,0,88,0,0,0,0,0,0,0,123,0,0,0,0,0,0,0,219,0,0,0,0,0,0,0,49,0,0,0,0,0,0,0,12,1,0,0,0,0,0,0,8,0,0,0,0,0,0,0,20,1,0,0,0,0,0,0,16,

View File

@@ -14,10 +14,10 @@
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). // [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. // [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
// Missing features: // Missing features or Issues:
// [ ] Renderer: Multi-viewport support (multiple windows). // [ ] Renderer: Missing support for DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest callbacks: SDLRenderer2 does not support changing SDL_SCALE_MODE while rendering.
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // 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. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui: // Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq // - FAQ https://dearimgui.com/faq
@@ -26,6 +26,10 @@
// - Introduction, links and more at the top of imgui.cpp // - Introduction, links and more at the top of imgui.cpp
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2026-04-23: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState (others cannot be supported). (#9378)
// 2026-03-12: Fixed invalid assert in ImGui_ImplSDLRenderer2_UpdateTexture() if ImTextureID_Invalid is defined to be != 0, which became the default since 2026-03-12. (#9295)
// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
// 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplSDLRenderer2_CreateFontsTexture() and ImGui_ImplSDLRenderer2_DestroyFontsTexture(). // 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplSDLRenderer2_CreateFontsTexture() and ImGui_ImplSDLRenderer2_DestroyFontsTexture().
// 2025-01-18: Use endian-dependent RGBA32 texture format, to match SDL_Color. // 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. // 2024-10-09: Expose selected render state in ImGui_ImplSDLRenderer2_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
@@ -72,39 +76,6 @@ static ImGui_ImplSDLRenderer2_Data* ImGui_ImplSDLRenderer2_GetBackendData()
} }
// Functions // Functions
bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer)
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!");
// Setup backend capabilities flags
ImGui_ImplSDLRenderer2_Data* bd = IM_NEW(ImGui_ImplSDLRenderer2_Data)();
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_sdlrenderer2";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
bd->Renderer = renderer;
return true;
}
void ImGui_ImplSDLRenderer2_Shutdown()
{
ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDLRenderer2_DestroyDeviceObjects();
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
IM_DELETE(bd);
}
static void ImGui_ImplSDLRenderer2_SetupRenderState(SDL_Renderer* renderer) 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
@@ -120,6 +91,9 @@ void ImGui_ImplSDLRenderer2_NewFrame()
IM_UNUSED(bd); IM_UNUSED(bd);
} }
// Draw callbacks
static void ImGui_ImplSDLRenderer2_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way.
void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer) 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
@@ -171,9 +145,8 @@ void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
ImVec2 clip_scale = render_scale; ImVec2 clip_scale = render_scale;
// Render command lists // Render command lists
for (int n = 0; n < draw_data->CmdListsCount; n++) for (const ImDrawList* draw_list : draw_data->CmdLists)
{ {
const ImDrawList* draw_list = draw_data->CmdLists[n];
const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data; const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data;
const ImDrawIdx* idx_buffer = draw_list->IdxBuffer.Data; const ImDrawIdx* idx_buffer = draw_list->IdxBuffer.Data;
@@ -183,8 +156,7 @@ void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
if (pcmd->UserCallback) if (pcmd->UserCallback)
{ {
// User callback, registered via ImDrawList::AddCallback() // User callback, registered via ImDrawList::AddCallback()
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) if (pcmd->UserCallback == ImGui_ImplSDLRenderer2_DrawCallback_ResetRenderState)
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
ImGui_ImplSDLRenderer2_SetupRenderState(renderer); ImGui_ImplSDLRenderer2_SetupRenderState(renderer);
else else
pcmd->UserCallback(draw_list, pcmd); pcmd->UserCallback(draw_list, pcmd);
@@ -267,10 +239,9 @@ void ImGui_ImplSDLRenderer2_UpdateTexture(ImTextureData* tex)
} }
else if (tex->Status == ImTextureStatus_WantDestroy) else if (tex->Status == ImTextureStatus_WantDestroy)
{ {
SDL_Texture* sdl_texture = (SDL_Texture*)(intptr_t)tex->TexID; if (tex->TexID != ImTextureID_Invalid)
if (sdl_texture == nullptr) if (SDL_Texture* sdl_texture = (SDL_Texture*)(intptr_t)tex->TexID)
return; SDL_DestroyTexture(sdl_texture);
SDL_DestroyTexture(sdl_texture);
// Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running) // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
tex->SetTexID(ImTextureID_Invalid); tex->SetTexID(ImTextureID_Invalid);
@@ -293,6 +264,44 @@ void ImGui_ImplSDLRenderer2_DestroyDeviceObjects()
} }
} }
bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer)
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!");
// Setup backend capabilities flags
ImGui_ImplSDLRenderer2_Data* bd = IM_NEW(ImGui_ImplSDLRenderer2_Data)();
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_sdlrenderer2";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.DrawCallback_ResetRenderState = ImGui_ImplSDLRenderer2_DrawCallback_ResetRenderState;
bd->Renderer = renderer;
return true;
}
void ImGui_ImplSDLRenderer2_Shutdown()
{
ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
ImGui_ImplSDLRenderer2_DestroyDeviceObjects();
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
platform_io.ClearRendererHandlers();
IM_DELETE(bd);
}
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
#if defined(__clang__) #if defined(__clang__)

View File

@@ -14,8 +14,8 @@
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). // [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. // [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
// Missing features: // Missing features or Issues:
// [ ] Renderer: Multi-viewport support (multiple windows). // [ ] Renderer: Missing support for DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest callbacks: SDLRenderer2 does not support changing SDL_SCALE_MODE while rendering.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // 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. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@@ -41,7 +41,7 @@ IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_d
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_CreateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_DestroyDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_DestroyDeviceObjects();
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually. // (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually.
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_UpdateTexture(ImTextureData* tex); IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_UpdateTexture(ImTextureData* tex);
// [BETA] Selected render state data shared with callbacks. // [BETA] Selected render state data shared with callbacks.

View File

@@ -14,10 +14,8 @@
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). // [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. // [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. // 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. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui: // Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq // - FAQ https://dearimgui.com/faq
@@ -26,6 +24,10 @@
// - Introduction, links and more at the top of imgui.cpp // - Introduction, links and more at the top of imgui.cpp
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2026-04-23: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. (#9378)
// 2026-03-12: Fixed invalid assert in ImGui_ImplSDLRenderer3_UpdateTexture() if ImTextureID_Invalid is defined to be != 0, which became the default since 2026-03-12. (#9295)
// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
// 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplSDLRenderer3_CreateFontsTexture() and ImGui_ImplSDLRenderer3_DestroyFontsTexture(). // 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplSDLRenderer3_CreateFontsTexture() and ImGui_ImplSDLRenderer3_DestroyFontsTexture().
// 2025-01-18: Use endian-dependent RGBA32 texture format, to match SDL_Color. // 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. // 2024-10-09: Expose selected render state in ImGui_ImplSDLRenderer3_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
@@ -59,6 +61,9 @@ struct ImGui_ImplSDLRenderer3_Data
SDL_Renderer* Renderer; // Main viewport's renderer SDL_Renderer* Renderer; // Main viewport's renderer
ImVector<SDL_FColor> ColorBuffer; ImVector<SDL_FColor> ColorBuffer;
// Render State
SDL_ScaleMode CurrentScaleMode;
ImGui_ImplSDLRenderer3_Data() { memset((void*)this, 0, sizeof(*this)); } ImGui_ImplSDLRenderer3_Data() { memset((void*)this, 0, sizeof(*this)); }
}; };
@@ -70,39 +75,6 @@ static ImGui_ImplSDLRenderer3_Data* ImGui_ImplSDLRenderer3_GetBackendData()
} }
// Functions // Functions
bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer)
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!");
// Setup backend capabilities flags
ImGui_ImplSDLRenderer3_Data* bd = IM_NEW(ImGui_ImplSDLRenderer3_Data)();
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_sdlrenderer3";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
bd->Renderer = renderer;
return true;
}
void ImGui_ImplSDLRenderer3_Shutdown()
{
ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDLRenderer3_DestroyDeviceObjects();
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
IM_DELETE(bd);
}
static void ImGui_ImplSDLRenderer3_SetupRenderState(SDL_Renderer* renderer) 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
@@ -136,6 +108,11 @@ static int SDL_RenderGeometryRaw8BitColor(SDL_Renderer* renderer, ImVector<SDL_F
return SDL_RenderGeometryRaw(renderer, texture, xy, xy_stride, color3, sizeof(*color3), uv, uv_stride, num_vertices, indices, num_indices, size_indices); return SDL_RenderGeometryRaw(renderer, texture, xy, xy_stride, color3, sizeof(*color3), uv, uv_stride, num_vertices, indices, num_indices, size_indices);
} }
// Draw callbacks
static void ImGui_ImplSDLRenderer3_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way.
static void ImGui_ImplSDLRenderer3_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData(); bd->CurrentScaleMode = SDL_SCALEMODE_LINEAR; }
static void ImGui_ImplSDLRenderer3_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData(); bd->CurrentScaleMode = SDL_SCALEMODE_NEAREST; }
void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer) void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer)
{ {
ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData(); ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
@@ -191,9 +168,8 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
ImVec2 clip_scale = render_scale; ImVec2 clip_scale = render_scale;
// Render command lists // Render command lists
for (int n = 0; n < draw_data->CmdListsCount; n++) for (const ImDrawList* draw_list : draw_data->CmdLists)
{ {
const ImDrawList* draw_list = draw_data->CmdLists[n];
const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data; const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data;
const ImDrawIdx* idx_buffer = draw_list->IdxBuffer.Data; const ImDrawIdx* idx_buffer = draw_list->IdxBuffer.Data;
@@ -203,8 +179,7 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
if (pcmd->UserCallback) if (pcmd->UserCallback)
{ {
// User callback, registered via ImDrawList::AddCallback() // User callback, registered via ImDrawList::AddCallback()
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) if (pcmd->UserCallback == ImGui_ImplSDLRenderer3_DrawCallback_ResetRenderState)
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
ImGui_ImplSDLRenderer3_SetupRenderState(renderer); ImGui_ImplSDLRenderer3_SetupRenderState(renderer);
else else
pcmd->UserCallback(draw_list, pcmd); pcmd->UserCallback(draw_list, pcmd);
@@ -230,6 +205,7 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
// Bind texture, Draw // Bind texture, Draw
SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID(); SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
SDL_SetTextureScaleMode(tex, bd->CurrentScaleMode);
SDL_RenderGeometryRaw8BitColor(renderer, bd->ColorBuffer, tex, SDL_RenderGeometryRaw8BitColor(renderer, bd->ColorBuffer, tex,
xy, (int)sizeof(ImDrawVert), xy, (int)sizeof(ImDrawVert),
color, (int)sizeof(ImDrawVert), color, (int)sizeof(ImDrawVert),
@@ -254,7 +230,7 @@ void ImGui_ImplSDLRenderer3_UpdateTexture(ImTextureData* tex)
{ {
// Create and upload new texture to graphics system // Create and upload new texture to graphics system
//IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height); //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
IM_ASSERT(tex->TexID == 0 && tex->BackendUserData == nullptr); IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);
IM_ASSERT(tex->Format == ImTextureFormat_RGBA32); IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
// Create texture // Create texture
@@ -283,10 +259,9 @@ void ImGui_ImplSDLRenderer3_UpdateTexture(ImTextureData* tex)
} }
else if (tex->Status == ImTextureStatus_WantDestroy) else if (tex->Status == ImTextureStatus_WantDestroy)
{ {
SDL_Texture* sdl_texture = (SDL_Texture*)(intptr_t)tex->TexID; if (tex->TexID != ImTextureID_Invalid)
if (sdl_texture == nullptr) if (SDL_Texture* sdl_texture = (SDL_Texture*)(intptr_t)tex->TexID)
return; SDL_DestroyTexture(sdl_texture);
SDL_DestroyTexture(sdl_texture);
// Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running) // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
tex->SetTexID(ImTextureID_Invalid); tex->SetTexID(ImTextureID_Invalid);
@@ -309,6 +284,46 @@ void ImGui_ImplSDLRenderer3_DestroyDeviceObjects()
} }
} }
bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer)
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!");
// Setup backend capabilities flags
ImGui_ImplSDLRenderer3_Data* bd = IM_NEW(ImGui_ImplSDLRenderer3_Data)();
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_sdlrenderer3";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.DrawCallback_ResetRenderState = ImGui_ImplSDLRenderer3_DrawCallback_ResetRenderState;
platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplSDLRenderer3_DrawCallback_SetSamplerLinear;
platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplSDLRenderer3_DrawCallback_SetSamplerNearest;
bd->Renderer = renderer;
return true;
}
void ImGui_ImplSDLRenderer3_Shutdown()
{
ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
ImGui_ImplSDLRenderer3_DestroyDeviceObjects();
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
platform_io.ClearRendererHandlers();
IM_DELETE(bd);
}
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
#if defined(__clang__) #if defined(__clang__)

View File

@@ -14,10 +14,8 @@
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). // [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. // [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. // 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. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui: // Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq // - FAQ https://dearimgui.com/faq
@@ -41,7 +39,7 @@ IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_d
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_CreateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_DestroyDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_DestroyDeviceObjects();
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually. // (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually.
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_UpdateTexture(ImTextureData* tex); IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_UpdateTexture(ImTextureData* tex);
// [BETA] Selected render state data shared with callbacks. // [BETA] Selected render state data shared with callbacks.

File diff suppressed because it is too large Load Diff

View File

@@ -2,11 +2,10 @@
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) // This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
// Implemented features: // Implemented features:
// [!] Renderer: User texture binding. Use 'VkDescriptorSet' as texture identifier. Call ImGui_ImplVulkan_AddTexture() to register one. Read the FAQ about ImTextureID/ImTextureRef + https://github.com/ocornut/imgui/pull/914 for discussions. // [!] Renderer: User texture binding. Use a VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE 'VkDescriptorSet' as texture identifier. Call ImGui_ImplVulkan_AddTexture() to register one. Read the FAQ about ImTextureID/ImTextureRef + 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: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). // [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. // [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. // 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/ // IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
@@ -42,9 +41,20 @@
// If you have no idea what this is, leave it alone! // If you have no idea what this is, leave it alone!
//#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES //#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES
// Convenience support for Volk // [Configuration] Convenience support for Volk
// (you can also technically use IMGUI_IMPL_VULKAN_NO_PROTOTYPES + wrap Volk via ImGui_ImplVulkan_LoadFunctions().) // (you can also technically use IMGUI_IMPL_VULKAN_NO_PROTOTYPES + wrap Volk via ImGui_ImplVulkan_LoadFunctions().)
// (When using Volk from directory outside your include directories list you can specify full path to the volk.h header,
// for example when using Volk from VulkanSDK and using include_directories(${Vulkan_INCLUDE_DIRS})' from 'find_package(Vulkan REQUIRED)')
//#define IMGUI_IMPL_VULKAN_USE_VOLK //#define IMGUI_IMPL_VULKAN_USE_VOLK
//#define IMGUI_IMPL_VULKAN_VOLK_FILENAME <Volk/volk.h>
//#define IMGUI_IMPL_VULKAN_VOLK_FILENAME <volk.h> // Default
// Reminder: make those changes in your imconfig.h file, not here!
// Clang/GCC warnings with -Weverything
#if defined(__clang__)
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
#endif
#if defined(IMGUI_IMPL_VULKAN_NO_PROTOTYPES) && !defined(VK_NO_PROTOTYPES) #if defined(IMGUI_IMPL_VULKAN_NO_PROTOTYPES) && !defined(VK_NO_PROTOTYPES)
#define VK_NO_PROTOTYPES #define VK_NO_PROTOTYPES
@@ -55,7 +65,11 @@
// Vulkan includes // Vulkan includes
#ifdef IMGUI_IMPL_VULKAN_USE_VOLK #ifdef IMGUI_IMPL_VULKAN_USE_VOLK
#ifdef IMGUI_IMPL_VULKAN_VOLK_FILENAME
#include IMGUI_IMPL_VULKAN_VOLK_FILENAME
#else
#include <volk.h> #include <volk.h>
#endif
#else #else
#include <vulkan/vulkan.h> #include <vulkan/vulkan.h>
#endif #endif
@@ -64,7 +78,20 @@
#endif #endif
// Backend uses a small number of descriptors per font atlas + as many as additional calls done to ImGui_ImplVulkan_AddTexture(). // Backend uses a small number of descriptors per font atlas + as many as additional calls done to ImGui_ImplVulkan_AddTexture().
#define IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE (8) // Minimum per atlas #define IMGUI_IMPL_VULKAN_MINIMUM_SAMPLED_IMAGE_POOL_SIZE (8) // Minimum per atlas
#define IMGUI_IMPL_VULKAN_MINIMUM_SAMPLER_POOL_SIZE (2) // Minimum for linear + nearest
// Specify settings to create pipeline and swapchain
struct ImGui_ImplVulkan_PipelineInfo
{
VkRenderPass RenderPass; // Ignored if using dynamic rendering
uint32_t Subpass; //
VkSampleCountFlagBits MSAASamples = {}; // 0 defaults to VK_SAMPLE_COUNT_1_BIT
ImVector<VkDynamicState> ExtraDynamicStates; // Optional, allows to insert more dynamic states into our VkPipeline
#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
VkPipelineRenderingCreateInfoKHR PipelineRenderingCreateInfo; // Optional, valid if .sType == VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR
#endif
};
// Initialization data, for ImGui_ImplVulkan_Init() // Initialization data, for ImGui_ImplVulkan_Init()
// [Please zero-clear before use!] // [Please zero-clear before use!]
@@ -73,7 +100,7 @@
// and must contain a pool size large enough to hold a small number of VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER descriptors. // and must contain a pool size large enough to hold a small number of VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER descriptors.
// - As an convenience, by setting DescriptorPoolSize > 0 the backend will create one for you. // - As an convenience, by setting DescriptorPoolSize > 0 the backend will create one for you.
// - About dynamic rendering: // - About dynamic rendering:
// - When using dynamic rendering, set UseDynamicRendering=true and fill PipelineRenderingCreateInfo structure. // - When using dynamic rendering, set UseDynamicRendering=true + fill PipelineInfoMain.PipelineRenderingCreateInfo structure.
struct ImGui_ImplVulkan_InitInfo 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) 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)
@@ -83,29 +110,32 @@ struct ImGui_ImplVulkan_InitInfo
uint32_t QueueFamily; uint32_t QueueFamily;
VkQueue Queue; VkQueue Queue;
VkDescriptorPool DescriptorPool; // See requirements in note above; ignored if using DescriptorPoolSize > 0 VkDescriptorPool DescriptorPool; // See requirements in note above; ignored if using DescriptorPoolSize > 0
VkRenderPass RenderPass; // Ignored if using dynamic rendering uint32_t DescriptorPoolSize; // Optional: set to create internal ImageView descriptor pool automatically instead of using DescriptorPool.
uint32_t MinImageCount; // >= 2 uint32_t MinImageCount; // >= 2
uint32_t ImageCount; // >= MinImageCount uint32_t ImageCount; // >= MinImageCount
VkSampleCountFlagBits MSAASamples; // 0 defaults to VK_SAMPLE_COUNT_1_BIT VkPipelineCache PipelineCache; // Optional
// (Optional) // Pipeline
VkPipelineCache PipelineCache; ImGui_ImplVulkan_PipelineInfo PipelineInfoMain; // Infos for Main Viewport (created by app/user)
uint32_t Subpass; //VkRenderPass RenderPass; // --> Since 2025/09/26: set 'PipelineInfoMain.RenderPass' instead
//uint32_t Subpass; // --> Since 2025/09/26: set 'PipelineInfoMain.Subpass' instead
// (Optional) Set to create internal descriptor pool instead of using DescriptorPool //VkSampleCountFlagBits MSAASamples; // --> Since 2025/09/26: set 'PipelineInfoMain.MSAASamples' instead
uint32_t DescriptorPoolSize; //VkPipelineRenderingCreateInfoKHR PipelineRenderingCreateInfo; // Since 2025/09/26: set 'PipelineInfoMain.PipelineRenderingCreateInfo' instead
// (Optional) Dynamic Rendering // (Optional) Dynamic Rendering
// Need to explicitly enable VK_KHR_dynamic_rendering extension to use this, even for Vulkan 1.3. // Need to explicitly enable VK_KHR_dynamic_rendering extension to use this, even for Vulkan 1.3 + setup PipelineInfoMain.PipelineRenderingCreateInfo.
bool UseDynamicRendering; bool UseDynamicRendering;
#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
VkPipelineRenderingCreateInfoKHR PipelineRenderingCreateInfo;
#endif
// (Optional) Allocation, Debugging // (Optional) Allocation, Debugging
const VkAllocationCallbacks* Allocator; const VkAllocationCallbacks* Allocator;
void (*CheckVkResultFn)(VkResult err); 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.
// (Optional) Customize default vertex/fragment shaders.
// - if .sType == VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO we use specified structs, otherwise we use defaults.
// - Shader inputs/outputs need to match ours. Code/data pointed to by the structure needs to survive for whole during of backend usage.
VkShaderModuleCreateInfo CustomShaderVertCreateInfo;
VkShaderModuleCreateInfo CustomShaderFragCreateInfo;
}; };
// Follow "Getting Started" link and check examples/ folder to learn about using backends! // Follow "Getting Started" link and check examples/ folder to learn about using backends!
@@ -115,21 +145,29 @@ IMGUI_IMPL_API void ImGui_ImplVulkan_NewFrame();
IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline pipeline = VK_NULL_HANDLE); IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline pipeline = VK_NULL_HANDLE);
IMGUI_IMPL_API void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count); // To override MinImageCount after initialization (e.g. if swap chain is recreated) IMGUI_IMPL_API void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count); // To override MinImageCount after initialization (e.g. if swap chain is recreated)
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually. // (Advanced) Use e.g. if you need to recreate pipeline without reinitializing the backend (see #8110, #8111)
// The main window pipeline will be created by ImGui_ImplVulkan_Init() if possible (== RenderPass xor (UseDynamicRendering && PipelineRenderingCreateInfo->sType == VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR))
// Else, the pipeline can be created, or re-created, using ImGui_ImplVulkan_CreateMainPipeline() before rendering.
IMGUI_IMPL_API void ImGui_ImplVulkan_CreateMainPipeline(const ImGui_ImplVulkan_PipelineInfo* info);
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually.
IMGUI_IMPL_API void ImGui_ImplVulkan_UpdateTexture(ImTextureData* tex); IMGUI_IMPL_API void ImGui_ImplVulkan_UpdateTexture(ImTextureData* tex);
// Register a texture (VkDescriptorSet == ImTextureID) // Register a texture (VkDescriptorSet for a VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE == ImTextureID)
// FIXME: This is experimental in the sense that we are unsure how to best design/tackle this problem IMGUI_IMPL_API VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkImageView image_view, VkImageLayout image_layout);
// Please post to https://github.com/ocornut/imgui/pull/914 if you have suggestions.
IMGUI_IMPL_API VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkSampler sampler, VkImageView image_view, VkImageLayout image_layout);
IMGUI_IMPL_API void ImGui_ImplVulkan_RemoveTexture(VkDescriptorSet descriptor_set); IMGUI_IMPL_API void ImGui_ImplVulkan_RemoveTexture(VkDescriptorSet descriptor_set);
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
IMGUI_IMPL_API VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkSampler sampler, VkImageView image_view, VkImageLayout image_layout); // Ignore VkSampler
#endif
// Optional: load Vulkan functions with a custom function loader // Optional: load Vulkan functions with a custom function loader
// This is only useful with IMGUI_IMPL_VULKAN_NO_PROTOTYPES / VK_NO_PROTOTYPES // This is only useful with IMGUI_IMPL_VULKAN_NO_PROTOTYPES / VK_NO_PROTOTYPES
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); 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. // [BETA] Selected render state data shared with callbacks.
// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplVulkan_RenderDrawData() call. // This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplVulkan_RenderDrawData() call.
// ImGui_ImplVulkan_RenderState* render_state = (ImGui_ImplVulkan_RenderState*)ImGui::GetPlatformIO().Renderer_RenderState;
// (Please open an issue if you feel you need access to more data) // (Please open an issue if you feel you need access to more data)
struct ImGui_ImplVulkan_RenderState struct ImGui_ImplVulkan_RenderState
{ {
@@ -144,6 +182,7 @@ struct ImGui_ImplVulkan_RenderState
// Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own engine/app. // Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own engine/app.
// //
// You probably do NOT need to use or care about those functions. // You probably do NOT need to use or care about those functions.
// WE DO NOT PROVIDE STRONG GUARANTEES OF BACKWARD/FORWARD COMPATIBILITY.
// Those functions only exist because: // Those functions only exist because:
// 1) they facilitate the readability and maintenance of the multiple main.cpp examples files. // 1) they facilitate the readability and maintenance of the multiple main.cpp examples files.
// 2) the multi-viewport / platform window implementation needs them internally. // 2) the multi-viewport / platform window implementation needs them internally.
@@ -152,19 +191,17 @@ struct ImGui_ImplVulkan_RenderState
// //
// Your engine/app will likely _already_ have code to setup all that stuff (swap chain, // Your engine/app will likely _already_ have code to setup all that stuff (swap chain,
// render pass, frame buffers, etc.). You may read this code if you are curious, but // render pass, frame buffers, etc.). You may read this code if you are curious, but
// it is recommended you use you own custom tailored code to do equivalent work. // it is recommended you use your own custom tailored code to do equivalent work.
//
// We don't provide a strong guarantee that we won't change those functions API.
// //
// The ImGui_ImplVulkanH_XXX functions should NOT interact with any of the state used // The ImGui_ImplVulkanH_XXX functions should NOT interact with any of the state used
// by the regular ImGui_ImplVulkan_XXX functions). // by the regular ImGui_ImplVulkan_XXX functions.
//------------------------------------------------------------------------- //-------------------------------------------------------------------------
struct ImGui_ImplVulkanH_Frame; struct ImGui_ImplVulkanH_Frame;
struct ImGui_ImplVulkanH_Window; struct ImGui_ImplVulkanH_Window;
// Helpers // Helpers
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_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, VkImageUsageFlags image_usage);
IMGUI_IMPL_API void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator); 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 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 VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count);
@@ -195,29 +232,48 @@ struct ImGui_ImplVulkanH_FrameSemaphores
// (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.) // (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.)
struct ImGui_ImplVulkanH_Window struct ImGui_ImplVulkanH_Window
{ {
int Width; // Input
int Height; bool UseDynamicRendering;
VkSwapchainKHR Swapchain; VkSurfaceKHR Surface; // Surface created and destroyed by caller.
VkSurfaceKHR Surface; VkSurfaceFormatKHR SurfaceFormat;
VkSurfaceFormatKHR SurfaceFormat; VkPresentModeKHR PresentMode;
VkPresentModeKHR PresentMode; VkAttachmentDescription AttachmentDesc; // RenderPass creation: main attachment description.
VkRenderPass RenderPass; VkClearValue ClearValue; // RenderPass creation: clear value when using VK_ATTACHMENT_LOAD_OP_CLEAR.
bool UseDynamicRendering;
bool ClearEnable; // Internal
VkClearValue ClearValue; int Width; // Generally same as passed to ImGui_ImplVulkanH_CreateOrResizeWindow()
uint32_t FrameIndex; // Current frame being rendered to (0 <= FrameIndex < FrameInFlightCount) int Height;
uint32_t ImageCount; // Number of simultaneous in-flight frames (returned by vkGetSwapchainImagesKHR, usually derived from min_image_count) VkSwapchainKHR Swapchain;
uint32_t SemaphoreCount; // Number of simultaneous in-flight frames + 1, to be able to use it in vkAcquireNextImageKHR VkRenderPass RenderPass;
uint32_t SemaphoreIndex; // Current set of swapchain wait semaphores we're using (needs to be distinct from per frame data) VkPipeline Pipeline; // The window pipeline may uses a different VkRenderPass than the one passed in ImGui_ImplVulkan_InitInfo
uint32_t FrameIndex; // Current frame being rendered to (0 <= FrameIndex < FrameInFlightCount)
uint32_t ImageCount; // Number of simultaneous in-flight frames (returned by vkGetSwapchainImagesKHR, usually derived from min_image_count)
uint32_t SemaphoreCount; // Number of simultaneous in-flight frames + 1, to be able to use it in vkAcquireNextImageKHR
uint32_t SemaphoreIndex; // Current set of swapchain wait semaphores we're using (needs to be distinct from per frame data)
ImVector<ImGui_ImplVulkanH_Frame> Frames; ImVector<ImGui_ImplVulkanH_Frame> Frames;
ImVector<ImGui_ImplVulkanH_FrameSemaphores> FrameSemaphores; ImVector<ImGui_ImplVulkanH_FrameSemaphores> FrameSemaphores;
ImGui_ImplVulkanH_Window() ImGui_ImplVulkanH_Window()
{ {
memset((void*)this, 0, sizeof(*this)); memset((void*)this, 0, sizeof(*this));
PresentMode = (VkPresentModeKHR)~0; // Ensure we get an error if user doesn't set this.
ClearEnable = true; // Parameters to create SwapChain
PresentMode = VK_PRESENT_MODE_MAX_ENUM_KHR; // Ensure we get an error if user doesn't set this.
// Parameters to create RenderPass
AttachmentDesc.format = VK_FORMAT_UNDEFINED; // Will automatically use wd->SurfaceFormat.format.
AttachmentDesc.samples = VK_SAMPLE_COUNT_1_BIT;
AttachmentDesc.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
AttachmentDesc.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
AttachmentDesc.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
AttachmentDesc.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
AttachmentDesc.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
AttachmentDesc.finalLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
} }
}; };
#if defined(__clang__)
#pragma clang diagnostic pop
#endif
#endif // #ifndef IMGUI_DISABLE #endif // #ifndef IMGUI_DISABLE

View File

@@ -1,14 +1,14 @@
// dear imgui: Renderer for WebGPU // dear imgui: Renderer for WebGPU
// This needs to be used along with a Platform Binding (e.g. GLFW) // This needs to be used along with a Platform Binding (e.g. GLFW, SDL2, SDL3)
// (Please note that WebGPU is currently experimental, will not run on non-beta browsers, and may break.) // (Please note that WebGPU is a recent API, may not be supported by all browser, and its ecosystem is generally a mess)
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID/ImTextureRef! // [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID/ImTextureRef!
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). // [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: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
// [X] Renderer: Texture updates support for dynamic font system (ImGuiBackendFlags_RendererHasTextures). // [X] Renderer: Texture updates support for dynamic font system (ImGuiBackendFlags_RendererHasTextures).
// Missing features or Issues:
// [ ] Renderer: Multi-viewport support (multiple windows), useful for desktop. // Read imgui_impl_wgpu.h about how to use the IMGUI_IMPL_WEBGPU_BACKEND_WGPU or IMGUI_IMPL_WEBGPU_BACKEND_DAWN flags.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // 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. // 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 +20,11 @@
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2026-04-23: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. (#9378)
// 2026-03-25: Added support for WGVK native backend via IMGUI_IMPL_WEBGPU_BACKEND_WGVK define, with SPIRV shaders if WGSL is not available. (#9316, #9246, #9257)
// 2026-03-09: Removed support for Emscripten < 4.0.10. (#9281)
// 2025-10-16: Update to compile with Dawn and Emscripten's 4.0.10+ '--use-port=emdawnwebgpu' ports. (#8381, #8898)
// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
// 2025-06-12: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. (#8465) // 2025-06-12: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. (#8465)
// 2025-02-26: Recreate image bind groups during render. (#8426, #8046, #7765, #8027) + Update for latest webgpu-native changes. // 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) // 2024-10-14: Update Dawn support for change of string usages. (#8082, #8083)
@@ -47,24 +52,20 @@
#include "imgui.h" #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__
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) == defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
#error exactly one of IMGUI_IMPL_WEBGPU_BACKEND_DAWN or IMGUI_IMPL_WEBGPU_BACKEND_WGPU must be defined!
#endif
#else
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
#error neither IMGUI_IMPL_WEBGPU_BACKEND_DAWN nor IMGUI_IMPL_WEBGPU_BACKEND_WGPU may be defined if targeting emscripten!
#endif
#endif
#ifndef IMGUI_DISABLE #ifndef IMGUI_DISABLE
#include "imgui_impl_wgpu.h" #include "imgui_impl_wgpu.h"
#include <limits.h> #include <limits.h>
#include <webgpu/webgpu.h> #include <stdio.h>
#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN // One of IMGUI_IMPL_WEBGPU_BACKEND_DAWN or IMGUI_IMPL_WEBGPU_BACKEND_WGPU must be provided. See imgui_impl_wgpu.h for more details.
#if !defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) && !defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) && !defined(IMGUI_IMPL_WEBGPU_BACKEND_WGVK)
#error Exactly one of IMGUI_IMPL_WEBGPU_BACKEND_DAWN, IMGUI_IMPL_WEBGPU_BACKEND_WGPU or IMGUI_IMPL_WEBGPU_BACKEND_WGVK must be defined!
#endif
#if defined(__EMSCRIPTEN__) && defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
#error Emscripten <4.0.10 with '-sUSE_WEBGPU=1' is not supported anymore.
#endif
#if defined IMGUI_IMPL_WEBGPU_BACKEND_DAWN || defined IMGUI_IMPL_WEBGPU_BACKEND_WGVK
// Dawn renamed WGPUProgrammableStageDescriptor to WGPUComputeState (see: https://github.com/webgpu-native/webgpu-headers/pull/413) // 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 type alias until WGPU adopts the same naming convention (#8369)
using WGPUProgrammableStageDescriptor = WGPUComputeState; using WGPUProgrammableStageDescriptor = WGPUComputeState;
@@ -83,11 +84,13 @@ struct ImGui_ImplWGPU_Texture
struct RenderResources struct RenderResources
{ {
WGPUSampler Sampler = nullptr; // Sampler for textures WGPUSampler SamplerLinear = nullptr; // Bilinear sampler
WGPUBuffer Uniforms = nullptr; // Shader uniforms WGPUSampler SamplerNearest = nullptr; // Nearest/point sampler
WGPUBindGroup CommonBindGroup = nullptr; // Resources bind-group to bind the common resources to pipeline WGPUBuffer Uniforms = nullptr; // Shader uniforms
ImGuiStorage ImageBindGroups; // Resources bind-group to bind the font/image resources to pipeline (this is a key->value map) WGPUBindGroup CommonBindGroupLinear = nullptr; // Common bind-group bound to group 0 (uniforms + SamplerLinear)
WGPUBindGroupLayout ImageBindGroupLayout = nullptr; // Cache layout used for the image bind group. Avoids allocating unnecessary JS objects when working with WebASM WGPUBindGroup CommonBindGroupNearest = nullptr; // Common bind-group bound to group 0 (uniforms + SamplerNearest)
ImGuiStorage ImageBindGroups; // Resources bind-group to bind the font/image resources to pipeline (this is a key->value map)
WGPUBindGroupLayout ImageBindGroupLayout = nullptr; // Cache layout used for the image bind group. Avoids allocating unnecessary JS objects when working with WebASM
}; };
struct FrameResources struct FrameResources
@@ -114,6 +117,7 @@ struct ImGui_ImplWGPU_Data
WGPUTextureFormat renderTargetFormat = WGPUTextureFormat_Undefined; WGPUTextureFormat renderTargetFormat = WGPUTextureFormat_Undefined;
WGPUTextureFormat depthStencilFormat = WGPUTextureFormat_Undefined; WGPUTextureFormat depthStencilFormat = WGPUTextureFormat_Undefined;
WGPURenderPipeline pipelineState = nullptr; WGPURenderPipeline pipelineState = nullptr;
ImGui_ImplWGPU_RenderState* RenderState = nullptr; // == ImGui::GetPlatformIO().Renderer_RenderState during rendering.
RenderResources renderResources; RenderResources renderResources;
FrameResources* pFrameResources = nullptr; FrameResources* pFrameResources = nullptr;
@@ -186,6 +190,60 @@ fn main(in: VertexOutput) -> @location(0) vec4<f32> {
} }
)"; )";
// Same shader as __shader_vert_wgsl[] but compiled as SPIRV.
// 'wgslc -o vert.spv vert.wgsl' + 'binary_to_compressed_c -u8 -nocompress vert.spv'
static const unsigned char __shader_vert_spirv[1996] =
{
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0,0,0,56,0,1,0,54,0,5,0,79,0,0,0,78,0,0,0,0,0,0,0,80,0,0,0,248,0,2,0,81,0,0,0,61,0,5,0,10,0,0,0,82,0,0,0,8,0,0,0,0,0,0,0,61,0,5,0,10,0,0,0,83,0,0,0,12,0,0,0,0,0,0,0,61,0,5,0,15,0,0,
0,84,0,0,0,13,0,0,0,0,0,0,0,80,0,6,0,25,0,0,0,85,0,0,0,82,0,0,0,83,0,0,0,84,0,0,0,57,0,5,0,24,0,0,0,86,0,0,0,23,0,0,0,85,0,0,0,81,0,5,0,15,0,0,0,87,0,0,0,86,0,0,0,0,0,0,0,62,0,4,0,
16,0,0,0,87,0,0,0,0,0,0,0,81,0,5,0,15,0,0,0,88,0,0,0,86,0,0,0,1,0,0,0,62,0,4,0,18,0,0,0,88,0,0,0,0,0,0,0,81,0,5,0,10,0,0,0,89,0,0,0,86,0,0,0,2,0,0,0,62,0,4,0,19,0,0,0,89,0,0,0,0,0,
0,0,62,0,4,0,21,0,0,0,41,0,0,0,0,0,0,0,253,0,1,0,56,0,1,0,
};
// Same shader as __shader_frag_wgsl[] but compiled as SPIRV.
// 'wgslc -o frag.spv frag.wgsl' + 'binary_to_compressed_c -u8 -nocompress frag.spv'
static const unsigned char __shader_frag_spirv[1392] =
{
3,2,35,7,0,3,1,0,1,0,23,0,60,0,0,0,0,0,0,0,17,0,2,0,1,0,0,0,11,0,6,0,48,0,0,0,71,76,83,76,46,115,116,100,46,52,53,48,0,0,0,0,14,0,3,0,0,0,0,0,1,0,0,0,15,0,9,0,4,0,0,0,51,0,0,0,109,
97,105,110,0,0,0,0,15,0,0,0,18,0,0,0,19,0,0,0,22,0,0,0,16,0,3,0,51,0,0,0,7,0,0,0,71,0,4,0,4,0,0,0,6,0,0,0,16,0,0,0,72,0,5,0,3,0,0,0,0,0,0,0,35,0,0,0,0,0,0,0,71,0,3,0,3,0,0,0,2,0,0,
0,71,0,4,0,1,0,0,0,34,0,0,0,0,0,0,0,71,0,4,0,1,0,0,0,33,0,0,0,0,0,0,0,71,0,3,0,1,0,0,0,24,0,0,0,71,0,4,0,8,0,0,0,34,0,0,0,0,0,0,0,71,0,4,0,8,0,0,0,33,0,0,0,1,0,0,0,71,0,4,0,11,0,0,
0,34,0,0,0,1,0,0,0,71,0,4,0,11,0,0,0,33,0,0,0,0,0,0,0,71,0,4,0,15,0,0,0,11,0,0,0,15,0,0,0,71,0,4,0,18,0,0,0,30,0,0,0,0,0,0,0,71,0,4,0,19,0,0,0,30,0,0,0,1,0,0,0,71,0,4,0,22,0,0,0,30,
0,0,0,0,0,0,0,21,0,4,0,6,0,0,0,32,0,0,0,0,0,0,0,23,0,4,0,5,0,0,0,6,0,0,0,4,0,0,0,43,0,4,0,6,0,0,0,7,0,0,0,5,0,0,0,28,0,4,0,4,0,0,0,5,0,0,0,7,0,0,0,30,0,3,0,3,0,0,0,4,0,0,0,32,0,4,0,
2,0,0,0,2,0,0,0,3,0,0,0,59,0,4,0,2,0,0,0,1,0,0,0,2,0,0,0,26,0,2,0,10,0,0,0,32,0,4,0,9,0,0,0,0,0,0,0,10,0,0,0,59,0,4,0,9,0,0,0,8,0,0,0,0,0,0,0,22,0,3,0,14,0,0,0,32,0,0,0,25,0,9,0,13,
0,0,0,14,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,32,0,4,0,12,0,0,0,0,0,0,0,13,0,0,0,59,0,4,0,12,0,0,0,11,0,0,0,0,0,0,0,23,0,4,0,17,0,0,0,14,0,0,0,4,0,0,0,32,0,4,0,16,
0,0,0,1,0,0,0,17,0,0,0,59,0,4,0,16,0,0,0,15,0,0,0,1,0,0,0,59,0,4,0,16,0,0,0,18,0,0,0,1,0,0,0,23,0,4,0,21,0,0,0,14,0,0,0,2,0,0,0,32,0,4,0,20,0,0,0,1,0,0,0,21,0,0,0,59,0,4,0,20,0,0,0,
19,0,0,0,1,0,0,0,32,0,4,0,23,0,0,0,3,0,0,0,17,0,0,0,59,0,4,0,23,0,0,0,22,0,0,0,3,0,0,0,30,0,5,0,25,0,0,0,17,0,0,0,17,0,0,0,21,0,0,0,33,0,4,0,27,0,0,0,17,0,0,0,25,0,0,0,27,0,3,0,34,
0,0,0,13,0,0,0,23,0,4,0,38,0,0,0,14,0,0,0,3,0,0,0,32,0,4,0,40,0,0,0,2,0,0,0,5,0,0,0,43,0,4,0,6,0,0,0,41,0,0,0,0,0,0,0,43,0,4,0,6,0,0,0,42,0,0,0,4,0,0,0,19,0,2,0,52,0,0,0,33,0,3,0,53,
0,0,0,52,0,0,0,54,0,5,0,17,0,0,0,24,0,0,0,0,0,0,0,27,0,0,0,55,0,3,0,25,0,0,0,26,0,0,0,248,0,2,0,28,0,0,0,81,0,5,0,17,0,0,0,29,0,0,0,26,0,0,0,1,0,0,0,61,0,5,0,13,0,0,0,30,0,0,0,11,0,
0,0,0,0,0,0,61,0,5,0,10,0,0,0,31,0,0,0,8,0,0,0,0,0,0,0,81,0,5,0,21,0,0,0,32,0,0,0,26,0,0,0,2,0,0,0,86,0,5,0,34,0,0,0,33,0,0,0,30,0,0,0,31,0,0,0,87,0,6,0,17,0,0,0,35,0,0,0,33,0,0,0,
32,0,0,0,0,0,0,0,133,0,5,0,17,0,0,0,36,0,0,0,29,0,0,0,35,0,0,0,79,0,8,0,38,0,0,0,37,0,0,0,36,0,0,0,36,0,0,0,0,0,0,0,1,0,0,0,2,0,0,0,65,0,6,0,40,0,0,0,39,0,0,0,1,0,0,0,41,0,0,0,42,0,
0,0,61,0,5,0,5,0,0,0,43,0,0,0,39,0,0,0,0,0,0,0,81,0,5,0,6,0,0,0,44,0,0,0,43,0,0,0,0,0,0,0,124,0,4,0,14,0,0,0,45,0,0,0,44,0,0,0,80,0,6,0,38,0,0,0,46,0,0,0,45,0,0,0,45,0,0,0,45,0,0,0,
12,0,7,0,38,0,0,0,47,0,0,0,48,0,0,0,26,0,0,0,37,0,0,0,46,0,0,0,81,0,5,0,14,0,0,0,49,0,0,0,36,0,0,0,3,0,0,0,80,0,5,0,17,0,0,0,50,0,0,0,47,0,0,0,49,0,0,0,254,0,2,0,50,0,0,0,56,0,1,0,
54,0,5,0,52,0,0,0,51,0,0,0,0,0,0,0,53,0,0,0,248,0,2,0,54,0,0,0,61,0,5,0,17,0,0,0,55,0,0,0,15,0,0,0,0,0,0,0,61,0,5,0,17,0,0,0,56,0,0,0,18,0,0,0,0,0,0,0,61,0,5,0,21,0,0,0,57,0,0,0,19,
0,0,0,0,0,0,0,80,0,6,0,25,0,0,0,58,0,0,0,55,0,0,0,56,0,0,0,57,0,0,0,57,0,5,0,17,0,0,0,59,0,0,0,24,0,0,0,58,0,0,0,62,0,4,0,22,0,0,0,59,0,0,0,0,0,0,0,253,0,1,0,56,0,1,0,
};
static void SafeRelease(ImDrawIdx*& res) static void SafeRelease(ImDrawIdx*& res)
{ {
if (res) if (res)
@@ -242,9 +300,11 @@ static void SafeRelease(WGPUShaderModule& res)
} }
static void SafeRelease(RenderResources& res) static void SafeRelease(RenderResources& res)
{ {
SafeRelease(res.Sampler); SafeRelease(res.SamplerLinear);
SafeRelease(res.SamplerNearest);
SafeRelease(res.Uniforms); SafeRelease(res.Uniforms);
SafeRelease(res.CommonBindGroup); SafeRelease(res.CommonBindGroupLinear);
SafeRelease(res.CommonBindGroupNearest);
SafeRelease(res.ImageBindGroupLayout); SafeRelease(res.ImageBindGroupLayout);
}; };
@@ -256,31 +316,62 @@ static void SafeRelease(FrameResources& res)
SafeRelease(res.VertexBufferHost); SafeRelease(res.VertexBufferHost);
} }
static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModule(const char* wgsl_source) static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModuleWGSL(const char* wgsl_source)
{ {
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
IM_UNUSED(bd);
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
WGPUShaderSourceWGSL wgsl_desc = {}; WGPUShaderSourceWGSL wgsl_desc = {};
wgsl_desc.chain.sType = WGPUSType_ShaderSourceWGSL; wgsl_desc.chain.sType = WGPUSType_ShaderSourceWGSL;
wgsl_desc.code = { wgsl_source, WGPU_STRLEN }; wgsl_desc.code = { wgsl_source, WGPU_STRLEN };
#else
WGPUShaderModuleWGSLDescriptor wgsl_desc = {};
wgsl_desc.chain.sType = WGPUSType_ShaderModuleWGSLDescriptor;
wgsl_desc.code = wgsl_source;
#endif
WGPUShaderModuleDescriptor desc = {}; WGPUShaderModuleDescriptor desc = {};
desc.nextInChain = reinterpret_cast<WGPUChainedStruct*>(&wgsl_desc); desc.nextInChain = (WGPUChainedStruct*)&wgsl_desc;
// Detect shader compilation errors by using an error scope.
// Flag to be passed into the validation callback `userdata1` pointer.
int validation_error = 0;
wgpuDevicePushErrorScope(bd->wgpuDevice, WGPUErrorFilter_Validation);
WGPUShaderModule module = wgpuDeviceCreateShaderModule(bd->wgpuDevice, &desc);
WGPUPopErrorScopeCallbackInfo pop_cb = {};
pop_cb.mode = WGPUCallbackMode_AllowSpontaneous;
pop_cb.callback = [](WGPUPopErrorScopeStatus, WGPUErrorType type, WGPUStringView, void* userdata1, void*)
{
if (type == WGPUErrorType_Validation)
*static_cast<int*>(userdata1) = 1;
};
pop_cb.userdata1 = &validation_error;
wgpuDevicePopErrorScope(bd->wgpuDevice, pop_cb);
WGPUProgrammableStageDescriptor stage_desc = {};
if (module && !validation_error)
{
stage_desc.module = module;
stage_desc.entryPoint = { "main", WGPU_STRLEN };
}
else if (module)
{
wgpuShaderModuleRelease(module);
}
return stage_desc;
}
static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModuleSPIRV(const void* spirv_binary, size_t spirv_length)
{
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
WGPUShaderSourceSPIRV spirv_desc = {};
spirv_desc.chain.sType = WGPUSType_ShaderSourceSPIRV;
spirv_desc.code = (const uint32_t *)spirv_binary;
spirv_desc.codeSize = ((uint32_t)(spirv_length / 4));
WGPUShaderModuleDescriptor desc = {};
desc.nextInChain = (WGPUChainedStruct*)&spirv_desc;
WGPUProgrammableStageDescriptor stage_desc = {}; WGPUProgrammableStageDescriptor stage_desc = {};
stage_desc.module = wgpuDeviceCreateShaderModule(bd->wgpuDevice, &desc); stage_desc.module = wgpuDeviceCreateShaderModule(bd->wgpuDevice, &desc);
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
stage_desc.entryPoint = { "main", WGPU_STRLEN }; stage_desc.entryPoint = { "main", WGPU_STRLEN };
#else
stage_desc.entryPoint = "main";
#endif
return stage_desc; return stage_desc;
} }
@@ -355,21 +446,25 @@ static void ImGui_ImplWGPU_SetupRenderState(ImDrawData* draw_data, WGPURenderPas
wgpuRenderPassEncoderSetVertexBuffer(ctx, 0, fr->VertexBuffer, 0, fr->VertexBufferSize * sizeof(ImDrawVert)); wgpuRenderPassEncoderSetVertexBuffer(ctx, 0, fr->VertexBuffer, 0, fr->VertexBufferSize * sizeof(ImDrawVert));
wgpuRenderPassEncoderSetIndexBuffer(ctx, fr->IndexBuffer, sizeof(ImDrawIdx) == 2 ? WGPUIndexFormat_Uint16 : WGPUIndexFormat_Uint32, 0, fr->IndexBufferSize * sizeof(ImDrawIdx)); wgpuRenderPassEncoderSetIndexBuffer(ctx, fr->IndexBuffer, sizeof(ImDrawIdx) == 2 ? WGPUIndexFormat_Uint16 : WGPUIndexFormat_Uint32, 0, fr->IndexBufferSize * sizeof(ImDrawIdx));
wgpuRenderPassEncoderSetPipeline(ctx, bd->pipelineState); wgpuRenderPassEncoderSetPipeline(ctx, bd->pipelineState);
wgpuRenderPassEncoderSetBindGroup(ctx, 0, bd->renderResources.CommonBindGroup, 0, nullptr); wgpuRenderPassEncoderSetBindGroup(ctx, 0, bd->renderResources.CommonBindGroupLinear, 0, nullptr);
// Setup blend factor // Setup blend factor
WGPUColor blend_color = { 0.f, 0.f, 0.f, 0.f }; WGPUColor blend_color = { 0.f, 0.f, 0.f, 0.f };
wgpuRenderPassEncoderSetBlendConstant(ctx, &blend_color); wgpuRenderPassEncoderSetBlendConstant(ctx, &blend_color);
} }
// Draw callbacks
static void ImGui_ImplWGPU_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way.
static void ImGui_ImplWGPU_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); wgpuRenderPassEncoderSetBindGroup(bd->RenderState->RenderPassEncoder, 0, bd->renderResources.CommonBindGroupLinear, 0, nullptr); }
static void ImGui_ImplWGPU_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); wgpuRenderPassEncoderSetBindGroup(bd->RenderState->RenderPassEncoder, 0, bd->renderResources.CommonBindGroupNearest, 0, nullptr); }
// Render function // Render function
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder) void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder)
{ {
// Avoid rendering when minimized // Avoid rendering when minimized
int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x); int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y); int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
if (fb_width <= 0 || fb_height <= 0 || draw_data->CmdListsCount == 0) if (fb_width <= 0 || fb_height <= 0 || draw_data->CmdLists.Size == 0)
return; return;
// Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do. // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do.
@@ -399,10 +494,7 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
WGPUBufferDescriptor vb_desc = WGPUBufferDescriptor vb_desc =
{ {
nullptr, nullptr,
"Dear ImGui Vertex buffer", { "Dear ImGui Vertex buffer", WGPU_STRLEN, },
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
WGPU_STRLEN,
#endif
WGPUBufferUsage_CopyDst | WGPUBufferUsage_Vertex, WGPUBufferUsage_CopyDst | WGPUBufferUsage_Vertex,
MEMALIGN(fr->VertexBufferSize * sizeof(ImDrawVert), 4), MEMALIGN(fr->VertexBufferSize * sizeof(ImDrawVert), 4),
false false
@@ -426,10 +518,7 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
WGPUBufferDescriptor ib_desc = WGPUBufferDescriptor ib_desc =
{ {
nullptr, nullptr,
"Dear ImGui Index buffer", { "Dear ImGui Index buffer", WGPU_STRLEN, },
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
WGPU_STRLEN,
#endif
WGPUBufferUsage_CopyDst | WGPUBufferUsage_Index, WGPUBufferUsage_CopyDst | WGPUBufferUsage_Index,
MEMALIGN(fr->IndexBufferSize * sizeof(ImDrawIdx), 4), MEMALIGN(fr->IndexBufferSize * sizeof(ImDrawIdx), 4),
false false
@@ -444,9 +533,8 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
// Upload vertex/index data into a single contiguous GPU buffer // Upload vertex/index data into a single contiguous GPU buffer
ImDrawVert* vtx_dst = (ImDrawVert*)fr->VertexBufferHost; ImDrawVert* vtx_dst = (ImDrawVert*)fr->VertexBufferHost;
ImDrawIdx* idx_dst = (ImDrawIdx*)fr->IndexBufferHost; ImDrawIdx* idx_dst = (ImDrawIdx*)fr->IndexBufferHost;
for (int n = 0; n < draw_data->CmdListsCount; n++) for (const ImDrawList* draw_list : draw_data->CmdLists)
{ {
const ImDrawList* draw_list = draw_data->CmdLists[n];
memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert)); memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert));
memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx)); memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
vtx_dst += draw_list->VtxBuffer.Size; vtx_dst += draw_list->VtxBuffer.Size;
@@ -454,8 +542,8 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
} }
int64_t vb_write_size = MEMALIGN((char*)vtx_dst - (char*)fr->VertexBufferHost, 4); int64_t vb_write_size = MEMALIGN((char*)vtx_dst - (char*)fr->VertexBufferHost, 4);
int64_t ib_write_size = MEMALIGN((char*)idx_dst - (char*)fr->IndexBufferHost, 4); int64_t ib_write_size = MEMALIGN((char*)idx_dst - (char*)fr->IndexBufferHost, 4);
wgpuQueueWriteBuffer(bd->defaultQueue, fr->VertexBuffer, 0, fr->VertexBufferHost, vb_write_size); wgpuQueueWriteBuffer(bd->defaultQueue, fr->VertexBuffer, 0, fr->VertexBufferHost, (size_t)vb_write_size);
wgpuQueueWriteBuffer(bd->defaultQueue, fr->IndexBuffer, 0, fr->IndexBufferHost, ib_write_size); wgpuQueueWriteBuffer(bd->defaultQueue, fr->IndexBuffer, 0, fr->IndexBufferHost, (size_t)ib_write_size);
// Setup desired render state // Setup desired render state
ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr); ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr);
@@ -465,7 +553,7 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
ImGui_ImplWGPU_RenderState render_state; ImGui_ImplWGPU_RenderState render_state;
render_state.Device = bd->wgpuDevice; render_state.Device = bd->wgpuDevice;
render_state.RenderPassEncoder = pass_encoder; render_state.RenderPassEncoder = pass_encoder;
platform_io.Renderer_RenderState = &render_state; platform_io.Renderer_RenderState = bd->RenderState = &render_state;
// Render command lists // Render command lists
// (Because we merged all buffers into a single one, we maintain our own offset into them) // (Because we merged all buffers into a single one, we maintain our own offset into them)
@@ -473,17 +561,15 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
int global_idx_offset = 0; int global_idx_offset = 0;
ImVec2 clip_scale = draw_data->FramebufferScale; ImVec2 clip_scale = draw_data->FramebufferScale;
ImVec2 clip_off = draw_data->DisplayPos; ImVec2 clip_off = draw_data->DisplayPos;
for (int n = 0; n < draw_data->CmdListsCount; n++) for (const ImDrawList* draw_list : draw_data->CmdLists)
{ {
const ImDrawList* draw_list = draw_data->CmdLists[n];
for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
{ {
const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback != nullptr) if (pcmd->UserCallback != nullptr)
{ {
// User callback, registered via ImDrawList::AddCallback() // User callback, registered via ImDrawList::AddCallback()
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) if (pcmd->UserCallback == ImGui_ImplWGPU_DrawCallback_ResetRenderState)
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr); ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr);
else else
pcmd->UserCallback(draw_list, pcmd); pcmd->UserCallback(draw_list, pcmd);
@@ -494,12 +580,11 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
ImTextureID tex_id = pcmd->GetTexID(); ImTextureID tex_id = pcmd->GetTexID();
ImGuiID tex_id_hash = ImHashData(&tex_id, sizeof(tex_id), 0); ImGuiID tex_id_hash = ImHashData(&tex_id, sizeof(tex_id), 0);
WGPUBindGroup bind_group = (WGPUBindGroup)bd->renderResources.ImageBindGroups.GetVoidPtr(tex_id_hash); WGPUBindGroup bind_group = (WGPUBindGroup)bd->renderResources.ImageBindGroups.GetVoidPtr(tex_id_hash);
if (!bind_group) if (!bind_group && tex_id != 0)
{ if ((bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bd->renderResources.ImageBindGroupLayout, (WGPUTextureView)tex_id)) != 0)
bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bd->renderResources.ImageBindGroupLayout, (WGPUTextureView)tex_id); bd->renderResources.ImageBindGroups.SetVoidPtr(tex_id_hash, bind_group);
bd->renderResources.ImageBindGroups.SetVoidPtr(tex_id_hash, bind_group); if (bind_group)
} wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, (WGPUBindGroup)bind_group, 0, nullptr);
wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, (WGPUBindGroup)bind_group, 0, nullptr);
// Project scissor/clipping rectangles into framebuffer space // Project scissor/clipping rectangles into framebuffer space
ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
@@ -508,8 +593,8 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
// Clamp to viewport as wgpuRenderPassEncoderSetScissorRect() won't accept values that are off bounds // Clamp to viewport as wgpuRenderPassEncoderSetScissorRect() won't accept values that are off bounds
if (clip_min.x < 0.0f) { clip_min.x = 0.0f; } if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
if (clip_min.y < 0.0f) { clip_min.y = 0.0f; } if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; } if (clip_max.x > (float)fb_width) { clip_max.x = (float)fb_width; }
if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; } if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; }
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
continue; continue;
@@ -531,24 +616,23 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
} }
image_bind_groups.Data.resize(0); image_bind_groups.Data.resize(0);
platform_io.Renderer_RenderState = nullptr; platform_io.Renderer_RenderState = bd->RenderState = nullptr;
} }
static void ImGui_ImplWGPU_DestroyTexture(ImTextureData* tex) static void ImGui_ImplWGPU_DestroyTexture(ImTextureData* tex)
{ {
ImGui_ImplWGPU_Texture* backend_tex = (ImGui_ImplWGPU_Texture*)tex->BackendUserData; if (ImGui_ImplWGPU_Texture* backend_tex = (ImGui_ImplWGPU_Texture*)tex->BackendUserData)
if (backend_tex == nullptr) {
return; IM_ASSERT(backend_tex->TextureView == (WGPUTextureView)(intptr_t)tex->TexID);
wgpuTextureViewRelease(backend_tex->TextureView);
wgpuTextureRelease(backend_tex->Texture);
IM_DELETE(backend_tex);
IM_ASSERT(backend_tex->TextureView == (WGPUTextureView)(intptr_t)tex->TexID); // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
wgpuTextureViewRelease(backend_tex->TextureView); tex->SetTexID(ImTextureID_Invalid);
wgpuTextureRelease(backend_tex->Texture); tex->BackendUserData = nullptr;
IM_DELETE(backend_tex); }
// Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
tex->SetTexID(ImTextureID_Invalid);
tex->SetStatus(ImTextureStatus_Destroyed); tex->SetStatus(ImTextureStatus_Destroyed);
tex->BackendUserData = nullptr;
} }
void ImGui_ImplWGPU_UpdateTexture(ImTextureData* tex) void ImGui_ImplWGPU_UpdateTexture(ImTextureData* tex)
@@ -564,11 +648,7 @@ void ImGui_ImplWGPU_UpdateTexture(ImTextureData* tex)
// Create texture // Create texture
WGPUTextureDescriptor tex_desc = {}; WGPUTextureDescriptor tex_desc = {};
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
tex_desc.label = { "Dear ImGui Texture", WGPU_STRLEN }; tex_desc.label = { "Dear ImGui Texture", WGPU_STRLEN };
#else
tex_desc.label = "Dear ImGui Texture";
#endif
tex_desc.dimension = WGPUTextureDimension_2D; tex_desc.dimension = WGPUTextureDimension_2D;
tex_desc.size.width = tex->Width; tex_desc.size.width = tex->Width;
tex_desc.size.height = tex->Height; tex_desc.size.height = tex->Height;
@@ -609,20 +689,12 @@ void ImGui_ImplWGPU_UpdateTexture(ImTextureData* tex)
// Update full texture or selected blocks. We only ever write to textures regions which have never been used before! // Update full texture or selected blocks. We only ever write to textures regions which have never been used before!
// This backend choose to use tex->UpdateRect but you can use tex->Updates[] to upload individual regions. // This backend choose to use tex->UpdateRect but you can use tex->Updates[] to upload individual regions.
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
WGPUTexelCopyTextureInfo dst_view = {}; WGPUTexelCopyTextureInfo dst_view = {};
#else
WGPUImageCopyTexture dst_view = {};
#endif
dst_view.texture = backend_tex->Texture; dst_view.texture = backend_tex->Texture;
dst_view.mipLevel = 0; dst_view.mipLevel = 0;
dst_view.origin = { (uint32_t)upload_x, (uint32_t)upload_y, 0 }; dst_view.origin = { (uint32_t)upload_x, (uint32_t)upload_y, 0 };
dst_view.aspect = WGPUTextureAspect_All; dst_view.aspect = WGPUTextureAspect_All;
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
WGPUTexelCopyBufferLayout layout = {}; WGPUTexelCopyBufferLayout layout = {};
#else
WGPUTextureDataLayout layout = {};
#endif
layout.offset = 0; layout.offset = 0;
layout.bytesPerRow = tex->Width * tex->BytesPerPixel; layout.bytesPerRow = tex->Width * tex->BytesPerPixel;
layout.rowsPerImage = upload_h; layout.rowsPerImage = upload_h;
@@ -640,10 +712,7 @@ static void ImGui_ImplWGPU_CreateUniformBuffer()
WGPUBufferDescriptor ub_desc = WGPUBufferDescriptor ub_desc =
{ {
nullptr, nullptr,
"Dear ImGui Uniform buffer", { "Dear ImGui Uniform buffer", WGPU_STRLEN, },
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
WGPU_STRLEN,
#endif
WGPUBufferUsage_CopyDst | WGPUBufferUsage_Uniform, WGPUBufferUsage_CopyDst | WGPUBufferUsage_Uniform,
MEMALIGN(sizeof(Uniforms), 16), MEMALIGN(sizeof(Uniforms), 16),
false false
@@ -700,14 +769,15 @@ bool ImGui_ImplWGPU_CreateDeviceObjects()
graphics_pipeline_desc.layout = wgpuDeviceCreatePipelineLayout(bd->wgpuDevice, &layout_desc); graphics_pipeline_desc.layout = wgpuDeviceCreatePipelineLayout(bd->wgpuDevice, &layout_desc);
// Create the vertex shader // Create the vertex shader
WGPUProgrammableStageDescriptor vertex_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__shader_vert_wgsl); WGPUProgrammableStageDescriptor vertex_shader_desc = ImGui_ImplWGPU_CreateShaderModuleWGSL(__shader_vert_wgsl);
if (!vertex_shader_desc.module) vertex_shader_desc = ImGui_ImplWGPU_CreateShaderModuleSPIRV(__shader_vert_spirv, sizeof(__shader_vert_spirv));
graphics_pipeline_desc.vertex.module = vertex_shader_desc.module; graphics_pipeline_desc.vertex.module = vertex_shader_desc.module;
graphics_pipeline_desc.vertex.entryPoint = vertex_shader_desc.entryPoint; graphics_pipeline_desc.vertex.entryPoint = vertex_shader_desc.entryPoint;
// Vertex input configuration // Vertex input configuration
WGPUVertexAttribute attribute_desc[] = WGPUVertexAttribute attribute_desc[] =
{ {
#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN #if defined IMGUI_IMPL_WEBGPU_BACKEND_DAWN || defined IMGUI_IMPL_WEBGPU_BACKEND_WGVK
{ nullptr, WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, pos), 0 }, { nullptr, WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, pos), 0 },
{ nullptr, WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, uv), 1 }, { nullptr, WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, uv), 1 },
{ nullptr, WGPUVertexFormat_Unorm8x4, (uint64_t)offsetof(ImDrawVert, col), 2 }, { nullptr, WGPUVertexFormat_Unorm8x4, (uint64_t)offsetof(ImDrawVert, col), 2 },
@@ -728,7 +798,8 @@ bool ImGui_ImplWGPU_CreateDeviceObjects()
graphics_pipeline_desc.vertex.buffers = buffer_layouts; graphics_pipeline_desc.vertex.buffers = buffer_layouts;
// Create the pixel shader // Create the pixel shader
WGPUProgrammableStageDescriptor pixel_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__shader_frag_wgsl); WGPUProgrammableStageDescriptor pixel_shader_desc = ImGui_ImplWGPU_CreateShaderModuleWGSL(__shader_frag_wgsl);
if (!pixel_shader_desc.module) pixel_shader_desc = ImGui_ImplWGPU_CreateShaderModuleSPIRV(__shader_frag_spirv, sizeof(__shader_frag_spirv));
// Create the blending setup // Create the blending setup
WGPUBlendState blend_state = {}; WGPUBlendState blend_state = {};
@@ -755,11 +826,7 @@ bool ImGui_ImplWGPU_CreateDeviceObjects()
// Create depth-stencil State // Create depth-stencil State
WGPUDepthStencilState depth_stencil_state = {}; WGPUDepthStencilState depth_stencil_state = {};
depth_stencil_state.format = bd->depthStencilFormat; depth_stencil_state.format = bd->depthStencilFormat;
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
depth_stencil_state.depthWriteEnabled = WGPUOptionalBool_False; depth_stencil_state.depthWriteEnabled = WGPUOptionalBool_False;
#else
depth_stencil_state.depthWriteEnabled = false;
#endif
depth_stencil_state.depthCompare = WGPUCompareFunction_Always; depth_stencil_state.depthCompare = WGPUCompareFunction_Always;
depth_stencil_state.stencilFront.compare = WGPUCompareFunction_Always; depth_stencil_state.stencilFront.compare = WGPUCompareFunction_Always;
depth_stencil_state.stencilFront.failOp = WGPUStencilOperation_Keep; depth_stencil_state.stencilFront.failOp = WGPUStencilOperation_Keep;
@@ -777,29 +844,35 @@ bool ImGui_ImplWGPU_CreateDeviceObjects()
ImGui_ImplWGPU_CreateUniformBuffer(); ImGui_ImplWGPU_CreateUniformBuffer();
// Create sampler // Create samplers (Linear/Nearest)
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
WGPUSamplerDescriptor sampler_desc = {}; WGPUSamplerDescriptor sampler_desc = {};
sampler_desc.minFilter = WGPUFilterMode_Linear;
sampler_desc.magFilter = WGPUFilterMode_Linear;
sampler_desc.mipmapFilter = WGPUMipmapFilterMode_Linear;
sampler_desc.addressModeU = WGPUAddressMode_ClampToEdge; sampler_desc.addressModeU = WGPUAddressMode_ClampToEdge;
sampler_desc.addressModeV = WGPUAddressMode_ClampToEdge; sampler_desc.addressModeV = WGPUAddressMode_ClampToEdge;
sampler_desc.addressModeW = WGPUAddressMode_ClampToEdge; sampler_desc.addressModeW = WGPUAddressMode_ClampToEdge;
sampler_desc.maxAnisotropy = 1; sampler_desc.maxAnisotropy = 1;
bd->renderResources.Sampler = wgpuDeviceCreateSampler(bd->wgpuDevice, &sampler_desc); sampler_desc.minFilter = WGPUFilterMode_Linear;
sampler_desc.magFilter = WGPUFilterMode_Linear;
sampler_desc.mipmapFilter = WGPUMipmapFilterMode_Linear;
bd->renderResources.SamplerLinear = wgpuDeviceCreateSampler(bd->wgpuDevice, &sampler_desc);
sampler_desc.minFilter = WGPUFilterMode_Nearest;
sampler_desc.magFilter = WGPUFilterMode_Nearest;
sampler_desc.mipmapFilter = WGPUMipmapFilterMode_Nearest;
bd->renderResources.SamplerNearest = wgpuDeviceCreateSampler(bd->wgpuDevice, &sampler_desc);
// Create resource bind group // Create resource bind groups (one per sampler, otherwise identical)
WGPUBindGroupEntry common_bg_entries[] = WGPUBindGroupEntry common_bg_entries[] =
{ {
{ nullptr, 0, bd->renderResources.Uniforms, 0, MEMALIGN(sizeof(Uniforms), 16), 0, 0 }, { nullptr, 0, bd->renderResources.Uniforms, 0, MEMALIGN(sizeof(Uniforms), 16), 0, 0 },
{ nullptr, 1, 0, 0, 0, bd->renderResources.Sampler, 0 }, { nullptr, 1, 0, 0, 0, bd->renderResources.SamplerLinear, 0 },
}; };
WGPUBindGroupDescriptor common_bg_descriptor = {}; WGPUBindGroupDescriptor common_bg_descriptor = {};
common_bg_descriptor.layout = bg_layouts[0]; common_bg_descriptor.layout = bg_layouts[0];
common_bg_descriptor.entryCount = sizeof(common_bg_entries) / sizeof(WGPUBindGroupEntry); common_bg_descriptor.entryCount = sizeof(common_bg_entries) / sizeof(WGPUBindGroupEntry);
common_bg_descriptor.entries = common_bg_entries; common_bg_descriptor.entries = common_bg_entries;
bd->renderResources.CommonBindGroup = wgpuDeviceCreateBindGroup(bd->wgpuDevice, &common_bg_descriptor); bd->renderResources.CommonBindGroupLinear = wgpuDeviceCreateBindGroup(bd->wgpuDevice, &common_bg_descriptor);
common_bg_entries[1].sampler = bd->renderResources.SamplerNearest;
bd->renderResources.CommonBindGroupNearest = wgpuDeviceCreateBindGroup(bd->wgpuDevice, &common_bg_descriptor);
bd->renderResources.ImageBindGroupLayout = bg_layouts[1]; bd->renderResources.ImageBindGroupLayout = bg_layouts[1];
SafeRelease(vertex_shader_desc.module); SafeRelease(vertex_shader_desc.module);
@@ -837,18 +910,25 @@ bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info)
// Setup backend capabilities flags // Setup backend capabilities flags
ImGui_ImplWGPU_Data* bd = IM_NEW(ImGui_ImplWGPU_Data)(); ImGui_ImplWGPU_Data* bd = IM_NEW(ImGui_ImplWGPU_Data)();
io.BackendRendererUserData = (void*)bd; io.BackendRendererUserData = (void*)bd;
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN)
#if defined(__EMSCRIPTEN__) #if defined(__EMSCRIPTEN__)
io.BackendRendererName = "imgui_impl_webgpu_emscripten"; io.BackendRendererName = "imgui_impl_wgpu (Dawn, Emscripten)"; // compiled & linked using EMSCRIPTEN with "--use-port=emdawnwebgpu" flag
#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN)
io.BackendRendererName = "imgui_impl_webgpu_dawn";
#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
io.BackendRendererName = "imgui_impl_webgpu_wgpu";
#else #else
io.BackendRendererName = "imgui_impl_webgpu"; io.BackendRendererName = "imgui_impl_wgpu (Dawn, Native)";
#endif
#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
io.BackendRendererName = "imgui_impl_wgpu (WGPU, Native)";
#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_WGVK)
io.BackendRendererName = "imgui_impl_wgpu (WGVK, Native)";
#endif #endif
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render. io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.DrawCallback_ResetRenderState = ImGui_ImplWGPU_DrawCallback_ResetRenderState;
platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplWGPU_DrawCallback_SetSamplerLinear;
platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplWGPU_DrawCallback_SetSamplerNearest;
bd->initInfo = *init_info; bd->initInfo = *init_info;
bd->wgpuDevice = init_info->Device; bd->wgpuDevice = init_info->Device;
bd->defaultQueue = wgpuDeviceGetQueue(bd->wgpuDevice); bd->defaultQueue = wgpuDeviceGetQueue(bd->wgpuDevice);
@@ -857,11 +937,7 @@ bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info)
bd->numFramesInFlight = init_info->NumFramesInFlight; bd->numFramesInFlight = init_info->NumFramesInFlight;
bd->frameIndex = UINT_MAX; bd->frameIndex = UINT_MAX;
bd->renderResources.Sampler = nullptr;
bd->renderResources.Uniforms = nullptr;
bd->renderResources.CommonBindGroup = nullptr;
bd->renderResources.ImageBindGroups.Data.reserve(100); bd->renderResources.ImageBindGroups.Data.reserve(100);
bd->renderResources.ImageBindGroupLayout = nullptr;
// Create buffers with a default size (they will later be grown as needed) // Create buffers with a default size (they will later be grown as needed)
bd->pFrameResources = new FrameResources[bd->numFramesInFlight]; bd->pFrameResources = new FrameResources[bd->numFramesInFlight];
@@ -884,6 +960,7 @@ void ImGui_ImplWGPU_Shutdown()
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
ImGui_ImplWGPU_InvalidateDeviceObjects(); ImGui_ImplWGPU_InvalidateDeviceObjects();
delete[] bd->pFrameResources; delete[] bd->pFrameResources;
@@ -896,6 +973,7 @@ void ImGui_ImplWGPU_Shutdown()
io.BackendRendererName = nullptr; io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr; io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures); io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
platform_io.ClearRendererHandlers();
IM_DELETE(bd); IM_DELETE(bd);
} }
@@ -907,6 +985,176 @@ void ImGui_ImplWGPU_NewFrame()
IM_ASSERT(0 && "ImGui_ImplWGPU_CreateDeviceObjects() failed!"); IM_ASSERT(0 && "ImGui_ImplWGPU_CreateDeviceObjects() failed!");
} }
//-------------------------------------------------------------------------
// Internal Helpers
// Those are currently used by our example applications.
//-------------------------------------------------------------------------
bool ImGui_ImplWGPU_IsSurfaceStatusError(WGPUSurfaceGetCurrentTextureStatus status)
{
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGVK)
return (status == WGPUSurfaceGetCurrentTextureStatus_Error);
#else
return (status == WGPUSurfaceGetCurrentTextureStatus_OutOfMemory || status == WGPUSurfaceGetCurrentTextureStatus_DeviceLost);
#endif
}
bool ImGui_ImplWGPU_IsSurfaceStatusSubOptimal(WGPUSurfaceGetCurrentTextureStatus status)
{
#if defined(__EMSCRIPTEN__) && !defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN)
return (status == WGPUSurfaceGetCurrentTextureStatus_Timeout || status == WGPUSurfaceGetCurrentTextureStatus_Outdated || status == WGPUSurfaceGetCurrentTextureStatus_Lost);
#else
return (status == WGPUSurfaceGetCurrentTextureStatus_Timeout || status == WGPUSurfaceGetCurrentTextureStatus_Outdated || status == WGPUSurfaceGetCurrentTextureStatus_Lost || status == WGPUSurfaceGetCurrentTextureStatus_SuccessSuboptimal);
#endif
}
// Helpers to obtain a string
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGVK)
const char* ImGui_ImplWGPU_GetErrorTypeName(WGPUErrorType type)
{
switch (type)
{
case WGPUErrorType_Validation: return "Validation";
case WGPUErrorType_OutOfMemory: return "OutOfMemory";
case WGPUErrorType_Unknown: return "Unknown";
case WGPUErrorType_Internal: return "Internal";
default: return "Unknown";
}
}
const char* ImGui_ImplWGPU_GetDeviceLostReasonName(WGPUDeviceLostReason type)
{
switch (type)
{
case WGPUDeviceLostReason_Unknown: return "Unknown";
case WGPUDeviceLostReason_Destroyed: return "Destroyed";
case WGPUDeviceLostReason_CallbackCancelled: return "CallbackCancelled";
case WGPUDeviceLostReason_FailedCreation: return "FailedCreation";
default: return "Unknown";
}
}
#elif !defined(__EMSCRIPTEN__)
const char* ImGui_ImplWGPU_GetLogLevelName(WGPULogLevel level)
{
switch (level)
{
case WGPULogLevel_Error: return "Error";
case WGPULogLevel_Warn: return "Warn";
case WGPULogLevel_Info: return "Info";
case WGPULogLevel_Debug: return "Debug";
case WGPULogLevel_Trace: return "Trace";
default: return "Unknown";
}
}
#endif
const char* ImGui_ImplWGPU_GetBackendTypeName(WGPUBackendType type)
{
switch (type)
{
case WGPUBackendType_WebGPU: return "WebGPU";
case WGPUBackendType_D3D11: return "D3D11";
case WGPUBackendType_D3D12: return "D3D12";
case WGPUBackendType_Metal: return "Metal";
case WGPUBackendType_Vulkan: return "Vulkan";
case WGPUBackendType_OpenGL: return "OpenGL";
case WGPUBackendType_OpenGLES: return "OpenGLES";
default: return "Unknown";
}
}
const char* ImGui_ImplWGPU_GetAdapterTypeName(WGPUAdapterType type)
{
switch (type)
{
case WGPUAdapterType_DiscreteGPU: return "DiscreteGPU";
case WGPUAdapterType_IntegratedGPU: return "IntegratedGPU";
case WGPUAdapterType_CPU: return "CPU";
default: return "Unknown";
}
}
void ImGui_ImplWGPU_DebugPrintAdapterInfo(const WGPUAdapter& adapter)
{
WGPUAdapterInfo info = {};
wgpuAdapterGetInfo(adapter, &info);
printf("description: \"%.*s\"\n", (int)info.description.length, info.description.data);
printf("vendor: \"%.*s\", vendorID: %x\n", (int)info.vendor.length, info.vendor.data, info.vendorID);
printf("architecture: \"%.*s\"\n", (int) info.architecture.length, info.architecture.data);
printf("device: \"%.*s\", deviceID: %x\n", (int)info.device.length, info.device.data, info.deviceID);
printf("backendType: \"%s\"\n", ImGui_ImplWGPU_GetBackendTypeName(info.backendType));
printf("adapterType: \"%s\"\n", ImGui_ImplWGPU_GetAdapterTypeName(info.adapterType));
wgpuAdapterInfoFreeMembers(info);
}
#ifndef __EMSCRIPTEN__
#if defined(__APPLE__)
// MacOS specific: is necessary to compile with "-x objective-c++" flags
// (e.g. using cmake: set_source_files_properties(${IMGUI_DIR}/backends/imgui_impl_wgpu.cpp PROPERTIES COMPILE_FLAGS "-x objective-c++") )
#include <TargetConditionals.h>
#if TARGET_OS_OSX
#include <Cocoa/Cocoa.h>
#include <QuartzCore/CAMetalLayer.h>
#endif
#endif
WGPUSurface ImGui_ImplWGPU_CreateWGPUSurfaceHelper(ImGui_ImplWGPU_CreateSurfaceInfo* info)
{
WGPUSurfaceDescriptor surface_descriptor = {};
WGPUSurface surface = {};
#if defined(__APPLE__) && TARGET_OS_OSX
if (strcmp(info->System, "cocoa") == 0)
{
IM_ASSERT(info->RawWindow != nullptr);
NSWindow* ns_window = (NSWindow*)info->RawWindow;
id metal_layer = [CAMetalLayer layer];
[ns_window.contentView setWantsLayer : YES] ;
[ns_window.contentView setLayer : metal_layer] ;
WGPUSurfaceSourceMetalLayer surface_src_metal = {};
surface_src_metal.chain.sType = WGPUSType_SurfaceSourceMetalLayer;
surface_src_metal.layer = metal_layer;
surface_descriptor.nextInChain = &surface_src_metal.chain;
surface = wgpuInstanceCreateSurface(info->Instance, &surface_descriptor);
}
#elif defined(__linux__) || defined(__FreeBSD__) || defined(__OpenBSD__) || defined(__NetBSD__) || defined(__DragonFly__)
if (strcmp(info->System, "wayland") == 0)
{
IM_ASSERT(info->RawDisplay != nullptr && info->RawSurface != nullptr);
WGPUSurfaceSourceWaylandSurface surface_src_wayland = {};
surface_src_wayland.chain.sType = WGPUSType_SurfaceSourceWaylandSurface;
surface_src_wayland.display = info->RawDisplay;
surface_src_wayland.surface = info->RawSurface;
surface_descriptor.nextInChain = &surface_src_wayland.chain;
surface = wgpuInstanceCreateSurface(info->Instance, &surface_descriptor);
}
else if (strcmp(info->System, "x11") == 0)
{
IM_ASSERT(info->RawDisplay != nullptr && info->RawWindow != nullptr);
WGPUSurfaceSourceXlibWindow surface_src_xlib = {};
surface_src_xlib.chain.sType = WGPUSType_SurfaceSourceXlibWindow;
surface_src_xlib.display = info->RawDisplay;
surface_src_xlib.window = (uint64_t)info->RawWindow;
surface_descriptor.nextInChain = &surface_src_xlib.chain;
surface = wgpuInstanceCreateSurface(info->Instance, &surface_descriptor);
}
#elif defined(_WIN32)
if (strcmp(info->System, "win32") == 0)
{
IM_ASSERT(info->RawWindow != nullptr && info->RawInstance != nullptr);
WGPUSurfaceSourceWindowsHWND surface_src_hwnd = {};
surface_src_hwnd.chain.sType = WGPUSType_SurfaceSourceWindowsHWND;
surface_src_hwnd.hinstance = info->RawInstance;
surface_src_hwnd.hwnd = info->RawWindow;
surface_descriptor.nextInChain = &surface_src_hwnd.chain;
surface = wgpuInstanceCreateSurface(info->Instance, &surface_descriptor);
}
#else
IM_ASSERT(0 && "Unsupported WebGPU native platform!");
#endif
return surface;
}
#endif // #ifndef __EMSCRIPTEN__
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE #endif // #ifndef IMGUI_DISABLE

View File

@@ -1,21 +1,24 @@
// dear imgui: Renderer for WebGPU // dear imgui: Renderer for WebGPU
// This needs to be used along with a Platform Binding (e.g. GLFW) // This needs to be used along with a Platform Binding (e.g. GLFW, SDL2, SDL3)
// (Please note that WebGPU is currently experimental, will not run on non-beta browsers, and may break.) // (Please note that WebGPU is a recent API, may not be supported by all browser, and its ecosystem is generally a mess)
// Important note to dawn and/or wgpu users: when targeting native platforms (i.e. NOT emscripten), // When targeting native platforms:
// one of IMGUI_IMPL_WEBGPU_BACKEND_DAWN or IMGUI_IMPL_WEBGPU_BACKEND_WGPU must be provided. // - One of IMGUI_IMPL_WEBGPU_BACKEND_DAWN, IMGUI_IMPL_WEBGPU_BACKEND_WGPU or IMGUI_IMPL_WEBGPU_BACKEND_WGVK *must* be provided.
// When targeting Emscripten:
// - We now defaults to IMGUI_IMPL_WEBGPU_BACKEND_DAWN and requires Emscripten 4.0.10+, which correspond to using Emscripten '--use-port=emdawnwebgpu'.
// - Emscripten < 4.0.10 is not supported anymore (old '-sUSE_WEBGPU=1' option).
// - We can still define IMGUI_IMPL_WEBGPU_BACKEND_WGPU to use Emscripten '-s USE_WEBGPU=1' which is marked as obsolete by Emscripten.
// Add #define to your imconfig.h file, or as a compilation flag in your build system. // Add #define to your imconfig.h file, or as a compilation flag in your build system.
// This requirement will be removed once WebGPU stabilizes and backends converge on a unified interface. // This requirement may be removed once WebGPU stabilizes and backends converge on a unified interface.
//#define IMGUI_IMPL_WEBGPU_BACKEND_DAWN //#define IMGUI_IMPL_WEBGPU_BACKEND_DAWN
//#define IMGUI_IMPL_WEBGPU_BACKEND_WGPU //#define IMGUI_IMPL_WEBGPU_BACKEND_WGPU
//#define IMGUI_IMPL_WEBGPU_BACKEND_WGVK
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID/ImTextureRef! // [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID/ImTextureRef!
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). // [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: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
// [X] Renderer: Texture updates support for dynamic font system (ImGuiBackendFlags_RendererHasTextures). // [X] Renderer: Texture updates support for dynamic font system (ImGuiBackendFlags_RendererHasTextures).
// Missing features or Issues:
// [ ] Renderer: Multi-viewport support (multiple windows), useful for desktop.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // 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. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@@ -29,12 +32,21 @@
#include "imgui.h" // IMGUI_IMPL_API #include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE #ifndef IMGUI_DISABLE
// Setup Emscripten default if not specified.
#if defined(__EMSCRIPTEN__) && !defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) && !defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
#include <emscripten/version.h>
#define IMGUI_IMPL_WEBGPU_BACKEND_DAWN
#endif
#include <webgpu/webgpu.h> #include <webgpu/webgpu.h>
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) && !defined(__EMSCRIPTEN__)
#include <webgpu/wgpu.h> // WGPULogLevel
#endif
// Initialization data, for ImGui_ImplWGPU_Init() // Initialization data, for ImGui_ImplWGPU_Init()
struct ImGui_ImplWGPU_InitInfo struct ImGui_ImplWGPU_InitInfo
{ {
WGPUDevice Device; WGPUDevice Device = nullptr;
int NumFramesInFlight = 3; int NumFramesInFlight = 3;
WGPUTextureFormat RenderTargetFormat = WGPUTextureFormat_Undefined; WGPUTextureFormat RenderTargetFormat = WGPUTextureFormat_Undefined;
WGPUTextureFormat DepthStencilFormat = WGPUTextureFormat_Undefined; WGPUTextureFormat DepthStencilFormat = WGPUTextureFormat_Undefined;
@@ -58,7 +70,7 @@ IMGUI_IMPL_API void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURen
IMGUI_IMPL_API bool ImGui_ImplWGPU_CreateDeviceObjects(); IMGUI_IMPL_API bool ImGui_ImplWGPU_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplWGPU_InvalidateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplWGPU_InvalidateDeviceObjects();
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually. // (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually.
IMGUI_IMPL_API void ImGui_ImplWGPU_UpdateTexture(ImTextureData* tex); IMGUI_IMPL_API void ImGui_ImplWGPU_UpdateTexture(ImTextureData* tex);
// [BETA] Selected render state data shared with callbacks. // [BETA] Selected render state data shared with callbacks.
@@ -70,4 +82,38 @@ struct ImGui_ImplWGPU_RenderState
WGPURenderPassEncoder RenderPassEncoder; WGPURenderPassEncoder RenderPassEncoder;
}; };
//-------------------------------------------------------------------------
// Internal Helpers
// Those are currently used by our example applications.
//-------------------------------------------------------------------------
// (Optional) Helper to wrap some of the Dawn/WGPU/Emscripten quirks
bool ImGui_ImplWGPU_IsSurfaceStatusError(WGPUSurfaceGetCurrentTextureStatus status);
bool ImGui_ImplWGPU_IsSurfaceStatusSubOptimal(WGPUSurfaceGetCurrentTextureStatus status); // Return whether the texture is suboptimal and may need to be recreated.
// (Optional) Helper for debugging/logging
void ImGui_ImplWGPU_DebugPrintAdapterInfo(const WGPUAdapter& adapter);
const char* ImGui_ImplWGPU_GetBackendTypeName(WGPUBackendType type);
const char* ImGui_ImplWGPU_GetAdapterTypeName(WGPUAdapterType type);
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN)
const char* ImGui_ImplWGPU_GetDeviceLostReasonName(WGPUDeviceLostReason type);
const char* ImGui_ImplWGPU_GetErrorTypeName(WGPUErrorType type);
#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
const char* ImGui_ImplWGPU_GetLogLevelName(WGPULogLevel level);
#endif
// (Optional) Helper to create a surface on macOS/Wayland/X11/Window
#ifndef __EMSCRIPTEN__
struct ImGui_ImplWGPU_CreateSurfaceInfo
{
WGPUInstance Instance;
const char* System; // "cocoa" | "wayland" | "x11" | "win32"
void* RawWindow; // NSWindow* | 0 | Window | HWND
void* RawDisplay; // 0 | wl_display* | Display* | 0
void* RawSurface; // | wl_surface* | 0 | 0
void* RawInstance; // 0 | 0 | 0 | HINSTANCE
};
WGPUSurface ImGui_ImplWGPU_CreateWGPUSurfaceHelper(ImGui_ImplWGPU_CreateSurfaceInfo* info);
#endif // #ifndef __EMSCRIPTEN__
#endif // #ifndef IMGUI_DISABLE #endif // #ifndef IMGUI_DISABLE

View File

@@ -7,7 +7,6 @@
// [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: 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. // [X] Platform: Gamepad support.
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // 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. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@@ -22,16 +21,15 @@
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (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. // 2026-05-19: DPI: ImGui_ImplWin32_EnableDpiAwareness() helper uses SetProcessDpiAwarenessContext() instead of SetThreadDpiAwarenessContext(), fixes DPI scaling issues with e.g. OpenGL. (#9403)
// 2025-06-02: [Docking] WM_DPICHANGED also apply io.ConfigDpiScaleViewports for main viewport instead of letting it be done by application code. // 2026-01-28: Inputs: Minor optimization not submitting gamepad input if packet number has not changed (reworked from 2025-09-23 attempt). (#9202, #8556)
// 2025-12-03: Inputs: handle WM_IME_CHAR/WM_IME_COMPOSITION messages to support Unicode inputs on MBCS (non-Unicode) Windows. (#9099, #3653, #5961)
// 2025-10-19: Inputs: Revert previous change to allow for io.ClearInputKeys() on focus-out not losing gamepad state.
// 2025-09-23: Inputs: Minor optimization not submitting gamepad input if packet number has not changed.
// 2025-09-18: Call platform_io.ClearPlatformHandlers() on shutdown.
// 2025-04-30: Inputs: Fixed an issue where externally losing mouse capture (due to e.g. focus loss) would fail to claim it again the next subsequent click. (#8594) // 2025-04-30: Inputs: Fixed an issue where externally losing mouse capture (due to e.g. focus loss) would fail to claim it again the next subsequent click. (#8594)
// 2025-03-26: [Docking] Viewports: fixed an issue when closing a window from the OS close button (with io.ConfigViewportsNoDecoration = false) while user code was discarding the 'bool* p_open = false' output from Begin(). Because we allowed the Win32 window to close early, Windows destroyed it and our imgui window became not visible even though user code was still submitting it.
// 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) // 2025-03-10: 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. // 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) // 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. // 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys.
// 2023-09-25: Inputs: Synthesize key-down event on key-up for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows doesn't emit it (same behavior as GLFW/SDL). // 2023-09-25: Inputs: Synthesize key-down event on key-up for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows doesn't emit it (same behavior as GLFW/SDL).
@@ -114,11 +112,6 @@ typedef DWORD(WINAPI* PFN_XInputGetState)(DWORD, XINPUT_STATE*);
#pragma GCC diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader) #pragma GCC diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader)
#endif #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 struct ImGui_ImplWin32_Data
{ {
HWND hWnd; HWND hWnd;
@@ -129,7 +122,6 @@ struct ImGui_ImplWin32_Data
INT64 TicksPerSecond; INT64 TicksPerSecond;
ImGuiMouseCursor LastMouseCursor; ImGuiMouseCursor LastMouseCursor;
UINT32 KeyboardCodePage; UINT32 KeyboardCodePage;
bool WantUpdateMonitors;
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
bool HasGamepad; bool HasGamepad;
@@ -137,6 +129,7 @@ struct ImGui_ImplWin32_Data
HMODULE XInputDLL; HMODULE XInputDLL;
PFN_XInputGetCapabilities XInputGetCapabilities; PFN_XInputGetCapabilities XInputGetCapabilities;
PFN_XInputGetState XInputGetState; PFN_XInputGetState XInputGetState;
DWORD XInputPacketNumber;
#endif #endif
ImGui_ImplWin32_Data() { memset((void*)this, 0, sizeof(*this)); } ImGui_ImplWin32_Data() { memset((void*)this, 0, sizeof(*this)); }
@@ -184,8 +177,6 @@ static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc)
io.BackendPlatformName = "imgui_impl_win32"; io.BackendPlatformName = "imgui_impl_win32";
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) 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_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->hWnd = (HWND)hwnd;
bd->TicksPerSecond = perf_frequency; bd->TicksPerSecond = perf_frequency;
@@ -193,17 +184,10 @@ static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc)
bd->LastMouseCursor = ImGuiMouseCursor_COUNT; bd->LastMouseCursor = ImGuiMouseCursor_COUNT;
ImGui_ImplWin32_UpdateKeyboardCodePage(io); ImGui_ImplWin32_UpdateKeyboardCodePage(io);
// Update monitor a first time during init
ImGui_ImplWin32_UpdateMonitors();
// Our mouse update function expect PlatformHandle to be filled for the main viewport // Our mouse update function expect PlatformHandle to be filled for the main viewport
ImGuiViewport* main_viewport = ImGui::GetMainViewport(); ImGuiViewport* main_viewport = ImGui::GetMainViewport();
main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (void*)bd->hWnd; 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 // Dynamically load XInput library
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
@@ -216,7 +200,7 @@ static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc)
"xinput1_2.dll", // DirectX SDK "xinput1_2.dll", // DirectX SDK
"xinput1_1.dll" // DirectX SDK "xinput1_1.dll" // DirectX SDK
}; };
for (int n = 0; n < IM_ARRAYSIZE(xinput_dll_names); n++) for (int n = 0; n < IM_COUNTOF(xinput_dll_names); n++)
if (HMODULE dll = ::LoadLibraryA(xinput_dll_names[n])) if (HMODULE dll = ::LoadLibraryA(xinput_dll_names[n]))
{ {
bd->XInputDLL = dll; bd->XInputDLL = dll;
@@ -245,9 +229,7 @@ void ImGui_ImplWin32_Shutdown()
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?"); IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
::SetPropA(bd->hWnd, "IMGUI_CONTEXT", nullptr);
ImGui_ImplWin32_ShutdownMultiViewportSupport();
// Unload XInput library // Unload XInput library
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
@@ -257,7 +239,8 @@ void ImGui_ImplWin32_Shutdown()
io.BackendPlatformName = nullptr; io.BackendPlatformName = nullptr;
io.BackendPlatformUserData = nullptr; io.BackendPlatformUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport); io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad);
platform_io.ClearPlatformHandlers();
IM_DELETE(bd); IM_DELETE(bd);
} }
@@ -329,69 +312,32 @@ static void ImGui_ImplWin32_UpdateKeyModifiers(ImGuiIO& io)
io.AddKeyEvent(ImGuiMod_Super, IsVkDown(VK_LWIN) || IsVkDown(VK_RWIN)); io.AddKeyEvent(ImGuiMod_Super, IsVkDown(VK_LWIN) || IsVkDown(VK_RWIN));
} }
static ImGuiViewport* ImGui_ImplWin32_FindViewportByPlatformHandle(ImGuiPlatformIO& platform_io, HWND hwnd) static void ImGui_ImplWin32_UpdateMouseData(ImGuiIO& io)
{
// 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); ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io);
IM_ASSERT(bd->hWnd != 0); IM_ASSERT(bd->hWnd != 0);
POINT mouse_screen_pos;
bool has_mouse_screen_pos = ::GetCursorPos(&mouse_screen_pos) != 0;
HWND focused_window = ::GetForegroundWindow(); HWND focused_window = ::GetForegroundWindow();
const bool is_app_focused = (focused_window && (focused_window == bd->hWnd || ::IsChild(focused_window, bd->hWnd) || ImGui_ImplWin32_FindViewportByPlatformHandle(platform_io, focused_window))); const bool is_app_focused = (focused_window == bd->hWnd);
if (is_app_focused) if (is_app_focused)
{ {
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos is enabled by user) // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos is enabled by user)
// When multi-viewports are enabled, all Dear ImGui positions are same as OS positions.
if (io.WantSetMousePos) if (io.WantSetMousePos)
{ {
POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y }; POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) == 0) if (::ClientToScreen(bd->hWnd, &pos))
::ClientToScreen(focused_window, &pos); ::SetCursorPos(pos.x, pos.y);
::SetCursorPos(pos.x, pos.y);
} }
// (Optional) Fallback to provide mouse position when focused (WM_MOUSEMOVE already provides this when hovered or captured) // (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 // 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 && has_mouse_screen_pos) if (!io.WantSetMousePos && bd->MouseTrackedArea == 0)
{ {
// 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) POINT pos;
// (This is the position you can get with ::GetCursorPos() + ::ScreenToClient() or WM_MOUSEMOVE.) if (::GetCursorPos(&pos) && ::ScreenToClient(bd->hWnd, &pos))
// 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) io.AddMousePosEvent((float)pos.x, (float)pos.y);
// (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 // Gamepad navigation mapping
@@ -415,6 +361,9 @@ static void ImGui_ImplWin32_UpdateGamepads(ImGuiIO& io)
if (!bd->HasGamepad || bd->XInputGetState == nullptr || bd->XInputGetState(0, &xinput_state) != ERROR_SUCCESS) if (!bd->HasGamepad || bd->XInputGetState == nullptr || bd->XInputGetState(0, &xinput_state) != ERROR_SUCCESS)
return; return;
io.BackendFlags |= ImGuiBackendFlags_HasGamepad; io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
if (bd->XInputPacketNumber != 0 && bd->XInputPacketNumber == xinput_state.dwPacketNumber)
return;
bd->XInputPacketNumber = xinput_state.dwPacketNumber;
#define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V) #define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V)
#define MAP_BUTTON(KEY_NO, BUTTON_ENUM) { io.AddKeyEvent(KEY_NO, (gamepad.wButtons & BUTTON_ENUM) != 0); } #define MAP_BUTTON(KEY_NO, BUTTON_ENUM) { io.AddKeyEvent(KEY_NO, (gamepad.wButtons & BUTTON_ENUM) != 0); }
@@ -450,59 +399,25 @@ static void ImGui_ImplWin32_UpdateGamepads(ImGuiIO& io)
#endif #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() void ImGui_ImplWin32_NewFrame()
{ {
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized? Did you call ImGui_ImplWin32_Init()?"); IM_ASSERT(bd != nullptr && "Context or backend not initialized? Did you call ImGui_ImplWin32_Init()?");
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
// Setup display size (every frame to accommodate for window resizing) // Setup display size (every frame to accommodate for window resizing)
RECT rect = { 0, 0, 0, 0 }; RECT rect = { 0, 0, 0, 0 };
::GetClientRect(bd->hWnd, &rect); ::GetClientRect(bd->hWnd, &rect);
io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top)); io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
if (bd->WantUpdateMonitors)
ImGui_ImplWin32_UpdateMonitors();
// Setup time step // Setup time step
INT64 current_time = 0; INT64 current_time = 0;
::QueryPerformanceCounter((LARGE_INTEGER*)&current_time); ::QueryPerformanceCounter((LARGE_INTEGER*)&current_time);
io.DeltaTime = (float)(current_time - bd->Time) / bd->TicksPerSecond; io.DeltaTime = (float)((double)(current_time - bd->Time) / (double)bd->TicksPerSecond);
bd->Time = current_time; bd->Time = current_time;
// Update OS mouse position // Update OS mouse position
ImGui_ImplWin32_UpdateMouseData(io, platform_io); ImGui_ImplWin32_UpdateMouseData(io);
// Process workarounds for known Windows key handling issues // Process workarounds for known Windows key handling issues
ImGui_ImplWin32_ProcessKeyEventsWorkarounds(io); ImGui_ImplWin32_ProcessKeyEventsWorkarounds(io);
@@ -707,10 +622,6 @@ static ImGuiMouseSource ImGui_ImplWin32_GetMouseSourceFromMessageExtraInfo()
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); // Use ImGui::GetCurrentContext() extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); // Use ImGui::GetCurrentContext()
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandlerEx(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam, ImGuiIO& io); // Doesn't use ImGui::GetCurrentContext() extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandlerEx(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam, ImGuiIO& io); // Doesn't use ImGui::GetCurrentContext()
#ifndef WM_DPICHANGED
#define WM_DPICHANGED 0x02E0 // From Windows SDK 8.1+ headers
#endif
IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{ {
// Most backends don't have silent checks like this one, but we need it because WndProc are called early in CreateWindow(). // Most backends don't have silent checks like this one, but we need it because WndProc are called early in CreateWindow().
@@ -745,11 +656,8 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandlerEx(HWND hwnd, UINT msg, WPA
bd->MouseTrackedArea = area; bd->MouseTrackedArea = area;
} }
POINT mouse_pos = { (LONG)GET_X_LPARAM(lParam), (LONG)GET_Y_LPARAM(lParam) }; POINT mouse_pos = { (LONG)GET_X_LPARAM(lParam), (LONG)GET_Y_LPARAM(lParam) };
bool want_absolute_pos = (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) != 0; if (msg == WM_NCMOUSEMOVE) // WM_NCMOUSEMOVE are absolute coordinates.
if (msg == WM_MOUSEMOVE && want_absolute_pos) // WM_MOUSEMOVE are client-relative coordinates. ::ScreenToClient(hwnd, &mouse_pos);
::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.AddMouseSourceEvent(mouse_source);
io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y); io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y);
return 0; return 0;
@@ -869,6 +777,9 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandlerEx(HWND hwnd, UINT msg, WPA
case WM_SETFOCUS: case WM_SETFOCUS:
case WM_KILLFOCUS: case WM_KILLFOCUS:
io.AddFocusEvent(msg == WM_SETFOCUS); io.AddFocusEvent(msg == WM_SETFOCUS);
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
bd->XInputPacketNumber = 0; // FIXME: Technically, calling io.ClearInputKeys() directly would require this as well.
#endif
return 0; return 0;
case WM_INPUTLANGCHANGE: case WM_INPUTLANGCHANGE:
ImGui_ImplWin32_UpdateKeyboardCodePage(io); ImGui_ImplWin32_UpdateKeyboardCodePage(io);
@@ -883,10 +794,28 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandlerEx(HWND hwnd, UINT msg, WPA
else else
{ {
wchar_t wch = 0; wchar_t wch = 0;
::MultiByteToWideChar(bd->KeyboardCodePage, MB_PRECOMPOSED, (char*)&wParam, 1, &wch, 1); ::MultiByteToWideChar(bd->KeyboardCodePage, MB_PRECOMPOSED, (char*)&wParam, 2, &wch, 1);
io.AddInputCharacter(wch); io.AddInputCharacter(wch);
} }
return 0; return 0;
case WM_IME_COMPOSITION:
{
// Handling WM_IME_COMPOSITION ensure that WM_IME_CHAR value is correct even for MBCS apps.
// (see #9099, #3653 and https://stackoverflow.com/questions/77450354 topics)
LRESULT result = ::DefWindowProcW(hwnd, msg, wParam, lParam);
return (lParam & GCS_RESULTSTR) ? 1 : result;
}
case WM_IME_CHAR:
if (::IsWindowUnicode(hwnd) == FALSE)
{
if (::IsDBCSLeadByte(HIBYTE(wParam)))
wParam = (WPARAM)MAKEWORD(HIBYTE(wParam), LOBYTE(wParam));
wchar_t wch = 0;
::MultiByteToWideChar(bd->KeyboardCodePage, MB_PRECOMPOSED, (char*)&wParam, 2, &wch, 1);
io.AddInputCharacterUTF16(wch);
return 1;
}
return 0;
case WM_SETCURSOR: case WM_SETCURSOR:
// This is required to restore cursor when transitioning from e.g resize borders to client area. // This is required to restore cursor when transitioning from e.g resize borders to client area.
if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor(io, bd->LastMouseCursor)) if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor(io, bd->LastMouseCursor))
@@ -898,20 +827,6 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandlerEx(HWND hwnd, UINT msg, WPA
bd->WantUpdateHasGamepad = true; bd->WantUpdateHasGamepad = true;
#endif #endif
return 0; return 0;
case WM_DISPLAYCHANGE:
bd->WantUpdateMonitors = true;
return 0;
case WM_SETTINGCHANGE:
if (wParam == SPI_SETWORKAREA)
bd->WantUpdateMonitors = true;
return 0;
case WM_DPICHANGED:
{
const RECT* suggested_rect = (RECT*)lParam;
if (io.ConfigDpiScaleViewports)
::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);
return 0;
}
} }
return 0; return 0;
} }
@@ -924,7 +839,7 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandlerEx(HWND hwnd, UINT msg, WPA
// - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps. // - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps.
// - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc. // - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc.
// but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime, // but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime,
// neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies. // neither of which we want to require the user to have. So we dynamically select and load those functions to avoid dependencies.
//--------------------------------------------------------------------------------------------------------- //---------------------------------------------------------------------------------------------------------
// This is the scheme successfully used by GLFW (from which we borrowed some of the code) and other apps aiming to be highly portable. // This is the scheme successfully used by GLFW (from which we borrowed some of the code) and other apps aiming to be highly portable.
// ImGui_ImplWin32_EnableDpiAwareness() is just a helper called by main.cpp, we don't call it automatically. // ImGui_ImplWin32_EnableDpiAwareness() is just a helper called by main.cpp, we don't call it automatically.
@@ -972,18 +887,20 @@ DECLARE_HANDLE(DPI_AWARENESS_CONTEXT);
typedef HRESULT(WINAPI* PFN_SetProcessDpiAwareness)(PROCESS_DPI_AWARENESS); // Shcore.lib + dll, Windows 8.1+ typedef HRESULT(WINAPI* PFN_SetProcessDpiAwareness)(PROCESS_DPI_AWARENESS); // Shcore.lib + dll, Windows 8.1+
typedef HRESULT(WINAPI* PFN_GetDpiForMonitor)(HMONITOR, MONITOR_DPI_TYPE, UINT*, UINT*); // Shcore.lib + dll, Windows 8.1+ typedef HRESULT(WINAPI* PFN_GetDpiForMonitor)(HMONITOR, MONITOR_DPI_TYPE, UINT*, UINT*); // Shcore.lib + dll, Windows 8.1+
typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib + dll, Windows 10 v1607+ (Creators Update) typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib + dll, Windows 10 v1607+ (Creators Update)
typedef BOOL(WINAPI* PFN_SetProcessDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib + dll, Windows 10 v1703+ (Creators Update)
// Helper function to enable DPI awareness without setting up a manifest // Helper function to enable DPI awareness without setting up a manifest
void ImGui_ImplWin32_EnableDpiAwareness() 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()) if (_IsWindows10OrGreater())
{ {
static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process
if (PFN_SetThreadDpiAwarenessContext SetThreadDpiAwarenessContextFn = (PFN_SetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "SetThreadDpiAwarenessContext")) if (PFN_SetProcessDpiAwarenessContext SetProcessDpiAwarenessContextFn = (PFN_SetProcessDpiAwarenessContext)::GetProcAddress(user32_dll, "SetProcessDpiAwarenessContext")) // Windows 10 v1703+
{
SetProcessDpiAwarenessContextFn(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2);
return;
}
if (PFN_SetThreadDpiAwarenessContext SetThreadDpiAwarenessContextFn = (PFN_SetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "SetThreadDpiAwarenessContext")) // Windows 10 v1607+
{ {
SetThreadDpiAwarenessContextFn(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2); SetThreadDpiAwarenessContextFn(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2);
return; return;
@@ -1020,7 +937,7 @@ float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor)
{ {
GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi); GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi);
IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert! IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
return xdpi / 96.0f; return (float)xdpi / 96.0f;
} }
} }
#ifndef NOGDI #ifndef NOGDI
@@ -1030,7 +947,7 @@ float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor)
IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert! IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
::ReleaseDC(nullptr, dc); ::ReleaseDC(nullptr, dc);
#endif #endif
return xdpi / 96.0f; return (float)xdpi / 96.0f;
} }
float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd) float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd)
@@ -1079,386 +996,6 @@ 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 = 1;
else if (ImGuiViewport* viewport = ImGui_ImplWin32_FindViewportByPlatformHandle(platform_io, hWnd))
{
switch (msg)
{
case WM_CLOSE:
viewport->PlatformRequestClose = true;
return 0; // 0 = Operating system will ignore the message and not destroy the window. We close ourselves.
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__) #if defined(__GNUC__)

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@@ -7,7 +7,6 @@
// [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: 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. // [X] Platform: Gamepad support.
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // 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. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@@ -27,7 +26,7 @@ IMGUI_IMPL_API bool ImGui_ImplWin32_InitForOpenGL(void* hwnd);
IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown(); IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown();
IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame(); IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame();
// Win32 message handler your application need to call. // Win32 message handler your application needs to call.
// - Intentionally commented out in a '#if 0' block to avoid dragging dependencies on <windows.h> from this helper. // - Intentionally commented out in a '#if 0' block to avoid dragging dependencies on <windows.h> from this helper.
// - You should COPY the line below into your .cpp code to forward declare the function and then you can call it. // - You should COPY the line below into your .cpp code to forward declare the function and then you can call it.
// - Call from your application's message handler. Keep calling your message handler unless this function returns TRUE. // - Call from your application's message handler. Keep calling your message handler unless this function returns TRUE.
@@ -41,7 +40,7 @@ extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg
// - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps. // - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps.
// - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc. // - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc.
// but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime, // but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime,
// neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies. // neither of which we want to require the user to have. So we dynamically select and load those functions to avoid dependencies.
IMGUI_IMPL_API void ImGui_ImplWin32_EnableDpiAwareness(); IMGUI_IMPL_API void ImGui_ImplWin32_EnableDpiAwareness();
IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd); // HWND hwnd IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd); // HWND hwnd
IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor); // HMONITOR monitor IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor); // HMONITOR monitor

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@@ -34,6 +34,8 @@ Instructions to rebuild imgui_impl_sdlgpu3_shaders.h
xcrun -sdk macosx metallib -o vertex.metallib -c vertex.ir xcrun -sdk macosx metallib -o vertex.metallib -c vertex.ir
xcrun -sdk macosx metallib -o fragment.metallib -c fragment.ir xcrun -sdk macosx metallib -o fragment.metallib -c fragment.ir
note: use .metal outputs for updating msl_vertex / msl_fragment variables, and use .metallib outputs for metallib_vertex / metallib_fragment variables
Proceed to step 4 Proceed to step 4

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@@ -1,7 +1,8 @@
#version 450 core #version 450 core
layout(location = 0) out vec4 fColor; layout(location = 0) out vec4 fColor;
layout(set=0, binding=0) uniform sampler2D sTexture; layout(set=0, binding=0) uniform texture2D _Texture;
layout(set=1, binding=0) uniform sampler _Sampler;
layout(location = 0) in struct { layout(location = 0) in struct {
vec4 Color; vec4 Color;
@@ -10,5 +11,5 @@ layout(location = 0) in struct {
void main() void main()
{ {
fColor = In.Color * texture(sTexture, In.UV.st); fColor = In.Color * texture(sampler2D(_Texture, _Sampler), In.UV.st);
} }

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@@ -89,6 +89,7 @@ List of Renderer Backends:
imgui_impl_dx11.cpp ; DirectX11 imgui_impl_dx11.cpp ; DirectX11
imgui_impl_dx12.cpp ; DirectX12 imgui_impl_dx12.cpp ; DirectX12
imgui_impl_metal.mm ; Metal (ObjC or C++) imgui_impl_metal.mm ; Metal (ObjC or C++)
imgui_impl_metal4.mm ; Metal 4 (ObjC or C++)
imgui_impl_opengl2.cpp ; OpenGL 2 (legacy fixed pipeline. Don't use with modern OpenGL code!) imgui_impl_opengl2.cpp ; OpenGL 2 (legacy fixed pipeline. Don't use with modern OpenGL code!)
imgui_impl_opengl3.cpp ; OpenGL 3/4, OpenGL ES 2/3, WebGL imgui_impl_opengl3.cpp ; OpenGL 3/4, OpenGL ES 2/3, WebGL
imgui_impl_sdlgpu3.cpp ; SDL_GPU (portable 3D graphics API of SDL3) imgui_impl_sdlgpu3.cpp ; SDL_GPU (portable 3D graphics API of SDL3)
@@ -100,6 +101,7 @@ List of Renderer Backends:
List of high-level Frameworks Backends (combining Platform + Renderer): List of high-level Frameworks Backends (combining Platform + Renderer):
imgui_impl_allegro5.cpp imgui_impl_allegro5.cpp
imgui_impl_null.cpp
Emscripten is also supported! Emscripten is also supported!
The SDL2+GL, SDL3+GL, GLFW+GL and GLFW+WebGPU examples are all ready to build and run with Emscripten. The SDL2+GL, SDL3+GL, GLFW+GL and GLFW+WebGPU examples are all ready to build and run with Emscripten.
@@ -245,9 +247,8 @@ void MyImGuiBackend_RenderDrawData(ImDrawData* draw_data)
// Render command lists // Render command lists
ImVec2 clip_off = draw_data->DisplayPos; ImVec2 clip_off = draw_data->DisplayPos;
ImVec2 clip_scale = draw_data->FramebufferScale; ImVec2 clip_scale = draw_data->FramebufferScale;
for (int n = 0; n < draw_data->CmdListsCount; n++) for (const ImDrawList* draw_list : draw_data->CmdLists)
{ {
const ImDrawList* cmd_list = draw_data->CmdLists[n];
const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; // vertex buffer generated by Dear ImGui const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; // vertex buffer generated by Dear ImGui
const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; // index buffer generated by Dear ImGui const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; // index buffer generated by Dear ImGui
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
@@ -255,8 +256,8 @@ void MyImGuiBackend_RenderDrawData(ImDrawData* draw_data)
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback) if (pcmd->UserCallback)
{ {
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) if (pcmd->UserCallback == platform_io.DrawCallback_ResetRenderState)
MyEngineSetupenderState(); MyEngineSetupSenderState();
else else
pcmd->UserCallback(cmd_list, pcmd); pcmd->UserCallback(cmd_list, pcmd);
} }
@@ -337,7 +338,7 @@ void MyImGuiBackend_UpdateTexture(ImTextureData* tex)
{ {
// Create texture based on tex->Width, tex->Height. // Create texture based on tex->Width, tex->Height.
// - Most backends only support tex->Format == ImTextureFormat_RGBA32. // - Most backends only support tex->Format == ImTextureFormat_RGBA32.
// - Backends for particularly memory constrainted platforms may support tex->Format == ImTextureFormat_Alpha8. // - Backends for particularly memory constrained platforms may support tex->Format == ImTextureFormat_Alpha8.
// Upload all texture pixels // Upload all texture pixels
// - Read from our CPU-side copy of the texture and copy to your graphics API. // - Read from our CPU-side copy of the texture and copy to your graphics API.

File diff suppressed because it is too large Load Diff

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@@ -72,7 +72,7 @@ OSX + OpenGL2 example. <BR>
You may prefer to use the GLFW Or SDL backends, which will also support Windows and Linux.) You may prefer to use the GLFW Or SDL backends, which will also support Windows and Linux.)
[example_glfw_wgpu/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_wgpu/) <BR> [example_glfw_wgpu/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_wgpu/) <BR>
GLFW + WebGPU example. Supports Emscripten (web) or Dawn (desktop) <BR> GLFW + WebGPU example. Supports Emscripten (web), Dawn (native), WGPU (native). <BR>
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_wgpu.cpp = main.cpp + imgui_impl_glfw.cpp + imgui_impl_wgpu.cpp
Note that the 'example_glfw_opengl3' and 'example_sdl2_opengl3' examples also supports Emscripten! Note that the 'example_glfw_opengl3' and 'example_sdl2_opengl3' examples also supports Emscripten!
@@ -109,9 +109,11 @@ Note that GLUT/FreeGLUT is largely obsolete software, prefer using GLFW or SDL.
[example_null/](https://github.com/ocornut/imgui/blob/master/examples/example_null/) <BR> [example_null/](https://github.com/ocornut/imgui/blob/master/examples/example_null/) <BR>
Null example, compile and link imgui, create context, run headless with no inputs and no graphics output. <BR> Null example, compile and link imgui, create context, run headless with no inputs and no graphics output. <BR>
= main.cpp <BR> = main.cpp + imgui_impl_null.cpp<BR>
This is used to quickly test compilation of core imgui files in as many setups as possible. This is used to quickly test compilation of core imgui files in as many setups as possible.
Because this application doesn't create a window nor a graphic context, there's no graphics output. Because this application doesn't create a window nor a graphic context, there's no graphics output.
Please note that imgui_impl_null itself is a rather empty backend. We provide it for consistency but
it is similarly easy to create a skeleton application without the null backend.
[example_sdl2_directx11/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_directx11/) <BR> [example_sdl2_directx11/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_directx11/) <BR>
SDL2 + DirectX11 example, Windows only. <BR> SDL2 + DirectX11 example, Windows only. <BR>
@@ -149,6 +151,23 @@ SDL2 (Win32, Mac, Linux, etc.) + Vulkan example. <BR>
This is quite long and tedious, because: Vulkan. <BR> This is quite long and tedious, because: Vulkan. <BR>
For this example, the main.cpp file exceptionally use helpers function from imgui_impl_vulkan.h/cpp. For this example, the main.cpp file exceptionally use helpers function from imgui_impl_vulkan.h/cpp.
[example_sdl2_wgpu/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_wgpu/) <BR>
SDL2 + WebGPU example. Supports Emscripten (web), Dawn (native), WGPU (native). <BR>
= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_wgpu.cpp
(note that the 'example_sdl2_opengl3' example also supports Emscripten!)
[example_sdl3_directx11/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl3_directx11/) <BR>
SDL3 + DirectX11 examples, Windows only. <BR>
= main.cpp + imgui_impl_sdl3.cpp + imgui_impl_dx11.cpp <BR>
[example_sdl3_metal/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl3_metal/) <BR>
SDL3 + Metal example, Mac only. <BR>
= main.cpp + imgui_impl_sdl3.cpp + imgui_impl_metal.mm <BR>
[example_sdl3_metal4/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl3_metal/) <BR>
SDL3 + Metal4 example, Mac only. <BR>
= main.cpp + imgui_impl_sdl3.cpp + imgui_impl_metal4.mm <BR>
[example_sdl3_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl3_opengl3/) <BR> [example_sdl3_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl3_opengl3/) <BR>
SDL3 (Win32, Mac, Linux, etc.) + OpenGL3+/ES2/ES3 example. <BR> SDL3 (Win32, Mac, Linux, etc.) + OpenGL3+/ES2/ES3 example. <BR>
= main.cpp + imgui_impl_sdl3.cpp + imgui_impl_opengl3.cpp <BR> = main.cpp + imgui_impl_sdl3.cpp + imgui_impl_opengl3.cpp <BR>
@@ -169,6 +188,11 @@ SDL3 (Win32, Mac, Linux, etc.) + Vulkan example. <BR>
This is quite long and tedious, because: Vulkan. <BR> This is quite long and tedious, because: Vulkan. <BR>
For this example, the main.cpp file exceptionally use helpers function from imgui_impl_vulkan.h/cpp. For this example, the main.cpp file exceptionally use helpers function from imgui_impl_vulkan.h/cpp.
[example_sdl3_wgpu/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl3_wgpu/) <BR>
SDL3 + WebGPU example. Supports Emscripten (web), Dawn (native), WGPU (native). <BR>
= main.cpp + imgui_impl_sdl3.cpp + imgui_impl_wgpu.cpp
(note that the 'example_sdl3_opengl3' example also supports Emscripten!)
[example_win32_directx9/](https://github.com/ocornut/imgui/blob/master/examples/example_win32_directx9/) <BR> [example_win32_directx9/](https://github.com/ocornut/imgui/blob/master/examples/example_win32_directx9/) <BR>
DirectX9 example, Windows only. <BR> DirectX9 example, Windows only. <BR>
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx9.cpp = main.cpp + imgui_impl_win32.cpp + imgui_impl_dx9.cpp

View File

@@ -13,18 +13,19 @@ or view this file with any Markdown viewer.
:---------------------------------------------------------- | :---------------------------------------------------------- |
| [Where is the documentation?](#q-where-is-the-documentation) | | [Where is the documentation?](#q-where-is-the-documentation) |
| [What is this library called?](#q-what-is-this-library-called) | | [What is this library called?](#q-what-is-this-library-called) |
| [What is the difference between Dear ImGui and traditional UI toolkits?](#q-what-is-the-difference-between-dear-imgui-and-traditional-ui-toolkits) |
| [Which version should I get?](#q-which-version-should-i-get) | | [Which version should I get?](#q-which-version-should-i-get) |
| **Q&A: Integration** | | **Q&A: Integration** |
| **[How to get started?](#q-how-to-get-started)** | | **[How to get started?](#q-how-to-get-started)** |
| **[How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?](#q-how-can-i-tell-whether-to-dispatch-mousekeyboard-to-dear-imgui-or-my-application)** | | **[How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?](#q-how-can-i-tell-whether-to-dispatch-mousekeyboard-to-dear-imgui-or-my-application)** |
| [How can I enable keyboard or gamepad controls?](#q-how-can-i-enable-keyboard-or-gamepad-controls) | | [How can I enable keyboard or gamepad controls?](#q-how-can-i-enable-keyboard-or-gamepad-controls) |
| [How can I use this on a machine without mouse, keyboard or screen? (input share, remote display)](#q-how-can-i-use-this-on-a-machine-without-mouse-keyboard-or-screen-input-share-remote-display) | | [How can I use this on a machine without mouse, keyboard or screen? (input share, remote display)](#q-how-can-i-use-this-on-a-machine-without-mouse-keyboard-or-screen-input-share-remote-display) |
| [How can I create my own backend?](q-how-can-i-create-my-own-backend) | [How can I create my own backend?](#q-how-can-i-create-my-own-backend)
| [I integrated Dear ImGui in my engine and little squares are showing instead of text...](#q-i-integrated-dear-imgui-in-my-engine-and-little-squares-are-showing-instead-of-text) | | [I integrated Dear ImGui in my engine and little squares are showing instead of text...](#q-i-integrated-dear-imgui-in-my-engine-and-little-squares-are-showing-instead-of-text) |
| [I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around...](#q-i-integrated-dear-imgui-in-my-engine-and-some-elements-are-clipping-or-disappearing-when-i-move-windows-around) | | [I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around...](#q-i-integrated-dear-imgui-in-my-engine-and-some-elements-are-clipping-or-disappearing-when-i-move-windows-around) |
| [I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries...](#q-i-integrated-dear-imgui-in-my-engine-and-some-elements-are-displaying-outside-their-expected-windows-boundaries) | | [I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries...](#q-i-integrated-dear-imgui-in-my-engine-and-some-elements-are-displaying-outside-their-expected-windows-boundaries) |
| **Q&A: Usage** | | **Q&A: Usage** |
| **[About the ID Stack system..<br>Why is my widget not reacting when I click on it?<br>Why is the wrong widget reacting when I click on one?<br>How can I have widgets with an empty label?<br>How can I have multiple widgets with the same label?<br>How can I have multiple windows with the same label?](#q-about-the-id-stack-system)** | | **[About the ID Stack system...](#q-about-the-id-stack-system)**<br>**[How can I have multiple widgets with the same label?](#q-how-can-i-have-multiple-widgets-with-the-same-label) (using `##` or `PushID()`)**<br>**[How can I have widgets with an empty label?](#q-how-can-i-have-widgets-with-an-empty-label) (using `##`)**<br>**[How can I animate the label of an existing widget?](#q-how-can-i-change-the-label-of-an-existing-widget) (using `###`)**<br>**[General description of the label and ID Stack system.](#general-description-of-the-label-and-id-stack-system)** |
| [How can I display an image?](#q-how-can-i-display-an-image)<br>[What are ImTextureID/ImTextureRef?](#q-what-are-imtextureidimtextureref)| | [How can I display an image?](#q-how-can-i-display-an-image)<br>[What are ImTextureID/ImTextureRef?](#q-what-are-imtextureidimtextureref)|
| [How can I use maths operators with ImVec2?](#q-how-can-i-use-maths-operators-with-imvec2) | | [How can I use maths operators with ImVec2?](#q-how-can-i-use-maths-operators-with-imvec2) |
| [How can I use my own maths types instead of ImVec2/ImVec4?](#q-how-can-i-use-my-own-maths-types-instead-of-imvec2imvec4) | | [How can I use my own maths types instead of ImVec2/ImVec4?](#q-how-can-i-use-my-own-maths-types-instead-of-imvec2imvec4) |
@@ -54,6 +55,7 @@ or view this file with any Markdown viewer.
- Handy [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) guide to integrate Dear ImGui in an existing application. - Handy [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) guide to integrate Dear ImGui in an existing application.
- 20+ standalone example applications using e.g. OpenGL/DirectX are provided in the [examples/](https://github.com/ocornut/imgui/blob/master/examples/) folder to explain how to integrate Dear ImGui with your own engine/application. You can run those applications and explore them. - 20+ standalone example applications using e.g. OpenGL/DirectX are provided in the [examples/](https://github.com/ocornut/imgui/blob/master/examples/) folder to explain how to integrate Dear ImGui with your own engine/application. You can run those applications and explore them.
- See demo code in [imgui_demo.cpp](https://github.com/ocornut/imgui/blob/master/imgui_demo.cpp) and particularly the `ImGui::ShowDemoWindow()` function. The demo covers most features of Dear ImGui, so you can read the code and see its output. - See demo code in [imgui_demo.cpp](https://github.com/ocornut/imgui/blob/master/imgui_demo.cpp) and particularly the `ImGui::ShowDemoWindow()` function. The demo covers most features of Dear ImGui, so you can read the code and see its output.
- See pthom's online [imgui_explorer](https://pthom.github.io/imgui_explorer) which is a web version of the demo with a source code browser.
- See documentation: [Backends](https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md), [Examples](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md), [Fonts](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md). - See documentation: [Backends](https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md), [Examples](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md), [Fonts](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md).
- See documentation and comments at the top of [imgui.cpp](https://github.com/ocornut/imgui/blob/master/imgui.cpp) + general API comments in [imgui.h](https://github.com/ocornut/imgui/blob/master/imgui.h). - See documentation and comments at the top of [imgui.cpp](https://github.com/ocornut/imgui/blob/master/imgui.cpp) + general API comments in [imgui.h](https://github.com/ocornut/imgui/blob/master/imgui.h).
- The [Glossary](https://github.com/ocornut/imgui/wiki/Glossary) page may be useful. - The [Glossary](https://github.com/ocornut/imgui/wiki/Glossary) page may be useful.
@@ -75,6 +77,60 @@ or view this file with any Markdown viewer.
--- ---
### Q: What is the difference between Dear ImGui and traditional UI toolkits?
Here's a very simplified comparison between the approach taken by Dear ImGui vs traditional toolkits:
| Dear ImGui | Qt/GTK/WPF... |
|--------------------------|--------------------------|
| UI fully issued on every update. | UI issued once then later modified. |
| UI layout is fully dynamic and can change at any time.<BR>UI is generally emitted programmatically, which empowers reflecting a dynamic set of data. | UI layout is mostly static.<BR>UI may be emitted programmatically or from data created by offline tools. UI need extra code to evolve, which is often tedious and error-prone if it needs to be reflecting dynamic data and systems. |
| Application can submit UI based on arbitrary logic and then forget about it. | Application needs more bookkeeping of UI elements. |
| UI library stores minimal amounts of data. At one point in time, it typically doesn't know or remember which other widgets are displayed and which widgets are coming next. As a result, certain layout features (alignment, resizing) are not as easy to implement or require ad-hoc code. | UI library stores entire widgets tree and state. UI library can use this retained data to easily layout things. |
| UI code may be added anywhere.<BR>You can even create UI to edit a local variable! | UI code needs to be added in dedicated spots. |
| UI layout/logic/action/data bindings are all nearby in the code. | UI layout/logic/action/data bindings in distinct functions, files or formats. |
| Data is naturally always synchronized. | Use callback/signal/slot for synchronizing data (error-prone). |
| API is simple and easy to learn. In particular, doing basic things is very easy. | API is more complex and specialized. |
| API is low-level (raw language types). | API are higher-level (more abstractions, advanced language features). |
| Less fancy look and feel. | Standard look and feel. |
| Compile yourself. Easy to debug, hack, modify, study. | Mostly use precompiled libraries. Compiling, modifying or studying is daunting if not impossible. |
| Run on every platform. | Run on limited desktop platforms. |
Idiomatic Dear ImGui code:
```cpp
if (ImGui::Button("Save"))
MySaveFunction();
ImGui::SliderFloat("Slider", &m_MyValue, 0.0f, 1.0f);
```
Idiomatic code with traditional toolkit:
```cpp
UiButton* button = new UiButton("Save");
button->OnClick = &MySaveFunction;
parent->Add(button);
UiSlider* slider = new UiSlider("Slider");
slider->SetRange(0.0f, 1.0f);
slider->BindData<float>(&m_MyValue);
parent->Add(slider);
```
This is only meant to give you a intuitive feeling of the main differences, but pros & cons go deeper than that.
Some of those properties are typically associated to the umbrella term "IMGUI", but the term has no simple and well-agreed definition. There are many erroneous statements and misunderstandings with what IMGUI means. It is partly caused by the fact that most popular IMGUI implementations (including Dear ImGui) have originated from game industry needs and have targeted specific use cases, causing people to conflate IMGUI properties with what a specific library does. However, it is perfectly possible to implement an IMGUI library that would have very different properties than e.g. Dear ImGui. My take on defining what an IMGUI is:
**IMGUI refers to the API: literally the interface between the application and the UI system.**
- An IMGUI API favors the application code owning its data and being the single source of truth for it.
- An IMGUI API tries to minimize the application having to retain/manage data related to the UI system.
- An IMGUI API tries to minimize the UI system having to retain/manage data related to the application.
- Synchronization between application data and UI data is natural and less error-prone.
**IMGUI does NOT refer to the implementation. Whatever happens inside the UI library code doesn't matter.**
<BR>Also see: [Links to many articles about the IMGUI paradigm](https://github.com/ocornut/imgui/wiki/#about-the-imgui-paradigm).
##### [Return to Index](#index)
---
### Q: Which version should I get? ### Q: Which version should I get?
I occasionally tag [Releases](https://github.com/ocornut/imgui/releases) but it is generally safe and recommended to sync to master/latest. The library is fairly stable and regressions tend to be fixed fast when reported. I occasionally tag [Releases](https://github.com/ocornut/imgui/releases) but it is generally safe and recommended to sync to master/latest. The library is fairly stable and regressions tend to be fixed fast when reported.
@@ -207,15 +263,19 @@ ctx->RSSetScissorRects(1, &r);
# Q&A: Usage # Q&A: Usage
### Q: About the ID Stack system... ## Q: About the ID Stack system...
### Q: Why is my widget not reacting when I click on it?
### Q: Why is the wrong widget reacting when I click on one?
### Q: How can I have widgets with an empty label?
### Q: How can I have multiple widgets with the same label?
### Q: How can I have multiple windows with the same label?
**USING THE SAME LABEL+ID IS THE MOST COMMON USER MISTAKE!** **USING THE SAME LABEL+ID IS THE MOST COMMON USER MISTAKE!**
<br>**USING AN EMPTY LABEL IS THE SAME AS USING THE SAME LABEL AS YOUR PARENT WIDGET!** <br>**USING AN EMPTY LABEL IS THE SAME AS USING THE SAME LABEL AS YOUR PARENT WIDGET!**
<br>Read the questions in this section for a more general understand of how labels and ID works in Dear ImGui.
TL;DR;
- Widgets labels are also used to compute Widgets unique identifiers.
- Unique identifiers are hashes of the label + of the parent scope (e.g. parent window or parent tree node labels).
- You can use `PushID()` to append to the identifier without making it visible.
- You can use `"##something"` in a label to append to the identifier without making it visible.
- You can use `"###something"` in a label to make the identifier ignore the visible part.
<table> <table>
<tr> <tr>
<td><img src="https://github.com/user-attachments/assets/776a8315-1164-4178-9a8c-df52e0ff28aa"></td> <td><img src="https://github.com/user-attachments/assets/776a8315-1164-4178-9a8c-df52e0ff28aa"></td>
@@ -246,16 +306,99 @@ ImGui::End();
</tr> </tr>
</table> </table>
A primer on labels and the ID Stack... ### Q: How can I have multiple widgets with the same label?
A. When widgets are in a same scope and finite, you can use a `"##something"` suffix which will be part of the identifier but not visible as a label.
```cpp
Button("Play"); // Label = "Play", ID = hash of ("MyWindow", "Play")
Button("Play##foo1"); // Label = "Play", ID = hash of ("MyWindow", "Play##foo1") // Different from other buttons
Button("Play##foo2"); // Label = "Play", ID = hash of ("MyWindow", "Play##foo2") // Different from other buttons
```
B. More generally, e.g. in loops, you can use `PushID()/PopID()` to push a prefix which will be part of the identifier.
```cpp
// Using PushID() with a string
for (int i = 0; i < 100; i++)
{
MyObject* obj = Objects[i];
PushID(obj->Name);
Button("Click"); // Label = "Click", ID = hash of ("Window", obj->Name, "Click")
PopID();
}
```
```cpp
// Using PushID() with an index
for (int i = 0; i < 100; i++)
{
PushID(i);
Button("Click"); // Label = "Click", ID = hash of ("Window", i, "Click")
PopID();
}
```
### Q: How can I have widgets with an empty label?
If you want to completely hide the label, but still need an ID:
```cpp
Checkbox("##On", &b); // Label = "", ID = hash of (..., "##On") // No visible label, just a checkbox!
```
##### [Return to Index](#index)
### Q: How can I make a label dynamic?
Dear ImGui is very dynamic so you can submit different widgets every frame.
However, in order to preserve widget state (eg. which tree node is open; which button is focused) the library internaly refers to their unique ID.
Occasionally you might want to change a label while preserving a constant ID. This allows you to change/animate labels while persisting associated state.
For example, you may want to include varying information in a window title bar or button label.
Using "###" exclude the preceeding part from ID computation:
```cpp
Button("Hello###ID"); // Label = "Enable", ID = hash of (..., "ID")
Button("World###ID"); // Label = "Disable", ID = hash of (..., "ID") // Same ID, different label
```
Using a same ID ensure that associated related e.g. weither the widget is focused, won't be lost when the label changes.
<table>
<tr>
<td><img src="https://github.com/user-attachments/assets/2bf18756-e122-498d-bbd4-5c44bb1018d5"></td>
<td>
<pre lang="cpp">
// Window label has animating FPS counter
// Window ID stays the same = hash of "MyGame"
char buf[128];
sprintf(buf, "My game (%.1f FPS)###MyGame", io.Framerate);
ImGui::Begin(buf);
&nbsp;
// Label changes between "Enable" and "Disable"
// ID stays the same = hash of ("MyGame", "MyButton")
if (ImGui::Button(enabled ? "Disable###MyButton" : "Enable###MyButton", { -FLT_MIN, 0.0f }))
enabled = !enabled;
&nbsp;
ImGui::End();
</pre>
</td>
</tr>
</table>
(Hint: I'd suggest wrapping sprintf in something more compact to use, e.g. [ocornut/Str](https://github.com/ocornut/Str) for what I personally use).
##### [Return to Index](#index)
### General description of the label and ID Stack system
Dear ImGui internally needs to uniquely identify UI elements. Dear ImGui internally needs to uniquely identify UI elements.
Elements that are typically not clickable (such as calls to the Text functions) don't need an ID. Elements that are typically not clickable (such as calls to Text() functions) don't need an ID.
Interactive widgets (such as calls to Button buttons) need a unique ID. Interactive widgets (such as calls to Button() functions) need a unique ID.
**Unique IDs are used internally to track active widgets and occasionally associate state to widgets.<BR> **Unique IDs are used internally to track active widgets and occasionally associate state to widgets.<BR>
Unique IDs are implicitly built from the hash of multiple elements that identify the "path" to the UI element.** Unique IDs are implicitly built from the hash of multiple elements that identify the "path" to the UI element.**
Since Dear ImGui 1.85, you can use `Demo>Tools>ID Stack Tool` or call `ImGui::ShowIDStackToolWindow()`. The tool display intermediate values leading to the creation of a unique ID, making things easier to debug and understand. You can use `Demo>Tools>ID Stack Tool` or call `ImGui::ShowIDStackToolWindow()`. The tool display intermediate values leading to the creation of a unique ID, making things easier to debug and understand.
![Stack tool](https://user-images.githubusercontent.com/8225057/136235657-a0ea5665-dcd1-423f-9be6-dc3f8ced8f12.png) ![Stack tool](https://user-images.githubusercontent.com/8225057/136235657-a0ea5665-dcd1-423f-9be6-dc3f8ced8f12.png)
@@ -309,20 +452,7 @@ Button("Play##foo2"); // Label = "Play", ID = hash of ("MyWindow", "Play##foo
Button("##foo"); // Label = "", ID = hash of ("MyWindow", "##foo") // Different from window Button("##foo"); // Label = "", ID = hash of ("MyWindow", "##foo") // Different from window
End(); End();
``` ```
- If you want to completely hide the label, but still need an ID:
```cpp
Checkbox("##On", &b); // Label = "", ID = hash of (..., "##On") // No visible label, just a checkbox!
```
- Occasionally/rarely you might want to change a label while preserving a constant ID. This allows
you to animate labels. For example, you may want to include varying information in a window title bar,
but windows are uniquely identified by their ID. Use "###" to pass a label that isn't part of ID:
```cpp
Button("Hello###ID"); // Label = "Hello", ID = hash of (..., "###ID")
Button("World###ID"); // Label = "World", ID = hash of (..., "###ID") // Same ID, different label
sprintf(buf, "My game (%f FPS)###MyGame", fps);
Begin(buf); // Variable title, ID = hash of "MyGame"
```
- Solving ID conflict in a more general manner: - Solving ID conflict in a more general manner:
Use `PushID()` / `PopID()` to create scopes and manipulate the ID stack, as to avoid ID conflicts Use `PushID()` / `PopID()` to create scopes and manipulate the ID stack, as to avoid ID conflicts
within the same window. This is the most convenient way of distinguishing ID when iterating and within the same window. This is the most convenient way of distinguishing ID when iterating and
@@ -389,8 +519,8 @@ node open/closed state differently. See what makes more sense in your situation!
### Q: What are ImTextureID/ImTextureRef? ### Q: What are ImTextureID/ImTextureRef?
**Short explanation:** **Short explanation:**
- Refer to [Image Loading and Displaying Examples](https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples) on the [Wiki](https://github.com/ocornut/imgui/wiki).
- You may use functions such as `ImGui::Image()`, `ImGui::ImageButton()` or lower-level `ImDrawList::AddImage()` to emit draw calls that will use your own textures. - You may use functions such as `ImGui::Image()`, `ImGui::ImageButton()` or lower-level `ImDrawList::AddImage()` to emit draw calls that will use your own textures.
- To load and display your own textures, refer to [Image Loading and Displaying Examples](https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples) on the [Wiki](https://github.com/ocornut/imgui/wiki).
- Actual textures are identified in a way that is up to the user/engine. Those identifiers are stored and passed as an opaque ImTextureID value. - Actual textures are identified in a way that is up to the user/engine. Those identifiers are stored and passed as an opaque ImTextureID value.
- By default ImTextureID can store up to 64-bits. You may `#define` it to a custom type/structure if you need. - By default ImTextureID can store up to 64-bits. You may `#define` it to a custom type/structure if you need.
- Loading image files from the disk and turning them into a texture is not within the scope of Dear ImGui (for a good reason), but the examples linked above may be useful references. - Loading image files from the disk and turning them into a texture is not within the scope of Dear ImGui (for a good reason), but the examples linked above may be useful references.
@@ -398,12 +528,20 @@ node open/closed state differently. See what makes more sense in your situation!
**Details:** **Details:**
1.92 introduced `ImTextureRef` in June 2025. 1.92 introduced `ImTextureRef` in June 2025.
- Most drawing functions using ImTextureID were changed to use ImTextureRef. - All drawing functions using `ImTextureID` were changed to use `ImTextureRef`.
- We intentionally do not provide an implicit ImTextureRef -> ImTextureID cast operator because it is technically lossy to convert ImTextureRef to ImTextureID before rendering. - You can trivially create a `ImTextureRef` from a `ImTextureID`.
- **If you use Image functions with textures that you have loaded/created yourself, you will mostly likely only ever store/manipulate `ImTextureID` and then pass them as `ImTextureRef`.**
- You only NEED to manipulate `ImTextureRef` when dealing with textures managed by the backend itself, aka mainly the atlas texture for now.
- We intentionally do not provide an implicit `ImTextureRef` -> `ImTextureID` cast operator because it is technically lossy to convert ImTextureRef to ImTextureID before rendering.
**ImTextureID = backend specific, low-level identifier for a texture uploaded in GPU/graphics system.** **ImTextureID = backend specific, low-level identifier for a texture uploaded in GPU/graphics system.**
```cpp
#ifndef ImTextureID
typedef ImU64 ImTextureID; // Default: store up to 64-bits (any pointer or integer). A majority of backends are ok with that.
#endif
```
- When a Rendered Backend creates a texture, it store its native identifier into a ImTextureID value (e.g. Used by DX11 backend to a `ID3D11ShaderResourceView*`; Used by OpenGL backends to store `GLuint`; Used by SDLGPU backend to store a `SDL_GPUTextureSamplerBinding*`, etc.). - When a Rendered Backend creates a texture, it store its native identifier into a ImTextureID value (e.g. Used by DX11 backend to a `ID3D11ShaderResourceView*`; Used by OpenGL backends to store `GLuint`; Used by SDLGPU backend to store a `SDL_GPUTextureSamplerBinding*`, etc.).
- User may submit their own textures to e.g. ImGui::Image() function by passing the same type. - User may submit their own textures to e.g. `ImGui::Image()` function by passing this value.
- During the rendering loop, the Renderer Backend retrieve the ImTextureID, which stored inside a ImTextureRef, which is stored inside ImDrawCmd. - During the rendering loop, the Renderer Backend retrieve the ImTextureID, which stored inside a ImTextureRef, which is stored inside ImDrawCmd.
- Compile-time type configuration: - Compile-time type configuration:
- To use something other than a 64-bit value: add '#define ImTextureID MyTextureType*' in your imconfig.h file. - To use something other than a 64-bit value: add '#define ImTextureID MyTextureType*' in your imconfig.h file.
@@ -411,13 +549,29 @@ node open/closed state differently. See what makes more sense in your situation!
- You may decide to store a higher-level structure containing texture, sampler, shader etc. with various constructors if you like. You will need to implement ==/!= operators. - You may decide to store a higher-level structure containing texture, sampler, shader etc. with various constructors if you like. You will need to implement ==/!= operators.
**ImTextureRef = higher-level identifier for a texture.** **ImTextureRef = higher-level identifier for a texture.**
```cpp
// Store a ImTextureID _or_ a ImTextureData*.
struct ImTextureRef
{
ImTextureRef() { _TexData = NULL; _TexID = ImTextureID_Invalid; }
ImTextureRef(ImTextureID tex_id) { _TexData = NULL; _TexID = tex_id; }
inline ImTextureID GetTexID() const { return _TexData ? _TexData->TexID : _TexID; }
// Members (either are set, never both!)
ImTextureData* _TexData; // A texture, generally owned by a ImFontAtlas. Will convert to ImTextureID during render loop, after texture has been uploaded.
ImTextureID _TexID; // _OR_ Low-level backend texture identifier, if already uploaded or created by user/app. Generally provided to e.g. ImGui::Image() calls.
};
```
- The identifier is valid even before the texture has been uploaded to the GPU/graphics system. - The identifier is valid even before the texture has been uploaded to the GPU/graphics system.
- This is what gets passed to functions such as `ImGui::Image()`, `ImDrawList::AddImage()`. - This is what gets passed to functions such as `ImGui::Image()`, `ImDrawList::AddImage()`.
- This is what gets stored in draw commands (`ImDrawCmd`) to identify a texture during rendering. - This is what gets stored in draw commands (`ImDrawCmd`) to identify a texture during rendering.
- When a texture is created by user code (e.g. custom images), we directly stores the low-level `ImTextureID`. - When a texture is created by user code (e.g. custom images), we directly store the low-level `ImTextureID`.
- When a texture is created by the backend, we stores a `ImTextureData*` which becomes an indirection to extract the `ImTextureID` value during rendering, after texture upload has happened. - Because of this, when displaying your own texture you are likely to ever only manage ImTextureID values on your side.
- There is no constructor to create a `ImTextureID` from a `ImTextureData*` as we don't expect this to be useful to the end-user, and it would be erroneously called by many legacy code. - When a texture is created by the backend, we store a `ImTextureData*` which becomes an indirection to extract the `ImTextureID` value during rendering, after texture upload has happened.
- If you want to bind the current atlas when using custom rectangle, you can use `io.Fonts->TexRef`. - To create a `ImTextureRef` from a `ImTextureData*` you can use `ImTextureData::GetTexRef()`.
We intentionally do not provide an `ImTextureRef` constructor for this: we don't expect this to be frequently useful to the end-user, and it would be erroneously called by many legacy code.
- There is no constructor to create a `ImTextureRef` from a `ImTextureData*` as we don't expect this to be useful to the end-user, and it would be erroneously called by many legacy code.
- If you want to bind the current atlas when using custom rectangles, you can use `io.Fonts->TexRef`.
- Binding generators for languages such as C (which don't have constructors), should provide a helper, e.g. `inline ImTextureRef ImTextureRefFromID(ImTextureID tex_id) { ImTextureRef tex_ref = { ._TexData = NULL, .TexID = tex_id }; return tex_ref; }` - Binding generators for languages such as C (which don't have constructors), should provide a helper, e.g. `inline ImTextureRef ImTextureRefFromID(ImTextureID tex_id) { ImTextureRef tex_ref = { ._TexData = NULL, .TexID = tex_id }; return tex_ref; }`
**Please read documentations or tutorials on your graphics API to understand how to display textures on the screen before moving onward.** **Please read documentations or tutorials on your graphics API to understand how to display textures on the screen before moving onward.**
@@ -579,22 +733,28 @@ Since 1.92 (June 2025) fonts may be dynamically used at any size.
**Scaling fonts** **Scaling fonts**
Select default size:
```cpp
style.FontSizeBase = 20.0f;
```
Scale all fonts:
```cpp
style.FontScaleDpi = 2.0f;
```
To change font size: To change font size:
```cpp ```cpp
ImGui::PushFont(NULL, 42.0f); ImGui::PushFont(NULL, 42.0f); // This will be multiplied by style.FontScaleDpi
``` ```
To change font and font size: To change font and font size:
```cpp ```cpp
ImGui::PushFont(new_font, 42.0f); ImGui::PushFont(new_font, 42.0f);
``` ```
To scale all fonts:
```cpp
style.FontScaleDpi = 2.0f;
```
In `docking` branch or with multi-viewports: In `docking` branch or with multi-viewports:
```cpp ```cpp
io.ConfigDpiScaleFonts = true; // [Experimental] Automatically overwrite style.FontScaleDpi in Begin() when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now. io.ConfigDpiScaleFonts = true; // (Docking branch only) Automatically overwrite style.FontScaleDpi in Begin() when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now.
io.ConfigDpiScaleViewports = true; // [Experimental] Scale Dear ImGui and Platform Windows when Monitor DPI changes. io.ConfigDpiScaleViewports = true; // (Docking branch only) Scale Dear ImGui and Platform Windows when Monitor DPI changes.
``` ```
**Scaling style** (paddings, spacings, thicknesses) **Scaling style** (paddings, spacings, thicknesses)

View File

@@ -2,10 +2,20 @@ _(You may browse this at https://github.com/ocornut/imgui/blob/master/docs/FONTS
## Dear ImGui: Using Fonts ## Dear ImGui: Using Fonts
The code in imgui.cpp embeds a copy of [ProggyClean.ttf](http://proggyfonts.net) (by Tristan Grimmer), The code in Dear ImGui embeds a copy of [ProggyClean.ttf](https://github.com/bluescan/proggyfonts) by Tristan Grimmer,
a 13 pixels high, pixel-perfect font used by default. We embed it in the source code so you can use Dear ImGui without any file system access. ProggyClean does not scale smoothly, therefore it is recommended that you load your own file when using Dear ImGui in an application aiming to look nice and wanting to support multiple resolutions. a 13 pixels high, pixel-perfect font used by default. ProggyClean does not scale very nicely.
You may also load external .TTF/.OTF files. The code in Dear ImGui embeds a partial copy of [ProggyForever.ttf](https://github.com/ocornut/proggyforever) by Disco Hello & Tristan Grimmer,
a new font mimicking ProggyClean which does scale nicely.
We embed fonts in the code so you can use Dear ImGui without any file system access.
If you don't use them you can set `IMGUI_DISABLE_DEFAULT_FONT` in your [imconfig.h](https://github.com/ocornut/imgui/blob/master/imconfig.h) file to ship binaries without the fonts and save about ~26 KB.
Calling io.Fonts->AddFontDefaultVector() loads ProggyForever.
Calling io.Fonts->AddFontDefaultBitmap() loads ProggyClean.
Calling io.Fonts->AddFontDefault() selects one based on the expected default font size (when `style.FontSizeBase * style.FontScaleMain * style.FontSizeDpi >= 15` we use ProggyForever).
You may also load external .TTF/.OTF files, see instructions on this page.
In the [misc/fonts/](https://github.com/ocornut/imgui/tree/master/misc/fonts) folder you can find a few suggested fonts, provided as a convenience. In the [misc/fonts/](https://github.com/ocornut/imgui/tree/master/misc/fonts) folder you can find a few suggested fonts, provided as a convenience.
**Also read the FAQ:** https://www.dearimgui.com/faq (there is a Fonts section!) **Also read the FAQ:** https://www.dearimgui.com/faq (there is a Fonts section!)
@@ -67,6 +77,17 @@ Some solutions:
You can use the `ImFontGlyphRangesBuilder` for this purpose and rebuilding your atlas between frames when new characters are needed. This will be the biggest win! You can use the `ImFontGlyphRangesBuilder` for this purpose and rebuilding your atlas between frames when new characters are needed. This will be the biggest win!
- Set `io.Fonts.Flags |= ImFontAtlasFlags_NoPowerOfTwoHeight;` to disable rounding the texture height to the next power of two. - Set `io.Fonts.Flags |= ImFontAtlasFlags_NoPowerOfTwoHeight;` to disable rounding the texture height to the next power of two.
### (5) Reduce texture resizes/copy on startup
🆕 Since 1.92, the ImFontAtlas is initially created using a 512x128 texture, then grows as glyphs and fonts are used. Atlas growth leads to alloc+copy, and both the old and new sized textures are present in memory for a short time (typically one frame). If you use known fonts and want to reduce initial growth, you may set `TexMinWidth` and `TexMinHeight` during initializaton.
```cpp
ImFontAtlas* atlas = io.Fonts;
atlas->TexMinWidth = 1024;
atlas->TexMinHeight = 1024;
atlas->AddFont(...);
```
##### [Return to Index](#index) ##### [Return to Index](#index)
--------------------------------------- ---------------------------------------
@@ -89,7 +110,10 @@ See [#8465](https://github.com/ocornut/imgui/issues/8465) for more details.
## How should I handle DPI in my application? ## How should I handle DPI in my application?
See [FAQ entry](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#q-how-should-i-handle-dpi-in-my-application). Since 1.92, with an updated backend, you can set `style.FontScaleDpi = your_content_scale;` to scale all fonts.
<BR>You can call `style.ScaleAllSizes(xxx)` at init time or every frame at the beginning of your main loop to scale sizes/paddings.
<BR>Since 1.92, with an updated backend, macOS style pixel/backing style scale is automatically handled.
<BR>See [FAQ entry](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#q-how-should-i-handle-dpi-in-my-application) for more details.
##### [Return to Index](#index) ##### [Return to Index](#index)
@@ -97,10 +121,22 @@ See [FAQ entry](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#q-how-s
## Fonts Loading Instructions ## Fonts Loading Instructions
**Select base size**
```cpp
ImGuiStyle& style = ImGui::GetStyle();
style.FontSizeBase = 20.0f;
```
**Load default font:** **Load default font:**
```cpp ```cpp
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
io.Fonts->AddFontDefault(); io.Fonts->AddFontDefaultVector(); // Load embedded scalable font.
```
```cpp
io.Fonts->AddFontDefaultBitmap(); // Load embedded bitmap font (legacy).
```
```cpp
io.Fonts->AddFontDefault(); // Load embedded font (legacy: auto-selected between the two above).
``` ```
**Load .TTF/.OTF file with:** **Load .TTF/.OTF file with:**
@@ -145,12 +181,11 @@ ImFont* font = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, &config);
🆕 **Since 1.92, with an up to date backend: specifying glyph ranges is unnecessary.** 🆕 **Since 1.92, with an up to date backend: specifying glyph ranges is unnecessary.**
```cpp ```cpp
// Load a first font // Load a first font
ImFont* font = io.Fonts->AddFontDefault(); ImFont* font = io.Fonts->AddFontDefaultVector();
ImFontConfig config; ImFontConfig config;
config.MergeMode = true; config.MergeMode = true;
io.Fonts->AddFontFromFileTTF("DroidSans.ttf", 0.0f, &config); // Merge into first font to add e.g. Asian characters io.Fonts->AddFontFromFileTTF("DroidSans.ttf", 0.0f, &config); // Merge into first font to add e.g. Asian characters
io.Fonts->AddFontFromFileTTF("fontawesome-webfont.ttf", 0.0f, &config); // Merge into first font to add Icons io.Fonts->AddFontFromFileTTF("fontawesome-webfont.ttf", 0.0f, &config); // Merge into first font to add Icons
io.Fonts->Build();
``` ```
:rewind: **Before 1.92, or without an up to date backend:** :rewind: **Before 1.92, or without an up to date backend:**
```cpp ```cpp
@@ -203,7 +238,7 @@ if (ImGui::Button(u8"ロード"))
{ {
// do stuff // do stuff
} }
ImGui::InputText("string", buf, IM_ARRAYSIZE(buf)); ImGui::InputText("string", buf, IM_COUNTOF(buf));
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
``` ```
@@ -229,6 +264,7 @@ ImFontConfig font_cfg;
font_cfg.FontDataOwnedByAtlas = false; font_cfg.FontDataOwnedByAtlas = false;
ImFont* font = io.Fonts->AddFontFromMemoryTTF(data, data_size, size_pixels, &font_cfg); ImFont* font = io.Fonts->AddFontFromMemoryTTF(data, data_size, size_pixels, &font_cfg);
``` ```
IMPORTANT: Since 1.92, when using `FontDataOwnedByAtlas = false`, font data needs to available until `atlas->RemoveFont()`, or more typically until a shutdown of the owning context or font atlas. It was not immediately noticeable in 1.92.0 due to a bug in handling `FontDataOwnedByAtlas = false`, which was fixed in 1.92.6.
##### [Return to Index](#index) ##### [Return to Index](#index)
@@ -269,7 +305,7 @@ Example Setup:
// Merge icons into default tool font // Merge icons into default tool font
#include "IconsFontAwesome.h" #include "IconsFontAwesome.h"
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
io.Fonts->AddFontDefault(); io.Fonts->AddFontDefaultVector();
ImFontConfig config; ImFontConfig config;
config.MergeMode = true; config.MergeMode = true;
config.GlyphMinAdvanceX = 13.0f; // Use if you want to make the icon monospaced config.GlyphMinAdvanceX = 13.0f; // Use if you want to make the icon monospaced
@@ -426,7 +462,7 @@ As an alternative to rendering colorful glyphs using imgui_freetype with `ImGuiF
#### Pseudo-code: #### Pseudo-code:
```cpp ```cpp
// Add font, then register two custom 13x13 rectangles mapped to glyph 'a' and 'b' of this font // Add font, then register two custom 13x13 rectangles mapped to glyph 'a' and 'b' of this font
ImFont* font = io.Fonts->AddFontDefault(); ImFont* font = io.Fonts->AddFontDefaultVector();
int rect_ids[2]; int rect_ids[2];
rect_ids[0] = io.Fonts->AddCustomRectFontGlyph(font, 'a', 13, 13, 13+1); rect_ids[0] = io.Fonts->AddCustomRectFontGlyph(font, 'a', 13, 13, 13+1);
rect_ids[1] = io.Fonts->AddCustomRectFontGlyph(font, 'b', 13, 13, 13+1); rect_ids[1] = io.Fonts->AddCustomRectFontGlyph(font, 'b', 13, 13, 13+1);
@@ -439,7 +475,7 @@ unsigned char* tex_pixels = nullptr;
int tex_width, tex_height; int tex_width, tex_height;
io.Fonts->GetTexDataAsRGBA32(&tex_pixels, &tex_width, &tex_height); io.Fonts->GetTexDataAsRGBA32(&tex_pixels, &tex_width, &tex_height);
for (int rect_n = 0; rect_n < IM_ARRAYSIZE(rect_ids); rect_n++) for (int rect_n = 0; rect_n < IM_COUNTOF(rect_ids); rect_n++)
if (const ImTextureRect* rect = io.Fonts->GetCustomRect(rect_ids[rect_n])) if (const ImTextureRect* rect = io.Fonts->GetCustomRect(rect_ids[rect_n]))
{ {
// Fill the custom rectangle with red pixels (in reality you would draw/copy your bitmap data here!) // Fill the custom rectangle with red pixels (in reality you would draw/copy your bitmap data here!)
@@ -539,7 +575,20 @@ You can use the `UTF-8 Encoding viewer` in `Metrics/Debugger` to verify the cont
## Credits/Licenses For Fonts Included In Repository ## Credits/Licenses For Fonts Included In Repository
Some fonts files are available in the `misc/fonts/` folder: Embedded in source code:
**ProggyClean.ttf**, by Tristan Grimmer
<br>MIT License
<br>(recommended loading setting: Size = 13.0, GlyphOffset.y = +1, PixelSnapH = true)
<br>https://github.com/bluescan/proggyfonts
**ProggyForever.ttf**, by Disco Hello, Tristan Grimmer
<BR>MIT License
<BR>https://github.com/ocornut/proggyforever
Extra fonts files are available in the `misc/fonts/` folder.
Compared to 2014 when they were first introduced, we now have better font support and we embed ProggyForever.
I believe all the files here are unnecessary nowadays. You can find font yourself. They might eventually be removed.
**Roboto-Medium.ttf**, by Christian Robetson **Roboto-Medium.ttf**, by Christian Robetson
<br>Apache License 2.0 <br>Apache License 2.0
@@ -554,15 +603,10 @@ Some fonts files are available in the `misc/fonts/` folder:
<br>Apache License 2.0 <br>Apache License 2.0
<br>https://www.fontsquirrel.com/fonts/droid-sans <br>https://www.fontsquirrel.com/fonts/droid-sans
**ProggyClean.ttf**, by Tristan Grimmer
<br>MIT License
<br>(recommended loading setting: Size = 13.0, GlyphOffset.y = +1)
<br>http://www.proggyfonts.net/
**ProggyTiny.ttf**, by Tristan Grimmer **ProggyTiny.ttf**, by Tristan Grimmer
<br>MIT License <br>MIT License
<br>(recommended loading setting: Size = 10.0, GlyphOffset.y = +1) <br>(recommended loading setting: Size = 10.0, GlyphOffset.y = +1)
<br>http://www.proggyfonts.net/ <br>https://github.com/bluescan/proggyfonts
**Karla-Regular.ttf**, by Jonathan Pinhorn **Karla-Regular.ttf**, by Jonathan Pinhorn
<br>SIL OPEN FONT LICENSE Version 1.1 <br>SIL OPEN FONT LICENSE Version 1.1
@@ -588,15 +632,14 @@ Some fonts files are available in the `misc/fonts/` folder:
#### MONOSPACE FONTS #### MONOSPACE FONTS
Pixel Perfect: <img width="1172" height="715" alt="image" src="https://github.com/user-attachments/assets/c9702534-4877-41c9-ae0d-252933c26ced" />
- Proggy Fonts, by Tristan Grimmer http://www.proggyfonts.net or http://upperboundsinteractive.com/fonts.php
- Sweet16, Sweet16 Mono, by Martin Sedlak (Latin + Supplemental + Extended A) https://github.com/kmar/Sweet16Font (also include an .inl file to use directly in dear imgui.)
Regular: - Proggy Fonts, by Tristan Grimmer https://github.com/bluescan/proggyfonts
- Google Noto Mono Fonts https://www.google.com/get/noto/ - Sweet16, Sweet16 Mono, by Martin Sedlak (Latin + Supplemental + Extended A) https://github.com/kmar/Sweet16Font
- Typefaces for source code beautification https://github.com/chrissimpkins/codeface - Google Noto Mono Fonts: https://www.google.com/get/noto/
- Programmation fonts http://s9w.github.io/font_compare/ - Typefaces for source code beautification: https://github.com/chrissimpkins/codeface
- Inconsolata http://www.levien.com/type/myfonts/inconsolata.html - Programmation fonts: http://s9w.github.io/font_compare/
- Inconsolata: http://www.levien.com/type/myfonts/inconsolata.html
- Adobe Source Code Pro: Monospaced font family for ui & coding environments https://github.com/adobe-fonts/source-code-pro - Adobe Source Code Pro: Monospaced font family for ui & coding environments https://github.com/adobe-fonts/source-code-pro
- Monospace/Fixed Width Programmer's Fonts http://www.lowing.org/fonts/ - Monospace/Fixed Width Programmer's Fonts http://www.lowing.org/fonts/

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@@ -16,7 +16,7 @@ Businesses: support continued development and maintenance via invoiced sponsorin
| [The Pitch](#the-pitch) - [Usage](#usage) - [How it works](#how-it-works) - [Releases & Changelogs](#releases--changelogs) - [Demo](#demo) - [Getting Started & Integration](#getting-started--integration) | | [The Pitch](#the-pitch) - [Usage](#usage) - [How it works](#how-it-works) - [Releases & Changelogs](#releases--changelogs) - [Demo](#demo) - [Getting Started & Integration](#getting-started--integration) |
:----------------------------------------------------------: | :----------------------------------------------------------: |
| [Gallery](#gallery) - [Support, FAQ](#support-frequently-asked-questions-faq) - [How to help](#how-to-help) - **[Funding & Sponsors](https://github.com/ocornut/imgui/wiki/Funding)** - [Credits](#credits) - [License](#license) | | [Gallery](#gallery) - [Support, FAQ](#support-frequently-asked-questions-faq) - [How to help](#how-to-help) - **[Funding & Sponsors](https://github.com/ocornut/imgui/wiki/Funding)** - [Credits](#credits) - [License](#license) |
| [Wiki](https://github.com/ocornut/imgui/wiki) - [Extensions](https://github.com/ocornut/imgui/wiki/Useful-Extensions) - [Languages bindings & frameworks backends](https://github.com/ocornut/imgui/wiki/Bindings) - [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) - [User quotes](https://github.com/ocornut/imgui/wiki/Quotes) | | [Wiki](https://github.com/ocornut/imgui/wiki) - [Extensions](https://github.com/ocornut/imgui/wiki/Useful-Extensions) - [Language bindings & framework backends](https://github.com/ocornut/imgui/wiki/Bindings) - [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) - [User quotes](https://github.com/ocornut/imgui/wiki/Quotes) |
### The Pitch ### The Pitch
@@ -39,10 +39,12 @@ Dear ImGui is particularly suited to integration in game engines (for tooling),
### Usage ### Usage
**The core of Dear ImGui is self-contained within a few platform-agnostic files** which you can easily compile in your application/engine. They are all the files in the root folder of the repository (imgui*.cpp, imgui*.h). **No specific build process is required**. You can add the .cpp files into your existing project. **The core of Dear ImGui is self-contained within a few platform-agnostic files** which you can easily compile in your application/engine. They are all the files in the root folder of the repository (`imgui*.cpp`, `imgui*.h`). **No specific build process is required**: you can add all files into your existing project.
**Backends for a variety of graphics API and rendering platforms** are provided in the [backends/](https://github.com/ocornut/imgui/tree/master/backends) folder, along with example applications in the [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder. You may also create your own backend. Anywhere where you can render textured triangles, you can render Dear ImGui. **Backends for a variety of graphics API and rendering platforms** are provided in the [backends/](https://github.com/ocornut/imgui/tree/master/backends) folder, along with example applications in the [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder. You may also create your own backend. Anywhere where you can render textured triangles, you can render Dear ImGui.
C++20 users wishing to use a module may use the [stripe2933/imgui-module](https://github.com/stripe2933/imgui-module) third-party extension.
See the [Getting Started & Integration](#getting-started--integration) section of this document for more details. See the [Getting Started & Integration](#getting-started--integration) section of this document for more details.
After Dear ImGui is set up in your application, you can use it from \_anywhere\_ in your program loop: After Dear ImGui is set up in your application, you can use it from \_anywhere\_ in your program loop:
@@ -50,11 +52,11 @@ After Dear ImGui is set up in your application, you can use it from \_anywhere\_
ImGui::Text("Hello, world %d", 123); ImGui::Text("Hello, world %d", 123);
if (ImGui::Button("Save")) if (ImGui::Button("Save"))
MySaveFunction(); MySaveFunction();
ImGui::InputText("string", buf, IM_ARRAYSIZE(buf)); ImGui::InputText("string", buf, IM_COUNTOF(buf));
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
``` ```
![sample code output (dark, segoeui font, freetype)](https://user-images.githubusercontent.com/8225057/191050833-b7ecf528-bfae-4a9f-ac1b-f3d83437a2f4.png) <img width="412" height="236" alt="sample code output (dark)" src="https://github.com/user-attachments/assets/32b838df-6378-498b-84a8-9a79ee6264a7" />
![sample code output (light, segoeui font, freetype)](https://user-images.githubusercontent.com/8225057/191050838-8742efd4-504d-4334-a9a2-e756d15bc2ab.png) <img width="412" height="236" alt="sample code output (light)" src="https://github.com/user-attachments/assets/f075e2b0-98de-4be8-acb4-99ba0c9966cd" />
```cpp ```cpp
// Create a window called "My First Tool", with a menu bar. // Create a window called "My First Tool", with a menu bar.
@@ -88,7 +90,7 @@ for (int n = 0; n < 50; n++)
ImGui::EndChild(); ImGui::EndChild();
ImGui::End(); ImGui::End();
``` ```
![my_first_tool_v188](https://user-images.githubusercontent.com/8225057/191055698-690a5651-458f-4856-b5a9-e8cc95c543e2.gif) ![my_first_tool_v192 6](https://github.com/user-attachments/assets/6c76658c-302f-403b-af26-d517e2bfb0d4)
Dear ImGui allows you to **create elaborate tools** as well as very short-lived ones. On the extreme side of short-livedness: using the Edit&Continue (hot code reload) feature of modern compilers you can add a few widgets to tweak variables while your application is running, and remove the code a minute later! Dear ImGui is not just for tweaking values. You can use it to trace a running algorithm by just emitting text commands. You can use it along with your own reflection data to browse your dataset live. You can use it to expose the internals of a subsystem in your engine, to create a logger, an inspection tool, a profiler, a debugger, an entire game-making editor/framework, etc. Dear ImGui allows you to **create elaborate tools** as well as very short-lived ones. On the extreme side of short-livedness: using the Edit&Continue (hot code reload) feature of modern compilers you can add a few widgets to tweak variables while your application is running, and remove the code a minute later! Dear ImGui is not just for tweaking values. You can use it to trace a running algorithm by just emitting text commands. You can use it along with your own reflection data to browse your dataset live. You can use it to expose the internals of a subsystem in your engine, to create a logger, an inspection tool, a profiler, a debugger, an entire game-making editor/framework, etc.
@@ -107,35 +109,11 @@ Reading the changelogs is a good way to keep up to date with the things Dear ImG
### Demo ### Demo
Calling the `ImGui::ShowDemoWindow()` function will create a demo window showcasing a variety of features and examples. The code is always available for reference in `imgui_demo.cpp`. [Here's how the demo looks](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v167/v167-misc.png). Calling the `ImGui::ShowDemoWindow()` function will create a demo window showcasing a variety of features and examples. The code is always available for reference in `imgui_demo.cpp`.
- [imgui_explorer](https://pthom.github.io/imgui_explorer): Web version of the demo w/ source code browser, courtesy of [@pthom](https://github.com/pthom).
You should be able to build the examples from sources. If you don't, let us know! If you want to have a quick look at some Dear ImGui features, you can download Windows binaries of the demo app here: You should be able to build the examples from sources. If you don't, let us know! If you want to have a quick look at some Dear ImGui features, you can download Windows binaries of the demo app here:
- [imgui-demo-binaries-20250625.zip](https://www.dearimgui.com/binaries/imgui-demo-binaries-20250625.zip) (Windows, 1.92.0, built 2025/06/25, master) or [older binaries](https://www.dearimgui.com/binaries). - [imgui-demo-binaries-20260225.zip](https://www.dearimgui.com/binaries/imgui-demo-binaries-20260225.zip) (Windows, 1.92.6, built 2026/02/25, master) or [older binaries](https://www.dearimgui.com/binaries).
The demo applications are not DPI aware so expect some blurriness on a 4K screen. For DPI awareness in your application, you can load/reload your font at a different scale and scale your style with `style.ScaleAllSizes()` (see [FAQ](https://www.dearimgui.com/faq)).
### Getting Started & Integration
See the [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) guide for details.
On most platforms and when using C++, **you should be able to use a combination of the [imgui_impl_xxxx](https://github.com/ocornut/imgui/tree/master/backends) backends without modification** (e.g. `imgui_impl_win32.cpp` + `imgui_impl_dx11.cpp`). If your engine supports multiple platforms, consider using more imgui_impl_xxxx files instead of rewriting them: this will be less work for you, and you can get Dear ImGui running immediately. You can _later_ decide to rewrite a custom backend using your custom engine functions if you wish so.
Integrating Dear ImGui within your custom engine is a matter of 1) wiring mouse/keyboard/gamepad inputs 2) uploading a texture to your GPU/render engine 3) providing a render function that can bind textures and render textured triangles, which is essentially what Backends are doing. The [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder is populated with applications doing just that: setting up a window and using backends. If you follow the [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) guide it should in theory take you less than an hour to integrate Dear ImGui. **Make sure to spend time reading the [FAQ](https://www.dearimgui.com/faq), comments, and the examples applications!**
Officially maintained backends/bindings (in repository):
- Renderers: DirectX9, DirectX10, DirectX11, DirectX12, Metal, OpenGL/ES/ES2, SDL_GPU, SDL_Renderer2/3, Vulkan, WebGPU.
- Platforms: GLFW, SDL2/SDL3, Win32, Glut, OSX, Android.
- Frameworks: Allegro5, Emscripten.
[Third-party backends/bindings](https://github.com/ocornut/imgui/wiki/Bindings) wiki page:
- Languages: C, C# and: Beef, ChaiScript, CovScript, Crystal, D, Go, Haskell, Haxe/hxcpp, Java, JavaScript, Julia, Kotlin, Lobster, Lua, Nim, Odin, Pascal, PureBasic, Python, ReaScript, Ruby, Rust, Swift, Zig...
- Frameworks: AGS/Adventure Game Studio, Amethyst, Blender, bsf, Cinder, Cocos2d-x, Defold, Diligent Engine, Ebiten, Flexium, GML/Game Maker Studio, GLEQ, Godot, GTK3, Irrlicht Engine, JUCE, LÖVE+LUA, Mach Engine, Magnum, Marmalade, Monogame, NanoRT, nCine, Nim Game Lib, Nintendo 3DS/Switch/WiiU (homebrew), Ogre, openFrameworks, OSG/OpenSceneGraph, Orx, Photoshop, px_render, Qt/QtDirect3D, raylib, SFML, Sokol, Unity, Unreal Engine 4/5, UWP, vtk, VulkanHpp, VulkanSceneGraph, Win32 GDI, WxWidgets.
- Many bindings are auto-generated (by good old [cimgui](https://github.com/cimgui/cimgui) or newer/experimental [dear_bindings](https://github.com/dearimgui/dear_bindings)), you can use their metadata output to generate bindings for other languages.
[Useful Extensions/Widgets](https://github.com/ocornut/imgui/wiki/Useful-Extensions) wiki page:
- Automation/testing, Text editors, node editors, timeline editors, plotting, software renderers, remote network access, memory editors, gizmos, etc. Notable and well supported extensions include [ImPlot](https://github.com/epezent/implot) and [Dear ImGui Test Engine](https://github.com/ocornut/imgui_test_engine).
Also see [Wiki](https://github.com/ocornut/imgui/wiki) for more links and ideas.
### Gallery ### Gallery
@@ -150,6 +128,35 @@ For a list of third-party widgets and extensions, check out the [Useful Extensio
| Custom engine [erhe](https://github.com/tksuoran/erhe) (docking branch)<BR>[![erhe](https://user-images.githubusercontent.com/8225057/190203358-6988b846-0686-480e-8663-1311fbd18abd.jpg)](https://user-images.githubusercontent.com/994606/147875067-a848991e-2ad2-4fd3-bf71-4aeb8a547bcf.png) | Custom engine for [Wonder Boy: The Dragon's Trap](http://www.TheDragonsTrap.com) (2017)<BR>[![the dragon's trap](https://user-images.githubusercontent.com/8225057/190203379-57fcb80e-4aec-4fec-959e-17ddd3cd71e5.jpg)](https://cloud.githubusercontent.com/assets/8225057/20628927/33e14cac-b329-11e6-80f6-9524e93b048a.png) | | Custom engine [erhe](https://github.com/tksuoran/erhe) (docking branch)<BR>[![erhe](https://user-images.githubusercontent.com/8225057/190203358-6988b846-0686-480e-8663-1311fbd18abd.jpg)](https://user-images.githubusercontent.com/994606/147875067-a848991e-2ad2-4fd3-bf71-4aeb8a547bcf.png) | Custom engine for [Wonder Boy: The Dragon's Trap](http://www.TheDragonsTrap.com) (2017)<BR>[![the dragon's trap](https://user-images.githubusercontent.com/8225057/190203379-57fcb80e-4aec-4fec-959e-17ddd3cd71e5.jpg)](https://cloud.githubusercontent.com/assets/8225057/20628927/33e14cac-b329-11e6-80f6-9524e93b048a.png) |
| Custom engine (untitled)<BR>[![editor white](https://user-images.githubusercontent.com/8225057/190203393-c5ac9f22-b900-4d1e-bfeb-6027c63e3d92.jpg)](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/editor_white.png) | Tracy Profiler ([github](https://github.com/wolfpld/tracy))<BR>[![tracy profiler](https://user-images.githubusercontent.com/8225057/190203401-7b595f6e-607c-44d3-97ea-4c2673244dfb.jpg)](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v176/tracy_profiler.png) | | Custom engine (untitled)<BR>[![editor white](https://user-images.githubusercontent.com/8225057/190203393-c5ac9f22-b900-4d1e-bfeb-6027c63e3d92.jpg)](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/editor_white.png) | Tracy Profiler ([github](https://github.com/wolfpld/tracy))<BR>[![tracy profiler](https://user-images.githubusercontent.com/8225057/190203401-7b595f6e-607c-44d3-97ea-4c2673244dfb.jpg)](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v176/tracy_profiler.png) |
### Getting Started & Integration
See the [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) guide for details.
On most platforms and when using C++, **you should be able to use a combination of the [imgui_impl_xxxx](https://github.com/ocornut/imgui/tree/master/backends) backends without modification** (e.g. `imgui_impl_win32.cpp` + `imgui_impl_dx11.cpp`). If your engine supports multiple platforms, consider using more imgui_impl_xxxx files instead of rewriting them: this will be less work for you, and you can get Dear ImGui running immediately. You can _later_ decide to rewrite a custom backend using your custom engine functions if you wish so.
Integrating Dear ImGui within your custom engine is a matter of mainly 1) wiring mouse/keyboard/gamepad inputs 2) uploading a texture to your GPU/render engine 3) providing a render function that can create/update textures and render textured triangles. This is exactly what backends are doing.
- The [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder is populated with applications setting up a window and using standard backends.
- The [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) guide has instructions to integrate imgui into an existing application using standard backends. It should in theory take you less than an hour to integrate Dear ImGui into your existing codebase where support libraries are linked. Less if you read carefully.
- The [Backends](https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md) guide explains what backends are doing, and has instructions to implement a custom backend. You can also refer to the source code of our ~20 backends to understand how they work.
- Generally, **make sure to spend time reading the [FAQ](https://www.dearimgui.com/faq), comments, and the examples applications!**
Officially maintained backends (in repository):
- Renderers: DirectX9, DirectX10, DirectX11, DirectX12, Metal 3/4, OpenGL/ES/ES2, SDL_GPU, SDL_Renderer2/3, Vulkan, WebGPU.
- Platforms: GLFW, SDL2/SDL3, Win32, Glut, OSX, Android.
- Frameworks: Allegro5, Emscripten.
[Third-party backends/bindings](https://github.com/ocornut/imgui/wiki/Bindings) wiki page:
- Languages: C, C# and: Beef, ChaiScript, CovScript, Crystal, D, Go, Haskell, Haxe/hxcpp, Java, JavaScript, Julia, Kotlin, Lobster, Lua, Nim, Odin, Pascal, PureBasic, Python, ReaScript, Ruby, Rust, Swift, Zig...
- Frameworks: AGS/Adventure Game Studio, Amethyst, Blender, bsf, Cinder, Cocos2d-x, Defold, Diligent Engine, Ebiten, Flexium, GML/Game Maker Studio, GLEQ, Godot, GTK3, Irrlicht Engine, JUCE, LÖVE+LUA, Mach Engine, Magnum, Marmalade, Monogame, NanoRT, nCine, Nim Game Lib, Nintendo 3DS/Switch/WiiU (homebrew), Ogre, openFrameworks, OSG/OpenSceneGraph, Orx, Photoshop, px_render, Qt/QtDirect3D, raylib, SFML, Sokol, Unity, Unreal Engine 4/5, UWP, vtk, VulkanHpp, VulkanSceneGraph, Win32 GDI, WxWidgets.
- Many bindings are auto-generated (by good old [cimgui](https://github.com/cimgui/cimgui) or our newer [dear_bindings](https://github.com/dearimgui/dear_bindings)), you can use their metadata output to generate bindings for other languages.
[Useful Extensions/Widgets](https://github.com/ocornut/imgui/wiki/Useful-Extensions) wiki page:
[![Useful extensions thumbnails](https://github.com/user-attachments/assets/e6b0aa7c-bf53-41c5-ac69-bea3098b1dee)](https://github.com/ocornut/imgui/wiki/Useful-Extensions)
- Automation/testing, Text editors, node editors, timeline editors, plotting, software renderers, remote network access, memory editors, gizmos, etc. Notable and well supported extensions include [ImPlot](https://github.com/epezent/implot), [ImPlot3d](https://github.com/brenocq/implot3d) and [Dear ImGui Test Engine](https://github.com/ocornut/imgui_test_engine).
Also see [Wiki](https://github.com/ocornut/imgui/wiki) for more links and ideas.
### Support, Frequently Asked Questions (FAQ) ### Support, Frequently Asked Questions (FAQ)
See: [Frequently Asked Questions (FAQ)](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md) where common questions are answered. See: [Frequently Asked Questions (FAQ)](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md) where common questions are answered.
@@ -184,7 +191,7 @@ How to help
- See [GitHub Forum/Issues](https://github.com/ocornut/imgui/issues). - See [GitHub Forum/Issues](https://github.com/ocornut/imgui/issues).
- You may help with development and submit pull requests! Please understand that by submitting a PR you are also submitting a request for the maintainer to review your code and then take over its maintenance forever. PR should be crafted both in the interest of the end-users and also to ease the maintainer into understanding and accepting it. - You may help with development and submit pull requests! Please understand that by submitting a PR you are also submitting a request for the maintainer to review your code and then take over its maintenance forever. PR should be crafted both in the interest of the end-users and also to ease the maintainer into understanding and accepting it.
- See [Help wanted](https://github.com/ocornut/imgui/wiki/Help-Wanted) on the [Wiki](https://github.com/ocornut/imgui/wiki/) for some more ideas. - See [Help wanted](https://github.com/ocornut/imgui/wiki/Help-Wanted) on the [Wiki](https://github.com/ocornut/imgui/wiki/) for some more ideas.
- Be a [Funding Supporter](https://github.com/ocornut/imgui/wiki/Funding)! Have your company financially support this project via invoiced sponsors/maintenance or by buying a license for [Dear ImGui Test Engine](https://github.com/ocornut/imgui_test_engine) (please reach out: omar AT dearimgui DOT com). - Be a [Funding Supporter](https://github.com/ocornut/imgui/wiki/Funding)! Have your company financially support this project via invoiced sponsors/maintenance or by buying a license for [Dear ImGui Test Engine](https://github.com/ocornut/imgui_test_engine) (please reach out: contact AT dearimgui DOT com).
Sponsors Sponsors
-------- --------
@@ -203,7 +210,7 @@ Dear ImGui is using software and services provided free of charge for open sourc
Credits Credits
------- -------
Developed by [Omar Cornut](https://www.miracleworld.net) and every direct or indirect [contributors](https://github.com/ocornut/imgui/graphs/contributors) to the GitHub. The early version of this library was developed with the support of [Media Molecule](https://www.mediamolecule.com) and first used internally on the game [Tearaway](https://tearaway.mediamolecule.com) (PS Vita). Developed by [Omar Cornut](https://www.miracleworld.net) and every direct or indirect [contributors](https://github.com/ocornut/imgui/graphs/contributors) to the GitHub. The early version of this library was developed with the support of [Media Molecule](https://www.mediamolecule.com) and first used internally on the game [Tearaway](https://youtu.be/w0oxBviRGlU) (PS Vita).
Recurring contributors include Rokas Kupstys [@rokups](https://github.com/rokups) (2020-2022): a good portion of work on automation system and regression tests now available in [Dear ImGui Test Engine](https://github.com/ocornut/imgui_test_engine). Recurring contributors include Rokas Kupstys [@rokups](https://github.com/rokups) (2020-2022): a good portion of work on automation system and regression tests now available in [Dear ImGui Test Engine](https://github.com/ocornut/imgui_test_engine).
@@ -211,10 +218,11 @@ Maintenance/support contracts, sponsoring invoices and other B2B transactions ar
Omar: "I first discovered the IMGUI paradigm at [Q-Games](https://www.q-games.com) where Atman Binstock had dropped his own simple implementation in the codebase, which I spent quite some time improving and thinking about. It turned out that Atman was exposed to the concept directly by working with Casey. When I moved to Media Molecule I rewrote a new library trying to overcome the flaws and limitations of the first one I've worked with. It became this library and since then I have spent an unreasonable amount of time iterating and improving it." Omar: "I first discovered the IMGUI paradigm at [Q-Games](https://www.q-games.com) where Atman Binstock had dropped his own simple implementation in the codebase, which I spent quite some time improving and thinking about. It turned out that Atman was exposed to the concept directly by working with Casey. When I moved to Media Molecule I rewrote a new library trying to overcome the flaws and limitations of the first one I've worked with. It became this library and since then I have spent an unreasonable amount of time iterating and improving it."
Embeds [ProggyClean.ttf](https://www.proggyfonts.net) font by Tristan Grimmer (MIT license). Embeds [ProggyClean](https://www.proggyfonts.net) font by Tristan Grimmer (MIT license).
<br>Embeds [ProggyForever](https://github.com/ocornut/proggyforever) fonts by Disco Hello, Tristan Grimmer (MIT license).
<br>Embeds [stb_textedit.h, stb_truetype.h, stb_rect_pack.h](https://github.com/nothings/stb/) by Sean Barrett (public domain). <br>Embeds [stb_textedit.h, stb_truetype.h, stb_rect_pack.h](https://github.com/nothings/stb/) by Sean Barrett (public domain).
Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. Also thank you to everyone posting feedback, questions and patches on GitHub. Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. Special thanks to Alex Evans, Patrick Doane, Marco Koegler for kindly helping. Also thank you to everyone posting feedback, questions and patches on GitHub.
License License
------- -------

17
docs/SECURITY.md Normal file
View File

@@ -0,0 +1,17 @@
# Security Policy
Dear ImGui is primarily designed for developer tools and technical applications running trusted code and trusted data.
Given that the library was not designed as a hardened security boundary against hostile or intentionally malformed inputs:
consider not using it in a context where a crash (through e.g. intentionally malformed inputs) could lead to privilege elevation.
E.g. running in a privileged process and interacting with non-privileged clients feeding code or data to Dear ImGui.
Dear ImGui development efforts are focused on improving developer experience, usability, correctness, and robustness in real-world applications.
We will do our best to reduce e.g. crashes caused by common programmer mistakes.
However, the project does not specifically focus on adversarial fuzzing scenarios, allocation-failure hardening, or highly artificial edge cases that are unlikely to occur in normal usage.
## Reporting a Vulnerability
Considering the above policy, most things may be reported in GitHub Issues.
If you have a reason to disclose privately, please reach out to the contact address listed in README.

View File

@@ -2,12 +2,14 @@ dear imgui
ISSUES & TODO LIST ISSUES & TODO LIST
Issue numbers (#) refer to GitHub issues listed at https://github.com/ocornut/imgui/issues/XXXX Issue numbers (#) refer to GitHub issues listed at https://github.com/ocornut/imgui/issues/XXXX
THIS LIST IS NOT WELL MAINTAINED. MOST OF THE WORK HAPPENS ON GITHUB NOWADAYS. THIS LIST IS NOT WELL MAINTAINED. MOST OF THE WORK HAPPENS ON GITHUB NOWADAYS.
The list below consist mostly of ideas noted down before they are requested/discussed by users (at which point they usually exist on the github issue tracker). The list below consist mostly of ideas noted down before they are requested/discussed by users (at which point they usually exist on the github issue tracker).
It's mostly a bunch of personal notes, probably incomplete. Feel free to query if you have any questions. It's mostly a bunch of personal notes, probably incomplete. Feel free to query if you have any questions.
- 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: checklist app to verify backends/integration of imgui (test inputs, rendering, callback, etc.).
- doc: add a proper documentation system (maybe relying on automation? #435)
- doc/tips: tips of the day: website? applet in imgui_club? - 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: preserve/restore relative focus ordering (persistent or not), and e.g. of multiple reappearing windows (#2304) -> also see docking reference to same #.
@@ -29,9 +31,9 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- window/clipping: some form of clipping when DisplaySize (or corresponding viewport) is zero. - window/clipping: some form of clipping when DisplaySize (or corresponding viewport) is zero.
- window/tabbing: add a way to signify that a window or docked window requires attention (e.g. blinking title bar, trying to click behind a modal). - window/tabbing: add a way to signify that a window or docked window requires attention (e.g. blinking title bar, trying to click behind a modal).
- window/id_stack: add e.g. window->GetIDFromPath() with support for leading / and ../ (#1390, #331) -> model from test engine. - window/id_stack: add e.g. window->GetIDFromPath() with support for leading / and ../ (#1390, #331) -> model from test engine.
! scrolling: exposing horizontal scrolling with Shift+Wheel even when scrollbar is disabled expose lots of issues (#2424, #1463)
! scrolling: exposing horizontal scrolling with Shift+Wheel even when scrollbar is disabled expose various issues (#2424, #1463)
- scrolling: while holding down a scrollbar, try to keep the same contents visible (at least while not moving mouse) - scrolling: while holding down a scrollbar, try to keep the same contents visible (at least while not moving mouse)
- scrolling: allow immediately effective change of scroll after Begin() if we haven't appended items yet.
- scrolling: forward mouse wheel scrolling to parent window when at the edge of scrolling limits? (useful for listbox,tables?) - scrolling: forward mouse wheel scrolling to parent window when at the edge of scrolling limits? (useful for listbox,tables?)
- scrolling/style: shadows on scrollable areas to denote that there is more contents (see e.g. DaVinci Resolve ui) - scrolling/style: shadows on scrollable areas to denote that there is more contents (see e.g. DaVinci Resolve ui)
@@ -51,43 +53,36 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- widgets: display mode: widget-label, label-widget (aligned on column or using fixed size), label-newline-tab-widget etc. (#395) - widgets: display mode: widget-label, label-widget (aligned on column or using fixed size), label-newline-tab-widget etc. (#395)
- widgets: clean up widgets internal toward exposing everything and stabilizing imgui_internals.h. - widgets: clean up widgets internal toward exposing everything and stabilizing imgui_internals.h.
- widgets: add always-allow-overlap mode. This should perhaps be the default? one problem is that highlight after mouse-wheel scrolling gets deferred, makes scrolling more flickery. - widgets: add always-allow-overlap mode. This should perhaps be the default? one problem is that highlight after mouse-wheel scrolling gets deferred, makes scrolling more flickery.
- widgets: start exposing PushItemFlag() and ImGuiItemFlags
- widgets: alignment options in style (e.g. center Selectable, Right-Align within Button, etc.) #1260 - 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: activate by identifier (trigger button, focus given id)
- widgets: custom glyph/shapes replacements for stock shapes. (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: 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. - 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. - selectable: using (size.x == 0.0f) and (SelectableTextAlign.x > 0.0f) followed by SameLine() is currently not supported.
- selectable: generic BeginSelectable()/EndSelectable() mechanism. (work out alongside range-select branch) - selectable: generic BeginSelectable()/EndSelectable() mechanism. (work out alongside range-select branch)
- selectable: a way to visualize partial/mixed selection (e.g. parent tree node has children with mixed selection) - selectable: a way to visualize partial/mixed selection (e.g. parent tree node has children with mixed selection)
- input text: flag to disable live update of the user buffer (also applies to float/int text input) (#701)
- input text: preserve scrolling when unfocused? - input text: preserve scrolling when unfocused?
- input text: reorganize event handling, allow CharFilter to modify buffers, allow multiple events? (#541) - input text: reorganize event handling, allow CharFilter to modify buffers, allow multiple events? (#541)
- input text: expose CursorPos in char filter event (#816)
- input text: try usage idiom of using InputText with data only exposed through get/set accessors, without extraneous copy/alloc. (#3009)
- input text: access public fields via a non-callback API e.g. InputTextGetState("xxx") that may return nullptr if not active (available in internals)
- input text: flag to disable live update of the user buffer (also applies to float/int text input) (#701)
- input text: hover tooltip could show unclamped text - input text: hover tooltip could show unclamped text
- input text: support for INSERT key to toggle overwrite mode. currently disabled because stb_textedit behavior is unsatisfactory on multi-line. (#2863) - input text: support for INSERT key to toggle overwrite mode. currently disabled because stb_textedit behavior is unsatisfactory on multi-line. (#2863)
- input text: option to Tab after an Enter validation. - input text: option to Tab after an Enter validation.
- input text: add ImGuiInputTextFlags_EnterToApply? (off #218) - input text: add ImGuiInputTextFlags_EnterToApply? (off #218)
- input text: easier ways to update buffer (from source char*) while owned. preserve some sort of cursor position for multi-line text. - input text: easier ways to update buffer (from source char*) while owned. preserve some sort of cursor position for multi-line text.
- input text: add discard flag (e.g. ImGuiInputTextFlags_DiscardActiveBuffer) or make it easier to clear active focus for text replacement during edition (#725) - input text: add discard flag (e.g. ImGuiInputTextFlags_DiscardActiveBuffer) or make it easier to clear active focus for text replacement during edition (#725)
- input text: display bug when clicking a drag/slider after an input text in a different window has all-selected text (order dependent). actually a very old bug but no one appears to have noticed it.
- input text: allow centering/positioning text so that ctrl+clicking Drag or Slider keeps the textual value at the same pixel position. - input text: allow centering/positioning text so that ctrl+clicking Drag or Slider keeps the textual value at the same pixel position.
- input text: decorrelate display layout from inputs with custom template - e.g. what's the easiest way to implement a nice IP/Mac address input editor? - input text: decorrelate display layout from inputs with custom template - e.g. what's the easiest way to implement a nice IP/Mac address input editor?
- input text: global callback system so user can plug in an expression evaluator easily. (#1691) - input text: callback system (global) so user can plug in an expression evaluator easily. (#1691)
- input text: force scroll to end or scroll to a given line/contents (so user can implement a log or a search feature) - input text: force scroll to end or scroll to a given line/contents (so user can implement a log or a search feature)
- input text: a way to preview completion (e.g. disabled text completing from the cursor) - input text: a way to preview completion (e.g. disabled text completing from the cursor)
- input text: a side bar that could e.g. preview where errors are. probably left to the user to draw but we'd need to give them the info there. - input text: a side bar that could e.g. preview where errors are. probably left to the user to draw but we'd need to give them the info there.
- input text: a way for the user to provide syntax coloring. - input text: a way for the user to provide syntax coloring.
- input text: Shift+TAB with ImGuiInputTextFlags_AllowTabInput could eat preceding blanks, up to tab_count. - input text: Shift+TAB with ImGuiInputTextFlags_AllowTabInput could eat preceding blanks, up to tab_count.
- input text multi-line: don't directly call AddText() which does an unnecessary vertex reserve for character count prior to clipping. and/or more line-based clipping to AddText(). and/or reorganize TextUnformatted/RenderText for more efficiency for large text (e.g TextUnformatted could clip and log separately, etc).
- input text multi-line: support for copy/cut without selection (copy/cut current line?) - input text multi-line: support for copy/cut without selection (copy/cut current line?)
- input text multi-line: line numbers? status bar? (follow up on #200) - input text multi-line: line numbers? status bar? (follow up on #200)
- input text multi-line: behave better when user changes input buffer while editing is active (even though it is illegal behavior). namely, the change of buffer can create a scrollbar glitch (#725) - input text multi-line: behave better when user changes input buffer while editing is active (even though it is illegal behavior). namely, the change of buffer can create a scrollbar glitch (#725)
- input text multi-line: better horizontal scrolling support (#383, #1224) - input text multi-line: better horizontal scrolling support (#383, #1224)
- input text multi-line: single call to AddText() should be coarse clipped on InputTextEx() end.
- input number: optional range min/max for Input*() functions - input number: optional range min/max for Input*() functions
- input number: holding [-]/[+] buttons could increase the step speed non-linearly (or user-controlled) - input number: holding [-]/[+] buttons could increase the step speed non-linearly (or user-controlled)
- input number: use mouse wheel to step up/down - input number: use mouse wheel to step up/down
@@ -112,11 +107,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
!- color: the color conversion helpers/types are a mess and needs sorting out. !- color: the color conversion helpers/types are a mess and needs sorting out.
- color: (api breaking) ImGui::ColorConvertXXX functions should be loose ImColorConvertXX to match imgui_internals.h - color: (api breaking) ImGui::ColorConvertXXX functions should be loose ImColorConvertXX to match imgui_internals.h
- plot: full featured plot/graph api w/ scrolling, zooming etc. --> promote using ImPlot
- (plot: deleted all other todo lines on 2023-06-28)
- clipper: ability to disable the clipping through a simple flag/bool. - clipper: ability to disable the clipping through a simple flag/bool.
- clipper: ability to run without knowing full count in advance.
- clipper: horizontal clipping support. (#2580) - clipper: horizontal clipping support. (#2580)
- separator: expose flags (#759) - separator: expose flags (#759)
@@ -124,35 +115,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- separator: width, thickness, centering (#1643, #2657) - separator: width, thickness, centering (#1643, #2657)
- splitter: formalize the splitter idiom into an official api (we want to handle n-way split) (#319) - splitter: formalize the splitter idiom into an official api (we want to handle n-way split) (#319)
- docking: B: ordering currently held in tab bar should be implicitly held by windows themselves (also see #2304) - docking: merge docking branch (#2109)
- 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: "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. - tabs: make EndTabBar fail if users doesn't respect BeginTabBar return value, for consistency/future-proofing.
@@ -170,22 +133,19 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- knob: rotating knob widget (#942) - knob: rotating knob widget (#942)
- drag float: support for reversed drags (min > max) (removed is_locked, also see fdc526e) - drag float: support for reversed drags (min > max) (removed is_locked, also see fdc526e)
- drag float: up/down axis - drag float: up/down axis
- drag float: power != 0.0f with current value being outside the range keeps the value stuck.
- drag float: added leeway on edge (e.g. a few invisible steps past the clamp limits) - drag float: added leeway on edge (e.g. a few invisible steps past the clamp limits)
- combo: a way/helper to customize the combo preview (#1658) -> experimental BeginComboPreview() - combo: a way/helper to customize the combo preview (#1658) -> experimental BeginComboPreview()
- combo/listbox: keyboard control. need InputText-like non-active focus + key handling. considering keyboard for custom listbox (pr #203) - combo/listbox: keyboard control. need InputText-like non-active focus + key handling. considering keyboard for custom listbox (pr #203)
- listbox: multiple selection (WIP range-select branch)
- listbox: unselect option (#1208) - listbox: unselect option (#1208)
- listbox: make it easier/more natural to implement range-select (need some sort of info/ref about the last clicked/focused item that user can translate to an index?) (WIP range-select branch)
- listbox: user may want to initial scroll to focus on the one selected value? - listbox: user may want to initial scroll to focus on the one selected value?
- listbox: disable capturing mouse wheel if the listbox has no scrolling. (#1681) - listbox: disable capturing mouse wheel if the listbox has no scrolling. (#1681)
- listbox: scrolling should track modified selection. - listbox: scrolling should track modified selection.
- listbox: future api should allow to enable horizontal scrolling (#2510) - listbox: future api should allow to enable horizontal scrolling (#2510)
!- popups/menus: clarify usage of popups id, how MenuItem/Selectable closing parent popups affects the ID, etc. this is quite fishy needs improvement! (#331, #402) !- popups/menus: clarify usage of popups id, how MenuItem/Selectable closing parent popups affects the ID, etc. this is quite fishy needs improvement! (#331, #402)
- modals: make modal title bar blink when trying to click outside the modal - modals: make modal title bar blink when trying to click outside the modal.
- modals: technically speaking, we could make Begin() with ImGuiWindowFlags_Modal work without involving popup. May help untangle a few things, as modals are more like regular windows than popups. - modals: technically speaking, we could make Begin() with ImGuiWindowFlags_Modal work without involving popup. May help untangle a few things, as modals are more like regular windows than popups. (#402)
- popups: if the popup functions took explicit ImGuiID it would allow the user to manage the scope of those ID. (#331) - popups: if the popup functions took explicit ImGuiID it would allow the user to manage the scope of those ID. (#331)
- popups: clicking outside (to close popup) and holding shouldn't drag window below. - popups: clicking outside (to close popup) and holding shouldn't drag window below.
- popups: add variant using global identifier similar to Begin/End (#402) - popups: add variant using global identifier similar to Begin/End (#402)
@@ -227,7 +187,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- style: FramePadding could be different for up vs down (#584) - style: FramePadding could be different for up vs down (#584)
- style: WindowPadding needs to be EVEN as the 0.5 multiplier used on this value probably have a subtle effect on clip rectangle - style: WindowPadding needs to be EVEN as the 0.5 multiplier used on this value probably have a subtle effect on clip rectangle
- style: have a more global HSV setter (e.g. alter hue on all elements). consider replacing active/hovered by offset in HSV space? (#438, #707, #1223) - style: have a more global HSV setter (e.g. alter hue on all elements). consider replacing active/hovered by offset in HSV space? (#438, #707, #1223)
- style: gradients fill (#1223) ~ 2 bg colors for each fill? tricky with rounded shapes and using textures for corners. - style: gradients fill (#4722, #1223) ~ 2 bg colors for each fill? tricky with rounded shapes and using textures for corners.
- style editor: color child window height expressed in multiple of line height. - style editor: color child window height expressed in multiple of line height.
- log: improve logging of ArrowButton, ListBox, TabItem - log: improve logging of ArrowButton, ListBox, TabItem
@@ -243,7 +203,6 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- filters: fuzzy matches (may use code at blog.forrestthewoods.com/4cffeed33fdb) - filters: fuzzy matches (may use code at blog.forrestthewoods.com/4cffeed33fdb)
- drag and drop: focus drag target window on hold (even without open) - drag and drop: focus drag target window on hold (even without open)
- drag and drop: releasing a drop shows the "..." tooltip for one frame - since e13e598 (#1725)
- drag and drop: drag source on a group object (would need e.g. an invisible button covering group in EndGroup) https://twitter.com/paniq/status/1121446364909535233 - drag and drop: drag source on a group object (would need e.g. an invisible button covering group in EndGroup) https://twitter.com/paniq/status/1121446364909535233
- drag and drop: have some way to know when a drag begin from BeginDragDropSource() pov. (see 2018/01/11 post in #143) - drag and drop: have some way to know when a drag begin from BeginDragDropSource() pov. (see 2018/01/11 post in #143)
- drag and drop: allow preview tooltip to be submitted from a different place than the drag source. (#1725) - drag and drop: allow preview tooltip to be submitted from a different place than the drag source. (#1725)
@@ -276,7 +235,6 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- font: make it easier to submit own bitmap font (same texture, another texture?). (#2127, #2575) - font: make it easier to submit own bitmap font (same texture, another texture?). (#2127, #2575)
- font: MemoryTTF taking ownership confusing/not obvious, maybe default should be opposite? - font: MemoryTTF taking ownership confusing/not obvious, maybe default should be opposite?
- font: storing MinAdvanceX per font would allow us to skip calculating line width (under a threshold of character count) in loops looking for block width - font: storing MinAdvanceX per font would allow us to skip calculating line width (under a threshold of character count) in loops looking for block width
- font/demo: demonstrate use of ImFontGlyphRangesBuilder.
- font/draw: vertical and/or rotated text renderer (#705) - vertical is easier clipping wise - font/draw: vertical and/or rotated text renderer (#705) - vertical is easier clipping wise
- font/draw: need to be able to specify wrap start position. - font/draw: need to be able to specify wrap start position.
- font/draw: better reserve policy for large horizontal block of text (shouldn't reserve for all clipped lines). also see #3349. - font/draw: better reserve policy for large horizontal block of text (shouldn't reserve for all clipped lines). also see #3349.
@@ -302,12 +260,11 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- nav: NavFlattened: ESC on a flattened child should select something. - nav: NavFlattened: ESC on a flattened child should select something.
- nav: NavFlattened: broken: in typical usage scenario, the items of a fully clipped child are currently not considered to enter into a NavFlattened child. - nav: NavFlattened: broken: in typical usage scenario, the items of a fully clipped child are currently not considered to enter into a NavFlattened child.
- nav: NavFlattened: cannot access menu-bar of a flattened child window with Alt/menu key (not a very common use case..). - nav: NavFlattened: cannot access menu-bar of a flattened child window with Alt/menu key (not a very common use case..).
- nav: simulate right-click or context activation? (SHIFT+F10, keyboard Menu key?)
- nav/popup: esc/enter default behavior for popups, e.g. be able to mark an "ok" or "cancel" button that would get triggered by those keys, default validation button, etc. - nav/popup: esc/enter default behavior for popups, e.g. be able to mark an "ok" or "cancel" button that would get triggered by those keys, default validation button, etc.
- nav/treenode: left within a tree node block as a fallback (ImGuiTreeNodeFlags_NavLeftJumpsBackHere by default?) - nav/treenode: left within a tree node block as a fallback (ImGuiTreeNodeFlags_NavLeftJumpsBackHere by default?)
- nav/menus: pressing left-right on a vertically clipped menu bar tends to jump to the collapse/close buttons. - nav/menus: pressing left-right on a vertically clipped menu bar tends to jump to the collapse/close buttons.
- nav/menus: allow pressing Menu to leave a sub-menu. - nav/menus: allow pressing Menu to leave a sub-menu.
- nav/menus: a way to access the main menu bar with Alt? (currently needs CTRL+TAB) or last focused window menu bar? ! nav/menus: a way to access the main menu bar with Alt? (currently needs CTRL+TAB) or last focused window menu bar?
- nav/menus: when using the main menu bar, even though we restore focus after, the underlying window loses its title bar highlight during menu manipulation. could we prevent it? - nav/menus: when using the main menu bar, even though we restore focus after, the underlying window loses its title bar highlight during menu manipulation. could we prevent it?
- nav/menus: main menu bar currently cannot restore a nullptr focus. Could save NavWindow at the time of being focused, similarly to what popup do? - nav/menus: main menu bar currently cannot restore a nullptr focus. Could save NavWindow at the time of being focused, similarly to what popup do?
- nav/menus: Alt,Up could open the first menu (e.g. "File") currently it tends to nav into the window/collapse menu. Do do that we would need custom transition? - nav/menus: Alt,Up could open the first menu (e.g. "File") currently it tends to nav into the window/collapse menu. Do do that we would need custom transition?
@@ -315,21 +272,6 @@ 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 - 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) - 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 (see #8268)
- 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.
- viewport: could apply monitor boundaries to cliprect to coarse clip things out of monitor? (#8698)
- 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: 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: 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) - inputs/io: clarify/standardize/expose repeat rate and repeat delays (#1808)
@@ -341,7 +283,6 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- misc: no way to run a root-most GetID() with ImGui:: api since there's always a Debug window in the stack. (mentioned in #2960) - misc: no way to run a root-most GetID() with ImGui:: api since there's always a Debug window in the stack. (mentioned in #2960)
- misc: make the ImGuiCond values linear (non-power-of-two). internal storage for ImGuiWindow can use integers to combine into flags (Why?) - misc: make the ImGuiCond values linear (non-power-of-two). internal storage for ImGuiWindow can use integers to combine into flags (Why?)
- misc: PushItemFlag(): add a flag to disable keyboard capture when used with mouse? (#1682) - misc: PushItemFlag(): add a flag to disable keyboard capture when used with mouse? (#1682)
- misc: use more size_t in public api?
- misc: support for string view/range instead of char* would e.g. facilitate usage with Rust (#683, #3038, WIP string_view branch) - misc: support for string view/range instead of char* would e.g. facilitate usage with Rust (#683, #3038, WIP string_view branch)
- demo: demonstrate using PushStyleVar() in more details. - demo: demonstrate using PushStyleVar() in more details.
@@ -352,15 +293,14 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- examples: window minimize, maximize (#583) - examples: window minimize, maximize (#583)
- examples: provide a zero frame-rate/idle example. - examples: provide a zero frame-rate/idle example.
- examples: dx11/dx12: try to use new swapchain blit models (#2970) - examples: dx11/dx12: try to use new swapchain blit models (#2970, #9031)
- backends: report it better when not able to create texture? - backends: report it better when not able to create texture?
- backends: glfw: could go idle when minimized? if (glfwGetWindowAttrib(window, GLFW_ICONIFIED)) { glfwWaitEvents(); continue; } // issue: DeltaTime will be super high on resume, perhaps provide a way to let impl know (#440) - backends: glfw: could go idle when minimized? if (glfwGetWindowAttrib(window, GLFW_ICONIFIED)) { glfwWaitEvents(); continue; } // issue: DeltaTime will be super high on resume, perhaps provide a way to let impl know (#440)
- backends: opengl: rename imgui_impl_opengl2 to impl_opengl_legacy and imgui_impl_opengl3 to imgui_impl_opengl? (#1900) - backends: opengl: rename imgui_impl_opengl2 to impl_opengl_legacy and imgui_impl_opengl3 to imgui_impl_opengl? (#1900)
- backends: opengl: could use a single vertex buffer and glBufferSubData for uploads? - backends: opengl: could use a single vertex buffer and glBufferSubData for uploads?
- backends: opengl: explicitly disable GL_STENCIL_TEST in bindings. - backends: opengl: explicitly disable GL_STENCIL_TEST in bindings.
- backends: vulkan: viewport: support for synchronized swapping of multiple swap chains. - backends: vulkan: viewport: support for synchronized swapping of multiple swap chains.
- backends: bgfx: https://gist.github.com/RichardGale/6e2b74bc42b3005e08397236e4be0fd0 - backends: emscripten: dedicated backend? (#8178, #9120, 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) - 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

@@ -1,9 +1,12 @@
See BACKENDS and EXAMPLES files in the docs/ folder, or on the web at: https://github.com/ocornut/imgui/tree/master/docs New to Dear ImGui?
- Check out the Getting Started guide: https://github.com/ocornut/imgui/wiki/Getting-Started
- About Backends: docs/BACKENDS.md file, or on the web: https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md
- About Examples: docs/EXAMPLES.md file, or on the web: https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md
Backends = Helper code to facilitate integration with platforms/graphics api (used by Examples + should be used by your app). Backends = Helper code to facilitate integration with platforms/graphics api (used by Examples + should be used by your app).
Examples = Standalone applications showcasing integration with platforms/graphics api. Examples = Standalone applications showcasing integration with platforms/graphics api.
Some Examples have extra README files in their respective directory, please check them too! A few Examples have extra README files in their respective directory, please check them too!
Once Dear ImGui is running (in either examples or your own application/game/engine), Once Dear ImGui is running (in either examples or your own application/game/engine),
run and refer to ImGui::ShowDemoWindow() in imgui_demo.cpp for the end-user API. run and refer to ImGui::ShowDemoWindow() in imgui_demo.cpp for the end-user API.

View File

@@ -28,27 +28,27 @@
<ConfigurationType>Application</ConfigurationType> <ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries> <UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet> <CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset> <PlatformToolset>v141</PlatformToolset>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType> <ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries> <UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet> <CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset> <PlatformToolset>v141</PlatformToolset>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType> <ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries> <UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization> <WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet> <CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset> <PlatformToolset>v141</PlatformToolset>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType> <ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries> <UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization> <WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet> <CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset> <PlatformToolset>v141</PlatformToolset>
</PropertyGroup> </PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings"> <ImportGroup Label="ExtensionSettings">

View File

@@ -28,7 +28,7 @@ int main(int, char**)
al_install_mouse(); al_install_mouse();
al_init_primitives_addon(); al_init_primitives_addon();
al_set_new_display_flags(ALLEGRO_RESIZABLE); al_set_new_display_flags(ALLEGRO_RESIZABLE);
ALLEGRO_DISPLAY* display = al_create_display(1280, 720); ALLEGRO_DISPLAY* display = al_create_display(1280, 800);
al_set_window_title(display, "Dear ImGui Allegro 5 example"); al_set_window_title(display, "Dear ImGui Allegro 5 example");
ALLEGRO_EVENT_QUEUE* queue = al_create_event_queue(); ALLEGRO_EVENT_QUEUE* queue = al_create_event_queue();
al_register_event_source(queue, al_get_display_event_source(display)); al_register_event_source(queue, al_get_display_event_source(display));
@@ -40,7 +40,6 @@ int main(int, char**)
ImGui::CreateContext(); ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io; ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
// Setup Dear ImGui style // Setup Dear ImGui style
ImGui::StyleColorsDark(); ImGui::StyleColorsDark();
@@ -50,14 +49,16 @@ int main(int, char**)
ImGui_ImplAllegro5_Init(display); ImGui_ImplAllegro5_Init(display);
// Load Fonts // 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. // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
// - Read 'docs/FONTS.md' for more instructions and details. // - Read 'docs/FONTS.md' for more instructions and details.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//style.FontSizeBase = 20.0f; //style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault(); //io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");

View File

@@ -1,12 +1,14 @@
.cxx
.externalNativeBuild
build/ build/
*.iml *.iml
.idea
.gradle .gradle
.idea
.DS_Store
/captures
.externalNativeBuild
.cxx
local.properties local.properties
# Android Studio puts a Gradle wrapper here, that we don't want: # Android Studio puts a Gradle wrapper here, that we don't want:
gradle/ gradle/
!gradle/libs.versions.toml
gradlew* gradlew*

View File

@@ -1,16 +1,15 @@
apply plugin: 'com.android.application' plugins {
apply plugin: 'kotlin-android' alias(libs.plugins.android.application)
}
android { android {
compileSdkVersion 33 namespace 'imgui.example.android'
buildToolsVersion "33.0.2" compileSdk 36
ndkVersion "25.2.9519653"
defaultConfig { defaultConfig {
applicationId "imgui.example.android" applicationId "imgui.example.android"
namespace "imgui.example.android" minSdk 24
minSdkVersion 24 targetSdk 36
targetSdkVersion 33
versionCode 1 versionCode 1
versionName "1.0" versionName "1.0"
} }
@@ -21,26 +20,14 @@ android {
proguardFiles getDefaultProguardFile('proguard-android-optimize.txt') proguardFiles getDefaultProguardFile('proguard-android-optimize.txt')
} }
} }
compileOptions { compileOptions {
sourceCompatibility JavaVersion.VERSION_11 sourceCompatibility JavaVersion.VERSION_11
targetCompatibility JavaVersion.VERSION_11 targetCompatibility JavaVersion.VERSION_11
} }
kotlinOptions {
jvmTarget="11"
}
externalNativeBuild { externalNativeBuild {
cmake { cmake {
path "../../CMakeLists.txt" path file('../../CMakeLists.txt')
version '3.22.1' version '3.22.1'
} }
} }
} }
repositories {
mavenCentral()
}
dependencies {
implementation "org.jetbrains.kotlin:kotlin-stdlib:$kotlin_version"
}

View File

@@ -1,5 +1,6 @@
<?xml version="1.0" encoding="utf-8"?> <?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"> <manifest xmlns:android="http://schemas.android.com/apk/res/android"
xmlns:tools="http://schemas.android.com/tools">
<application <application
android:label="ImGuiExample" android:label="ImGuiExample"

View File

@@ -1,24 +1,5 @@
buildscript { // Top-level build file where you can add configuration options common to all sub-projects/modules.
ext.kotlin_version = '1.8.0' plugins {
repositories { alias(libs.plugins.android.application) apply false
google() alias(libs.plugins.kotlin.android) apply false
mavenCentral()
}
dependencies {
classpath 'com.android.tools.build:gradle:7.4.1'
classpath "org.jetbrains.kotlin:kotlin-gradle-plugin:$kotlin_version"
}
}
allprojects {
repositories {
google()
mavenCentral()
}
}
task clean(type: Delete) {
delete rootProject.buildDir
} }

View File

@@ -0,0 +1,8 @@
[versions]
agp = "9.2.0"
kotlin = "2.3.21"
[plugins]
android-application = { id = "com.android.application", version.ref = "agp" }
kotlin-android = { id = "org.jetbrains.kotlin.android", version.ref = "kotlin" }

View File

@@ -1 +1,22 @@
pluginManagement {
repositories {
google {
content {
includeGroupByRegex("com\\.android.*")
includeGroupByRegex("com\\.google.*")
includeGroupByRegex("androidx.*")
}
}
mavenCentral()
gradlePluginPortal()
}
}
dependencyResolutionManagement {
repositoriesMode.set(RepositoriesMode.FAIL_ON_PROJECT_REPOS)
repositories {
google()
mavenCentral()
}
}
include ':app' include ':app'

View File

@@ -151,42 +151,45 @@ void Init(struct android_app* app)
ImGui_ImplAndroid_Init(g_App->window); ImGui_ImplAndroid_Init(g_App->window);
ImGui_ImplOpenGL3_Init("#version 300 es"); ImGui_ImplOpenGL3_Init("#version 300 es");
// Setup scaling
float main_scale = 2.0f;
ImGuiStyle& style = ImGui::GetStyle();
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
style.FontScaleDpi = main_scale; // Set initial font scale.
// Load Fonts // 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. // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
// - Read 'docs/FONTS.md' for more instructions and details. // - Read 'docs/FONTS.md' for more instructions and details.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
// - Android: The TTF files have to be placed into the assets/ directory (android/app/src/main/assets), we use our GetAssetData() helper to retrieve them. // - Android: The TTF files have to be placed into the assets/ directory (android/app/src/main/assets), we use our GetAssetData() helper to retrieve them.
//style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap();
// We load the default font with increased size to improve readability on many devices with "high" DPI.
// FIXME: Put some effort into DPI awareness.
// Important: when calling AddFontFromMemoryTTF(), ownership of font_data is transferred by Dear ImGui by default (deleted is handled by Dear ImGui), unless we set FontDataOwnedByAtlas=false in ImFontConfig // Important: when calling AddFontFromMemoryTTF(), ownership of font_data is transferred by Dear ImGui by default (deleted is handled by Dear ImGui), unless we set FontDataOwnedByAtlas=false in ImFontConfig
ImFontConfig font_cfg; //void* font_data;
font_cfg.SizePixels = 22.0f; //int font_data_size;
io.Fonts->AddFontDefault(&font_cfg);
//void* font_data;
//int font_data_size;
//ImFont* font; //ImFont* font;
//font_data_size = GetAssetData("segoeui.ttf", &font_data); //font_data_size = GetAssetData("segoeui.ttf", &font_data);
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 16.0f); //font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size);
//IM_ASSERT(font != nullptr); //IM_ASSERT(font != nullptr);
//font_data_size = GetAssetData("DroidSans.ttf", &font_data); //font_data_size = GetAssetData("DroidSans.ttf", &font_data);
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 16.0f); //font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size);
//IM_ASSERT(font != nullptr); //IM_ASSERT(font != nullptr);
//font_data_size = GetAssetData("Roboto-Medium.ttf", &font_data); //font_data_size = GetAssetData("Roboto-Medium.ttf", &font_data);
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 16.0f); //font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size);
//IM_ASSERT(font != nullptr); //IM_ASSERT(font != nullptr);
//font_data_size = GetAssetData("Cousine-Regular.ttf", &font_data); //font_data_size = GetAssetData("Cousine-Regular.ttf", &font_data);
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 15.0f); //font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size);
//IM_ASSERT(font != nullptr); //IM_ASSERT(font != nullptr);
//font_data_size = GetAssetData("ArialUni.ttf", &font_data); //font_data_size = GetAssetData("ArialUni.ttf", &font_data);
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 18.0f); //font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size);
//IM_ASSERT(font != nullptr); //IM_ASSERT(font != nullptr);
// Arbitrary scale-up
// FIXME: Put some effort into DPI awareness
ImGui::GetStyle().ScaleAllSizes(3.0f);
g_Initialized = true; g_Initialized = true;
} }

View File

@@ -7,10 +7,7 @@
objects = { objects = {
/* Begin PBXBuildFile section */ /* 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 */; }; 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 */; }; 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 */; }; 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 */; }; 5079822E257677DB0038A28D /* imgui_tables.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 5079822D257677DB0038A28D /* imgui_tables.cpp */; };
@@ -36,11 +33,7 @@
/* End PBXBuildFile section */ /* End PBXBuildFile section */
/* Begin PBXFileReference 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; }; 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>"; }; 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>"; }; 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>"; }; 5079822D257677DB0038A28D /* imgui_tables.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; name = imgui_tables.cpp; path = ../../imgui_tables.cpp; sourceTree = "<group>"; };
@@ -73,7 +66,6 @@
isa = PBXFrameworksBuildPhase; isa = PBXFrameworksBuildPhase;
buildActionMask = 2147483647; buildActionMask = 2147483647;
files = ( files = (
05A275442773BEA20084EF39 /* QuartzCore.framework in Frameworks */,
8309BD8F253CCAAA0045E2A1 /* UIKit.framework in Frameworks */, 8309BD8F253CCAAA0045E2A1 /* UIKit.framework in Frameworks */,
83BBE9E720EB46BD00295997 /* MetalKit.framework in Frameworks */, 83BBE9E720EB46BD00295997 /* MetalKit.framework in Frameworks */,
83BBE9E520EB46B900295997 /* Metal.framework in Frameworks */, 83BBE9E520EB46B900295997 /* Metal.framework in Frameworks */,
@@ -84,7 +76,6 @@
isa = PBXFrameworksBuildPhase; isa = PBXFrameworksBuildPhase;
buildActionMask = 2147483647; buildActionMask = 2147483647;
files = ( files = (
050450AD276863B000AB6805 /* QuartzCore.framework in Frameworks */,
8309BDC6253CCCFE0045E2A1 /* AppKit.framework in Frameworks */, 8309BDC6253CCCFE0045E2A1 /* AppKit.framework in Frameworks */,
83BBE9EC20EB471700295997 /* MetalKit.framework in Frameworks */, 83BBE9EC20EB471700295997 /* MetalKit.framework in Frameworks */,
05318E0F274C397200A8DE2E /* GameController.framework in Frameworks */, 05318E0F274C397200A8DE2E /* GameController.framework in Frameworks */,
@@ -145,8 +136,6 @@
83BBE9E320EB46B800295997 /* Frameworks */ = { 83BBE9E320EB46B800295997 /* Frameworks */ = {
isa = PBXGroup; isa = PBXGroup;
children = ( children = (
050450AC276863B000AB6805 /* QuartzCore.framework */,
05A275432773BEA20084EF39 /* QuartzCore.framework */,
05318E0E274C397200A8DE2E /* GameController.framework */, 05318E0E274C397200A8DE2E /* GameController.framework */,
8309BDC5253CCCFE0045E2A1 /* AppKit.framework */, 8309BDC5253CCCFE0045E2A1 /* AppKit.framework */,
8309BD8E253CCAAA0045E2A1 /* UIKit.framework */, 8309BD8E253CCAAA0045E2A1 /* UIKit.framework */,
@@ -164,9 +153,7 @@
isa = PBXGroup; isa = PBXGroup;
children = ( children = (
5079822D257677DB0038A28D /* imgui_tables.cpp */, 5079822D257677DB0038A28D /* imgui_tables.cpp */,
05A2754027728F5B0084EF39 /* imgui_impl_metal.h */,
8309BDB5253CCC9D0045E2A1 /* imgui_impl_metal.mm */, 8309BDB5253CCC9D0045E2A1 /* imgui_impl_metal.mm */,
05A2754127728F5B0084EF39 /* imgui_impl_osx.h */,
8309BDB6253CCC9D0045E2A1 /* imgui_impl_osx.mm */, 8309BDB6253CCC9D0045E2A1 /* imgui_impl_osx.mm */,
83BBEA0420EB54E700295997 /* imconfig.h */, 83BBEA0420EB54E700295997 /* imconfig.h */,
83BBEA0320EB54E700295997 /* imgui.cpp */, 83BBEA0320EB54E700295997 /* imgui.cpp */,
@@ -298,7 +285,7 @@
83BBEA0A20EB54E700295997 /* imgui.cpp in Sources */, 83BBEA0A20EB54E700295997 /* imgui.cpp in Sources */,
83BBEA0820EB54E700295997 /* imgui_demo.cpp in Sources */, 83BBEA0820EB54E700295997 /* imgui_demo.cpp in Sources */,
83BBEA0620EB54E700295997 /* imgui_draw.cpp in Sources */, 83BBEA0620EB54E700295997 /* imgui_draw.cpp in Sources */,
050450AB2768052600AB6805 /* imgui_tables.cpp in Sources */, 5079822E257677DB0038A28D /* imgui_tables.cpp in Sources */,
07A82ED92139418F0078D120 /* imgui_widgets.cpp in Sources */, 07A82ED92139418F0078D120 /* imgui_widgets.cpp in Sources */,
8309BDA8253CCC080045E2A1 /* main.mm in Sources */, 8309BDA8253CCC080045E2A1 /* main.mm in Sources */,
); );

View File

@@ -60,33 +60,25 @@
ImGuiIO& io = ImGui::GetIO(); (void)io; ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad 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 // Setup Dear ImGui style
ImGui::StyleColorsDark(); ImGui::StyleColorsDark();
//ImGui::StyleColorsLight(); //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 // Setup Renderer backend
ImGui_ImplMetal_Init(_device); ImGui_ImplMetal_Init(_device);
// Load Fonts // 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. // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
// - Read 'docs/FONTS.md' for more instructions and details. // - Read 'docs/FONTS.md' for more instructions and details.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//style.FontSizeBase = 20.0f; //style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault(); //io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
@@ -104,7 +96,7 @@
-(void)loadView -(void)loadView
{ {
self.view = [[MTKView alloc] initWithFrame:CGRectMake(0, 0, 1200, 720)]; self.view = [[MTKView alloc] initWithFrame:CGRectMake(0, 0, 1200, 800)];
} }
-(void)viewDidLoad -(void)viewDidLoad
@@ -205,13 +197,6 @@
// Present // Present
[commandBuffer presentDrawable:view.currentDrawable]; [commandBuffer presentDrawable:view.currentDrawable];
[commandBuffer commit]; [commandBuffer commit];
// Update and Render additional Platform Windows
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
}
} }
-(void)mtkView:(MTKView*)view drawableSizeWillChange:(CGSize)size -(void)mtkView:(MTKView*)view drawableSizeWillChange:(CGSize)size

View File

@@ -6,8 +6,6 @@
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp // - Introduction, links and more at the top of imgui.cpp
// FIXME: Multi-viewports is not yet functional in this example. May need backend rework/coordination.
#import <Cocoa/Cocoa.h> #import <Cocoa/Cocoa.h>
#import <OpenGL/gl.h> #import <OpenGL/gl.h>
#import <OpenGL/glu.h> #import <OpenGL/glu.h>
@@ -49,34 +47,26 @@
ImGuiIO& io = ImGui::GetIO(); (void)io; ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad 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 // Setup Dear ImGui style
ImGui::StyleColorsDark(); ImGui::StyleColorsDark();
//ImGui::StyleColorsLight(); //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 // Setup Platform/Renderer backends
ImGui_ImplOSX_Init(self); ImGui_ImplOSX_Init(self);
ImGui_ImplOpenGL2_Init(); ImGui_ImplOpenGL2_Init();
// Load Fonts // 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. // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
// - Read 'docs/FONTS.md' for more instructions and details. // - Read 'docs/FONTS.md' for more instructions and details.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//style.FontSizeBase = 20.0f; //style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault(); //io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
@@ -148,13 +138,6 @@
ImGui_ImplOpenGL2_RenderDrawData(draw_data); ImGui_ImplOpenGL2_RenderDrawData(draw_data);
// Update and Render additional Platform Windows
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
}
// Present // Present
[[self openGLContext] flushBuffer]; [[self openGLContext] flushBuffer];
@@ -188,9 +171,9 @@
-(NSWindow*)window -(NSWindow*)window
{ {
if (_window != nil) if (_window != nil)
return (_window); return _window;
NSRect viewRect = NSMakeRect(100.0, 100.0, 100.0 + 1280.0, 100 + 720.0); NSRect viewRect = NSMakeRect(100.0, 100.0, 100.0 + 1280.0, 100 + 800.0);
_window = [[NSWindow alloc] initWithContentRect:viewRect styleMask:NSWindowStyleMaskTitled|NSWindowStyleMaskMiniaturizable|NSWindowStyleMaskResizable|NSWindowStyleMaskClosable backing:NSBackingStoreBuffered defer:YES]; _window = [[NSWindow alloc] initWithContentRect:viewRect styleMask:NSWindowStyleMaskTitled|NSWindowStyleMaskMiniaturizable|NSWindowStyleMaskResizable|NSWindowStyleMaskClosable backing:NSBackingStoreBuffered defer:YES];
[_window setTitle:@"Dear ImGui OSX+OpenGL2 Example"]; [_window setTitle:@"Dear ImGui OSX+OpenGL2 Example"];
@@ -198,7 +181,7 @@
[_window setOpaque:YES]; [_window setOpaque:YES];
[_window makeKeyAndOrderFront:NSApp]; [_window makeKeyAndOrderFront:NSApp];
return (_window); return _window;
} }
-(void)setupMenu -(void)setupMenu

View File

@@ -27,36 +27,51 @@ static void glfw_error_callback(int error, const char* description)
int main(int, char**) int main(int, char**)
{ {
glfwSetErrorCallback(glfw_error_callback);
if (!glfwInit())
return 1;
// Create window with graphics context
float main_scale = ImGui_ImplGlfw_GetContentScaleForMonitor(glfwGetPrimaryMonitor()); // Valid on GLFW 3.3+ only
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
GLFWwindow* window = glfwCreateWindow((int)(1280 * main_scale), (int)(800 * main_scale), "Dear ImGui GLFW+Metal example", nullptr, nullptr);
if (window == nullptr)
return 1;
// Setup Dear ImGui context // Setup Dear ImGui context
IMGUI_CHECKVERSION(); IMGUI_CHECKVERSION();
ImGui::CreateContext(); ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io; ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad 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 // Setup Dear ImGui style
ImGui::StyleColorsDark(); ImGui::StyleColorsDark();
//ImGui::StyleColorsLight(); //ImGui::StyleColorsLight();
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. // Setup scaling
ImGuiStyle& style = ImGui::GetStyle(); ImGuiStyle& style = ImGui::GetStyle();
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
{ style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
style.WindowRounding = 0.0f;
style.Colors[ImGuiCol_WindowBg].w = 1.0f; id <MTLDevice> device = MTLCreateSystemDefaultDevice();
} id <MTLCommandQueue> commandQueue = [device newCommandQueue];
// Setup Platform/Renderer backends
ImGui_ImplGlfw_InitForOpenGL(window, true);
ImGui_ImplMetal_Init(device);
// Load Fonts // 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. // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
// - Read 'docs/FONTS.md' for more instructions and details. // - Read 'docs/FONTS.md' for more instructions and details.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//style.FontSizeBase = 20.0f; //style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault(); //io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
@@ -64,24 +79,6 @@ int main(int, char**)
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf"); //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
//IM_ASSERT(font != nullptr); //IM_ASSERT(font != nullptr);
// Setup window
glfwSetErrorCallback(glfw_error_callback);
if (!glfwInit())
return 1;
// Create window with graphics context
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+Metal example", nullptr, nullptr);
if (window == nullptr)
return 1;
id <MTLDevice> device = MTLCreateSystemDefaultDevice();
id <MTLCommandQueue> commandQueue = [device newCommandQueue];
// Setup Platform/Renderer backends
ImGui_ImplGlfw_InitForOther(window, true);
ImGui_ImplMetal_Init(device);
NSWindow *nswin = glfwGetCocoaWindow(window); NSWindow *nswin = glfwGetCocoaWindow(window);
CAMetalLayer *layer = [CAMetalLayer layer]; CAMetalLayer *layer = [CAMetalLayer layer];
layer.device = device; layer.device = device;
@@ -167,13 +164,6 @@ int main(int, char**)
ImGui::Render(); ImGui::Render();
ImGui_ImplMetal_RenderDrawData(ImGui::GetDrawData(), commandBuffer, renderEncoder); 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 popDebugGroup];
[renderEncoder endEncoding]; [renderEncoder endEncoding];

View File

@@ -21,6 +21,7 @@ SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glfw.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl2.cpp SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glfw.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl2.cpp
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
UNAME_S := $(shell uname -s) UNAME_S := $(shell uname -s)
LINUX_GL_LIBS = -lGL
CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
CXXFLAGS += -g -Wall -Wformat CXXFLAGS += -g -Wall -Wformat
@@ -32,7 +33,7 @@ LIBS =
ifeq ($(UNAME_S), Linux) #LINUX ifeq ($(UNAME_S), Linux) #LINUX
ECHO_MESSAGE = "Linux" ECHO_MESSAGE = "Linux"
LIBS += -lGL `pkg-config --static --libs glfw3` LIBS += $(LINUX_GL_LIBS) `pkg-config --static --libs glfw3`
CXXFLAGS += `pkg-config --cflags glfw3` CXXFLAGS += `pkg-config --cflags glfw3`
CFLAGS = $(CXXFLAGS) CFLAGS = $(CXXFLAGS)

View File

@@ -28,27 +28,27 @@
<ConfigurationType>Application</ConfigurationType> <ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries> <UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet> <CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset> <PlatformToolset>v141</PlatformToolset>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType> <ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries> <UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet> <CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset> <PlatformToolset>v141</PlatformToolset>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType> <ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries> <UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization> <WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet> <CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset> <PlatformToolset>v141</PlatformToolset>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType> <ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries> <UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization> <WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet> <CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset> <PlatformToolset>v141</PlatformToolset>
</PropertyGroup> </PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings"> <ImportGroup Label="ExtensionSettings">

View File

@@ -40,7 +40,8 @@ int main(int, char**)
return 1; return 1;
// Create window with graphics context // Create window with graphics context
GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+OpenGL2 example", nullptr, nullptr); float main_scale = ImGui_ImplGlfw_GetContentScaleForMonitor(glfwGetPrimaryMonitor()); // Valid on GLFW 3.3+ only
GLFWwindow* window = glfwCreateWindow((int)(1280 * main_scale), (int)(800 * main_scale), "Dear ImGui GLFW+OpenGL2 example", nullptr, nullptr);
if (window == nullptr) if (window == nullptr)
return 1; return 1;
glfwMakeContextCurrent(window); glfwMakeContextCurrent(window);
@@ -52,36 +53,31 @@ int main(int, char**)
ImGuiIO& io = ImGui::GetIO(); (void)io; ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad 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 // Setup Dear ImGui style
ImGui::StyleColorsDark(); ImGui::StyleColorsDark();
//ImGui::StyleColorsLight(); //ImGui::StyleColorsLight();
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. // Setup scaling
ImGuiStyle& style = ImGui::GetStyle(); ImGuiStyle& style = ImGui::GetStyle();
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
{ style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
style.WindowRounding = 0.0f;
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
}
// Setup Platform/Renderer backends // Setup Platform/Renderer backends
ImGui_ImplGlfw_InitForOpenGL(window, true); ImGui_ImplGlfw_InitForOpenGL(window, true);
ImGui_ImplOpenGL2_Init(); ImGui_ImplOpenGL2_Init();
// Load Fonts // 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. // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
// - Read 'docs/FONTS.md' for more instructions and details. // - Read 'docs/FONTS.md' for more instructions and details.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//style.FontSizeBase = 20.0f; //style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault(); //io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
@@ -167,17 +163,6 @@ int main(int, char**)
ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData()); ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
//glUseProgram(last_program); //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); glfwMakeContextCurrent(window);
glfwSwapBuffers(window); glfwSwapBuffers(window);
} }

View File

@@ -28,27 +28,27 @@
<ConfigurationType>Application</ConfigurationType> <ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries> <UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet> <CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset> <PlatformToolset>v141</PlatformToolset>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType> <ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries> <UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet> <CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset> <PlatformToolset>v141</PlatformToolset>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType> <ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries> <UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization> <WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet> <CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset> <PlatformToolset>v141</PlatformToolset>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType> <ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries> <UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization> <WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet> <CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset> <PlatformToolset>v141</PlatformToolset>
</PropertyGroup> </PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings"> <ImportGroup Label="ExtensionSettings">

View File

@@ -84,10 +84,6 @@ int main(int, char**)
ImGuiIO& io = ImGui::GetIO(); (void)io; ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad 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 // Setup Dear ImGui style
ImGui::StyleColorsDark(); ImGui::StyleColorsDark();
@@ -96,18 +92,7 @@ int main(int, char**)
// Setup scaling // Setup scaling
ImGuiStyle& style = ImGui::GetStyle(); ImGuiStyle& style = ImGui::GetStyle();
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again) style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose) style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
#if GLFW_VERSION_MAJOR >= 3 && GLFW_VERSION_MINOR >= 3
io.ConfigDpiScaleFonts = true; // [Experimental] Automatically overwrite style.FontScaleDpi in Begin() when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now.
io.ConfigDpiScaleViewports = true; // [Experimental] Scale Dear ImGui and Platform Windows when Monitor DPI changes.
#endif
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
style.WindowRounding = 0.0f;
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
}
// Setup Platform/Renderer backends // Setup Platform/Renderer backends
ImGui_ImplGlfw_InitForOpenGL(window, true); ImGui_ImplGlfw_InitForOpenGL(window, true);
@@ -117,15 +102,17 @@ int main(int, char**)
ImGui_ImplOpenGL3_Init(glsl_version); ImGui_ImplOpenGL3_Init(glsl_version);
// Load Fonts // 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. // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
// - Read 'docs/FONTS.md' for more instructions and details. // - Read 'docs/FONTS.md' for more instructions and details.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
// - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details. // - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
//style.FontSizeBase = 20.0f; //style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault(); //io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
@@ -211,17 +198,6 @@ int main(int, char**)
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); 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); glfwSwapBuffers(window);
} }
#ifdef __EMSCRIPTEN__ #ifdef __EMSCRIPTEN__

View File

@@ -28,27 +28,27 @@
<ConfigurationType>Application</ConfigurationType> <ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries> <UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet> <CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset> <PlatformToolset>v141</PlatformToolset>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType> <ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries> <UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet> <CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset> <PlatformToolset>v141</PlatformToolset>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType> <ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries> <UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization> <WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet> <CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset> <PlatformToolset>v141</PlatformToolset>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType> <ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries> <UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization> <WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet> <CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset> <PlatformToolset>v141</PlatformToolset>
</PropertyGroup> </PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings"> <ImportGroup Label="ExtensionSettings">

View File

@@ -193,7 +193,8 @@ static void SetupVulkan(ImVector<const char*> instance_extensions)
{ {
VkDescriptorPoolSize pool_sizes[] = VkDescriptorPoolSize pool_sizes[] =
{ {
{ VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE }, { VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, IMGUI_IMPL_VULKAN_MINIMUM_SAMPLED_IMAGE_POOL_SIZE },
{ VK_DESCRIPTOR_TYPE_SAMPLER, IMGUI_IMPL_VULKAN_MINIMUM_SAMPLER_POOL_SIZE },
}; };
VkDescriptorPoolCreateInfo pool_info = {}; VkDescriptorPoolCreateInfo pool_info = {};
pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO; pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
@@ -201,7 +202,7 @@ static void SetupVulkan(ImVector<const char*> instance_extensions)
pool_info.maxSets = 0; pool_info.maxSets = 0;
for (VkDescriptorPoolSize& pool_size : pool_sizes) for (VkDescriptorPoolSize& pool_size : pool_sizes)
pool_info.maxSets += pool_size.descriptorCount; pool_info.maxSets += pool_size.descriptorCount;
pool_info.poolSizeCount = (uint32_t)IM_ARRAYSIZE(pool_sizes); pool_info.poolSizeCount = (uint32_t)IM_COUNTOF(pool_sizes);
pool_info.pPoolSizes = pool_sizes; pool_info.pPoolSizes = pool_sizes;
err = vkCreateDescriptorPool(g_Device, &pool_info, g_Allocator, &g_DescriptorPool); err = vkCreateDescriptorPool(g_Device, &pool_info, g_Allocator, &g_DescriptorPool);
check_vk_result(err); check_vk_result(err);
@@ -212,11 +213,9 @@ static void SetupVulkan(ImVector<const char*> instance_extensions)
// Your real engine/app may not use them. // Your real engine/app may not use them.
static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface, int width, int height) static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface, int width, int height)
{ {
wd->Surface = surface;
// Check for WSI support // Check for WSI support
VkBool32 res; VkBool32 res;
vkGetPhysicalDeviceSurfaceSupportKHR(g_PhysicalDevice, g_QueueFamily, wd->Surface, &res); vkGetPhysicalDeviceSurfaceSupportKHR(g_PhysicalDevice, g_QueueFamily, surface, &res);
if (res != VK_TRUE) if (res != VK_TRUE)
{ {
fprintf(stderr, "Error no WSI support on physical device 0\n"); fprintf(stderr, "Error no WSI support on physical device 0\n");
@@ -226,7 +225,8 @@ static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface
// Select Surface Format // Select Surface Format
const VkFormat requestSurfaceImageFormat[] = { VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_B8G8R8_UNORM, VK_FORMAT_R8G8B8_UNORM }; const VkFormat requestSurfaceImageFormat[] = { VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_B8G8R8_UNORM, VK_FORMAT_R8G8B8_UNORM };
const VkColorSpaceKHR requestSurfaceColorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR; const VkColorSpaceKHR requestSurfaceColorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR;
wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(g_PhysicalDevice, wd->Surface, requestSurfaceImageFormat, (size_t)IM_ARRAYSIZE(requestSurfaceImageFormat), requestSurfaceColorSpace); wd->Surface = surface;
wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(g_PhysicalDevice, wd->Surface, requestSurfaceImageFormat, (size_t)IM_COUNTOF(requestSurfaceImageFormat), requestSurfaceColorSpace);
// Select Present Mode // Select Present Mode
#ifdef APP_USE_UNLIMITED_FRAME_RATE #ifdef APP_USE_UNLIMITED_FRAME_RATE
@@ -234,12 +234,12 @@ static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface
#else #else
VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_FIFO_KHR }; VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_FIFO_KHR };
#endif #endif
wd->PresentMode = ImGui_ImplVulkanH_SelectPresentMode(g_PhysicalDevice, wd->Surface, &present_modes[0], IM_ARRAYSIZE(present_modes)); wd->PresentMode = ImGui_ImplVulkanH_SelectPresentMode(g_PhysicalDevice, wd->Surface, &present_modes[0], IM_COUNTOF(present_modes));
//printf("[vulkan] Selected PresentMode = %d\n", wd->PresentMode); //printf("[vulkan] Selected PresentMode = %d\n", wd->PresentMode);
// Create SwapChain, RenderPass, Framebuffer, etc. // Create SwapChain, RenderPass, Framebuffer, etc.
IM_ASSERT(g_MinImageCount >= 2); IM_ASSERT(g_MinImageCount >= 2);
ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, width, height, g_MinImageCount); ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, width, height, g_MinImageCount, 0);
} }
static void CleanupVulkan() static void CleanupVulkan()
@@ -256,9 +256,10 @@ static void CleanupVulkan()
vkDestroyInstance(g_Instance, g_Allocator); vkDestroyInstance(g_Instance, g_Allocator);
} }
static void CleanupVulkanWindow() static void CleanupVulkanWindow(ImGui_ImplVulkanH_Window* wd)
{ {
ImGui_ImplVulkanH_DestroyWindow(g_Instance, g_Device, &g_MainWindowData, g_Allocator); ImGui_ImplVulkanH_DestroyWindow(g_Instance, g_Device, wd, g_Allocator);
vkDestroySurfaceKHR(g_Instance, wd->Surface, g_Allocator);
} }
static void FrameRender(ImGui_ImplVulkanH_Window* wd, ImDrawData* draw_data) static void FrameRender(ImGui_ImplVulkanH_Window* wd, ImDrawData* draw_data)
@@ -357,7 +358,8 @@ int main(int, char**)
// Create window with Vulkan context // Create window with Vulkan context
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API); glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+Vulkan example", nullptr, nullptr); float main_scale = ImGui_ImplGlfw_GetContentScaleForMonitor(glfwGetPrimaryMonitor()); // Valid on GLFW 3.3+ only
GLFWwindow* window = glfwCreateWindow((int)(1280 * main_scale), (int)(800 * main_scale), "Dear ImGui GLFW+Vulkan example", nullptr, nullptr);
if (!glfwVulkanSupported()) if (!glfwVulkanSupported())
{ {
printf("GLFW: Vulkan Not Supported\n"); printf("GLFW: Vulkan Not Supported\n");
@@ -388,22 +390,15 @@ int main(int, char**)
ImGuiIO& io = ImGui::GetIO(); (void)io; ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad 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 // Setup Dear ImGui style
ImGui::StyleColorsDark(); ImGui::StyleColorsDark();
//ImGui::StyleColorsLight(); //ImGui::StyleColorsLight();
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. // Setup scaling
ImGuiStyle& style = ImGui::GetStyle(); ImGuiStyle& style = ImGui::GetStyle();
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
{ style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
style.WindowRounding = 0.0f;
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
}
// Setup Platform/Renderer backends // Setup Platform/Renderer backends
ImGui_ImplGlfw_InitForVulkan(window, true); ImGui_ImplGlfw_InitForVulkan(window, true);
@@ -416,24 +411,26 @@ int main(int, char**)
init_info.Queue = g_Queue; init_info.Queue = g_Queue;
init_info.PipelineCache = g_PipelineCache; init_info.PipelineCache = g_PipelineCache;
init_info.DescriptorPool = g_DescriptorPool; init_info.DescriptorPool = g_DescriptorPool;
init_info.RenderPass = wd->RenderPass;
init_info.Subpass = 0;
init_info.MinImageCount = g_MinImageCount; init_info.MinImageCount = g_MinImageCount;
init_info.ImageCount = wd->ImageCount; init_info.ImageCount = wd->ImageCount;
init_info.MSAASamples = VK_SAMPLE_COUNT_1_BIT;
init_info.Allocator = g_Allocator; init_info.Allocator = g_Allocator;
init_info.PipelineInfoMain.RenderPass = wd->RenderPass;
init_info.PipelineInfoMain.Subpass = 0;
init_info.PipelineInfoMain.MSAASamples = VK_SAMPLE_COUNT_1_BIT;
init_info.CheckVkResultFn = check_vk_result; init_info.CheckVkResultFn = check_vk_result;
ImGui_ImplVulkan_Init(&init_info); ImGui_ImplVulkan_Init(&init_info);
// Load Fonts // 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. // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
// - Read 'docs/FONTS.md' for more instructions and details. // - Read 'docs/FONTS.md' for more instructions and details.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//style.FontSizeBase = 20.0f; //style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault(); //io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
@@ -462,7 +459,7 @@ int main(int, char**)
if (fb_width > 0 && fb_height > 0 && (g_SwapChainRebuild || g_MainWindowData.Width != fb_width || g_MainWindowData.Height != fb_height)) if (fb_width > 0 && fb_height > 0 && (g_SwapChainRebuild || g_MainWindowData.Width != fb_width || g_MainWindowData.Height != fb_height))
{ {
ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount); ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount);
ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, &g_MainWindowData, g_QueueFamily, g_Allocator, fb_width, fb_height, g_MinImageCount); ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, fb_width, fb_height, g_MinImageCount, 0);
g_MainWindowData.FrameIndex = 0; g_MainWindowData.FrameIndex = 0;
g_SwapChainRebuild = false; g_SwapChainRebuild = false;
} }
@@ -516,25 +513,17 @@ int main(int, char**)
// Rendering // Rendering
ImGui::Render(); ImGui::Render();
ImDrawData* main_draw_data = ImGui::GetDrawData(); ImDrawData* draw_data = ImGui::GetDrawData();
const bool main_is_minimized = (main_draw_data->DisplaySize.x <= 0.0f || main_draw_data->DisplaySize.y <= 0.0f); const bool is_minimized = (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f);
wd->ClearValue.color.float32[0] = clear_color.x * clear_color.w; if (!is_minimized)
wd->ClearValue.color.float32[1] = clear_color.y * clear_color.w;
wd->ClearValue.color.float32[2] = clear_color.z * clear_color.w;
wd->ClearValue.color.float32[3] = clear_color.w;
if (!main_is_minimized)
FrameRender(wd, main_draw_data);
// Update and Render additional Platform Windows
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{ {
ImGui::UpdatePlatformWindows(); wd->ClearValue.color.float32[0] = clear_color.x * clear_color.w;
ImGui::RenderPlatformWindowsDefault(); 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;
// Present Main Platform Window FrameRender(wd, draw_data);
if (!main_is_minimized)
FramePresent(wd); FramePresent(wd);
}
} }
// Cleanup // Cleanup
@@ -544,7 +533,7 @@ int main(int, char**)
ImGui_ImplGlfw_Shutdown(); ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext(); ImGui::DestroyContext();
CleanupVulkanWindow(); CleanupVulkanWindow(&g_MainWindowData);
CleanupVulkan(); CleanupVulkan();
glfwDestroyWindow(window); glfwDestroyWindow(window);

View File

@@ -1,117 +1,246 @@
# Building for desktop (WebGPU-native) with Dawn: # Building for desktop with Dawn:
# 1. git clone https://github.com/google/dawn dawn # 1. git clone https://github.com/google/dawn dawn
# 2. cmake -B build -DIMGUI_DAWN_DIR=dawn # 2. cmake -B build -DIMGUI_DAWN_DIR=dawn
# 3. cmake --build build # 3. cmake --build build
# The resulting binary will be found at one of the following locations: # The resulting binary will be found at one of the following locations:
# * build/Debug/example_glfw_wgpu[.exe] # * build/example_glfw_wgpu[.exe] or build/Debug/example_glfw_wgpu[.exe]
# * build/example_glfw_wgpu[.exe]
# Building for desktop with WGPU-Native:
# 1. download WGPU-Native autogenerated binary modules for your platform/compiler from: https://github.com/gfx-rs/wgpu-native/releases
# 2. unzip the downloaded file in your_preferred_folder
# 3. cmake -B build -DIMGUI_WGPU_DIR=your_preferred_folder ("full path" or "relative" starting from current directory)
# 4. cmake --build build
# The resulting binary will be found at one of the following locations:
# * build/example_glfw_wgpu[.exe] or build/Debug/example_glfw_wgpu[.exe]
# Building for desktop with WGVK (MUCH EASIER)
# 1. git clone https://github.com/manuel5975p/WGVK wgvk
# 2. cmake -B build -DIMGUI_WGVK_DIR=wgvk
# 3. cmake --build build
# The resulting binary will be found at one of the following locations:
# * build/example_glfw_wgpu[.exe] or build/Debug/example_glfw_wgpu[.exe]
# Building for Emscripten: # Building for Emscripten:
# 1. Install Emscripten SDK following the instructions: https://emscripten.org/docs/getting_started/downloads.html # 1. Install Emscripten SDK following the instructions: https://emscripten.org/docs/getting_started/downloads.html
# 2. Install Ninja build system # 2. Install Ninja build system
# 3. emcmake cmake -G Ninja -B build # 3. emcmake cmake -G Ninja -B build
# (optional) -DIMGUI_EMSCRIPTEN_WEBGPU_FLAG="--use-port=path/to/emdawnwebgpu_package/emdawnwebgpu.port.py", see ReadMe.md
# 3. cmake --build build # 3. cmake --build build
# 4. emrun build/index.html # 4. emrun build/index.html
cmake_minimum_required(VERSION 3.10.2) cmake_minimum_required(VERSION 3.22) # Dawn requires CMake >= 3.22
project(imgui_example_glfw_wgpu C CXX) project(imgui_example_glfw_wgpu C CXX)
set(IMGUI_EXECUTABLE example_glfw_wgpu)
if(NOT CMAKE_BUILD_TYPE) if(NOT CMAKE_BUILD_TYPE)
set(CMAKE_BUILD_TYPE Debug CACHE STRING "" FORCE) set(CMAKE_BUILD_TYPE Debug CACHE STRING "" FORCE)
endif() endif()
set(CMAKE_CXX_STANDARD 17) # Dawn requires C++17 set(CMAKE_CXX_STANDARD 20) # Dawn requires C++20
# Dear ImGui # Dear ImGui
set(IMGUI_DIR ../../) set(IMGUI_DIR ../../)
# Libraries set(IMGUI_EXAMPLE_SOURCE_FILES
# Example code
main.cpp
# Dear ImGui Backend files
${IMGUI_DIR}/backends/imgui_impl_glfw.cpp
${IMGUI_DIR}/backends/imgui_impl_wgpu.cpp
# Dear ImGui files
${IMGUI_DIR}/imgui.cpp
${IMGUI_DIR}/imgui_draw.cpp
${IMGUI_DIR}/imgui_demo.cpp
${IMGUI_DIR}/imgui_tables.cpp
${IMGUI_DIR}/imgui_widgets.cpp
)
if(EMSCRIPTEN) if(EMSCRIPTEN)
if(EMSCRIPTEN_VERSION VERSION_GREATER_EQUAL "3.1.57") if(EMSCRIPTEN_VERSION VERSION_GREATER_EQUAL "4.0.10")
set(IMGUI_EMSCRIPTEN_GLFW3 "--use-port=contrib.glfw3" CACHE STRING "Choose between --use-port=contrib.glfw3 and -sUSE_GLFW=3 for GLFW implementation (default to --use-port=contrib.glfw3)") set(IMGUI_EMSCRIPTEN_WEBGPU_FLAG "--use-port=emdawnwebgpu" CACHE STRING "Default to --use-port=emdawnwebgpu. You can override to provide your own local port.")
else() else()
# cannot use contrib.glfw3 prior to 3.1.57 message(FATAL_ERROR "emdawnwebgpu needs EMSCRIPTEN version >= 4.0.10")
set(IMGUI_EMSCRIPTEN_GLFW3 "-sUSE_GLFW=3" CACHE STRING "Use -sUSE_GLFW=3 for GLFW implementation" FORCE) endif()
endif()
set(LIBRARIES glfw) if(NOT IMGUI_EMSCRIPTEN_GLFW3)
add_compile_options(-sDISABLE_EXCEPTION_CATCHING=1 -DIMGUI_DISABLE_FILE_FUNCTIONS=1) # Defaults to contrib.glfw3 because Emscripten version is > 3.1.57
set(IMGUI_EMSCRIPTEN_GLFW3 "--use-port=contrib.glfw3" CACHE STRING "Choose between --use-port=contrib.glfw3 and -sUSE_GLFW=3 for GLFW implementation (default to --use-port=contrib.glfw3)")
endif()
set(LIBRARIES glfw)
add_compile_options(-sDISABLE_EXCEPTION_CATCHING=1 -DIMGUI_DISABLE_FILE_FUNCTIONS=1)
else() # Native/Desktop build
# Check DAWN/WGPU/WGVK directory
# If it's Native/Desktop build, IMGUI_DAWN_DIR or IMGUI_WGPU_DIR or IMGUI_WGVK_DIR must be specified
if(NOT IMGUI_DAWN_DIR AND NOT IMGUI_WGPU_DIR AND NOT IMGUI_WGVK_DIR)
message(FATAL_ERROR "Please specify one of IMGUI_DAWN_DIR/IMGUI_WGPU_DIR/IMGUI_WGVK_DIR base directory.")
endif()
if((IMGUI_DAWN_DIR AND (IMGUI_WGPU_DIR OR IMGUI_WGVK_DIR)) OR (IMGUI_WGPU_DIR AND IMGUI_WGVK_DIR))
message(FATAL_ERROR "Please specify only one of IMGUI_DAWN_DIR/IMGUI_WGPU_DIR/IMGUI_WGVK_DIR base directory.")
endif()
if(APPLE) # Add SDL2 module to get Surface, with libs and file property for MacOS build
set_source_files_properties(${IMGUI_DIR}/backends/imgui_impl_wgpu.cpp PROPERTIES COMPILE_FLAGS "-x objective-c++")
set(OS_LIBRARIES "-framework CoreFoundation -framework QuartzCore -framework Metal -framework MetalKit -framework Cocoa")
endif()
find_package(glfw3 REQUIRED)
if(IMGUI_DAWN_DIR)
list(APPEND CMAKE_PREFIX_PATH ${IMGUI_DAWN_DIR})
find_package(Dawn) # Search for a Dawn installation using IMGUI_DAWN_DIR in CMAKE_PREFIX_PATH
if(Dawn_FOUND)
message("Dawn Installation has been found!")
set(LIBRARIES dawn::webgpu_dawn glfw ${OS_LIBRARIES})
else()
set(IMGUI_DAWN_DIR CACHE PATH "Path to Dawn repository")
option(DAWN_FETCH_DEPENDENCIES "Use fetch_dawn_dependencies.py as an alternative to using depot_tools" ON)
set(DAWN_BUILD_MONOLITHIC_LIBRARY "STATIC" CACHE STRING "Build monolithic library: SHARED, STATIC, or OFF.")
option(DAWN_USE_GLFW OFF) # disable builtin GLFW in DAWN when we use SDL2 / SDL3
# Dawn builds many things by default - disable things we don't need
option(DAWN_BUILD_SAMPLES "Enables building Dawn's samples" OFF)
option(TINT_BUILD_CMD_TOOLS "Build the Tint command line tools" OFF)
option(TINT_BUILD_DOCS "Build documentation" OFF)
option(TINT_BUILD_TESTS "Build tests" OFF)
if(NOT APPLE)
option(TINT_BUILD_MSL_WRITER "Build the MSL output writer" OFF)
endif()
if(WIN32)
option(DAWN_FORCE_SYSTEM_COMPONENT_LOAD "Allow system component fallback" ON)
option(TINT_BUILD_SPV_READER "Build the SPIR-V input reader" OFF)
option(TINT_BUILD_WGSL_READER "Build the WGSL input reader" ON)
option(TINT_BUILD_GLSL_WRITER "Build the GLSL output writer" OFF)
option(TINT_BUILD_GLSL_VALIDATOR "Build the GLSL output validator" OFF)
option(TINT_BUILD_SPV_WRITER "Build the SPIR-V output writer" ON)
option(TINT_BUILD_WGSL_WRITER "Build the WGSL output writer" ON)
endif()
# check if WAYLAND is the current Session Type and enable DAWN_USE_WAYLAND Wayland option @compile time
# You can override this using: cmake -DDAWN_USE_WAYLAND=X (X = ON | OFF)
if(LINUX)
if($ENV{XDG_SESSION_TYPE} MATCHES wayland)
option(DAWN_USE_WAYLAND "Enable support for Wayland surface" ON)
endif()
endif()
add_subdirectory("${IMGUI_DAWN_DIR}" "${CMAKE_CURRENT_BINARY_DIR}/dawn" EXCLUDE_FROM_ALL)
set(LIBRARIES webgpu_dawn glfw)
endif()
endif()
if(IMGUI_WGPU_DIR)
set(WGPU_NATIVE_LIB_DIR ${IMGUI_WGPU_DIR}/lib)
find_library(WGPU_LIBRARY NAMES libwgpu_native.a wgpu_native.lib wgpu_native HINTS ${WGPU_NATIVE_LIB_DIR} REQUIRED)
if(WIN32)
set(OS_LIBRARIES d3dcompiler ws2_32 userenv bcrypt ntdll opengl32 Propsys RuntimeObject)
elseif(UNIX AND NOT APPLE)
set(OS_LIBRARIES "-lm -ldl")
endif()
set(LIBRARIES glfw ${WGPU_LIBRARY} ${OS_LIBRARIES})
endif()
if(IMGUI_WGVK_DIR)
find_package(Vulkan REQUIRED)
set(WGVK_PLATFORM_LIBS)
set(WGVK_PLATFORM_DEFS)
if(WIN32)
list(APPEND WGVK_PLATFORM_DEFS SUPPORT_WIN32_SURFACE=1)
elseif(APPLE)
list(APPEND WGVK_PLATFORM_DEFS SUPPORT_METAL_SURFACE=1)
elseif(UNIX)
find_package(PkgConfig QUIET)
pkg_check_modules(WAYLAND_CLIENT QUIET wayland-client)
if(WAYLAND_CLIENT_FOUND)
list(APPEND WGVK_PLATFORM_DEFS SUPPORT_WAYLAND_SURFACE=1)
list(APPEND WGVK_PLATFORM_LIBS ${WAYLAND_CLIENT_LIBRARIES})
endif()
find_package(X11 QUIET)
if(X11_FOUND)
list(APPEND WGVK_PLATFORM_DEFS SUPPORT_XLIB_SURFACE=1)
list(APPEND WGVK_PLATFORM_LIBS X11::X11)
endif()
list(APPEND WGVK_PLATFORM_LIBS m dl pthread)
endif()
set(LIBRARIES glfw Vulkan::Vulkan ${WGVK_PLATFORM_LIBS})
endif()
endif()
add_executable(${IMGUI_EXECUTABLE} ${IMGUI_EXAMPLE_SOURCE_FILES})
target_include_directories(${IMGUI_EXECUTABLE} PUBLIC
${IMGUI_DIR}
${IMGUI_DIR}/backends
)
target_compile_definitions(${IMGUI_EXECUTABLE} PUBLIC "IMGUI_EXAMPLE_GLFW_WGPU")
# compiler option only for IMGUI_EXAMPLE_SOURCE_FILES
if (MSVC)
target_compile_options(${IMGUI_EXECUTABLE} PUBLIC /W4) # warning level 4
else() else()
# Dawn wgpu desktop target_compile_options(${IMGUI_EXECUTABLE} PUBLIC -Wall) # -Wextra -Wpedantic
set(DAWN_FETCH_DEPENDENCIES ON)
set(IMGUI_DAWN_DIR CACHE PATH "Path to Dawn repository")
if (NOT IMGUI_DAWN_DIR)
message(FATAL_ERROR "Please specify the Dawn repository by setting IMGUI_DAWN_DIR")
endif()
option(DAWN_FETCH_DEPENDENCIES "Use fetch_dawn_dependencies.py as an alternative to using depot_tools" ON)
# Dawn builds many things by default - disable things we don't need
option(DAWN_BUILD_SAMPLES "Enables building Dawn's samples" OFF)
option(TINT_BUILD_CMD_TOOLS "Build the Tint command line tools" OFF)
option(TINT_BUILD_DOCS "Build documentation" OFF)
option(TINT_BUILD_TESTS "Build tests" OFF)
if (NOT APPLE)
option(TINT_BUILD_MSL_WRITER "Build the MSL output writer" OFF)
endif()
if(WIN32)
option(TINT_BUILD_SPV_READER "Build the SPIR-V input reader" OFF)
option(TINT_BUILD_WGSL_READER "Build the WGSL input reader" ON)
option(TINT_BUILD_GLSL_WRITER "Build the GLSL output writer" OFF)
option(TINT_BUILD_GLSL_VALIDATOR "Build the GLSL output validator" OFF)
option(TINT_BUILD_SPV_WRITER "Build the SPIR-V output writer" OFF)
option(TINT_BUILD_WGSL_WRITER "Build the WGSL output writer" ON)
endif()
add_subdirectory("${IMGUI_DAWN_DIR}" "${CMAKE_CURRENT_BINARY_DIR}/dawn" EXCLUDE_FROM_ALL)
set(LIBRARIES webgpu_dawn webgpu_cpp webgpu_glfw glfw)
endif() endif()
add_executable(example_glfw_wgpu # In this example IMGUI_IMPL_WEBGPU_BACKEND_DAWN / IMGUI_IMPL_WEBGPU_BACKEND_WGPU internal define is set according to:
main.cpp # EMSCRIPTEN: by used FLAG
# backend files # --use-port=emdawnwebgpu --> IMGUI_IMPL_WEBGPU_BACKEND_DAWN defined
${IMGUI_DIR}/backends/imgui_impl_glfw.cpp # NATIVE: by used SDK installation directory
${IMGUI_DIR}/backends/imgui_impl_wgpu.cpp # if IMGUI_DAWN_DIR is valid --> IMGUI_IMPL_WEBGPU_BACKEND_DAWN defined
# Dear ImGui files # if IMGUI_WGPU_DIR is valid --> IMGUI_IMPL_WEBGPU_BACKEND_WGPU defined
${IMGUI_DIR}/imgui.cpp
${IMGUI_DIR}/imgui_draw.cpp
${IMGUI_DIR}/imgui_demo.cpp
${IMGUI_DIR}/imgui_tables.cpp
${IMGUI_DIR}/imgui_widgets.cpp
)
IF(NOT EMSCRIPTEN)
target_compile_definitions(example_glfw_wgpu PUBLIC
"IMGUI_IMPL_WEBGPU_BACKEND_DAWN"
)
endif()
target_include_directories(example_glfw_wgpu PUBLIC
${IMGUI_DIR}
${IMGUI_DIR}/backends
)
target_link_libraries(example_glfw_wgpu PUBLIC ${LIBRARIES}) if(NOT EMSCRIPTEN) # WegGPU-Native settings
# Set IMGUI_IMPL_WEBGPU_BACKEND_XXXX based on the SDK (directory) used
if(IMGUI_DAWN_DIR)
target_compile_definitions(${IMGUI_EXECUTABLE} PUBLIC "IMGUI_IMPL_WEBGPU_BACKEND_DAWN")
if(NOT Dawn_FOUND)
target_link_libraries(${IMGUI_EXECUTABLE} INTERFACE webgpu_cpp)
endif()
endif()
if(IMGUI_WGPU_DIR)
target_compile_definitions(${IMGUI_EXECUTABLE} PUBLIC "IMGUI_IMPL_WEBGPU_BACKEND_WGPU")
target_include_directories(${IMGUI_EXECUTABLE} PUBLIC ${IMGUI_WGPU_DIR}/include)
endif()
if(IMGUI_WGVK_DIR)
target_sources(${IMGUI_EXECUTABLE} PRIVATE ${IMGUI_WGVK_DIR}/src/wgvk.c)
target_compile_definitions(${IMGUI_EXECUTABLE} PUBLIC "IMGUI_IMPL_WEBGPU_BACKEND_WGVK")
target_compile_definitions(${IMGUI_EXECUTABLE} PRIVATE ${WGVK_PLATFORM_DEFS})
target_include_directories(${IMGUI_EXECUTABLE} PUBLIC ${IMGUI_WGVK_DIR}/include)
if (MSVC)
target_compile_options(${IMGUI_EXECUTABLE} PUBLIC /std:clatest /experimental:c11atomics)
endif()
endif()
# Emscripten settings target_link_libraries(${IMGUI_EXECUTABLE} PUBLIC ${LIBRARIES})
if(EMSCRIPTEN)
if("${IMGUI_EMSCRIPTEN_GLFW3}" STREQUAL "--use-port=contrib.glfw3") else() # Emscripten settings
target_compile_options(example_glfw_wgpu PUBLIC set(CMAKE_EXECUTABLE_SUFFIX ".html")
"${IMGUI_EMSCRIPTEN_GLFW3}"
if("${IMGUI_EMSCRIPTEN_GLFW3}" STREQUAL "--use-port=contrib.glfw3")
target_compile_options(${IMGUI_EXECUTABLE} PUBLIC "${IMGUI_EMSCRIPTEN_GLFW3}")
endif()
message(STATUS "Using ${IMGUI_EMSCRIPTEN_GLFW3} GLFW implementation")
target_compile_options(${IMGUI_EXECUTABLE} PUBLIC "${IMGUI_EMSCRIPTEN_WEBGPU_FLAG}")
target_compile_definitions(${IMGUI_EXECUTABLE} PUBLIC "IMGUI_IMPL_WEBGPU_BACKEND_DAWN")
message(STATUS "Using ${IMGUI_EMSCRIPTEN_WEBGPU_FLAG} WebGPU implementation")
target_link_options(${IMGUI_EXECUTABLE} PRIVATE
"${IMGUI_EMSCRIPTEN_WEBGPU_FLAG}"
"${IMGUI_EMSCRIPTEN_GLFW3}"
"-sWASM=1"
"-sASYNCIFY=1"
"-sALLOW_MEMORY_GROWTH=1"
"-sNO_EXIT_RUNTIME=0"
"-sASSERTIONS=1"
"-sDISABLE_EXCEPTION_CATCHING=1"
"-sNO_FILESYSTEM=1"
"--shell-file=${CMAKE_CURRENT_LIST_DIR}/../libs/emscripten/shell_minimal.html"
) )
endif() set_target_properties(${IMGUI_EXECUTABLE} PROPERTIES OUTPUT_NAME "index")
message(STATUS "Using ${IMGUI_EMSCRIPTEN_GLFW3} GLFW implementation")
target_link_options(example_glfw_wgpu PRIVATE
"-sUSE_WEBGPU=1"
"${IMGUI_EMSCRIPTEN_GLFW3}"
"-sWASM=1"
"-sALLOW_MEMORY_GROWTH=1"
"-sNO_EXIT_RUNTIME=0"
"-sASSERTIONS=1"
"-sDISABLE_EXCEPTION_CATCHING=1"
"-sNO_FILESYSTEM=1"
)
set_target_properties(example_glfw_wgpu PROPERTIES OUTPUT_NAME "index")
# copy our custom index.html to build directory
add_custom_command(TARGET example_glfw_wgpu POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_if_different "${CMAKE_CURRENT_LIST_DIR}/web/index.html" $<TARGET_FILE_DIR:example_glfw_wgpu>
)
endif() endif()

View File

@@ -6,8 +6,8 @@
# This Makefile assumes you have loaded emscripten's environment. # This Makefile assumes you have loaded emscripten's environment.
# (On Windows, you may need to execute emsdk_env.bat or encmdprompt.bat ahead) # (On Windows, you may need to execute emsdk_env.bat or encmdprompt.bat ahead)
# #
# Running `make` will produce three files: # Running `make -f Makefile.emscripten` will produce three files:
# - web/index.html (current stored in the repository) # - web/index.html
# - web/index.js # - web/index.js
# - web/index.wasm # - web/index.wasm
# #
@@ -16,11 +16,11 @@
CC = emcc CC = emcc
CXX = em++ CXX = em++
WEB_DIR = web WEB_DIR = web
EXE = $(WEB_DIR)/index.js EXE = $(WEB_DIR)/index.html
IMGUI_DIR = ../.. IMGUI_DIR = ../..
SOURCES = main.cpp SOURCES = main.cpp
SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glfw.cpp $(IMGUI_DIR)/backends/imgui_impl_wgpu.cpp SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glfw.cpp $(IMGUI_DIR)/backends/imgui_impl_wgpu.cpp
SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
UNAME_S := $(shell uname -s) UNAME_S := $(shell uname -s)
CPPFLAGS = CPPFLAGS =
@@ -34,8 +34,15 @@ EMS =
# ("EMS" options gets added to both CPPFLAGS and LDFLAGS, whereas some options are for linker only) # ("EMS" options gets added to both CPPFLAGS and LDFLAGS, whereas some options are for linker only)
# Note: For glfw, we use emscripten-glfw port (contrib.glfw3) instead of (-s USE_GLFW=3) to get a better support for High DPI displays. # Note: For glfw, we use emscripten-glfw port (contrib.glfw3) instead of (-s USE_GLFW=3) to get a better support for High DPI displays.
EMS += -s DISABLE_EXCEPTION_CATCHING=1 --use-port=contrib.glfw3 EMS += -s DISABLE_EXCEPTION_CATCHING=1 --use-port=contrib.glfw3
LDFLAGS += -s USE_WEBGPU=1 LDFLAGS += -s WASM=1
LDFLAGS += -s WASM=1 -s ALLOW_MEMORY_GROWTH=1 -s NO_EXIT_RUNTIME=0 -s ASSERTIONS=1 LDFLAGS += -s ALLOW_MEMORY_GROWTH=1
LDFLAGS += -s ASYNCIFY=1
LDFLAGS += -s NO_EXIT_RUNTIME=0
LDFLAGS += -s ASSERTIONS=1
# Using Dawn-based WebGPU port (requires Emscripten >= 4.0.10)
EMS += --use-port=emdawnwebgpu
LDFLAGS += --use-port=emdawnwebgpu
# Build as single file (binary text encoded in .html file) # Build as single file (binary text encoded in .html file)
#LDFLAGS += -sSINGLE_FILE #LDFLAGS += -sSINGLE_FILE
@@ -60,7 +67,7 @@ endif
CPPFLAGS += -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends CPPFLAGS += -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
#CPPFLAGS += -g #CPPFLAGS += -g
CPPFLAGS += -Wall -Wformat -Os $(EMS) CPPFLAGS += -Wall -Wformat -Os $(EMS)
#LDFLAGS += --shell-file shell_minimal.html LDFLAGS += --shell-file ../libs/emscripten/shell_minimal.html
LDFLAGS += $(EMS) LDFLAGS += $(EMS)
##--------------------------------------------------------------------- ##---------------------------------------------------------------------

View File

@@ -1,4 +1,141 @@
## How to Build ## How to Build
---
### Using CMake
#### Building for desktop (WebGPU-native) with Google Dawn:
1. `git clone https://github.com/google/dawn dawn`
2. `cmake -B build -DIMGUI_DAWN_DIR=dawn`
3. `cmake --build build`
The resulting binary will be found at one of the following locations:
* build/Debug/example_glfw_wgpu[.exe]
* build/example_glfw_wgpu[.exe]
#### Building for desktop (WebGPU-Native) with WGPU:
1. download WGPU-Native autogenerated binary modules for your platform/compiler from: https://github.com/gfx-rs/wgpu-native/releases
2. unzip the downloaded file in `your_preferred_folder`
3. `cmake -B build -DIMGUI_WGPU_DIR=your_preferred_folder` ("full path" or "relative" starting from current directory)
4. `cmake --build build`
The resulting binary will be found at one of the following locations:
* build/Debug/example_glfw_wgpu[.exe]
* build/example_glfw_wgpu[.exe]
#### Building for Emscripten:
1. Install Emscripten SDK following the instructions: https://emscripten.org/docs/getting_started/downloads.html
2. Install Ninja build system
3. `emcmake cmake -G Ninja -B build`
- (optional) `-DIMGUI_EMSCRIPTEN_WEBGPU_FLAG="--use-port=path/to/emdawnwebgpu_package/emdawnwebgpu.port.py"`, see below
4. `cmake --build build`
#### Sync Emscripten with latest Google Dawn:
If you want to sync Emscripten with latest DAWN release it's necessary to download the `port-emdawnwgpu-package` (released daily by Google) here:
https://github.com/google/dawn/releases
Unpack it in your preferred folder and to replace the step 3 with:
3. `emcmake cmake -DIMGUI_EMSCRIPTEN_WEBGPU_FLAG="--use-port=path/to/emdawnwebgpu_package/emdawnwebgpu.port.py" -G Ninja -B build`
**N.B.**
For the WASM code produced by Emscripten to work correctly, it will also be necessary to have the "corresponding" (or newer) version of Google Canary (nightly build for developers) that includes the latest changes
---
### CMake by step
#### Generate Dawn Native:
- `cmake -G Ninja -DIMGUI_DAWN_DIR=path_to_sdk_dir -B where_to_build_dir`
- Using `IMGUI_DAWN_DIR` set `IMGUI_IMPL_WEBGPU_BACKEND_DAWN` compiler define
#### Generate WGPU Native:
- `cmake -G Ninja -DIMGUI_WGPU_DIR=path_to_sdk_dir -B where_to_build_dir`
- Using `IMGUI_WGPU_DIR` set `IMGUI_IMPL_WEBGPU_BACKEND_WGPU` compiler define
#### Generate Emscripten:
- `emcmake cmake -G Ninja -B where_to_build_dir`\
CMake checks the EMSCRIPEN version then:
- if EMS >= 4.0.10 uses `--use-port=emdawnwebgpu` flag to build
- it set `IMGUI_IMPL_WEBGPU_BACKEND_DAWN` compiler define
- if EMS < 4.0.10 the build aborts (`-sUSE_WEBGPU=1` is no longer supported by our examples and our WGPU backend)
#### Generate Emscripten using external WebGPU library (emdawnwebgpu_pkg)
- `emcmake cmake -G Ninja -DIMGUI_EMSCRIPTEN_WEBGPU_FLAG="--use-port=path_to_emdawnwebgpu_pkg" -B where_to_build_dir`
- it set `IMGUI_IMPL_WEBGPU_BACKEND_DAWN` compiler define
- *To use external WebGPU library it's necessary to have EMS >= 4.0.10 or the minimum requirements specified by the package:*
- https://github.com/google/dawn/releases
#### Build time
Once the procedure for the specific builder is generated, the build command is **always the same**:
- Build using CMake
- `cmake --build where_to_build_dir`
- It will use selected builder to build the example.
- Build explicitly:
- `cd where_to_build_dir`
- `ninja`
- This is the builder chosen during the generation phase
---
### CMake useful options
#### Generator types (alternative to **ninja** builder):
- `-G Ninja` to build with __ninja__ builder
- `-G "Unix Makefiles"` to build with __make__ builder
- `-G "Visual Studio 17 2022" -A x64` to create a VS 2022 solution (.sln) file, Windows only
- **Native build only**
- Not **officially** supported to build Google Dawn
Example:
- using **make** instead **ninja**:
- `cmake -G "Unix Makefiles" -DIMGUI_DAWN_DIR=path_to_sdk_dir -B where_to_build_dir`
**Syntax is case sensitive and the "" are necessary in case of spaces between words*
#### Directories
- The directory path can be absolute or relative (starting from the current directory)
- It's necessary to use different `where_to_build_dir` for different CMake generations
#### Build type
The default build type is **Debug**
It is possible to use a different build type using:
- `-DCMAKE_BUILD_TYPE=Release`
- `-DCMAKE_BUILD_TYPE=MinSizeRel`
- `-DCMAKE_BUILD_TYPE=RelWithDebInfo`
Example:
- building **Release**:
- `cmake -G ninja -DIMGUI_WGPU_DIR=path_to_sdk_dir -DCMAKE_BUILD_TYPE=Release -B where_to_build_dir `
#### GLFW / SDL2 / SDL3 includes, libraries, search paths and package manager
Includes and libraries, by default, are searched in system/compiler paths (environment variables): you can add the path to your development tools to the environment variables without having to modify the `CMakeLists.txt` file.
- e.g. CLang search in path specified from the following environment variables:
- include files: CPATH, C_INCLUDE_PATH, CPLUS_INCLUDE_PATH
- library files: LIBRARY_PATH
If you are using a package manager (**vcpkg** / **conan** / ... ) you need/can to specify it, adding to cmake command:
- `-DCMAKE_TOOLCHAIN_FILE=path/to/package_manager.cmake`
Examples:
- using **vcpkg** package manager it's necessary adding:
- `-DCMAKE_TOOLCHAIN_FILE=<vcpkg_root_dir>/scripts/buildsystems/vcpkg.cmake`
- full cmake command using **vcpkg** package manager:
- `cmake -G Ninja -DIMGUI_DAWN_DIR=path_to_sdk_dir -DCMAKE_TOOLCHAIN_FILE=<vcpkg_root_dir>/scripts/buildsystems/vcpkg.cmake -B where_to_build_dir`
---
### Using makefile
- You need to install Emscripten from https://emscripten.org/docs/getting_started/downloads.html, and have the environment variables set, as described in https://emscripten.org/docs/getting_started/downloads.html#installation-instructions - You need to install Emscripten from https://emscripten.org/docs/getting_started/downloads.html, and have the environment variables set, as described in https://emscripten.org/docs/getting_started/downloads.html#installation-instructions
@@ -10,6 +147,8 @@
- Requires recent Emscripten as WGPU is still a work-in-progress API. - Requires recent Emscripten as WGPU is still a work-in-progress API.
---
## How to Run ## How to Run
To run on a local machine: To run on a local machine:

View File

@@ -1,4 +1,4 @@
// Dear ImGui: standalone example application for using GLFW + WebGPU // Dear ImGui: standalone example application for GLFW + WebGPU
// - Emscripten is supported for publishing on web. See https://emscripten.org. // - Emscripten is supported for publishing on web. See https://emscripten.org.
// - Dawn is used as a WebGPU implementation on desktop. // - Dawn is used as a WebGPU implementation on desktop.
@@ -12,54 +12,44 @@
#include "imgui_impl_glfw.h" #include "imgui_impl_glfw.h"
#include "imgui_impl_wgpu.h" #include "imgui_impl_wgpu.h"
#include <stdio.h> #include <stdio.h>
#include <stdlib.h>
#ifdef __EMSCRIPTEN__
#include <emscripten.h>
#include <emscripten/html5.h>
#include <emscripten/html5_webgpu.h>
#else
#include <webgpu/webgpu_glfw.h>
#endif
#include <GLFW/glfw3.h> #include <GLFW/glfw3.h>
#include <webgpu/webgpu.h>
#include <webgpu/webgpu_cpp.h>
// This example can also compile and run with Emscripten! See 'Makefile.emscripten' for details. // This example can also compile and run with Emscripten! See 'Makefile.emscripten' for details.
#ifdef __EMSCRIPTEN__ #ifdef __EMSCRIPTEN__
#include <emscripten.h>
#include <emscripten/html5.h>
#include "../libs/emscripten/emscripten_mainloop_stub.h" #include "../libs/emscripten/emscripten_mainloop_stub.h"
#endif #endif
// Global WebGPU required states #include <webgpu/webgpu.h>
static WGPUInstance wgpu_instance = nullptr; #if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN)
static WGPUDevice wgpu_device = nullptr; #include <webgpu/webgpu_cpp.h>
static WGPUSurface wgpu_surface = nullptr; #endif
static WGPUTextureFormat wgpu_preferred_fmt = WGPUTextureFormat_RGBA8Unorm;
static WGPUSwapChain wgpu_swap_chain = nullptr; // Data
static int wgpu_swap_chain_width = 1280; static WGPUInstance wgpu_instance = nullptr;
static int wgpu_swap_chain_height = 720; static WGPUDevice wgpu_device = nullptr;
static WGPUSurface wgpu_surface = nullptr;
static WGPUQueue wgpu_queue = nullptr;
static WGPUSurfaceConfiguration wgpu_surface_configuration = {};
static int wgpu_surface_width = 1280;
static int wgpu_surface_height = 800;
// Forward declarations // Forward declarations
static bool InitWGPU(GLFWwindow* window); static bool InitWGPU(GLFWwindow* window);
static void CreateSwapChain(int width, int height); WGPUSurface CreateWGPUSurface(const WGPUInstance& instance, GLFWwindow* window);
static void glfw_error_callback(int error, const char* description) static void glfw_error_callback(int error, const char* description)
{ {
printf("GLFW Error %d: %s\n", error, description); printf("GLFW Error %d: %s\n", error, description);
} }
static void wgpu_error_callback(WGPUErrorType error_type, const char* message, void*) static void ResizeSurface(int width, int height)
{ {
const char* error_type_lbl = ""; wgpu_surface_configuration.width = wgpu_surface_width = width;
switch (error_type) wgpu_surface_configuration.height = wgpu_surface_height = height;
{ wgpuSurfaceConfigure(wgpu_surface, &wgpu_surface_configuration);
case WGPUErrorType_Validation: error_type_lbl = "Validation"; break;
case WGPUErrorType_OutOfMemory: error_type_lbl = "Out of memory"; break;
case WGPUErrorType_Unknown: error_type_lbl = "Unknown"; break;
case WGPUErrorType_DeviceLost: error_type_lbl = "Device lost"; break;
default: error_type_lbl = "Unknown";
}
printf("%s error: %s\n", error_type_lbl, message);
} }
// Main code // Main code
@@ -72,19 +62,23 @@ int main(int, char**)
// Make sure GLFW does not initialize any graphics context. // Make sure GLFW does not initialize any graphics context.
// This needs to be done explicitly later. // This needs to be done explicitly later.
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API); glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
GLFWwindow* window = glfwCreateWindow(wgpu_swap_chain_width, wgpu_swap_chain_height, "Dear ImGui GLFW+WebGPU example", nullptr, nullptr);
// Create window
float main_scale = ImGui_ImplGlfw_GetContentScaleForMonitor(glfwGetPrimaryMonitor()); // Valid on GLFW 3.3+ only
wgpu_surface_width = (int)(wgpu_surface_width * main_scale);
wgpu_surface_height = (int)(wgpu_surface_height * main_scale);
GLFWwindow* window = glfwCreateWindow(wgpu_surface_width, wgpu_surface_height, "Dear ImGui GLFW+WebGPU example", nullptr, nullptr);
if (window == nullptr) if (window == nullptr)
return 1; return 1;
// Initialize the WebGPU environment // Initialize the WebGPU environment
if (!InitWGPU(window)) if (!InitWGPU(window))
{ {
if (window) glfwDestroyWindow(window);
glfwDestroyWindow(window);
glfwTerminate(); glfwTerminate();
return 1; return 1;
} }
CreateSwapChain(wgpu_swap_chain_width, wgpu_swap_chain_height);
glfwShowWindow(window); glfwShowWindow(window);
// Setup Dear ImGui context // Setup Dear ImGui context
@@ -93,12 +87,16 @@ int main(int, char**)
ImGuiIO& io = ImGui::GetIO(); (void)io; ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
// Setup Dear ImGui style // Setup Dear ImGui style
ImGui::StyleColorsDark(); ImGui::StyleColorsDark();
//ImGui::StyleColorsLight(); //ImGui::StyleColorsLight();
// Setup scaling
ImGuiStyle& style = ImGui::GetStyle();
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
// Setup Platform/Renderer backends // Setup Platform/Renderer backends
ImGui_ImplGlfw_InitForOther(window, true); ImGui_ImplGlfw_InitForOther(window, true);
#ifdef __EMSCRIPTEN__ #ifdef __EMSCRIPTEN__
@@ -107,26 +105,27 @@ int main(int, char**)
ImGui_ImplWGPU_InitInfo init_info; ImGui_ImplWGPU_InitInfo init_info;
init_info.Device = wgpu_device; init_info.Device = wgpu_device;
init_info.NumFramesInFlight = 3; init_info.NumFramesInFlight = 3;
init_info.RenderTargetFormat = wgpu_preferred_fmt; init_info.RenderTargetFormat = wgpu_surface_configuration.format;
init_info.DepthStencilFormat = WGPUTextureFormat_Undefined; init_info.DepthStencilFormat = WGPUTextureFormat_Undefined;
ImGui_ImplWGPU_Init(&init_info); ImGui_ImplWGPU_Init(&init_info);
// Load Fonts // 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. // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
// - Read 'docs/FONTS.md' for more instructions and details. // - Read 'docs/FONTS.md' for more instructions and details.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
// - Emscripten allows preloading a file or folder to be accessible at runtime. See Makefile for details. // - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
//io.Fonts->AddFontDefault();
//style.FontSizeBase = 20.0f; //style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap();
#ifndef IMGUI_DISABLE_FILE_FUNCTIONS #ifndef IMGUI_DISABLE_FILE_FUNCTIONS
//io.Fonts->AddFontFromFileTTF("fonts/segoeui.ttf"); //io.Fonts->AddFontFromFileTTF("fonts/segoeui.ttf");
//io.Fonts->AddFontFromFileTTF("fonts/DroidSans.ttf"); //io.Fonts->AddFontFromFileTTF("fonts/DroidSans.ttf");
//io.Fonts->AddFontFromFileTTF("fonts/Roboto-Medium.ttf"); //io.Fonts->AddFontFromFileTTF("fonts/Roboto-Medium.ttf");
//io.Fonts->AddFontFromFileTTF("fonts/Cousine-Regular.ttf"); //io.Fonts->AddFontFromFileTTF("fonts/Cousine-Regular.ttf");
//io.Fonts->AddFontFromFileTTF("fonts/ProggyTiny.ttf");
//ImFont* font = io.Fonts->AddFontFromFileTTF("fonts/ArialUni.ttf"); //ImFont* font = io.Fonts->AddFontFromFileTTF("fonts/ArialUni.ttf");
//IM_ASSERT(font != nullptr); //IM_ASSERT(font != nullptr);
#endif #endif
@@ -161,11 +160,24 @@ int main(int, char**)
// React to changes in screen size // React to changes in screen size
int width, height; int width, height;
glfwGetFramebufferSize((GLFWwindow*)window, &width, &height); glfwGetFramebufferSize((GLFWwindow*)window, &width, &height);
if (width != wgpu_swap_chain_width || height != wgpu_swap_chain_height) if (width != wgpu_surface_width || height != wgpu_surface_height)
ResizeSurface(width, height);
// Check surface status for error. If texture is not optimal, try to reconfigure the surface.
WGPUSurfaceTexture surface_texture;
wgpuSurfaceGetCurrentTexture(wgpu_surface, &surface_texture);
if (ImGui_ImplWGPU_IsSurfaceStatusError(surface_texture.status))
{ {
ImGui_ImplWGPU_InvalidateDeviceObjects(); fprintf(stderr, "Unrecoverable Surface Texture status=%#.8x\n", surface_texture.status);
CreateSwapChain(width, height); abort();
ImGui_ImplWGPU_CreateDeviceObjects(); }
if (ImGui_ImplWGPU_IsSurfaceStatusSubOptimal(surface_texture.status))
{
if (surface_texture.texture)
wgpuTextureRelease(surface_texture.texture);
if (width > 0 && height > 0)
ResizeSurface(width, height);
continue;
} }
// Start the Dear ImGui frame // Start the Dear ImGui frame
@@ -213,17 +225,21 @@ int main(int, char**)
// Rendering // Rendering
ImGui::Render(); ImGui::Render();
#ifndef __EMSCRIPTEN__ WGPUTextureViewDescriptor view_desc = {};
// Tick needs to be called in Dawn to display validation errors view_desc.format = wgpu_surface_configuration.format;
wgpuDeviceTick(wgpu_device); view_desc.dimension = WGPUTextureViewDimension_2D ;
#endif view_desc.mipLevelCount = WGPU_MIP_LEVEL_COUNT_UNDEFINED;
view_desc.arrayLayerCount = WGPU_ARRAY_LAYER_COUNT_UNDEFINED;
view_desc.aspect = WGPUTextureAspect_All;
WGPUTextureView texture_view = wgpuTextureCreateView(surface_texture.texture, &view_desc);
WGPURenderPassColorAttachment color_attachments = {}; WGPURenderPassColorAttachment color_attachments = {};
color_attachments.depthSlice = WGPU_DEPTH_SLICE_UNDEFINED; color_attachments.depthSlice = WGPU_DEPTH_SLICE_UNDEFINED;
color_attachments.loadOp = WGPULoadOp_Clear; color_attachments.loadOp = WGPULoadOp_Clear;
color_attachments.storeOp = WGPUStoreOp_Store; color_attachments.storeOp = WGPUStoreOp_Store;
color_attachments.clearValue = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w }; color_attachments.clearValue = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
color_attachments.view = wgpuSwapChainGetCurrentTextureView(wgpu_swap_chain); color_attachments.view = texture_view;
WGPURenderPassDescriptor render_pass_desc = {}; WGPURenderPassDescriptor render_pass_desc = {};
render_pass_desc.colorAttachmentCount = 1; render_pass_desc.colorAttachmentCount = 1;
@@ -239,14 +255,16 @@ int main(int, char**)
WGPUCommandBufferDescriptor cmd_buffer_desc = {}; WGPUCommandBufferDescriptor cmd_buffer_desc = {};
WGPUCommandBuffer cmd_buffer = wgpuCommandEncoderFinish(encoder, &cmd_buffer_desc); WGPUCommandBuffer cmd_buffer = wgpuCommandEncoderFinish(encoder, &cmd_buffer_desc);
WGPUQueue queue = wgpuDeviceGetQueue(wgpu_device); wgpuQueueSubmit(wgpu_queue, 1, &cmd_buffer);
wgpuQueueSubmit(queue, 1, &cmd_buffer);
#ifndef __EMSCRIPTEN__ #ifndef __EMSCRIPTEN__
wgpuSwapChainPresent(wgpu_swap_chain); wgpuSurfacePresent(wgpu_surface);
// Tick needs to be called in Dawn to display validation errors
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN)
wgpuDeviceTick(wgpu_device);
#endif #endif
#endif
wgpuTextureViewRelease(color_attachments.view); wgpuTextureViewRelease(texture_view);
wgpuRenderPassEncoderRelease(pass); wgpuRenderPassEncoderRelease(pass);
wgpuCommandEncoderRelease(encoder); wgpuCommandEncoderRelease(encoder);
wgpuCommandBufferRelease(cmd_buffer); wgpuCommandBufferRelease(cmd_buffer);
@@ -260,92 +278,282 @@ int main(int, char**)
ImGui_ImplGlfw_Shutdown(); ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext(); ImGui::DestroyContext();
wgpuSurfaceUnconfigure(wgpu_surface);
wgpuSurfaceRelease(wgpu_surface);
wgpuQueueRelease(wgpu_queue);
wgpuDeviceRelease(wgpu_device);
wgpuInstanceRelease(wgpu_instance);
glfwDestroyWindow(window); glfwDestroyWindow(window);
glfwTerminate(); glfwTerminate();
return 0; return 0;
} }
#ifndef __EMSCRIPTEN__ #if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN)
static WGPUAdapter RequestAdapter(WGPUInstance instance) static WGPUAdapter RequestAdapter(wgpu::Instance& instance)
{ {
auto onAdapterRequestEnded = [](WGPURequestAdapterStatus status, WGPUAdapter adapter, const char* message, void* pUserData) wgpu::Adapter acquired_adapter;
wgpu::RequestAdapterOptions adapter_options;
auto onRequestAdapter = [&](wgpu::RequestAdapterStatus status, wgpu::Adapter adapter, wgpu::StringView message)
{ {
if (status == WGPURequestAdapterStatus_Success) if (status != wgpu::RequestAdapterStatus::Success)
*(WGPUAdapter*)(pUserData) = adapter; {
else printf("Failed to get an adapter: %s\n", message.data);
printf("Could not get WebGPU adapter: %s\n", message); return;
}; }
WGPUAdapter adapter; acquired_adapter = std::move(adapter);
wgpuInstanceRequestAdapter(instance, nullptr, onAdapterRequestEnded, (void*)&adapter);
return adapter;
}
static WGPUDevice RequestDevice(WGPUAdapter& adapter)
{
auto onDeviceRequestEnded = [](WGPURequestDeviceStatus status, WGPUDevice device, const char* message, void* pUserData)
{
if (status == WGPURequestDeviceStatus_Success)
*(WGPUDevice*)(pUserData) = device;
else
printf("Could not get WebGPU device: %s\n", message);
}; };
WGPUDevice device;
wgpuAdapterRequestDevice(adapter, nullptr, onDeviceRequestEnded, (void*)&device); // Synchronously (wait until) acquire Adapter
return device; wgpu::Future waitAdapterFunc { instance.RequestAdapter(&adapter_options, wgpu::CallbackMode::WaitAnyOnly, onRequestAdapter) };
wgpu::WaitStatus waitStatusAdapter = instance.WaitAny(waitAdapterFunc, UINT64_MAX);
IM_ASSERT(acquired_adapter != nullptr && waitStatusAdapter == wgpu::WaitStatus::Success && "Error on Adapter request");
return acquired_adapter.MoveToCHandle();
} }
#endif
static bool InitWGPU(GLFWwindow* window) static WGPUDevice RequestDevice(wgpu::Instance& instance, wgpu::Adapter& adapter)
{ {
wgpu::Instance instance = wgpuCreateInstance(nullptr); // Set device callback functions
wgpu::DeviceDescriptor device_desc;
device_desc.SetDeviceLostCallback(wgpu::CallbackMode::AllowSpontaneous,
[](const wgpu::Device&, wgpu::DeviceLostReason type, wgpu::StringView msg) { fprintf(stderr, "%s error: %s\n", ImGui_ImplWGPU_GetDeviceLostReasonName((WGPUDeviceLostReason)type), msg.data); }
);
device_desc.SetUncapturedErrorCallback(
[](const wgpu::Device&, wgpu::ErrorType type, wgpu::StringView msg) { fprintf(stderr, "%s error: %s\n", ImGui_ImplWGPU_GetErrorTypeName((WGPUErrorType)type), msg.data); }
);
#ifdef __EMSCRIPTEN__ wgpu::Device acquired_device;
wgpu_device = emscripten_webgpu_get_device(); auto onRequestDevice = [&](wgpu::RequestDeviceStatus status, wgpu::Device local_device, wgpu::StringView message)
if (!wgpu_device) {
return false; if (status != wgpu::RequestDeviceStatus::Success)
#else {
WGPUAdapter adapter = RequestAdapter(instance.Get()); printf("Failed to get an device: %s\n", message.data);
if (!adapter) return;
return false; }
wgpu_device = RequestDevice(adapter); acquired_device = std::move(local_device);
#endif };
// Synchronously (wait until) get Device
wgpu::Future waitDeviceFunc { adapter.RequestDevice(&device_desc, wgpu::CallbackMode::WaitAnyOnly, onRequestDevice) };
wgpu::WaitStatus waitStatusDevice = instance.WaitAny(waitDeviceFunc, UINT64_MAX);
IM_ASSERT(acquired_device != nullptr && waitStatusDevice == wgpu::WaitStatus::Success && "Error on Device request");
return acquired_device.MoveToCHandle();
}
#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGVK)
static void handle_request_adapter(WGPURequestAdapterStatus status, WGPUAdapter adapter, WGPUStringView message, void* userdata1, void* userdata2)
{
IM_UNUSED(userdata2);
if (status == WGPURequestAdapterStatus_Success)
{
WGPUAdapter* extAdapter = (WGPUAdapter*)userdata1;
*extAdapter = adapter;
}
else
{
printf("Request_adapter status=%#.8x message=%.*s\n", status, (int) message.length, message.data);
}
}
static void handle_request_device(WGPURequestDeviceStatus status, WGPUDevice device, WGPUStringView message, void* userdata1, void* userdata2)
{
IM_UNUSED(userdata2);
if (status == WGPURequestDeviceStatus_Success)
{
WGPUDevice* extDevice = (WGPUDevice*)userdata1;
*extDevice = device;
}
else
{
printf("Request_device status=%#.8x message=%.*s\n", status, (int) message.length, message.data);
}
}
static WGPUAdapter RequestAdapter(WGPUInstance& instance)
{
WGPURequestAdapterOptions adapter_options = {};
WGPUAdapter local_adapter = nullptr;
WGPURequestAdapterCallbackInfo adapterCallbackInfo = {};
adapterCallbackInfo.mode = WGPUCallbackMode_WaitAnyOnly;
adapterCallbackInfo.callback = handle_request_adapter;
adapterCallbackInfo.userdata1 = &local_adapter;
WGPUFuture future = wgpuInstanceRequestAdapter(instance, &adapter_options, adapterCallbackInfo);
WGPUFutureWaitInfo waitInfo = { future, false };
wgpuInstanceWaitAny(instance, 1, &waitInfo, ~0ull);
IM_ASSERT(local_adapter && "Error on Adapter request");
return local_adapter;
}
static WGPUDevice RequestDevice(WGPUInstance& instance, WGPUAdapter& adapter)
{
WGPUDevice local_device = nullptr;
WGPURequestDeviceCallbackInfo deviceCallbackInfo = {};
deviceCallbackInfo.mode = WGPUCallbackMode_WaitAnyOnly;
deviceCallbackInfo.callback = handle_request_device;
deviceCallbackInfo.userdata1 = &local_device;
WGPUFuture future = wgpuAdapterRequestDevice(adapter, nullptr, deviceCallbackInfo);
WGPUFutureWaitInfo waitInfo = { future, false };
wgpuInstanceWaitAny(instance, 1, &waitInfo, ~0ull);
IM_ASSERT(local_device && "Error on Device request");
return local_device;
}
#endif // IMGUI_IMPL_WEBGPU_BACKEND_WGPU
bool InitWGPU(GLFWwindow* window)
{
WGPUTextureFormat preferred_fmt = WGPUTextureFormat_Undefined; // acquired from SurfaceCapabilities
// Google DAWN backend: Adapter and Device acquisition, Surface creation
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN)
wgpu::InstanceDescriptor instance_desc = {};
static constexpr wgpu::InstanceFeatureName timedWaitAny = wgpu::InstanceFeatureName::TimedWaitAny;
instance_desc.requiredFeatureCount = 1;
instance_desc.requiredFeatures = &timedWaitAny;
wgpu::Instance instance = wgpu::CreateInstance(&instance_desc);
wgpu::Adapter adapter = RequestAdapter(instance);
ImGui_ImplWGPU_DebugPrintAdapterInfo(adapter.Get());
wgpu_device = RequestDevice(instance, adapter);
// Create the surface.
#ifdef __EMSCRIPTEN__ #ifdef __EMSCRIPTEN__
wgpu::SurfaceDescriptorFromCanvasHTMLSelector html_surface_desc = {}; wgpu::EmscriptenSurfaceSourceCanvasHTMLSelector canvas_desc = {};
html_surface_desc.selector = "#canvas"; canvas_desc.selector = "#canvas";
wgpu::SurfaceDescriptor surface_desc = {}; wgpu::SurfaceDescriptor surface_desc = {};
surface_desc.nextInChain = &html_surface_desc; surface_desc.nextInChain = &canvas_desc;
wgpu::Surface surface = instance.CreateSurface(&surface_desc); wgpu_surface = instance.CreateSurface(&surface_desc).MoveToCHandle();
wgpu::Adapter adapter = {};
wgpu_preferred_fmt = (WGPUTextureFormat)surface.GetPreferredFormat(adapter);
#else #else
wgpu::Surface surface = wgpu::glfw::CreateSurfaceForWindow(instance, window); wgpu_surface = CreateWGPUSurface(instance.Get(), window);
if (!surface) #endif
if (!wgpu_surface)
return false; return false;
wgpu_preferred_fmt = WGPUTextureFormat_BGRA8Unorm;
// Moving Dawn objects into WGPU handles
wgpu_instance = instance.MoveToCHandle();
WGPUSurfaceCapabilities surface_capabilities = {};
wgpuSurfaceGetCapabilities(wgpu_surface, adapter.Get(), &surface_capabilities);
preferred_fmt = surface_capabilities.formats[0];
// WGPU backend: Adapter and Device acquisition, Surface creation
#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGVK)
WGPUInstanceDescriptor instanceDesc = {};
WGPUInstanceFeatureName timedWaitAny = WGPUInstanceFeatureName_TimedWaitAny;
instanceDesc.requiredFeatureCount = 1;
instanceDesc.requiredFeatures = &timedWaitAny;
wgpu_instance = wgpuCreateInstance(&instanceDesc);
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
wgpuSetLogCallback(
[](WGPULogLevel level, WGPUStringView msg, void* userdata) { fprintf(stderr, "%s: %.*s\n", ImGui_ImplWGPU_GetLogLevelName(level), (int)msg.length, msg.data); }, nullptr
);
wgpuSetLogLevel(WGPULogLevel_Warn);
#endif #endif
wgpu_instance = instance.MoveToCHandle(); WGPUAdapter adapter = RequestAdapter(wgpu_instance);
wgpu_surface = surface.MoveToCHandle(); ImGui_ImplWGPU_DebugPrintAdapterInfo(adapter);
wgpuDeviceSetUncapturedErrorCallback(wgpu_device, wgpu_error_callback, nullptr); wgpu_device = RequestDevice(wgpu_instance, adapter);
// Create the surface.
wgpu_surface = CreateWGPUSurface(wgpu_instance, window);
if (!wgpu_surface)
return false;
WGPUSurfaceCapabilities surface_capabilities = {};
wgpuSurfaceGetCapabilities(wgpu_surface, adapter, &surface_capabilities);
preferred_fmt = surface_capabilities.formats[0];
#endif // IMGUI_IMPL_WEBGPU_BACKEND_WGPU
wgpu_surface_configuration.presentMode = WGPUPresentMode_Fifo;
wgpu_surface_configuration.alphaMode = WGPUCompositeAlphaMode_Auto;
wgpu_surface_configuration.usage = WGPUTextureUsage_RenderAttachment;
wgpu_surface_configuration.width = wgpu_surface_width;
wgpu_surface_configuration.height = wgpu_surface_height;
wgpu_surface_configuration.device = wgpu_device;
wgpu_surface_configuration.format = preferred_fmt;
wgpuSurfaceConfigure(wgpu_surface, &wgpu_surface_configuration);
wgpu_queue = wgpuDeviceGetQueue(wgpu_device);
return true; return true;
} }
static void CreateSwapChain(int width, int height) // GLFW helper to create a WebGPU surface, used only in WGPU-Native. DAWN-Native already has a built-in function
// As of today (2025/10) there is no "official" support in GLFW to create a surface for WebGPU backend
// This stub uses "low level" GLFW calls to acquire information from a specific Window Manager.
// Currently supported platforms: Windows / Linux (X11 and Wayland) / MacOS. Not necessary nor available with EMSCRIPTEN.
#ifndef __EMSCRIPTEN__
#if defined(__linux__) || defined(__FreeBSD__) || defined(__OpenBSD__) || defined(__NetBSD__) || defined(__DragonFly__)
#define GLFW_HAS_X11_OR_WAYLAND 1
#else
#define GLFW_HAS_X11_OR_WAYLAND 0
#endif
#ifdef _WIN32
#undef APIENTRY
#ifndef GLFW_EXPOSE_NATIVE_WIN32 // for glfwGetWin32Window()
#define GLFW_EXPOSE_NATIVE_WIN32
#endif
#elif defined(__APPLE__)
#ifndef GLFW_EXPOSE_NATIVE_COCOA // for glfwGetCocoaWindow()
#define GLFW_EXPOSE_NATIVE_COCOA
#endif
#elif GLFW_HAS_X11_OR_WAYLAND
#ifndef GLFW_EXPOSE_NATIVE_X11 // for glfwGetX11Display(), glfwGetX11Window() on Freedesktop (Linux, BSD, etc.)
#define GLFW_EXPOSE_NATIVE_X11
#endif
#ifndef GLFW_EXPOSE_NATIVE_WAYLAND
#if defined(__has_include) && __has_include(<wayland-client.h>)
#define GLFW_EXPOSE_NATIVE_WAYLAND
#endif
#endif
#endif
#include <GLFW/glfw3native.h>
#undef Status // X11 headers are leaking this and also 'Success', 'Always', 'None', all used in DAWN api. Add #undef if necessary.
WGPUSurface CreateWGPUSurface(const WGPUInstance& instance, GLFWwindow* window)
{ {
if (wgpu_swap_chain) ImGui_ImplWGPU_CreateSurfaceInfo create_info = {};
wgpuSwapChainRelease(wgpu_swap_chain); create_info.Instance = instance;
wgpu_swap_chain_width = width; #if defined(GLFW_EXPOSE_NATIVE_COCOA)
wgpu_swap_chain_height = height; {
WGPUSwapChainDescriptor swap_chain_desc = {}; create_info.System = "cocoa";
swap_chain_desc.usage = WGPUTextureUsage_RenderAttachment; create_info.RawWindow = (void*)glfwGetCocoaWindow(window);
swap_chain_desc.format = wgpu_preferred_fmt; return ImGui_ImplWGPU_CreateWGPUSurfaceHelper(&create_info);
swap_chain_desc.width = width; }
swap_chain_desc.height = height; #elif defined(GLFW_EXPOSE_NATIVE_WAYLAND)
swap_chain_desc.presentMode = WGPUPresentMode_Fifo; if (glfwGetPlatform() == GLFW_PLATFORM_WAYLAND)
wgpu_swap_chain = wgpuDeviceCreateSwapChain(wgpu_device, wgpu_surface, &swap_chain_desc); {
create_info.System = "wayland";
create_info.RawDisplay = (void*)glfwGetWaylandDisplay();
create_info.RawSurface = (void*)glfwGetWaylandWindow(window);
return ImGui_ImplWGPU_CreateWGPUSurfaceHelper(&create_info);
}
#elif defined(GLFW_EXPOSE_NATIVE_X11)
if (glfwGetPlatform() == GLFW_PLATFORM_X11)
{
create_info.System = "x11";
create_info.RawWindow = (void*)glfwGetX11Window(window);
create_info.RawDisplay = (void*)glfwGetX11Display();
return ImGui_ImplWGPU_CreateWGPUSurfaceHelper(&create_info);
}
#elif defined(GLFW_EXPOSE_NATIVE_WIN32)
{
create_info.System = "win32";
create_info.RawWindow = (void*)glfwGetWin32Window(window);
create_info.RawInstance = (void*)::GetModuleHandle(NULL);
return ImGui_ImplWGPU_CreateWGPUSurfaceHelper(&create_info);
}
#else
#error "Unsupported WebGPU native platform!"
return nullptr;
#endif
} }
#endif // #ifndef __EMSCRIPTEN__

View File

@@ -1,84 +0,0 @@
<!doctype html>
<html lang="en-us">
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1, maximum-scale=1, minimum-scale=1, user-scalable=no"/>
<title>Dear ImGui Emscripten+GLFW+WebGPU example</title>
<style>
body { margin: 0; background-color: black }
.emscripten {
position: absolute;
top: 0px;
left: 0px;
margin: 0px;
border: 0;
width: 100%;
height: 100%;
overflow: hidden;
display: block;
image-rendering: optimizeSpeed;
image-rendering: -moz-crisp-edges;
image-rendering: -o-crisp-edges;
image-rendering: -webkit-optimize-contrast;
image-rendering: optimize-contrast;
image-rendering: crisp-edges;
image-rendering: pixelated;
-ms-interpolation-mode: nearest-neighbor;
}
</style>
</head>
<body>
<canvas class="emscripten" id="canvas" oncontextmenu="event.preventDefault()"></canvas>
<script type='text/javascript'>
var Module;
(async () => {
Module = {
preRun: [],
postRun: [],
print: (function() {
return function(text) {
text = Array.prototype.slice.call(arguments).join(' ');
console.log(text);
};
})(),
printErr: function(text) {
text = Array.prototype.slice.call(arguments).join(' ');
console.error(text);
},
canvas: (function() {
var canvas = document.getElementById('canvas');
//canvas.addEventListener("webglcontextlost", function(e) { alert('FIXME: WebGL context lost, please reload the page'); e.preventDefault(); }, false);
return canvas;
})(),
setStatus: function(text) {
console.log("status: " + text);
},
monitorRunDependencies: function(left) {
// no run dependencies to log
}
};
window.onerror = function() {
console.log("onerror: " + event);
};
// Initialize the graphics adapter
{
if (!navigator.gpu) {
throw Error("WebGPU not supported.");
}
const adapter = await navigator.gpu.requestAdapter();
const device = await adapter.requestDevice();
Module.preinitializedWebGPUDevice = device;
}
{
const js = document.createElement('script');
js.async = true;
js.src = "index.js";
document.body.appendChild(js);
}
})();
</script>
</body>
</html>

View File

@@ -28,27 +28,27 @@
<ConfigurationType>Application</ConfigurationType> <ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries> <UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet> <CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset> <PlatformToolset>v141</PlatformToolset>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType> <ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries> <UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet> <CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset> <PlatformToolset>v141</PlatformToolset>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType> <ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries> <UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization> <WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet> <CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset> <PlatformToolset>v141</PlatformToolset>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType> <ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries> <UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization> <WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet> <CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset> <PlatformToolset>v141</PlatformToolset>
</PropertyGroup> </PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings"> <ImportGroup Label="ExtensionSettings">

View File

@@ -48,7 +48,7 @@ int main(int argc, char** argv)
glutSetOption(GLUT_ACTION_ON_WINDOW_CLOSE, GLUT_ACTION_GLUTMAINLOOP_RETURNS); glutSetOption(GLUT_ACTION_ON_WINDOW_CLOSE, GLUT_ACTION_GLUTMAINLOOP_RETURNS);
#endif #endif
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_MULTISAMPLE); glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_MULTISAMPLE);
glutInitWindowSize(1280, 720); glutInitWindowSize(1280, 800);
glutCreateWindow("Dear ImGui GLUT+OpenGL2 Example"); glutCreateWindow("Dear ImGui GLUT+OpenGL2 Example");
// Setup GLUT display function // Setup GLUT display function
@@ -61,7 +61,6 @@ int main(int argc, char** argv)
ImGui::CreateContext(); ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io; ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
// Setup Dear ImGui style // Setup Dear ImGui style
ImGui::StyleColorsDark(); ImGui::StyleColorsDark();
@@ -80,14 +79,16 @@ int main(int argc, char** argv)
ImGui_ImplGLUT_InstallFuncs(); ImGui_ImplGLUT_InstallFuncs();
// Load Fonts // 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. // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
// - Read 'docs/FONTS.md' for more instructions and details. // - Read 'docs/FONTS.md' for more instructions and details.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//style.FontSizeBase = 20.0f; //style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault(); //io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");

View File

@@ -0,0 +1,179 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|x64">
<Configuration>Debug</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{1A0BF63C-18EF-4BAE-A8DA-055481B11F5D}</ProjectGuid>
<RootNamespace>example_win32_directx11</RootNamespace>
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
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<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
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<PlatformToolset>v141</PlatformToolset>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
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<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
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<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
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<ItemGroup>
<ClInclude Include="..\..\backends\imgui_impl_null.h" />
<ClInclude Include="..\..\imconfig.h" />
<ClInclude Include="..\..\imgui.h" />
<ClInclude Include="..\..\imgui_internal.h" />
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\..\backends\imgui_impl_null.cpp">
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</ExcludedFromBuild>
</ClCompile>
<ClCompile Include="..\..\imgui.cpp" />
<ClCompile Include="..\..\imgui_demo.cpp" />
<ClCompile Include="..\..\imgui_draw.cpp" />
<ClCompile Include="..\..\imgui_tables.cpp" />
<ClCompile Include="..\..\imgui_widgets.cpp" />
<ClCompile Include="main.cpp" />
</ItemGroup>
<ItemGroup>
<None Include="..\..\misc\debuggers\imgui.natstepfilter" />
<None Include="..\..\misc\debuggers\imgui.natvis" />
<None Include="..\README.txt" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>

View File

@@ -0,0 +1,57 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup>
<Filter Include="imgui">
<UniqueIdentifier>{0587d7a3-f2ce-4d56-b84f-a0005d3bfce6}</UniqueIdentifier>
</Filter>
<Filter Include="sources">
<UniqueIdentifier>{08e36723-ce4f-4cff-9662-c40801cf1acf}</UniqueIdentifier>
</Filter>
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\imconfig.h">
<Filter>imgui</Filter>
</ClInclude>
<ClInclude Include="..\..\imgui.h">
<Filter>imgui</Filter>
</ClInclude>
<ClInclude Include="..\..\imgui_internal.h">
<Filter>imgui</Filter>
</ClInclude>
<ClInclude Include="..\..\backends\imgui_impl_null.h">
<Filter>sources</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\..\imgui.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="main.cpp">
<Filter>sources</Filter>
</ClCompile>
<ClCompile Include="..\..\imgui_demo.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="..\..\imgui_draw.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="..\..\imgui_tables.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="..\..\imgui_widgets.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="..\..\backends\imgui_impl_null.cpp">
<Filter>sources</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<None Include="..\README.txt" />
<None Include="..\..\misc\debuggers\imgui.natvis">
<Filter>imgui</Filter>
</None>
<None Include="..\..\misc\debuggers\imgui.natstepfilter">
<Filter>imgui</Filter>
</None>
</ItemGroup>
</Project>

View File

@@ -4,23 +4,26 @@
#include "imgui.h" #include "imgui.h"
#include <stdio.h> #include <stdio.h>
// For imgui_impl_null: use relative filename + embed implementation directly by including the .cpp file.
// This is to simplify casual building of this example from all sorts of test scripts.
#include "../../backends/imgui_impl_null.h"
#include "../../backends/imgui_impl_null.cpp"
int main(int, char**) int main(int, char**)
{ {
IMGUI_CHECKVERSION(); IMGUI_CHECKVERSION();
ImGui::CreateContext(); ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
// Build atlas ImGui_ImplNullPlatform_Init();
//unsigned char* tex_pixels = nullptr; ImGui_ImplNullRender_Init();
//int tex_w, tex_h;
//io.Fonts->GetTexDataAsRGBA32(&tex_pixels, &tex_w, &tex_h);
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures;
for (int n = 0; n < 20; n++) for (int n = 0; n < 20; n++)
{ {
printf("NewFrame() %d\n", n); printf("NewFrame() %d\n", n);
io.DisplaySize = ImVec2(1920, 1080); ImGui_ImplNullPlatform_NewFrame();
io.DeltaTime = 1.0f / 60.0f; ImGui_ImplNullRender_NewFrame();
ImGui::NewFrame(); ImGui::NewFrame();
static float f = 0.0f; static float f = 0.0f;
@@ -33,6 +36,8 @@ int main(int, char**)
} }
printf("DestroyContext()\n"); printf("DestroyContext()\n");
ImGui_ImplNullRender_Shutdown();
ImGui_ImplNullPlatform_Shutdown();
ImGui::DestroyContext(); ImGui::DestroyContext();
return 0; return 0;
} }

View File

@@ -29,27 +29,27 @@
<ConfigurationType>Application</ConfigurationType> <ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries> <UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet> <CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset> <PlatformToolset>v141</PlatformToolset>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType> <ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries> <UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet> <CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset> <PlatformToolset>v141</PlatformToolset>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType> <ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries> <UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization> <WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet> <CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset> <PlatformToolset>v141</PlatformToolset>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType> <ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries> <UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization> <WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet> <CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset> <PlatformToolset>v141</PlatformToolset>
</PropertyGroup> </PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings"> <ImportGroup Label="ExtensionSettings">

View File

@@ -39,7 +39,7 @@ int main(int, char**)
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0) if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
{ {
printf("Error: %s\n", SDL_GetError()); printf("Error: %s\n", SDL_GetError());
return -1; return 1;
} }
// From 2.0.18: Enable native IME. // From 2.0.18: Enable native IME.
@@ -50,11 +50,11 @@ int main(int, char**)
// Setup window // Setup window
float main_scale = ImGui_ImplSDL2_GetContentScaleForDisplay(0); float main_scale = ImGui_ImplSDL2_GetContentScaleForDisplay(0);
SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI); SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+DirectX11 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, (int)(1280 * main_scale), (int)(720 * main_scale), window_flags); SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+DirectX11 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, (int)(1280 * main_scale), (int)(800 * main_scale), window_flags);
if (window == nullptr) if (window == nullptr)
{ {
printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError()); printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
return -1; return 1;
} }
SDL_SysWMinfo wmInfo; SDL_SysWMinfo wmInfo;
@@ -75,10 +75,6 @@ int main(int, char**)
ImGuiIO& io = ImGui::GetIO(); (void)io; ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad 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 // Setup Dear ImGui style
ImGui::StyleColorsDark(); ImGui::StyleColorsDark();
@@ -87,30 +83,23 @@ int main(int, char**)
// Setup scaling // Setup scaling
ImGuiStyle& style = ImGui::GetStyle(); ImGuiStyle& style = ImGui::GetStyle();
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again) style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose) style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
io.ConfigDpiScaleFonts = true; // [Experimental] Automatically overwrite style.FontScaleDpi in Begin() when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now.
io.ConfigDpiScaleViewports = true; // [Experimental] Scale Dear ImGui and Platform Windows when Monitor DPI changes.
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
style.WindowRounding = 0.0f;
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
}
// Setup Platform/Renderer backends // Setup Platform/Renderer backends
ImGui_ImplSDL2_InitForD3D(window); ImGui_ImplSDL2_InitForD3D(window);
ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext); ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
// Load Fonts // 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. // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
// - Read 'docs/FONTS.md' for more instructions and details. // - Read 'docs/FONTS.md' for more instructions and details.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//style.FontSizeBase = 20.0f; //style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault(); //io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
@@ -203,13 +192,6 @@ int main(int, char**)
g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha); g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha);
ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData()); 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(1, 0); // Present with vsync
//g_pSwapChain->Present(0, 0); // Present without vsync //g_pSwapChain->Present(0, 0); // Present without vsync
} }
@@ -230,6 +212,7 @@ int main(int, char**)
bool CreateDeviceD3D(HWND hWnd) bool CreateDeviceD3D(HWND hWnd)
{ {
// Setup swap chain // Setup swap chain
// This is a basic setup. Optimally could use e.g. DXGI_SWAP_EFFECT_FLIP_DISCARD and handle fullscreen mode differently. See #8979 for suggestions.
DXGI_SWAP_CHAIN_DESC sd; DXGI_SWAP_CHAIN_DESC sd;
ZeroMemory(&sd, sizeof(sd)); ZeroMemory(&sd, sizeof(sd));
sd.BufferCount = 2; sd.BufferCount = 2;
@@ -250,7 +233,10 @@ bool CreateDeviceD3D(HWND hWnd)
//createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG; //createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
D3D_FEATURE_LEVEL featureLevel; D3D_FEATURE_LEVEL featureLevel;
const D3D_FEATURE_LEVEL featureLevelArray[2] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_0, }; const D3D_FEATURE_LEVEL featureLevelArray[2] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_0, };
if (D3D11CreateDeviceAndSwapChain(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext) != S_OK) HRESULT res = D3D11CreateDeviceAndSwapChain(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext);
if (res == DXGI_ERROR_UNSUPPORTED) // Try high-performance WARP software driver if hardware is not available.
res = D3D11CreateDeviceAndSwapChain(nullptr, D3D_DRIVER_TYPE_WARP, nullptr, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext);
if (res != S_OK)
return false; return false;
CreateRenderTarget(); CreateRenderTarget();

View File

@@ -24,30 +24,22 @@ int main(int, char**)
ImGuiIO& io = ImGui::GetIO(); (void)io; ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad 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 // Setup style
ImGui::StyleColorsDark(); ImGui::StyleColorsDark();
//ImGui::StyleColorsLight(); //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 // 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. // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
// - Read 'docs/FONTS.md' for more instructions and details. // - Read 'docs/FONTS.md' for more instructions and details.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//style.FontSizeBase = 20.0f; //style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault(); //io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
@@ -61,7 +53,7 @@ int main(int, char**)
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0) if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
{ {
printf("Error: %s\n", SDL_GetError()); printf("Error: %s\n", SDL_GetError());
return -1; return 1;
} }
// Inform SDL that we will be using metal for rendering. Without this hint initialization of metal renderer may fail. // Inform SDL that we will be using metal for rendering. Without this hint initialization of metal renderer may fail.
@@ -70,7 +62,7 @@ int main(int, char**)
// Enable native IME. // Enable native IME.
SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1"); SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL+Metal example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI); SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL+Metal example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 800, SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
if (window == nullptr) if (window == nullptr)
{ {
printf("Error creating window: %s\n", SDL_GetError()); printf("Error creating window: %s\n", SDL_GetError());
@@ -178,13 +170,6 @@ int main(int, char**)
ImGui::Render(); ImGui::Render();
ImGui_ImplMetal_RenderDrawData(ImGui::GetDrawData(), commandBuffer, renderEncoder); 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 popDebugGroup];
[renderEncoder endEncoding]; [renderEncoder endEncoding];

View File

@@ -28,27 +28,27 @@
<ConfigurationType>Application</ConfigurationType> <ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries> <UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet> <CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset> <PlatformToolset>v141</PlatformToolset>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType> <ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries> <UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet> <CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset> <PlatformToolset>v141</PlatformToolset>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType> <ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries> <UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization> <WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet> <CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset> <PlatformToolset>v141</PlatformToolset>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType> <ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries> <UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization> <WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet> <CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset> <PlatformToolset>v141</PlatformToolset>
</PropertyGroup> </PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings"> <ImportGroup Label="ExtensionSettings">

View File

@@ -31,7 +31,7 @@ int main(int, char**)
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0) if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
{ {
printf("Error: %s\n", SDL_GetError()); printf("Error: %s\n", SDL_GetError());
return -1; return 1;
} }
// From 2.0.18: Enable native IME. // From 2.0.18: Enable native IME.
@@ -47,11 +47,11 @@ int main(int, char**)
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
float main_scale = ImGui_ImplSDL2_GetContentScaleForDisplay(0); float main_scale = ImGui_ImplSDL2_GetContentScaleForDisplay(0);
SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI); SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, (int)(1280 * main_scale), (int)(720 * main_scale), window_flags); SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, (int)(1280 * main_scale), (int)(800 * main_scale), window_flags);
if (window == nullptr) if (window == nullptr)
{ {
printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError()); printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
return -1; return 1;
} }
SDL_GLContext gl_context = SDL_GL_CreateContext(window); SDL_GLContext gl_context = SDL_GL_CreateContext(window);
@@ -64,10 +64,6 @@ int main(int, char**)
ImGuiIO& io = ImGui::GetIO(); (void)io; ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad 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 // Setup Dear ImGui style
ImGui::StyleColorsDark(); ImGui::StyleColorsDark();
@@ -76,30 +72,23 @@ int main(int, char**)
// Setup scaling // Setup scaling
ImGuiStyle& style = ImGui::GetStyle(); ImGuiStyle& style = ImGui::GetStyle();
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again) style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose) style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
io.ConfigDpiScaleFonts = true; // [Experimental] Automatically overwrite style.FontScaleDpi in Begin() when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now.
io.ConfigDpiScaleViewports = true; // [Experimental] Scale Dear ImGui and Platform Windows when Monitor DPI changes.
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
style.WindowRounding = 0.0f;
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
}
// Setup Platform/Renderer backends // Setup Platform/Renderer backends
ImGui_ImplSDL2_InitForOpenGL(window, gl_context); ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
ImGui_ImplOpenGL2_Init(); ImGui_ImplOpenGL2_Init();
// Load Fonts // 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. // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
// - Read 'docs/FONTS.md' for more instructions and details. // - Read 'docs/FONTS.md' for more instructions and details.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//style.FontSizeBase = 20.0f; //style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault(); //io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
@@ -185,19 +174,6 @@ int main(int, char**)
glClear(GL_COLOR_BUFFER_BIT); 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 //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()); 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); SDL_GL_SwapWindow(window);
} }

View File

@@ -28,27 +28,27 @@
<ConfigurationType>Application</ConfigurationType> <ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries> <UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet> <CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset> <PlatformToolset>v141</PlatformToolset>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType> <ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries> <UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet> <CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset> <PlatformToolset>v141</PlatformToolset>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType> <ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries> <UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization> <WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet> <CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset> <PlatformToolset>v141</PlatformToolset>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType> <ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries> <UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization> <WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet> <CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset> <PlatformToolset>v141</PlatformToolset>
</PropertyGroup> </PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings"> <ImportGroup Label="ExtensionSettings">

View File

@@ -36,7 +36,7 @@ int main(int, char**)
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0) if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
{ {
printf("Error: %s\n", SDL_GetError()); printf("Error: %s\n", SDL_GetError());
return -1; return 1;
} }
// Decide GL+GLSL versions // Decide GL+GLSL versions
@@ -81,18 +81,18 @@ int main(int, char**)
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
float main_scale = ImGui_ImplSDL2_GetContentScaleForDisplay(0); float main_scale = ImGui_ImplSDL2_GetContentScaleForDisplay(0);
SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI); SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, (int)(1280 * main_scale), (int)(720 * main_scale), window_flags); SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, (int)(1280 * main_scale), (int)(800 * main_scale), window_flags);
if (window == nullptr) if (window == nullptr)
{ {
printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError()); printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
return -1; return 1;
} }
SDL_GLContext gl_context = SDL_GL_CreateContext(window); SDL_GLContext gl_context = SDL_GL_CreateContext(window);
if (gl_context == nullptr) if (gl_context == nullptr)
{ {
printf("Error: SDL_GL_CreateContext(): %s\n", SDL_GetError()); printf("Error: SDL_GL_CreateContext(): %s\n", SDL_GetError());
return -1; return 1;
} }
SDL_GL_MakeCurrent(window, gl_context); SDL_GL_MakeCurrent(window, gl_context);
@@ -104,10 +104,6 @@ int main(int, char**)
ImGuiIO& io = ImGui::GetIO(); (void)io; ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad 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 // Setup Dear ImGui style
ImGui::StyleColorsDark(); ImGui::StyleColorsDark();
@@ -116,31 +112,24 @@ int main(int, char**)
// Setup scaling // Setup scaling
ImGuiStyle& style = ImGui::GetStyle(); ImGuiStyle& style = ImGui::GetStyle();
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again) style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose) style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
io.ConfigDpiScaleFonts = true; // [Experimental] Automatically overwrite style.FontScaleDpi in Begin() when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now.
io.ConfigDpiScaleViewports = true; // [Experimental] Scale Dear ImGui and Platform Windows when Monitor DPI changes.
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
style.WindowRounding = 0.0f;
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
}
// Setup Platform/Renderer backends // Setup Platform/Renderer backends
ImGui_ImplSDL2_InitForOpenGL(window, gl_context); ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
ImGui_ImplOpenGL3_Init(glsl_version); ImGui_ImplOpenGL3_Init(glsl_version);
// Load Fonts // 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. // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
// - Read 'docs/FONTS.md' for more instructions and details. // - Read 'docs/FONTS.md' for more instructions and details.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
// - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details. // - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
//style.FontSizeBase = 20.0f; //style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault(); //io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
@@ -232,19 +221,6 @@ 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); 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); glClear(GL_COLOR_BUFFER_BIT);
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); 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); SDL_GL_SwapWindow(window);
} }
#ifdef __EMSCRIPTEN__ #ifdef __EMSCRIPTEN__

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