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236 Commits
v1.92.3-do
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v1.92.5-do
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6
.github/pull_request_template.md
vendored
6
.github/pull_request_template.md
vendored
@@ -2,7 +2,9 @@
|
||||
|
||||
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.
|
||||
|
||||
|
||||
211
.github/workflows/build.yml
vendored
211
.github/workflows/build.yml
vendored
@@ -16,14 +16,24 @@ on:
|
||||
- requested
|
||||
|
||||
jobs:
|
||||
Windows:
|
||||
Build-Windows:
|
||||
runs-on: windows-2025
|
||||
name: Build - Windows
|
||||
|
||||
defaults:
|
||||
run:
|
||||
working-directory: ${{ github.workspace }}/imgui
|
||||
|
||||
env:
|
||||
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
|
||||
- uses: actions/checkout@v5
|
||||
with:
|
||||
path: ${{ github.workspace }}/imgui
|
||||
|
||||
# The VulkanSDK libs for Windows is manually generated using build_windows_vulkan_libs.ps1 + attached to issue #8925.
|
||||
# (we have a .yml workflow in commit history if it becomes ever useful to create this on CI too)
|
||||
- name: Install Dependencies
|
||||
shell: powershell
|
||||
run: |
|
||||
@@ -35,20 +45,9 @@ jobs:
|
||||
Expand-Archive -Path SDL3-devel-3.2.18-VC.zip
|
||||
echo "SDL3_DIR=$(pwd)\SDL3-devel-3.2.18-VC\SDL3-3.2.18\" >>${env:GITHUB_ENV}
|
||||
|
||||
# VulkanSDK (retrieve minimal bits of the SDK from git)
|
||||
$vulkanVersion = "1.4.326"
|
||||
# 1. Get the vulkan headers, we will treat that folder as the sdk folder to avoid having to copy headers around
|
||||
Invoke-WebRequest -Uri "https://github.com/KhronosGroup/Vulkan-Headers/archive/refs/tags/v$($vulkanVersion).zip" -OutFile Vulkan-Headers-$($vulkanVersion).zip
|
||||
Expand-Archive -Path Vulkan-Headers-$($vulkanVersion).zip
|
||||
echo "VULKAN_SDK=$(pwd)\Vulkan-Headers-$($vulkanVersion)\Vulkan-Headers-$($vulkanVersion)" >>${env:GITHUB_ENV}
|
||||
# 2. Get and build the vulkan loader source code (UPDATE_DEPS=On will make it automatically fetch its dependencies)
|
||||
Invoke-WebRequest -Uri "https://github.com/KhronosGroup/Vulkan-Loader/archive/refs/tags/v$($vulkanVersion).zip" -OutFile Vulkan-Loader-$($vulkanVersion).zip
|
||||
Expand-Archive -Path Vulkan-Loader-$($vulkanVersion).zip
|
||||
cmake -S Vulkan-Loader-$($vulkanVersion)\Vulkan-Loader-$($vulkanVersion) -B VulkanLoader-build -D UPDATE_DEPS=On
|
||||
cmake --build VulkanLoader-build
|
||||
# 3. Copy the built lib/dll to the expected place
|
||||
mkdir Vulkan-Headers-$($vulkanVersion)\Vulkan-Headers-$($vulkanVersion)\Lib
|
||||
copy VulkanLoader-build\loader\Debug\vulkan-1.* Vulkan-Headers-$($vulkanVersion)\Vulkan-Headers-$($vulkanVersion)\Lib\
|
||||
Invoke-WebRequest -Uri "https://github.com/user-attachments/files/22464296/vulkan_windows_libs_1.4.326.zip" -OutFile vulkan_windows_libs_1.4.326.zip
|
||||
Expand-Archive -Path vulkan_windows_libs_1.4.326.zip
|
||||
echo "VULKAN_SDK=$(pwd)\vulkan_windows_libs_1.4.326\" >>${env:GITHUB_ENV}
|
||||
|
||||
- name: Fix Projects
|
||||
shell: powershell
|
||||
@@ -70,7 +69,7 @@ jobs:
|
||||
echo '#define IMGUI_IMPLEMENTATION' >> 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 -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.*
|
||||
|
||||
- name: Build example_null (extra warnings, msvc 64-bit)
|
||||
@@ -115,7 +114,7 @@ jobs:
|
||||
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 /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 compilted than the Win32 examples.
|
||||
# More of the Win32 examples requires 'workflow_run' to reduce waste.
|
||||
@@ -266,10 +265,18 @@ jobs:
|
||||
shell: cmd
|
||||
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
|
||||
name: Build - Linux
|
||||
|
||||
defaults:
|
||||
run:
|
||||
working-directory: ${{ github.workspace }}/imgui
|
||||
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
- uses: actions/checkout@v5
|
||||
with:
|
||||
path: ${{ github.workspace }}/imgui
|
||||
|
||||
- name: Install Dependencies
|
||||
run: |
|
||||
@@ -483,10 +490,18 @@ jobs:
|
||||
- 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
|
||||
|
||||
MacOS:
|
||||
Build-MacOS:
|
||||
runs-on: macos-latest
|
||||
name: Build - MacOS
|
||||
|
||||
defaults:
|
||||
run:
|
||||
working-directory: ${{ github.workspace }}/imgui
|
||||
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
- uses: actions/checkout@v5
|
||||
with:
|
||||
path: ${{ github.workspace }}/imgui
|
||||
|
||||
- name: Install Dependencies
|
||||
run: |
|
||||
@@ -557,20 +572,24 @@ jobs:
|
||||
- name: Build example_apple_opengl2
|
||||
run: xcodebuild -project examples/example_apple_opengl2/example_apple_opengl2.xcodeproj -target example_osx_opengl2
|
||||
|
||||
iOS:
|
||||
Build-iOS:
|
||||
runs-on: macos-14
|
||||
name: Build - iOS
|
||||
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
- uses: actions/checkout@v5
|
||||
|
||||
- name: Build example_apple_metal
|
||||
run: |
|
||||
# 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
|
||||
|
||||
Emscripten:
|
||||
Build-Emscripten:
|
||||
runs-on: ubuntu-latest
|
||||
name: Build - Emscripten
|
||||
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
- uses: actions/checkout@v5
|
||||
|
||||
- name: Install Dependencies
|
||||
run: |
|
||||
@@ -608,12 +627,148 @@ jobs:
|
||||
emcmake cmake -B build -DCMAKE_BUILD_TYPE=Release examples/example_glfw_wgpu
|
||||
cmake --build build
|
||||
|
||||
Android:
|
||||
Build-Android:
|
||||
runs-on: ubuntu-latest
|
||||
name: Build - Android
|
||||
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
- uses: actions/checkout@v5
|
||||
|
||||
- name: Build example_android_opengl3
|
||||
run: |
|
||||
cd examples/example_android_opengl3/android
|
||||
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\2022\Enterprise\MSBuild\Current\Bin\
|
||||
|
||||
steps:
|
||||
- uses: actions/checkout@v5
|
||||
with:
|
||||
path: ${{ github.workspace }}/imgui
|
||||
|
||||
- uses: actions/checkout@v5
|
||||
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@v5
|
||||
with:
|
||||
path: ${{ github.workspace }}/imgui
|
||||
|
||||
- uses: actions/checkout@v5
|
||||
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@v5
|
||||
with:
|
||||
path: ${{ github.workspace }}/imgui
|
||||
|
||||
- uses: actions/checkout@v5
|
||||
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
|
||||
|
||||
38
.github/workflows/build_windows_vulkan_libs.ps1
vendored
Normal file
38
.github/workflows/build_windows_vulkan_libs.ps1
vendored
Normal 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
|
||||
2
.github/workflows/static-analysis.yml
vendored
2
.github/workflows/static-analysis.yml
vendored
@@ -42,5 +42,5 @@ jobs:
|
||||
fi
|
||||
cd examples/example_null
|
||||
pvs-studio-analyzer trace -- make WITH_EXTRA_WARNINGS=1
|
||||
pvs-studio-analyzer analyze --disableLicenseExpirationCheck -e ../../imstb_rectpack.h -e ../../imstb_textedit.h -e ../../imstb_truetype.h -l ../../pvs-studio.lic -o pvs-studio.log
|
||||
pvs-studio-analyzer analyze -e ../../imstb_rectpack.h -e ../../imstb_textedit.h -e ../../imstb_truetype.h -l ../../pvs-studio.lic -o pvs-studio.log
|
||||
plog-converter -a 'GA:1,2;OP:1' -d V1071 -t errorfile -w pvs-studio.log
|
||||
|
||||
4
.gitignore
vendored
4
.gitignore
vendored
@@ -12,6 +12,7 @@ imgui*.ini
|
||||
examples/*/Debug/*
|
||||
examples/*/Release/*
|
||||
examples/*/x64/*
|
||||
examples/*.tmp
|
||||
|
||||
## Visual Studio artifacts
|
||||
.vs
|
||||
@@ -46,6 +47,9 @@ examples/example_glfw_opengl3/web/*
|
||||
examples/example_glfw_wgpu/web/*
|
||||
examples/example_glfw_wgpu/external/*
|
||||
examples/example_sdl2_opengl3/web/*
|
||||
examples/example_sdl2_wgpu/web/*
|
||||
examples/example_sdl3_opengl3/web/*
|
||||
examples/example_sdl3_wgpu/web/*
|
||||
|
||||
## JetBrains IDE artifacts
|
||||
.idea
|
||||
|
||||
@@ -22,6 +22,7 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 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.
|
||||
@@ -500,6 +501,7 @@ void ImGui_ImplAllegro5_Shutdown()
|
||||
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
|
||||
ImGui_ImplAllegro5_InvalidateDeviceObjects();
|
||||
if (bd->VertexDecl)
|
||||
@@ -510,6 +512,8 @@ void ImGui_ImplAllegro5_Shutdown()
|
||||
io.BackendPlatformName = io.BackendRendererName = nullptr;
|
||||
io.BackendPlatformUserData = nullptr;
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_RendererHasTextures);
|
||||
platform_io.ClearRendererHandlers();
|
||||
platform_io.ClearPlatformHandlers();
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
|
||||
@@ -18,6 +18,7 @@
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
|
||||
// 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).
|
||||
// 2025-01-06: DirectX10: Expose selected render state in ImGui_ImplDX10_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
|
||||
@@ -330,18 +331,18 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
|
||||
|
||||
static void ImGui_ImplDX10_DestroyTexture(ImTextureData* tex)
|
||||
{
|
||||
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);
|
||||
backend_tex->pTexture->Release();
|
||||
backend_tex->pTextureView->Release();
|
||||
IM_DELETE(backend_tex);
|
||||
if (ImGui_ImplDX10_Texture* backend_tex = (ImGui_ImplDX10_Texture*)tex->BackendUserData)
|
||||
{
|
||||
IM_ASSERT(backend_tex->pTextureView == (ID3D10ShaderResourceView*)(intptr_t)tex->TexID);
|
||||
backend_tex->pTextureView->Release();
|
||||
backend_tex->pTexture->Release();
|
||||
IM_DELETE(backend_tex);
|
||||
|
||||
// Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
|
||||
tex->SetTexID(ImTextureID_Invalid);
|
||||
// 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);
|
||||
tex->BackendUserData = nullptr;
|
||||
}
|
||||
|
||||
void ImGui_ImplDX10_UpdateTexture(ImTextureData* tex)
|
||||
@@ -639,14 +640,17 @@ void ImGui_ImplDX10_Shutdown()
|
||||
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
|
||||
ImGui_ImplDX10_ShutdownMultiViewportSupport();
|
||||
ImGui_ImplDX10_InvalidateDeviceObjects();
|
||||
if (bd->pFactory) { bd->pFactory->Release(); }
|
||||
if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
|
||||
|
||||
io.BackendRendererName = nullptr;
|
||||
io.BackendRendererUserData = nullptr;
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports);
|
||||
platform_io.ClearRendererHandlers();
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
@@ -704,6 +708,7 @@ static void ImGui_ImplDX10_CreateWindow(ImGuiViewport* viewport)
|
||||
|
||||
IM_ASSERT(vd->SwapChain == nullptr && vd->RTView == nullptr);
|
||||
bd->pFactory->CreateSwapChain(bd->pd3dDevice, &sd, &vd->SwapChain);
|
||||
bd->pFactory->MakeWindowAssociation(hwnd, DXGI_MWA_NO_ALT_ENTER | DXGI_MWA_NO_WINDOW_CHANGES); // Disable e.g. Alt+Enter
|
||||
|
||||
// Create the render target
|
||||
if (vd->SwapChain)
|
||||
@@ -765,7 +770,8 @@ static void ImGui_ImplDX10_RenderViewport(ImGuiViewport* viewport, void*)
|
||||
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
|
||||
if (vd->SwapChain)
|
||||
vd->SwapChain->Present(0, 0); // Present without vsync
|
||||
}
|
||||
|
||||
void ImGui_ImplDX10_InitMultiViewportSupport()
|
||||
|
||||
@@ -19,6 +19,7 @@
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
|
||||
// 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).
|
||||
// 2025-02-24: [Docking] Added undocumented ImGui_ImplDX11_SetSwapChainDescs() to configure swap chain creation for secondary viewports.
|
||||
@@ -348,18 +349,18 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
|
||||
|
||||
static void ImGui_ImplDX11_DestroyTexture(ImTextureData* tex)
|
||||
{
|
||||
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);
|
||||
backend_tex->pTextureView->Release();
|
||||
backend_tex->pTexture->Release();
|
||||
IM_DELETE(backend_tex);
|
||||
if (ImGui_ImplDX11_Texture* backend_tex = (ImGui_ImplDX11_Texture*)tex->BackendUserData)
|
||||
{
|
||||
IM_ASSERT(backend_tex->pTextureView == (ID3D11ShaderResourceView*)(intptr_t)tex->TexID);
|
||||
backend_tex->pTextureView->Release();
|
||||
backend_tex->pTexture->Release();
|
||||
IM_DELETE(backend_tex);
|
||||
|
||||
// Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
|
||||
tex->SetTexID(ImTextureID_Invalid);
|
||||
// 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);
|
||||
tex->BackendUserData = nullptr;
|
||||
}
|
||||
|
||||
void ImGui_ImplDX11_UpdateTexture(ImTextureData* tex)
|
||||
@@ -603,7 +604,7 @@ void ImGui_ImplDX11_InvalidateDeviceObjects()
|
||||
if (tex->RefCount == 1)
|
||||
ImGui_ImplDX11_DestroyTexture(tex);
|
||||
|
||||
if (bd->pTexSamplerLinear) { bd->pTexSamplerLinear->Release(); bd->pTexSamplerLinear = nullptr; }
|
||||
if (bd->pTexSamplerLinear) { bd->pTexSamplerLinear->Release(); bd->pTexSamplerLinear = nullptr; }
|
||||
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
|
||||
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
|
||||
if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; }
|
||||
@@ -660,15 +661,18 @@ void ImGui_ImplDX11_Shutdown()
|
||||
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
|
||||
ImGui_ImplDX11_ShutdownMultiViewportSupport();
|
||||
ImGui_ImplDX11_InvalidateDeviceObjects();
|
||||
if (bd->pFactory) { bd->pFactory->Release(); }
|
||||
if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
|
||||
if (bd->pd3dDeviceContext) { bd->pd3dDeviceContext->Release(); }
|
||||
|
||||
io.BackendRendererName = nullptr;
|
||||
io.BackendRendererUserData = nullptr;
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports);
|
||||
platform_io.ClearRendererHandlers();
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
@@ -734,6 +738,7 @@ static void ImGui_ImplDX11_CreateWindow(ImGuiViewport* viewport)
|
||||
break;
|
||||
}
|
||||
IM_ASSERT(SUCCEEDED(hr));
|
||||
bd->pFactory->MakeWindowAssociation(hwnd, DXGI_MWA_NO_ALT_ENTER | DXGI_MWA_NO_WINDOW_CHANGES); // Disable e.g. Alt+Enter
|
||||
|
||||
// Create the render target
|
||||
if (vd->SwapChain != nullptr)
|
||||
@@ -795,7 +800,8 @@ static void ImGui_ImplDX11_RenderWindow(ImGuiViewport* viewport, void*)
|
||||
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
|
||||
if (vd->SwapChain)
|
||||
vd->SwapChain->Present(0, 0); // Present without vsync
|
||||
}
|
||||
|
||||
static void ImGui_ImplDX11_InitMultiViewportSupport()
|
||||
|
||||
@@ -23,6 +23,12 @@
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2025-10-23: [Docking] DirectX12: Fixed an issue in synchronization logic improving rendering throughput for secondary viewports. (#8961, #9025)
|
||||
// 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)
|
||||
// 2025-06-11: 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).
|
||||
@@ -59,7 +65,7 @@
|
||||
|
||||
// DirectX
|
||||
#include <d3d12.h>
|
||||
#include <dxgi1_4.h>
|
||||
#include <dxgi1_5.h>
|
||||
#include <d3dcompiler.h>
|
||||
#ifdef _MSC_VER
|
||||
#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
|
||||
@@ -89,6 +95,7 @@ struct ImGui_ImplDX12_Texture
|
||||
struct ImGui_ImplDX12_Data
|
||||
{
|
||||
ImGui_ImplDX12_InitInfo InitInfo;
|
||||
IDXGIFactory5* pdxgiFactory;
|
||||
ID3D12Device* pd3dDevice;
|
||||
ID3D12RootSignature* pRootSignature;
|
||||
ID3D12PipelineState* pPipelineState;
|
||||
@@ -97,13 +104,19 @@ struct ImGui_ImplDX12_Data
|
||||
DXGI_FORMAT RTVFormat;
|
||||
DXGI_FORMAT DSVFormat;
|
||||
ID3D12DescriptorHeap* pd3dSrvDescHeap;
|
||||
ID3D12Fence* Fence;
|
||||
UINT64 FenceLastSignaledValue;
|
||||
HANDLE FenceEvent;
|
||||
UINT numFramesInFlight;
|
||||
|
||||
ImGui_ImplDX12_RenderBuffers* pFrameResources;
|
||||
UINT frameIndex;
|
||||
|
||||
bool tearingSupport;
|
||||
bool LegacySingleDescriptorUsed;
|
||||
|
||||
ID3D12CommandAllocator* pTexCmdAllocator;
|
||||
ID3D12GraphicsCommandList* pTexCmdList;
|
||||
ID3D12Resource* pTexUploadBuffer;
|
||||
UINT pTexUploadBufferSize;
|
||||
void* pTexUploadBufferMapped;
|
||||
|
||||
ImGui_ImplDX12_Data() { memset((void*)this, 0, sizeof(*this)); }
|
||||
};
|
||||
|
||||
@@ -126,6 +139,7 @@ struct ImGui_ImplDX12_RenderBuffers
|
||||
// Buffers used for secondary viewports created by the multi-viewports systems
|
||||
struct ImGui_ImplDX12_FrameContext
|
||||
{
|
||||
UINT64 FenceValue;
|
||||
ID3D12CommandAllocator* CommandAllocator;
|
||||
ID3D12Resource* RenderTarget;
|
||||
D3D12_CPU_DESCRIPTOR_HANDLE RenderTargetCpuDescriptors;
|
||||
@@ -141,9 +155,7 @@ struct ImGui_ImplDX12_ViewportData
|
||||
ID3D12GraphicsCommandList* CommandList;
|
||||
ID3D12DescriptorHeap* RtvDescHeap;
|
||||
IDXGISwapChain3* SwapChain;
|
||||
ID3D12Fence* Fence;
|
||||
UINT64 FenceSignaledValue;
|
||||
HANDLE FenceEvent;
|
||||
HANDLE SwapChainWaitableObject;
|
||||
UINT NumFramesInFlight;
|
||||
ImGui_ImplDX12_FrameContext* FrameCtx;
|
||||
|
||||
@@ -157,16 +169,15 @@ struct ImGui_ImplDX12_ViewportData
|
||||
CommandList = nullptr;
|
||||
RtvDescHeap = nullptr;
|
||||
SwapChain = nullptr;
|
||||
Fence = nullptr;
|
||||
FenceSignaledValue = 0;
|
||||
FenceEvent = nullptr;
|
||||
SwapChainWaitableObject = nullptr;
|
||||
NumFramesInFlight = num_frames_in_flight;
|
||||
FrameCtx = new ImGui_ImplDX12_FrameContext[NumFramesInFlight];
|
||||
FrameIndex = UINT_MAX;
|
||||
FrameIndex = 0;
|
||||
FrameRenderBuffers = new ImGui_ImplDX12_RenderBuffers[NumFramesInFlight];
|
||||
|
||||
for (UINT i = 0; i < NumFramesInFlight; ++i)
|
||||
{
|
||||
FrameCtx[i].FenceValue = 0;
|
||||
FrameCtx[i].CommandAllocator = nullptr;
|
||||
FrameCtx[i].RenderTarget = nullptr;
|
||||
|
||||
@@ -182,8 +193,7 @@ struct 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);
|
||||
IM_ASSERT(SwapChainWaitableObject == nullptr);
|
||||
|
||||
for (UINT i = 0; i < NumFramesInFlight; ++i)
|
||||
{
|
||||
@@ -202,8 +212,8 @@ struct VERTEX_CONSTANT_BUFFER_DX12
|
||||
};
|
||||
|
||||
// Forward Declarations
|
||||
static void ImGui_ImplDX12_InitPlatformInterface();
|
||||
static void ImGui_ImplDX12_ShutdownPlatformInterface();
|
||||
static void ImGui_ImplDX12_InitMultiViewportSupport();
|
||||
static void ImGui_ImplDX12_ShutdownMultiViewportSupport();
|
||||
|
||||
// Functions
|
||||
static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* command_list, ImGui_ImplDX12_RenderBuffers* fr)
|
||||
@@ -285,8 +295,8 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
|
||||
// FIXME: We are assuming that this only gets called once per frame!
|
||||
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
||||
ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)draw_data->OwnerViewport->RendererUserData;
|
||||
vd->FrameIndex++;
|
||||
ImGui_ImplDX12_RenderBuffers* fr = &vd->FrameRenderBuffers[vd->FrameIndex % bd->numFramesInFlight];
|
||||
vd->FrameIndex++;
|
||||
|
||||
// Create and grow vertex/index buffers if needed
|
||||
if (fr->VertexBuffer == nullptr || fr->VertexBufferSize < draw_data->TotalVtxCount)
|
||||
@@ -415,21 +425,21 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
|
||||
|
||||
static void ImGui_ImplDX12_DestroyTexture(ImTextureData* tex)
|
||||
{
|
||||
ImGui_ImplDX12_Texture* backend_tex = (ImGui_ImplDX12_Texture*)tex->BackendUserData;
|
||||
if (backend_tex == nullptr)
|
||||
return;
|
||||
IM_ASSERT(backend_tex->hFontSrvGpuDescHandle.ptr == (UINT64)tex->TexID);
|
||||
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
||||
bd->InitInfo.SrvDescriptorFreeFn(&bd->InitInfo, backend_tex->hFontSrvCpuDescHandle, backend_tex->hFontSrvGpuDescHandle);
|
||||
SafeRelease(backend_tex->pTextureResource);
|
||||
backend_tex->hFontSrvCpuDescHandle.ptr = 0;
|
||||
backend_tex->hFontSrvGpuDescHandle.ptr = 0;
|
||||
IM_DELETE(backend_tex);
|
||||
if (ImGui_ImplDX12_Texture* backend_tex = (ImGui_ImplDX12_Texture*)tex->BackendUserData)
|
||||
{
|
||||
IM_ASSERT(backend_tex->hFontSrvGpuDescHandle.ptr == (UINT64)tex->TexID);
|
||||
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
||||
bd->InitInfo.SrvDescriptorFreeFn(&bd->InitInfo, backend_tex->hFontSrvCpuDescHandle, backend_tex->hFontSrvGpuDescHandle);
|
||||
SafeRelease(backend_tex->pTextureResource);
|
||||
backend_tex->hFontSrvCpuDescHandle.ptr = 0;
|
||||
backend_tex->hFontSrvGpuDescHandle.ptr = 0;
|
||||
IM_DELETE(backend_tex);
|
||||
|
||||
// Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
|
||||
tex->SetTexID(ImTextureID_Invalid);
|
||||
// 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);
|
||||
tex->BackendUserData = nullptr;
|
||||
}
|
||||
|
||||
void ImGui_ImplDX12_UpdateTexture(ImTextureData* tex)
|
||||
@@ -508,58 +518,53 @@ 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_size = upload_pitch_dst * upload_h;
|
||||
|
||||
D3D12_RESOURCE_DESC desc;
|
||||
ZeroMemory(&desc, sizeof(desc));
|
||||
desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
|
||||
desc.Alignment = 0;
|
||||
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;
|
||||
if (bd->pTexUploadBuffer == nullptr || upload_size > bd->pTexUploadBufferSize)
|
||||
{
|
||||
if (bd->pTexUploadBufferMapped)
|
||||
{
|
||||
D3D12_RANGE range = { 0, bd->pTexUploadBufferSize };
|
||||
bd->pTexUploadBuffer->Unmap(0, &range);
|
||||
bd->pTexUploadBufferMapped = nullptr;
|
||||
}
|
||||
SafeRelease(bd->pTexUploadBuffer);
|
||||
|
||||
D3D12_HEAP_PROPERTIES props;
|
||||
memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
|
||||
props.Type = D3D12_HEAP_TYPE_UPLOAD;
|
||||
props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
|
||||
props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
|
||||
D3D12_RESOURCE_DESC desc;
|
||||
ZeroMemory(&desc, sizeof(desc));
|
||||
desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
|
||||
desc.Alignment = 0;
|
||||
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?
|
||||
ID3D12Resource* uploadBuffer = nullptr;
|
||||
HRESULT hr = bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
|
||||
D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&uploadBuffer));
|
||||
IM_ASSERT(SUCCEEDED(hr));
|
||||
D3D12_HEAP_PROPERTIES props;
|
||||
memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
|
||||
props.Type = D3D12_HEAP_TYPE_UPLOAD;
|
||||
props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
|
||||
props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
|
||||
|
||||
// Create temporary command list and execute immediately
|
||||
ID3D12Fence* fence = nullptr;
|
||||
hr = bd->pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence));
|
||||
IM_ASSERT(SUCCEEDED(hr));
|
||||
HRESULT hr = bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
|
||||
D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&bd->pTexUploadBuffer));
|
||||
IM_ASSERT(SUCCEEDED(hr));
|
||||
|
||||
HANDLE event = ::CreateEvent(0, 0, 0, 0);
|
||||
IM_ASSERT(event != nullptr);
|
||||
D3D12_RANGE range = {0, upload_size};
|
||||
hr = bd->pTexUploadBuffer->Map(0, &range, &bd->pTexUploadBufferMapped);
|
||||
IM_ASSERT(SUCCEEDED(hr));
|
||||
bd->pTexUploadBufferSize = upload_size;
|
||||
}
|
||||
|
||||
// FIXME-OPT: Create once and reuse?
|
||||
ID3D12CommandAllocator* cmdAlloc = nullptr;
|
||||
hr = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc));
|
||||
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));
|
||||
bd->pTexCmdAllocator->Reset();
|
||||
bd->pTexCmdList->Reset(bd->pTexCmdAllocator, nullptr);
|
||||
ID3D12GraphicsCommandList* cmdList = bd->pTexCmdList;
|
||||
|
||||
// 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++)
|
||||
memcpy((void*)((uintptr_t)mapped + y * upload_pitch_dst), tex->GetPixelsAt(upload_x, upload_y + y), upload_pitch_src);
|
||||
uploadBuffer->Unmap(0, &range);
|
||||
memcpy((void*)((uintptr_t)bd->pTexUploadBufferMapped + y * upload_pitch_dst), tex->GetPixelsAt(upload_x, upload_y + y), upload_pitch_src);
|
||||
|
||||
if (need_barrier_before_copy)
|
||||
{
|
||||
@@ -576,7 +581,7 @@ void ImGui_ImplDX12_UpdateTexture(ImTextureData* tex)
|
||||
D3D12_TEXTURE_COPY_LOCATION srcLocation = {};
|
||||
D3D12_TEXTURE_COPY_LOCATION dstLocation = {};
|
||||
{
|
||||
srcLocation.pResource = uploadBuffer;
|
||||
srcLocation.pResource = bd->pTexUploadBuffer;
|
||||
srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
|
||||
srcLocation.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
srcLocation.PlacedFootprint.Footprint.Width = upload_w;
|
||||
@@ -600,26 +605,20 @@ void ImGui_ImplDX12_UpdateTexture(ImTextureData* tex)
|
||||
cmdList->ResourceBarrier(1, &barrier);
|
||||
}
|
||||
|
||||
hr = cmdList->Close();
|
||||
HRESULT hr = cmdList->Close();
|
||||
IM_ASSERT(SUCCEEDED(hr));
|
||||
|
||||
ID3D12CommandQueue* cmdQueue = bd->pCommandQueue;
|
||||
cmdQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmdList);
|
||||
hr = cmdQueue->Signal(fence, 1);
|
||||
hr = cmdQueue->Signal(bd->Fence, ++bd->FenceLastSignaledValue);
|
||||
IM_ASSERT(SUCCEEDED(hr));
|
||||
|
||||
// FIXME-OPT: Suboptimal?
|
||||
// - 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?
|
||||
// - Where do cmdList and cmdAlloc fit?
|
||||
fence->SetEventOnCompletion(1, event);
|
||||
::WaitForSingleObject(event, INFINITE);
|
||||
bd->Fence->SetEventOnCompletion(bd->FenceLastSignaledValue, bd->FenceEvent);
|
||||
::WaitForSingleObject(bd->FenceEvent, INFINITE);
|
||||
|
||||
cmdList->Release();
|
||||
cmdAlloc->Release();
|
||||
::CloseHandle(event);
|
||||
fence->Release();
|
||||
uploadBuffer->Release();
|
||||
tex->SetStatus(ImTextureStatus_OK);
|
||||
}
|
||||
|
||||
@@ -635,6 +634,13 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
|
||||
if (bd->pPipelineState)
|
||||
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
|
||||
{
|
||||
D3D12_DESCRIPTOR_RANGE descRange = {};
|
||||
@@ -856,6 +862,20 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
|
||||
if (result_pipeline_state != S_OK)
|
||||
return false;
|
||||
|
||||
// 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));
|
||||
|
||||
// Create fence.
|
||||
hr = bd->pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&bd->Fence));
|
||||
IM_ASSERT(hr == S_OK);
|
||||
bd->FenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr);
|
||||
IM_ASSERT(bd->FenceEvent != nullptr);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -872,11 +892,24 @@ void ImGui_ImplDX12_InvalidateDeviceObjects()
|
||||
if (!bd || !bd->pd3dDevice)
|
||||
return;
|
||||
|
||||
SafeRelease(bd->pdxgiFactory);
|
||||
if (bd->commandQueueOwned)
|
||||
SafeRelease(bd->pCommandQueue);
|
||||
bd->commandQueueOwned = false;
|
||||
SafeRelease(bd->pRootSignature);
|
||||
SafeRelease(bd->pPipelineState);
|
||||
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
|
||||
for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
|
||||
@@ -924,6 +957,7 @@ bool ImGui_ImplDX12_Init(ImGui_ImplDX12_InitInfo* init_info)
|
||||
bd->DSVFormat = init_info->DSVFormat;
|
||||
bd->numFramesInFlight = init_info->NumFramesInFlight;
|
||||
bd->pd3dSrvDescHeap = init_info->SrvDescriptorHeap;
|
||||
bd->tearingSupport = false;
|
||||
|
||||
io.BackendRendererUserData = (void*)bd;
|
||||
io.BackendRendererName = "imgui_impl_dx12";
|
||||
@@ -932,7 +966,7 @@ bool ImGui_ImplDX12_Init(ImGui_ImplDX12_InitInfo* init_info)
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
|
||||
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
ImGui_ImplDX12_InitPlatformInterface();
|
||||
ImGui_ImplDX12_InitMultiViewportSupport();
|
||||
|
||||
// Create a dummy ImGui_ImplDX12_ViewportData holder for the main viewport,
|
||||
// Since this is created and managed by the application, we will only use the ->Resources[] fields.
|
||||
@@ -983,6 +1017,7 @@ void ImGui_ImplDX12_Shutdown()
|
||||
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
|
||||
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();
|
||||
@@ -995,13 +1030,13 @@ void ImGui_ImplDX12_Shutdown()
|
||||
main_viewport->RendererUserData = nullptr;
|
||||
}
|
||||
|
||||
// Clean up windows and device objects
|
||||
ImGui_ImplDX12_ShutdownPlatformInterface();
|
||||
ImGui_ImplDX12_ShutdownMultiViewportSupport();
|
||||
ImGui_ImplDX12_InvalidateDeviceObjects();
|
||||
|
||||
io.BackendRendererName = nullptr;
|
||||
io.BackendRendererUserData = nullptr;
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports);
|
||||
platform_io.ClearRendererHandlers();
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
@@ -1032,18 +1067,12 @@ static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport)
|
||||
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);
|
||||
// Use shared command queue from init info
|
||||
vd->FrameIndex = 0;
|
||||
vd->CommandQueue = bd->pCommandQueue;
|
||||
|
||||
// Create command allocator.
|
||||
HRESULT res = S_OK;
|
||||
for (UINT i = 0; i < bd->numFramesInFlight; ++i)
|
||||
{
|
||||
res = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&vd->FrameCtx[i].CommandAllocator));
|
||||
@@ -1055,13 +1084,6 @@ static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport)
|
||||
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;
|
||||
@@ -1077,23 +1099,23 @@ static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport)
|
||||
sd1.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
|
||||
sd1.Scaling = DXGI_SCALING_NONE;
|
||||
sd1.Stereo = FALSE;
|
||||
sd1.Flags = DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT;
|
||||
|
||||
IDXGIFactory4* dxgi_factory = nullptr;
|
||||
res = ::CreateDXGIFactory1(IID_PPV_ARGS(&dxgi_factory));
|
||||
IM_ASSERT(res == S_OK);
|
||||
if (bd->tearingSupport)
|
||||
sd1.Flags |= DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING;
|
||||
|
||||
IDXGISwapChain1* swap_chain = nullptr;
|
||||
res = dxgi_factory->CreateSwapChainForHwnd(vd->CommandQueue, hwnd, &sd1, nullptr, nullptr, &swap_chain);
|
||||
res = bd->pdxgiFactory->CreateSwapChainForHwnd(vd->CommandQueue, hwnd, &sd1, nullptr, nullptr, &swap_chain);
|
||||
IM_ASSERT(res == S_OK);
|
||||
res = bd->pdxgiFactory->MakeWindowAssociation(hwnd, DXGI_MWA_NO_ALT_ENTER | DXGI_MWA_NO_WINDOW_CHANGES); // Disable e.g. Alt+Enter
|
||||
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
|
||||
// Create the render targets and waitable object
|
||||
if (vd->SwapChain)
|
||||
{
|
||||
D3D12_DESCRIPTOR_HEAP_DESC desc = {};
|
||||
@@ -1121,6 +1143,10 @@ static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport)
|
||||
bd->pd3dDevice->CreateRenderTargetView(back_buffer, nullptr, vd->FrameCtx[i].RenderTargetCpuDescriptors);
|
||||
vd->FrameCtx[i].RenderTarget = back_buffer;
|
||||
}
|
||||
|
||||
hr = vd->SwapChain->SetMaximumFrameLatency(bd->numFramesInFlight);
|
||||
IM_ASSERT(hr == S_OK);
|
||||
vd->SwapChainWaitableObject = vd->SwapChain->GetFrameLatencyWaitableObject();
|
||||
}
|
||||
|
||||
for (UINT i = 0; i < bd->numFramesInFlight; i++)
|
||||
@@ -1129,16 +1155,31 @@ static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport)
|
||||
|
||||
static void ImGui_WaitForPendingOperations(ImGui_ImplDX12_ViewportData* vd)
|
||||
{
|
||||
HRESULT hr = S_FALSE;
|
||||
if (vd && vd->CommandQueue && vd->Fence && vd->FenceEvent)
|
||||
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
||||
HRESULT hr = vd->CommandQueue->Signal(bd->Fence, ++bd->FenceLastSignaledValue);
|
||||
IM_ASSERT(hr == S_OK);
|
||||
|
||||
hr = bd->Fence->SetEventOnCompletion(bd->FenceLastSignaledValue, bd->FenceEvent);
|
||||
IM_ASSERT(hr == S_OK);
|
||||
::WaitForSingleObject(bd->FenceEvent, INFINITE);
|
||||
}
|
||||
|
||||
static ImGui_ImplDX12_FrameContext* ImGui_WaitForNextFrameContext(ImGui_ImplDX12_ViewportData* vd)
|
||||
{
|
||||
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
||||
ImGui_ImplDX12_FrameContext* frame_context = &vd->FrameCtx[vd->FrameIndex % vd->NumFramesInFlight];
|
||||
if (bd->Fence->GetCompletedValue() < frame_context->FenceValue)
|
||||
{
|
||||
hr = vd->CommandQueue->Signal(vd->Fence, ++vd->FenceSignaledValue);
|
||||
HRESULT hr = bd->Fence->SetEventOnCompletion(frame_context->FenceValue, bd->FenceEvent);
|
||||
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);
|
||||
HANDLE waitableObjects[] = { vd->SwapChainWaitableObject, bd->FenceEvent };
|
||||
::WaitForMultipleObjects(2, waitableObjects, TRUE, INFINITE);
|
||||
}
|
||||
else
|
||||
{
|
||||
::WaitForSingleObject(vd->SwapChainWaitableObject, INFINITE);
|
||||
}
|
||||
return frame_context;
|
||||
}
|
||||
|
||||
static void ImGui_ImplDX12_DestroyWindow(ImGuiViewport* viewport)
|
||||
@@ -1149,13 +1190,12 @@ static void ImGui_ImplDX12_DestroyWindow(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGui_WaitForPendingOperations(vd);
|
||||
|
||||
SafeRelease(vd->CommandQueue);
|
||||
vd->CommandQueue = nullptr;
|
||||
::CloseHandle(vd->SwapChainWaitableObject);
|
||||
vd->SwapChainWaitableObject = nullptr;
|
||||
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++)
|
||||
{
|
||||
@@ -1181,7 +1221,9 @@ static void ImGui_ImplDX12_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
|
||||
if (vd->SwapChain)
|
||||
{
|
||||
ID3D12Resource* back_buffer = nullptr;
|
||||
vd->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0);
|
||||
DXGI_SWAP_CHAIN_DESC1 desc = {};
|
||||
vd->SwapChain->GetDesc1(&desc);
|
||||
vd->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, desc.Format, desc.Flags);
|
||||
for (UINT i = 0; i < bd->numFramesInFlight; i++)
|
||||
{
|
||||
vd->SwapChain->GetBuffer(i, IID_PPV_ARGS(&back_buffer));
|
||||
@@ -1196,7 +1238,7 @@ 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];
|
||||
ImGui_ImplDX12_FrameContext* frame_context = ImGui_WaitForNextFrameContext(vd);
|
||||
UINT back_buffer_idx = vd->SwapChain->GetCurrentBackBufferIndex();
|
||||
|
||||
const ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
@@ -1226,21 +1268,22 @@ static void ImGui_ImplDX12_RenderWindow(ImGuiViewport* viewport, void*)
|
||||
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);
|
||||
|
||||
HRESULT hr = vd->CommandQueue->Signal(bd->Fence, ++bd->FenceLastSignaledValue);
|
||||
IM_ASSERT(hr == S_OK);
|
||||
frame_context->FenceValue = bd->FenceLastSignaledValue;
|
||||
}
|
||||
|
||||
static void ImGui_ImplDX12_SwapBuffers(ImGuiViewport* viewport, void*)
|
||||
{
|
||||
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
||||
ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData;
|
||||
|
||||
vd->SwapChain->Present(0, 0);
|
||||
while (vd->Fence->GetCompletedValue() < vd->FenceSignaledValue)
|
||||
::SwitchToThread();
|
||||
vd->SwapChain->Present(0, bd->tearingSupport ? DXGI_PRESENT_ALLOW_TEARING : 0);
|
||||
}
|
||||
|
||||
void ImGui_ImplDX12_InitPlatformInterface()
|
||||
void ImGui_ImplDX12_InitMultiViewportSupport()
|
||||
{
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
platform_io.Renderer_CreateWindow = ImGui_ImplDX12_CreateWindow;
|
||||
@@ -1250,7 +1293,7 @@ void ImGui_ImplDX12_InitPlatformInterface()
|
||||
platform_io.Renderer_SwapBuffers = ImGui_ImplDX12_SwapBuffers;
|
||||
}
|
||||
|
||||
void ImGui_ImplDX12_ShutdownPlatformInterface()
|
||||
void ImGui_ImplDX12_ShutdownMultiViewportSupport()
|
||||
{
|
||||
ImGui::DestroyPlatformWindows();
|
||||
}
|
||||
|
||||
@@ -45,7 +45,7 @@ struct ImGui_ImplDX12_InitInfo
|
||||
D3D12_GPU_DESCRIPTOR_HANDLE LegacySingleSrvGpuDescriptor;
|
||||
#endif
|
||||
|
||||
ImGui_ImplDX12_InitInfo() { memset((void*)this, 0, sizeof(*this)); }
|
||||
ImGui_ImplDX12_InitInfo() { memset(this, 0, sizeof(*this)); }
|
||||
};
|
||||
|
||||
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
|
||||
|
||||
@@ -19,6 +19,7 @@
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
|
||||
// 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.
|
||||
// 2024-02-12: DirectX9: Using RGBA format when supported by the driver to avoid CPU side conversion. (#6575)
|
||||
@@ -367,13 +368,16 @@ 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();
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
|
||||
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);
|
||||
platform_io.ClearRendererHandlers();
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
@@ -444,14 +448,14 @@ void ImGui_ImplDX9_UpdateTexture(ImTextureData* tex)
|
||||
}
|
||||
else if (tex->Status == ImTextureStatus_WantDestroy)
|
||||
{
|
||||
LPDIRECT3DTEXTURE9 backend_tex = (LPDIRECT3DTEXTURE9)tex->TexID;
|
||||
if (backend_tex == nullptr)
|
||||
return;
|
||||
IM_ASSERT(tex->TexID == (ImTextureID)(intptr_t)backend_tex);
|
||||
backend_tex->Release();
|
||||
if (LPDIRECT3DTEXTURE9 backend_tex = (LPDIRECT3DTEXTURE9)tex->TexID)
|
||||
{
|
||||
IM_ASSERT(tex->TexID == (ImTextureID)(intptr_t)backend_tex);
|
||||
backend_tex->Release();
|
||||
|
||||
// Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
|
||||
tex->SetTexID(ImTextureID_Invalid);
|
||||
// Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
|
||||
tex->SetTexID(ImTextureID_Invalid);
|
||||
}
|
||||
tex->SetStatus(ImTextureStatus_Destroyed);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,20 +1,20 @@
|
||||
// dear imgui: Platform Backend for GLFW
|
||||
// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..)
|
||||
// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
|
||||
// (Requires: GLFW 3.1+. Prefer GLFW 3.3+ or GLFW 3.4+ for full feature support.)
|
||||
// (Requires: GLFW 3.0+. Prefer GLFW 3.3+/3.4+ for full feature support.)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Platform: Clipboard support.
|
||||
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only).
|
||||
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values are obsolete since 1.87 and not supported since 1.91.5]
|
||||
// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Resizing cursors requires GLFW 3.4+! Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
// [X] Platform: 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.
|
||||
// Missing features or Issues:
|
||||
// [ ] Touch events are only correctly identified as Touch on Windows. This create issues with some interactions. GLFW doesn't provide a way to identify touch inputs from mouse inputs, we cannot call io.AddMouseSourceEvent() to identify the source. We provide a Windows-specific workaround.
|
||||
// [ ] Missing ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress cursors.
|
||||
// [ ] Multi-viewport: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor).
|
||||
// [ ] 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.
|
||||
// [ ] Platform: Missing ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress cursors.
|
||||
// [ ] Platform: Multi-viewport: Missing ImGuiBackendFlags_HasParentViewport support. The viewport->ParentViewportID field is ignored, and therefore io.ConfigViewportsNoDefaultParent has no effect either.
|
||||
|
||||
// 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.
|
||||
@@ -32,6 +32,8 @@
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2025-11-06: Lower minimum requirement to GLFW 3.0. Though a recent version e.g GLFW 3.4 is highly recommended.
|
||||
// 2025-09-18: Call platform_io.ClearPlatformHandlers() on shutdown.
|
||||
// 2025-09-15: Content Scales are always reported as 1.0 on Wayland. FramebufferScale are always reported as 1.0 on X11. (#8920, #8921)
|
||||
// 2025-09-10: [Docking] Improve multi-viewport behavior in tiling WMs on X11 via the ImGui_ImplGlfw_SetWindowFloating() function. Note: using GLFW backend on Linux/BSD etc. requires linking with -lX11. (#8884, #8474, #8289)
|
||||
// 2025-07-08: Made ImGui_ImplGlfw_GetContentScaleForWindow(), ImGui_ImplGlfw_GetContentScaleForMonitor() helpers return 1.0f on Emscripten and Android platforms, matching macOS logic. (#8742, #8733)
|
||||
@@ -108,13 +110,20 @@
|
||||
// Clang warnings with -Weverything
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic push
|
||||
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
|
||||
#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
|
||||
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
|
||||
#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
|
||||
#pragma clang diagnostic ignored "-Wexit-time-destructors" // warning: declaration requires an exit-time destructor // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals.
|
||||
#pragma clang diagnostic ignored "-Wglobal-constructors" // warning: declaration requires a global destructor // similar to above, not sure what the exact difference is.
|
||||
#elif defined(__GNUC__)
|
||||
#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe
|
||||
#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe
|
||||
#endif
|
||||
|
||||
// GLFW
|
||||
#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
|
||||
#include <GLFW/glfw3.h>
|
||||
#ifdef _WIN32
|
||||
#undef APIENTRY
|
||||
@@ -127,14 +136,11 @@
|
||||
#define GLFW_EXPOSE_NATIVE_COCOA
|
||||
#endif
|
||||
#include <GLFW/glfw3native.h>
|
||||
#elif !defined(__EMSCRIPTEN__)
|
||||
#ifndef GLFW_EXPOSE_NATIVE_X11 // for glfwGetX11Window() on Freedesktop (Linux, BSD, etc.)
|
||||
#elif GLFW_HAS_X11_OR_WAYLAND
|
||||
#ifndef GLFW_EXPOSE_NATIVE_X11 // for glfwGetX11Display(), glfwGetX11Window() on Freedesktop (Linux, BSD, etc.)
|
||||
#define GLFW_EXPOSE_NATIVE_X11
|
||||
#include <X11/Xatom.h>
|
||||
#endif
|
||||
#ifndef GLFW_EXPOSE_NATIVE_WAYLAND
|
||||
#define GLFW_EXPOSE_NATIVE_WAYLAND
|
||||
#endif
|
||||
#include <GLFW/glfw3native.h>
|
||||
#undef Status // X11 headers are leaking this.
|
||||
#endif
|
||||
@@ -156,6 +162,7 @@
|
||||
|
||||
// We gather version tests as define in order to easily see which features are version-dependent.
|
||||
#define GLFW_VERSION_COMBINED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 + GLFW_VERSION_REVISION)
|
||||
#define GLFW_HAS_CREATECURSOR (GLFW_VERSION_COMBINED >= 3100) // 3.1+ glfwCreateCursor()
|
||||
#define GLFW_HAS_WINDOW_TOPMOST (GLFW_VERSION_COMBINED >= 3200) // 3.2+ GLFW_FLOATING
|
||||
#define GLFW_HAS_WINDOW_HOVERED (GLFW_VERSION_COMBINED >= 3300) // 3.3+ GLFW_HOVERED
|
||||
#define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwSetWindowOpacity
|
||||
@@ -183,11 +190,6 @@
|
||||
#define GLFW_HAS_GETKEYNAME (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwGetKeyName()
|
||||
#define GLFW_HAS_GETERROR (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetError()
|
||||
#define GLFW_HAS_GETPLATFORM (GLFW_VERSION_COMBINED >= 3400) // 3.4+ glfwGetPlatform()
|
||||
#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
|
||||
|
||||
// Map GLFWWindow* to ImGuiContext*.
|
||||
// - Would be simpler if we could use glfwSetWindowUserPointer()/glfwGetWindowUserPointer(), but this is a single and shared resource.
|
||||
@@ -196,7 +198,7 @@
|
||||
struct ImGui_ImplGlfw_WindowToContext { GLFWwindow* Window; ImGuiContext* Context; };
|
||||
static ImVector<ImGui_ImplGlfw_WindowToContext> g_ContextMap;
|
||||
static void ImGui_ImplGlfw_ContextMap_Add(GLFWwindow* window, ImGuiContext* ctx) { g_ContextMap.push_back(ImGui_ImplGlfw_WindowToContext{ window, ctx }); }
|
||||
static void ImGui_ImplGlfw_ContextMap_Remove(GLFWwindow* window) { for (ImGui_ImplGlfw_WindowToContext& entry : g_ContextMap) if (entry.Window == window) { g_ContextMap.erase_unsorted(&entry); return; } }
|
||||
static void ImGui_ImplGlfw_ContextMap_Remove(GLFWwindow* window) { for (ImGui_ImplGlfw_WindowToContext& entry : g_ContextMap) if (entry.Window == window) { g_ContextMap.erase_unsorted(&entry); if (g_ContextMap.empty()) g_ContextMap.clear(); return; } }
|
||||
static ImGuiContext* ImGui_ImplGlfw_ContextMap_Get(GLFWwindow* window) { for (ImGui_ImplGlfw_WindowToContext& entry : g_ContextMap) if (entry.Window == window) return entry.Context; return nullptr; }
|
||||
|
||||
enum GlfwClientApi
|
||||
@@ -214,7 +216,9 @@ struct ImGui_ImplGlfw_Data
|
||||
GlfwClientApi ClientApi;
|
||||
double Time;
|
||||
GLFWwindow* MouseWindow;
|
||||
#if GLFW_HAS_CREATECURSOR
|
||||
GLFWcursor* MouseCursors[ImGuiMouseCursor_COUNT];
|
||||
#endif
|
||||
bool MouseIgnoreButtonUpWaitForFocusLoss;
|
||||
bool MouseIgnoreButtonUp;
|
||||
ImVec2 LastValidMousePos;
|
||||
@@ -683,7 +687,9 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
|
||||
snprintf(bd->BackendPlatformName, sizeof(bd->BackendPlatformName), "imgui_impl_glfw (%d)", GLFW_VERSION_COMBINED);
|
||||
io.BackendPlatformUserData = (void*)bd;
|
||||
io.BackendPlatformName = bd->BackendPlatformName;
|
||||
#if GLFW_HAS_CREATECURSOR
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
|
||||
#endif
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
|
||||
|
||||
bool has_viewports = false;
|
||||
@@ -723,6 +729,7 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
|
||||
// (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist,
|
||||
// GLFW will emit an error which will often be printed by the app, so we temporarily disable error reporting.
|
||||
// Missing cursors will return nullptr and our _UpdateMouseCursor() function will use the Arrow cursor instead.)
|
||||
#if GLFW_HAS_CREATECURSOR
|
||||
GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr);
|
||||
bd->MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
|
||||
bd->MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);
|
||||
@@ -741,6 +748,7 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
|
||||
bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
|
||||
#endif
|
||||
glfwSetErrorCallback(prev_error_callback);
|
||||
#endif
|
||||
#if GLFW_HAS_GETERROR && !defined(__EMSCRIPTEN__) // Eat errors (see #5908)
|
||||
(void)glfwGetError(nullptr);
|
||||
#endif
|
||||
@@ -816,20 +824,21 @@ void ImGui_ImplGlfw_Shutdown()
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
|
||||
ImGui_ImplGlfw_ShutdownMultiViewportSupport();
|
||||
|
||||
if (bd->InstalledCallbacks)
|
||||
ImGui_ImplGlfw_RestoreCallbacks(bd->Window);
|
||||
#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
|
||||
if (bd->CanvasSelector)
|
||||
emscripten_set_wheel_callback(bd->CanvasSelector, nullptr, false, nullptr);
|
||||
#endif
|
||||
|
||||
#if GLFW_HAS_CREATECURSOR
|
||||
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
|
||||
glfwDestroyCursor(bd->MouseCursors[cursor_n]);
|
||||
|
||||
#endif
|
||||
// Windows: restore our WndProc hook
|
||||
#ifdef _WIN32
|
||||
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
|
||||
@@ -841,6 +850,7 @@ void ImGui_ImplGlfw_Shutdown()
|
||||
io.BackendPlatformName = nullptr;
|
||||
io.BackendPlatformUserData = nullptr;
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport);
|
||||
platform_io.ClearPlatformHandlers();
|
||||
ImGui_ImplGlfw_ContextMap_Remove(bd->Window);
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
@@ -937,7 +947,9 @@ static void ImGui_ImplGlfw_UpdateMouseCursor()
|
||||
{
|
||||
// Show OS mouse cursor
|
||||
// FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here.
|
||||
#if GLFW_HAS_CREATECURSOR
|
||||
glfwSetCursor(window, bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]);
|
||||
#endif
|
||||
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
|
||||
}
|
||||
}
|
||||
@@ -1076,8 +1088,8 @@ static void ImGui_ImplGlfw_GetWindowSizeAndFramebufferScale(GLFWwindow* window,
|
||||
int display_w, display_h;
|
||||
glfwGetWindowSize(window, &w, &h);
|
||||
glfwGetFramebufferSize(window, &display_w, &display_h);
|
||||
float fb_scale_x = (w > 0) ? (float)display_w / w : 1.0f;
|
||||
float fb_scale_y = (h > 0) ? (float)display_h / h : 1.0f;
|
||||
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;
|
||||
#if GLFW_HAS_X11_OR_WAYLAND
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
|
||||
if (!bd->IsWayland)
|
||||
|
||||
@@ -8,13 +8,13 @@
|
||||
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only).
|
||||
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values are obsolete since 1.87 and not supported since 1.91.5]
|
||||
// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
// [X] Platform: Mouse cursor shape and visibility (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.
|
||||
// Missing features or Issues:
|
||||
// [ ] Touch events are only correctly identified as Touch on Windows. This create issues with some interactions. GLFW doesn't provide a way to identify touch inputs from mouse inputs, we cannot call io.AddMouseSourceEvent() to identify the source. We provide a Windows-specific workaround.
|
||||
// [ ] Missing ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress cursors.
|
||||
// [ ] Multi-viewport: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor).
|
||||
// [ ] 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.
|
||||
// [ ] Platform: Missing ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress cursors.
|
||||
// [ ] Platform: Multi-viewport: Missing ImGuiBackendFlags_HasParentViewport support. The viewport->ParentViewportID field is ignored, and therefore io.ConfigViewportsNoDefaultParent has no effect either.
|
||||
|
||||
// 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.
|
||||
|
||||
@@ -18,6 +18,7 @@
|
||||
// CHANGELOG
|
||||
// (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.
|
||||
// 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().
|
||||
// 2025-02-03: Metal: Crash fix. (#8367)
|
||||
// 2025-01-08: Metal: Fixed memory leaks when using metal-cpp (#8276, #8166) or when using multiple contexts (#7419).
|
||||
@@ -159,14 +160,17 @@ 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?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
|
||||
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);
|
||||
platform_io.ClearRendererHandlers();
|
||||
}
|
||||
|
||||
void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor)
|
||||
@@ -346,16 +350,16 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, id<MTLCommandBuffer>
|
||||
|
||||
static void ImGui_ImplMetal_DestroyTexture(ImTextureData* tex)
|
||||
{
|
||||
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);
|
||||
backend_tex.metalTexture = nil;
|
||||
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);
|
||||
// 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);
|
||||
tex->BackendUserData = nullptr;
|
||||
}
|
||||
|
||||
void ImGui_ImplMetal_UpdateTexture(ImTextureData* tex)
|
||||
|
||||
102
backends/imgui_impl_null.cpp
Normal file
102
backends/imgui_impl_null.cpp
Normal 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
|
||||
34
backends/imgui_impl_null.h
Normal file
34
backends/imgui_impl_null.h
Normal 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
|
||||
@@ -27,6 +27,7 @@
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2025-09-18: 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().
|
||||
// 2024-10-07: OpenGL: Changed default texture sampler to Clamp instead of Repeat/Wrap.
|
||||
@@ -124,12 +125,15 @@ 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();
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
|
||||
ImGui_ImplOpenGL2_ShutdownMultiViewportSupport();
|
||||
ImGui_ImplOpenGL2_DestroyDeviceObjects();
|
||||
|
||||
io.BackendRendererName = nullptr;
|
||||
io.BackendRendererUserData = nullptr;
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports);
|
||||
platform_io.ClearRendererHandlers();
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
|
||||
@@ -25,6 +25,7 @@
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 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().
|
||||
@@ -430,12 +431,15 @@ 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();
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
|
||||
ImGui_ImplOpenGL3_ShutdownMultiViewportSupport();
|
||||
ImGui_ImplOpenGL3_DestroyDeviceObjects();
|
||||
|
||||
io.BackendRendererName = nullptr;
|
||||
io.BackendRendererUserData = nullptr;
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports);
|
||||
platform_io.ClearRendererHandlers();
|
||||
IM_DELETE(bd);
|
||||
|
||||
#ifdef IMGUI_IMPL_OPENGL_LOADER_IMGL3W
|
||||
|
||||
@@ -714,7 +714,11 @@ static void close_libgl(void)
|
||||
|
||||
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);
|
||||
#endif
|
||||
return *lib != NULL;
|
||||
}
|
||||
|
||||
|
||||
@@ -12,8 +12,8 @@
|
||||
// [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).
|
||||
// [ ] Platform: Multi-viewport: Window size not correctly reported when enabling io.ConfigViewportsNoDecoration
|
||||
// [ ] Platform: Multi-viewport: Missing ImGuiBackendFlags_HasParentViewport support. The viewport->ParentViewportID field is ignored, and therefore io.ConfigViewportsNoDefaultParent has no effect either.
|
||||
|
||||
// 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.
|
||||
|
||||
@@ -12,8 +12,8 @@
|
||||
// [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).
|
||||
// [ ] Platform: Multi-viewport: Window size not correctly reported when enabling io.ConfigViewportsNoDecoration
|
||||
// [ ] Platform: Multi-viewport: Missing ImGuiBackendFlags_HasParentViewport support. The viewport->ParentViewportID field is ignored, and therefore io.ConfigViewportsNoDefaultParent has no effect either.
|
||||
|
||||
// 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.
|
||||
@@ -34,6 +34,7 @@
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2025-XX-XX: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2025-09-18: 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.
|
||||
// 2025-06-12: ImGui_ImplOSX_HandleEvent() only process event for window containing our view. (#8644)
|
||||
@@ -550,9 +551,12 @@ void ImGui_ImplOSX_Shutdown()
|
||||
ImGui_ImplOSX_ShutdownMultiViewportSupport();
|
||||
ImGui_ImplOSX_DestroyBackendData();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
|
||||
io.BackendPlatformName = nullptr;
|
||||
io.BackendPlatformUserData = nullptr;
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports);
|
||||
platform_io.ClearPlatformHandlers();
|
||||
}
|
||||
|
||||
static void ImGui_ImplOSX_UpdateMouseCursor()
|
||||
|
||||
@@ -13,7 +13,7 @@
|
||||
// [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).
|
||||
// [ ] Platform: Multi-viewport: Missing ImGuiBackendFlags_HasParentViewport support. The viewport->ParentViewportID field is ignored, and therefore io.ConfigViewportsNoDefaultParent has no effect either.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
@@ -26,6 +26,8 @@
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2025-09-24: 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)
|
||||
// 2025-06-11: Added ImGui_ImplSDL2_GetContentScaleForWindow(SDL_Window* window) and ImGui_ImplSDL2_GetContentScaleForDisplay(int display_index) helper to facilitate making DPI-aware apps.
|
||||
@@ -702,9 +704,9 @@ void ImGui_ImplSDL2_Shutdown()
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
|
||||
ImGui_ImplSDL2_ShutdownMultiViewportSupport();
|
||||
|
||||
if (bd->ClipboardTextData)
|
||||
SDL_free(bd->ClipboardTextData);
|
||||
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
|
||||
@@ -714,6 +716,7 @@ void ImGui_ImplSDL2_Shutdown()
|
||||
io.BackendPlatformName = nullptr;
|
||||
io.BackendPlatformUserData = nullptr;
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport);
|
||||
platform_io.ClearPlatformHandlers();
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
@@ -756,13 +759,16 @@ static void ImGui_ImplSDL2_UpdateMouseData()
|
||||
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;
|
||||
if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0 && !is_relative_mouse_mode)
|
||||
if (hovered_window == NULL && bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0 && !is_relative_mouse_mode)
|
||||
{
|
||||
// Single-viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
|
||||
// Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor)
|
||||
int mouse_x, mouse_y, window_x, window_y;
|
||||
int mouse_x, mouse_y;
|
||||
int window_x, window_y;
|
||||
SDL_GetGlobalMouseState(&mouse_x, &mouse_y);
|
||||
if (!(io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable))
|
||||
{
|
||||
|
||||
@@ -12,7 +12,7 @@
|
||||
// [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).
|
||||
// [ ] Platform: Multi-viewport: Missing ImGuiBackendFlags_HasParentViewport support. The viewport->ParentViewportID field is ignored, and therefore io.ConfigViewportsNoDefaultParent has no effect either.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
|
||||
@@ -24,6 +24,10 @@
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2025-11-05: 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)
|
||||
// 2025-05-15: [Docking] Add Platform_GetWindowFramebufferScale() handler, to allow varying Retina display density on multiple monitors.
|
||||
@@ -121,6 +125,8 @@ struct ImGui_ImplSDL3_Data
|
||||
|
||||
// IME handling
|
||||
SDL_Window* ImeWindow;
|
||||
ImGuiPlatformImeData ImeData;
|
||||
bool ImeDirty;
|
||||
|
||||
// Mouse handling
|
||||
Uint32 MouseWindowID;
|
||||
@@ -150,6 +156,7 @@ static ImGui_ImplSDL3_Data* ImGui_ImplSDL3_GetBackendData()
|
||||
}
|
||||
|
||||
// Forward Declarations
|
||||
static void ImGui_ImplSDL3_UpdateIme();
|
||||
static void ImGui_ImplSDL3_UpdateMonitors();
|
||||
static void ImGui_ImplSDL3_InitMultiViewportSupport(SDL_Window* window, void* sdl_gl_context);
|
||||
static void ImGui_ImplSDL3_ShutdownMultiViewportSupport();
|
||||
@@ -169,21 +176,45 @@ static void ImGui_ImplSDL3_SetClipboardText(ImGuiContext*, const char* text)
|
||||
SDL_SetClipboardText(text);
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL3_PlatformSetImeData(ImGuiContext*, ImGuiViewport* viewport, ImGuiPlatformImeData* data)
|
||||
static ImGuiViewport* ImGui_ImplSDL3_GetViewportForWindowID(SDL_WindowID window_id)
|
||||
{
|
||||
return ImGui::FindViewportByPlatformHandle((void*)(intptr_t)window_id);
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL3_PlatformSetImeData(ImGuiContext*, ImGuiViewport*, ImGuiPlatformImeData* data)
|
||||
{
|
||||
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
|
||||
SDL_WindowID window_id = (SDL_WindowID)(intptr_t)viewport->PlatformHandle;
|
||||
SDL_Window* window = SDL_GetWindowFromID(window_id);
|
||||
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)
|
||||
{
|
||||
SDL_StopTextInput(bd->ImeWindow);
|
||||
bd->ImeWindow = nullptr;
|
||||
}
|
||||
if ((!bd->ImeDirty && bd->ImeWindow == window) || (window == NULL))
|
||||
return;
|
||||
|
||||
// Start/update current input
|
||||
bd->ImeDirty = false;
|
||||
if (data->WantVisible)
|
||||
{
|
||||
ImVec2 viewport_pos;
|
||||
if (ImGuiViewport* viewport = ImGui_ImplSDL3_GetViewportForWindowID(SDL_GetWindowID(window)))
|
||||
viewport_pos = viewport->Pos;
|
||||
SDL_Rect r;
|
||||
r.x = (int)(data->InputPos.x - viewport->Pos.x);
|
||||
r.y = (int)(data->InputPos.y - viewport->Pos.y + data->InputLineHeight);
|
||||
r.x = (int)(data->InputPos.x - viewport_pos.x);
|
||||
r.y = (int)(data->InputPos.y - viewport_pos.y + data->InputLineHeight);
|
||||
r.w = 1;
|
||||
r.h = (int)data->InputLineHeight;
|
||||
SDL_SetTextInputArea(window, &r, 0);
|
||||
@@ -355,11 +386,6 @@ static void ImGui_ImplSDL3_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
|
||||
io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & SDL_KMOD_GUI) != 0);
|
||||
}
|
||||
|
||||
static ImGuiViewport* ImGui_ImplSDL3_GetViewportForWindowID(SDL_WindowID window_id)
|
||||
{
|
||||
return ImGui::FindViewportByPlatformHandle((void*)(intptr_t)window_id);
|
||||
}
|
||||
|
||||
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
|
||||
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
|
||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
|
||||
@@ -532,7 +558,8 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void
|
||||
io.BackendPlatformName = bd->BackendPlatformName;
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
|
||||
// (ImGuiBackendFlags_PlatformHasViewports may be set just below)
|
||||
// (ImGuiBackendFlags_PlatformHasViewports and ImGuiBackendFlags_HasParentViewport may be set just below)
|
||||
// (ImGuiBackendFlags_HasMouseHoveredViewport is set dynamically in our _NewFrame function)
|
||||
|
||||
bd->Window = window;
|
||||
bd->WindowID = SDL_GetWindowID(window);
|
||||
@@ -558,13 +585,16 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void
|
||||
bd->MouseCanUseGlobalState = bd->MouseCanUseCapture = true;
|
||||
#endif
|
||||
if (bd->MouseCanUseGlobalState)
|
||||
{
|
||||
io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasParentViewport; // We can honor viewport->ParentViewportId by applying the corresponding parent/child relationship at platform level (optional)
|
||||
}
|
||||
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
platform_io.Platform_SetClipboardTextFn = ImGui_ImplSDL3_SetClipboardText;
|
||||
platform_io.Platform_GetClipboardTextFn = ImGui_ImplSDL3_GetClipboardText;
|
||||
platform_io.Platform_SetImeDataFn = ImGui_ImplSDL3_PlatformSetImeData;
|
||||
platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { return SDL_OpenURL(url) == 0; };
|
||||
platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { return SDL_OpenURL(url); };
|
||||
|
||||
// Update monitor a first time during init
|
||||
ImGui_ImplSDL3_UpdateMonitors();
|
||||
@@ -662,9 +692,9 @@ void ImGui_ImplSDL3_Shutdown()
|
||||
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
|
||||
ImGui_ImplSDL3_ShutdownMultiViewportSupport();
|
||||
|
||||
if (bd->ClipboardTextData)
|
||||
SDL_free(bd->ClipboardTextData);
|
||||
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
|
||||
@@ -673,7 +703,8 @@ void ImGui_ImplSDL3_Shutdown()
|
||||
|
||||
io.BackendPlatformName = nullptr;
|
||||
io.BackendPlatformUserData = nullptr;
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport);
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport | ImGuiBackendFlags_HasParentViewport);
|
||||
platform_io.ClearPlatformHandlers();
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
@@ -715,9 +746,11 @@ static void ImGui_ImplSDL3_UpdateMouseData()
|
||||
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);
|
||||
if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0 && !is_relative_mouse_mode)
|
||||
if (hovered_window == NULL && bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0 && !is_relative_mouse_mode)
|
||||
{
|
||||
// Single-viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
|
||||
// Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor)
|
||||
@@ -730,7 +763,7 @@ static void ImGui_ImplSDL3_UpdateMouseData()
|
||||
mouse_x -= window_x;
|
||||
mouse_y -= window_y;
|
||||
}
|
||||
io.AddMousePosEvent((float)mouse_x, (float)mouse_y);
|
||||
io.AddMousePosEvent(mouse_x, mouse_y);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -924,8 +957,8 @@ static void ImGui_ImplSDL3_GetWindowSizeAndFramebufferScale(SDL_Window* window,
|
||||
#else
|
||||
int display_w, display_h;
|
||||
SDL_GetWindowSizeInPixels(window, &display_w, &display_h);
|
||||
float fb_scale_x = (w > 0) ? (float)display_w / w : 1.0f;
|
||||
float fb_scale_y = (h > 0) ? (float)display_h / h : 1.0f;
|
||||
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)
|
||||
@@ -975,6 +1008,7 @@ void ImGui_ImplSDL3_NewFrame()
|
||||
|
||||
ImGui_ImplSDL3_UpdateMouseData();
|
||||
ImGui_ImplSDL3_UpdateMouseCursor();
|
||||
ImGui_ImplSDL3_UpdateIme();
|
||||
|
||||
// Update game controllers (if enabled and available)
|
||||
ImGui_ImplSDL3_UpdateGamepads();
|
||||
@@ -999,14 +1033,13 @@ struct ImGui_ImplSDL3_ViewportData
|
||||
~ImGui_ImplSDL3_ViewportData() { IM_ASSERT(Window == nullptr && GLContext == nullptr); }
|
||||
};
|
||||
|
||||
static SDL_Window* ImGui_ImplSDL3_GetSDLWindowFromViewportID(ImGuiID viewport_id)
|
||||
static SDL_Window* ImGui_ImplSDL3_GetSDLWindowFromViewport(ImGuiViewport* viewport)
|
||||
{
|
||||
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);
|
||||
}
|
||||
if (viewport != nullptr)
|
||||
{
|
||||
SDL_WindowID window_id = (SDL_WindowID)(intptr_t)viewport->PlatformHandle;
|
||||
return SDL_GetWindowFromID(window_id);
|
||||
}
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
@@ -1016,7 +1049,7 @@ static void ImGui_ImplSDL3_CreateWindow(ImGuiViewport* viewport)
|
||||
ImGui_ImplSDL3_ViewportData* vd = IM_NEW(ImGui_ImplSDL3_ViewportData)();
|
||||
viewport->PlatformUserData = vd;
|
||||
|
||||
vd->ParentWindow = ImGui_ImplSDL3_GetSDLWindowFromViewportID(viewport->ParentViewportId);
|
||||
vd->ParentWindow = ImGui_ImplSDL3_GetSDLWindowFromViewport(viewport->ParentViewport);
|
||||
|
||||
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
|
||||
ImGui_ImplSDL3_ViewportData* main_viewport_data = (ImGui_ImplSDL3_ViewportData*)main_viewport->PlatformUserData;
|
||||
@@ -1105,7 +1138,7 @@ static void ImGui_ImplSDL3_UpdateWindow(ImGuiViewport* viewport)
|
||||
#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);
|
||||
SDL_Window* new_parent = ImGui_ImplSDL3_GetSDLWindowFromViewport(viewport->ParentViewport);
|
||||
if (new_parent != vd->ParentWindow)
|
||||
{
|
||||
vd->ParentWindow = new_parent;
|
||||
|
||||
@@ -24,6 +24,7 @@
|
||||
|
||||
// CHANGELOG
|
||||
// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 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.
|
||||
@@ -308,8 +309,7 @@ void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffe
|
||||
static void ImGui_ImplSDLGPU3_DestroyTexture(ImTextureData* tex)
|
||||
{
|
||||
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
|
||||
SDL_GPUTexture* raw_tex = (SDL_GPUTexture*)(intptr_t)tex->GetTexID();
|
||||
if (raw_tex != nullptr)
|
||||
if (SDL_GPUTexture* raw_tex = (SDL_GPUTexture*)(intptr_t)tex->GetTexID())
|
||||
SDL_ReleaseGPUTexture(bd->InitInfo.Device, raw_tex);
|
||||
|
||||
// Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
|
||||
@@ -649,12 +649,15 @@ void ImGui_ImplSDLGPU3_Shutdown()
|
||||
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
|
||||
ImGui_ImplSDLGPU3_ShutdownMultiViewportSupport();
|
||||
ImGui_ImplSDLGPU3_DestroyDeviceObjects();
|
||||
|
||||
io.BackendRendererName = nullptr;
|
||||
io.BackendRendererUserData = nullptr;
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports);
|
||||
platform_io.ClearRendererHandlers();
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
|
||||
@@ -26,6 +26,7 @@
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// CHANGELOG
|
||||
// 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().
|
||||
// 2025-01-18: 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.
|
||||
@@ -96,12 +97,14 @@ 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);
|
||||
}
|
||||
|
||||
@@ -266,10 +269,8 @@ void ImGui_ImplSDLRenderer2_UpdateTexture(ImTextureData* tex)
|
||||
}
|
||||
else if (tex->Status == ImTextureStatus_WantDestroy)
|
||||
{
|
||||
SDL_Texture* sdl_texture = (SDL_Texture*)(intptr_t)tex->TexID;
|
||||
if (sdl_texture == nullptr)
|
||||
return;
|
||||
SDL_DestroyTexture(sdl_texture);
|
||||
if (SDL_Texture* sdl_texture = (SDL_Texture*)(intptr_t)tex->TexID)
|
||||
SDL_DestroyTexture(sdl_texture);
|
||||
|
||||
// Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
|
||||
tex->SetTexID(ImTextureID_Invalid);
|
||||
|
||||
@@ -26,6 +26,7 @@
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// CHANGELOG
|
||||
// 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().
|
||||
// 2025-01-18: 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.
|
||||
@@ -94,12 +95,14 @@ 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);
|
||||
}
|
||||
|
||||
@@ -282,10 +285,8 @@ void ImGui_ImplSDLRenderer3_UpdateTexture(ImTextureData* tex)
|
||||
}
|
||||
else if (tex->Status == ImTextureStatus_WantDestroy)
|
||||
{
|
||||
SDL_Texture* sdl_texture = (SDL_Texture*)(intptr_t)tex->TexID;
|
||||
if (sdl_texture == nullptr)
|
||||
return;
|
||||
SDL_DestroyTexture(sdl_texture);
|
||||
if (SDL_Texture* sdl_texture = (SDL_Texture*)(intptr_t)tex->TexID)
|
||||
SDL_DestroyTexture(sdl_texture);
|
||||
|
||||
// Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
|
||||
tex->SetTexID(ImTextureID_Invalid);
|
||||
|
||||
@@ -29,6 +29,14 @@
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2025-11-13: [Docking] Handle viewport surface creation failure without crashing. (#9068)
|
||||
// 2025-10-15: Vulkan: Added IMGUI_IMPL_VULKAN_VOLK_FILENAME to configure path to volk.h header. (#9008)
|
||||
// 2025-09-26: *BREAKING CHANGE*: moved some fields in ImGui_ImplVulkan_InitInfo: init_info.RenderPass --> init_info.PipelineInfoMain.RenderPass, init_info.Subpass --> init_info.PipelineInfoMain.Subpass, init_info.MSAASamples --> init_info.PipelineInfoMain.MSAASamples, init_info.PipelineRenderingCreateInfo --> init_info.PipelineInfoMain.PipelineRenderingCreateInfo.
|
||||
// 2025-09-26: *BREAKING CHANGE*: renamed ImGui_ImplVulkan_MainPipelineCreateInfo to ImGui_ImplVulkan_PipelineInfo. Introduced very recently so shouldn't affect many users.
|
||||
// 2025-09-26: *BREAKING CHANGE*: helper ImGui_ImplVulkanH_CreateOrResizeWindow() added a VkImageUsageFlags image_usage` argument, default to VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT if 0.
|
||||
// 2025-09-26: Vulkan: Added a way to customize shaders by filling ImGui_ImplVulkan_InitInfo::CustomShaderVertCreateInfo/CustomShaderFragCreateInfo. (#8585)
|
||||
// 2025-09-22: [Docking] Added ImGui_ImplVulkanH_GetWindowDataFromViewport() accessor/helper. (#8946, #8940)
|
||||
// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
|
||||
// 2025-09-04: Vulkan: Added ImGui_ImplVulkan_CreateMainPipeline(). (#8110, #8111)
|
||||
// 2025-07-27: Vulkan: Fixed texture update corruption introduced on 2025-06-11. (#8801, #8755, #8840)
|
||||
// 2025-07-07: Vulkan: Fixed texture synchronization issue introduced on 2025-06-11. (#8772)
|
||||
@@ -119,7 +127,7 @@ void ImGui_ImplVulkan_DestroyWindowRenderBuffers(VkDevice device, ImGui_ImplVulk
|
||||
void ImGui_ImplVulkanH_DestroyFrame(VkDevice device, ImGui_ImplVulkanH_Frame* fd, const VkAllocationCallbacks* allocator);
|
||||
void ImGui_ImplVulkanH_DestroyFrameSemaphores(VkDevice device, ImGui_ImplVulkanH_FrameSemaphores* fsd, const VkAllocationCallbacks* allocator);
|
||||
void ImGui_ImplVulkanH_DestroyAllViewportsRenderBuffers(VkDevice device, const VkAllocationCallbacks* allocator);
|
||||
void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count);
|
||||
void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count, VkImageUsageFlags image_usage);
|
||||
void ImGui_ImplVulkanH_CreateWindowCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator);
|
||||
|
||||
// Vulkan prototypes for use with custom loaders
|
||||
@@ -687,22 +695,22 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
|
||||
|
||||
static void ImGui_ImplVulkan_DestroyTexture(ImTextureData* tex)
|
||||
{
|
||||
ImGui_ImplVulkan_Texture* backend_tex = (ImGui_ImplVulkan_Texture*)tex->BackendUserData;
|
||||
if (backend_tex == nullptr)
|
||||
return;
|
||||
IM_ASSERT(backend_tex->DescriptorSet == (VkDescriptorSet)tex->TexID);
|
||||
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
|
||||
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
|
||||
ImGui_ImplVulkan_RemoveTexture(backend_tex->DescriptorSet);
|
||||
vkDestroyImageView(v->Device, backend_tex->ImageView, v->Allocator);
|
||||
vkDestroyImage(v->Device, backend_tex->Image, v->Allocator);
|
||||
vkFreeMemory(v->Device, backend_tex->Memory, v->Allocator);
|
||||
IM_DELETE(backend_tex);
|
||||
if (ImGui_ImplVulkan_Texture* backend_tex = (ImGui_ImplVulkan_Texture*)tex->BackendUserData)
|
||||
{
|
||||
IM_ASSERT(backend_tex->DescriptorSet == (VkDescriptorSet)tex->TexID);
|
||||
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
|
||||
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
|
||||
ImGui_ImplVulkan_RemoveTexture(backend_tex->DescriptorSet);
|
||||
vkDestroyImageView(v->Device, backend_tex->ImageView, v->Allocator);
|
||||
vkDestroyImage(v->Device, backend_tex->Image, v->Allocator);
|
||||
vkFreeMemory(v->Device, backend_tex->Memory, v->Allocator);
|
||||
IM_DELETE(backend_tex);
|
||||
|
||||
// Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
|
||||
tex->SetTexID(ImTextureID_Invalid);
|
||||
// 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);
|
||||
tex->BackendUserData = nullptr;
|
||||
}
|
||||
|
||||
void ImGui_ImplVulkan_UpdateTexture(ImTextureData* tex)
|
||||
@@ -915,24 +923,26 @@ void ImGui_ImplVulkan_UpdateTexture(ImTextureData* tex)
|
||||
|
||||
static void ImGui_ImplVulkan_CreateShaderModules(VkDevice device, const VkAllocationCallbacks* allocator)
|
||||
{
|
||||
// Create the shader modules
|
||||
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
|
||||
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
|
||||
if (bd->ShaderModuleVert == VK_NULL_HANDLE)
|
||||
{
|
||||
VkShaderModuleCreateInfo vert_info = {};
|
||||
vert_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
|
||||
vert_info.codeSize = sizeof(__glsl_shader_vert_spv);
|
||||
vert_info.pCode = (uint32_t*)__glsl_shader_vert_spv;
|
||||
VkResult err = vkCreateShaderModule(device, &vert_info, allocator, &bd->ShaderModuleVert);
|
||||
VkShaderModuleCreateInfo default_vert_info = {};
|
||||
default_vert_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
|
||||
default_vert_info.codeSize = sizeof(__glsl_shader_vert_spv);
|
||||
default_vert_info.pCode = (uint32_t*)__glsl_shader_vert_spv;
|
||||
VkShaderModuleCreateInfo* p_vert_info = (v->CustomShaderVertCreateInfo.sType == VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO) ? &v->CustomShaderVertCreateInfo : &default_vert_info;
|
||||
VkResult err = vkCreateShaderModule(device, p_vert_info, allocator, &bd->ShaderModuleVert);
|
||||
check_vk_result(err);
|
||||
}
|
||||
if (bd->ShaderModuleFrag == VK_NULL_HANDLE)
|
||||
{
|
||||
VkShaderModuleCreateInfo frag_info = {};
|
||||
frag_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
|
||||
frag_info.codeSize = sizeof(__glsl_shader_frag_spv);
|
||||
frag_info.pCode = (uint32_t*)__glsl_shader_frag_spv;
|
||||
VkResult err = vkCreateShaderModule(device, &frag_info, allocator, &bd->ShaderModuleFrag);
|
||||
VkShaderModuleCreateInfo default_frag_info = {};
|
||||
default_frag_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
|
||||
default_frag_info.codeSize = sizeof(__glsl_shader_frag_spv);
|
||||
default_frag_info.pCode = (uint32_t*)__glsl_shader_frag_spv;
|
||||
VkShaderModuleCreateInfo* p_frag_info = (v->CustomShaderFragCreateInfo.sType == VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO) ? &v->CustomShaderFragCreateInfo : &default_frag_info;
|
||||
VkResult err = vkCreateShaderModule(device, p_frag_info, allocator, &bd->ShaderModuleFrag);
|
||||
check_vk_result(err);
|
||||
}
|
||||
}
|
||||
@@ -941,7 +951,7 @@ static void ImGui_ImplVulkan_CreateShaderModules(VkDevice device, const VkAlloca
|
||||
typedef void VkPipelineRenderingCreateInfoKHR;
|
||||
#endif
|
||||
|
||||
static VkPipeline ImGui_ImplVulkan_CreatePipeline(VkDevice device, const VkAllocationCallbacks* allocator, VkPipelineCache pipelineCache, VkRenderPass renderPass, VkSampleCountFlagBits MSAASamples, uint32_t subpass, const VkPipelineRenderingCreateInfoKHR* pipeline_rendering_create_info)
|
||||
static VkPipeline ImGui_ImplVulkan_CreatePipeline(VkDevice device, const VkAllocationCallbacks* allocator, VkPipelineCache pipelineCache, const ImGui_ImplVulkan_PipelineInfo* info)
|
||||
{
|
||||
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
|
||||
ImGui_ImplVulkan_CreateShaderModules(device, allocator);
|
||||
@@ -999,7 +1009,7 @@ static VkPipeline ImGui_ImplVulkan_CreatePipeline(VkDevice device, const VkAlloc
|
||||
|
||||
VkPipelineMultisampleStateCreateInfo ms_info = {};
|
||||
ms_info.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
|
||||
ms_info.rasterizationSamples = (MSAASamples != 0) ? MSAASamples : VK_SAMPLE_COUNT_1_BIT;
|
||||
ms_info.rasterizationSamples = (info->MSAASamples != 0) ? info->MSAASamples : VK_SAMPLE_COUNT_1_BIT;
|
||||
|
||||
VkPipelineColorBlendAttachmentState color_attachment[1] = {};
|
||||
color_attachment[0].blendEnable = VK_TRUE;
|
||||
@@ -1025,37 +1035,34 @@ static VkPipeline ImGui_ImplVulkan_CreatePipeline(VkDevice device, const VkAlloc
|
||||
dynamic_state.dynamicStateCount = (uint32_t)IM_ARRAYSIZE(dynamic_states);
|
||||
dynamic_state.pDynamicStates = dynamic_states;
|
||||
|
||||
VkGraphicsPipelineCreateInfo info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
|
||||
info.flags = bd->PipelineCreateFlags;
|
||||
info.stageCount = 2;
|
||||
info.pStages = stage;
|
||||
info.pVertexInputState = &vertex_info;
|
||||
info.pInputAssemblyState = &ia_info;
|
||||
info.pViewportState = &viewport_info;
|
||||
info.pRasterizationState = &raster_info;
|
||||
info.pMultisampleState = &ms_info;
|
||||
info.pDepthStencilState = &depth_info;
|
||||
info.pColorBlendState = &blend_info;
|
||||
info.pDynamicState = &dynamic_state;
|
||||
info.layout = bd->PipelineLayout;
|
||||
info.renderPass = renderPass;
|
||||
info.subpass = subpass;
|
||||
VkGraphicsPipelineCreateInfo create_info = {};
|
||||
create_info.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
|
||||
create_info.flags = bd->PipelineCreateFlags;
|
||||
create_info.stageCount = 2;
|
||||
create_info.pStages = stage;
|
||||
create_info.pVertexInputState = &vertex_info;
|
||||
create_info.pInputAssemblyState = &ia_info;
|
||||
create_info.pViewportState = &viewport_info;
|
||||
create_info.pRasterizationState = &raster_info;
|
||||
create_info.pMultisampleState = &ms_info;
|
||||
create_info.pDepthStencilState = &depth_info;
|
||||
create_info.pColorBlendState = &blend_info;
|
||||
create_info.pDynamicState = &dynamic_state;
|
||||
create_info.layout = bd->PipelineLayout;
|
||||
create_info.renderPass = info->RenderPass;
|
||||
create_info.subpass = info->Subpass;
|
||||
|
||||
#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
|
||||
if (bd->VulkanInitInfo.UseDynamicRendering)
|
||||
{
|
||||
IM_ASSERT(pipeline_rendering_create_info && "PipelineRenderingCreateInfo must not be nullptr when using dynamic rendering");
|
||||
IM_ASSERT(pipeline_rendering_create_info->sType == VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR && "PipelineRenderingCreateInfo::sType must be VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR");
|
||||
IM_ASSERT(pipeline_rendering_create_info->pNext == nullptr && "PipelineRenderingCreateInfo::pNext must be nullptr");
|
||||
info.pNext = pipeline_rendering_create_info;
|
||||
info.renderPass = VK_NULL_HANDLE; // Just make sure it's actually nullptr.
|
||||
IM_ASSERT(info->PipelineRenderingCreateInfo.sType == VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR && "PipelineRenderingCreateInfo::sType must be VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR");
|
||||
IM_ASSERT(info->PipelineRenderingCreateInfo.pNext == nullptr && "PipelineRenderingCreateInfo::pNext must be nullptr");
|
||||
create_info.pNext = &info->PipelineRenderingCreateInfo;
|
||||
create_info.renderPass = VK_NULL_HANDLE; // Just make sure it's actually nullptr.
|
||||
}
|
||||
#else
|
||||
IM_ASSERT(pipeline_rendering_create_info == nullptr);
|
||||
#endif
|
||||
VkPipeline pipeline;
|
||||
VkResult err = vkCreateGraphicsPipelines(device, pipelineCache, 1, &info, allocator, &pipeline);
|
||||
VkResult err = vkCreateGraphicsPipelines(device, pipelineCache, 1, &create_info, allocator, &pipeline);
|
||||
check_vk_result(err);
|
||||
return pipeline;
|
||||
}
|
||||
@@ -1132,21 +1139,12 @@ bool ImGui_ImplVulkan_CreateDeviceObjects()
|
||||
}
|
||||
|
||||
// Create pipeline
|
||||
if (v->RenderPass
|
||||
bool create_main_pipeline = (v->PipelineInfoMain.RenderPass != VK_NULL_HANDLE);
|
||||
#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
|
||||
|| (v->UseDynamicRendering && v->PipelineRenderingCreateInfo.sType == VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR)
|
||||
create_main_pipeline |= (v->UseDynamicRendering && v->PipelineInfoMain.PipelineRenderingCreateInfo.sType == VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR);
|
||||
#endif
|
||||
)
|
||||
{
|
||||
ImGui_ImplVulkan_MainPipelineCreateInfo mp_info = {};
|
||||
mp_info.RenderPass = v->RenderPass;
|
||||
mp_info.Subpass = v->Subpass;
|
||||
mp_info.MSAASamples = v->MSAASamples;
|
||||
#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
|
||||
mp_info.PipelineRenderingCreateInfo = v->PipelineRenderingCreateInfo;
|
||||
#endif
|
||||
ImGui_ImplVulkan_CreateMainPipeline(mp_info);
|
||||
}
|
||||
if (create_main_pipeline)
|
||||
ImGui_ImplVulkan_CreateMainPipeline(&v->PipelineInfoMain);
|
||||
|
||||
// Create command pool/buffer for texture upload
|
||||
if (!bd->TexCommandPool)
|
||||
@@ -1171,7 +1169,7 @@ bool ImGui_ImplVulkan_CreateDeviceObjects()
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplVulkan_CreateMainPipeline(const ImGui_ImplVulkan_MainPipelineCreateInfo& info)
|
||||
void ImGui_ImplVulkan_CreateMainPipeline(const ImGui_ImplVulkan_PipelineInfo* pipeline_info_in)
|
||||
{
|
||||
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
|
||||
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
|
||||
@@ -1180,28 +1178,23 @@ void ImGui_ImplVulkan_CreateMainPipeline(const ImGui_ImplVulkan_MainPipelineCrea
|
||||
vkDestroyPipeline(v->Device, bd->Pipeline, v->Allocator);
|
||||
bd->Pipeline = VK_NULL_HANDLE;
|
||||
}
|
||||
v->RenderPass = info.RenderPass;
|
||||
v->MSAASamples = info.MSAASamples;
|
||||
v->Subpass = info.Subpass;
|
||||
ImGui_ImplVulkan_PipelineInfo* pipeline_info = &v->PipelineInfoMain;
|
||||
if (pipeline_info != pipeline_info_in)
|
||||
*pipeline_info = *pipeline_info_in;
|
||||
|
||||
const VkPipelineRenderingCreateInfoKHR* pipeline_rendering_create_info = nullptr;
|
||||
#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
|
||||
if (v->UseDynamicRendering)
|
||||
VkPipelineRenderingCreateInfoKHR* pipeline_rendering_create_info = &pipeline_info->PipelineRenderingCreateInfo;
|
||||
if (v->UseDynamicRendering && pipeline_rendering_create_info->pColorAttachmentFormats != NULL)
|
||||
{
|
||||
v->PipelineRenderingCreateInfo = info.PipelineRenderingCreateInfo;
|
||||
pipeline_rendering_create_info = &v->PipelineRenderingCreateInfo;
|
||||
if (v->PipelineRenderingCreateInfo.pColorAttachmentFormats != NULL)
|
||||
{
|
||||
// Deep copy buffer to reduce error-rate for end user (#8282)
|
||||
ImVector<VkFormat> formats;
|
||||
formats.resize((int)v->PipelineRenderingCreateInfo.colorAttachmentCount);
|
||||
memcpy(formats.Data, v->PipelineRenderingCreateInfo.pColorAttachmentFormats, (size_t)formats.size_in_bytes());
|
||||
formats.swap(bd->PipelineRenderingCreateInfoColorAttachmentFormats);
|
||||
v->PipelineRenderingCreateInfo.pColorAttachmentFormats = bd->PipelineRenderingCreateInfoColorAttachmentFormats.Data;
|
||||
}
|
||||
// Deep copy buffer to reduce error-rate for end user (#8282)
|
||||
ImVector<VkFormat> formats;
|
||||
formats.resize((int)pipeline_rendering_create_info->colorAttachmentCount);
|
||||
memcpy(formats.Data, pipeline_rendering_create_info->pColorAttachmentFormats, (size_t)formats.size_in_bytes());
|
||||
formats.swap(bd->PipelineRenderingCreateInfoColorAttachmentFormats);
|
||||
pipeline_rendering_create_info->pColorAttachmentFormats = bd->PipelineRenderingCreateInfoColorAttachmentFormats.Data;
|
||||
}
|
||||
#endif
|
||||
bd->Pipeline = ImGui_ImplVulkan_CreatePipeline(v->Device, v->Allocator, v->PipelineCache, v->RenderPass, v->MSAASamples, v->Subpass, pipeline_rendering_create_info);
|
||||
bd->Pipeline = ImGui_ImplVulkan_CreatePipeline(v->Device, v->Allocator, v->PipelineCache, pipeline_info);
|
||||
}
|
||||
|
||||
void ImGui_ImplVulkan_DestroyDeviceObjects()
|
||||
@@ -1318,16 +1311,19 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info)
|
||||
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)
|
||||
|
||||
// Sanity checks
|
||||
IM_ASSERT(info->Instance != VK_NULL_HANDLE);
|
||||
IM_ASSERT(info->PhysicalDevice != VK_NULL_HANDLE);
|
||||
IM_ASSERT(info->Device != VK_NULL_HANDLE);
|
||||
IM_ASSERT(info->Queue != VK_NULL_HANDLE);
|
||||
IM_ASSERT(info->MinImageCount >= 2);
|
||||
IM_ASSERT(info->ImageCount >= info->MinImageCount);
|
||||
if (info->DescriptorPool != VK_NULL_HANDLE) // Either DescriptorPool or DescriptorPoolSize must be set, not both!
|
||||
IM_ASSERT(info->DescriptorPoolSize == 0);
|
||||
else
|
||||
IM_ASSERT(info->DescriptorPoolSize > 0);
|
||||
IM_ASSERT(info->MinImageCount >= 2);
|
||||
IM_ASSERT(info->ImageCount >= info->MinImageCount);
|
||||
if (info->UseDynamicRendering)
|
||||
IM_ASSERT(info->PipelineInfoMain.RenderPass == VK_NULL_HANDLE && info->PipelineInfoForViewports.RenderPass == VK_NULL_HANDLE);
|
||||
|
||||
bd->VulkanInitInfo = *info;
|
||||
|
||||
@@ -1352,6 +1348,7 @@ void ImGui_ImplVulkan_Shutdown()
|
||||
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
|
||||
// First destroy objects in all viewports
|
||||
ImGui_ImplVulkan_DestroyDeviceObjects();
|
||||
@@ -1368,6 +1365,7 @@ void ImGui_ImplVulkan_Shutdown()
|
||||
io.BackendRendererName = nullptr;
|
||||
io.BackendRendererUserData = nullptr;
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports);
|
||||
platform_io.ClearRendererHandlers();
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
@@ -1648,7 +1646,7 @@ int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_m
|
||||
}
|
||||
|
||||
// Also destroy old swap chain and in-flight frames data, if any.
|
||||
void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count)
|
||||
void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count, VkImageUsageFlags image_usage)
|
||||
{
|
||||
VkResult err;
|
||||
VkSwapchainKHR old_swapchain = wd->Swapchain;
|
||||
@@ -1685,7 +1683,7 @@ void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, V
|
||||
info.imageFormat = wd->SurfaceFormat.format;
|
||||
info.imageColorSpace = wd->SurfaceFormat.colorSpace;
|
||||
info.imageArrayLayers = 1;
|
||||
info.imageUsage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT;
|
||||
info.imageUsage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | image_usage;
|
||||
info.imageSharingMode = VK_SHARING_MODE_EXCLUSIVE; // Assume that graphics family == present family
|
||||
info.preTransform = (cap.supportedTransforms & VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR) ? VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR : cap.currentTransform;
|
||||
info.compositeAlpha = VK_COMPOSITE_ALPHA_OPAQUE_BIT_KHR;
|
||||
@@ -1813,12 +1811,12 @@ void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, V
|
||||
}
|
||||
|
||||
// Create or resize window
|
||||
void ImGui_ImplVulkanH_CreateOrResizeWindow(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator, int width, int height, uint32_t min_image_count)
|
||||
// - 2025/09/26: v1.92.4 added a trailing 'VkImageUsageFlags image_usage' parameter which is usually VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT.
|
||||
void ImGui_ImplVulkanH_CreateOrResizeWindow(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator, int width, int height, uint32_t min_image_count, VkImageUsageFlags image_usage)
|
||||
{
|
||||
IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!");
|
||||
(void)instance;
|
||||
ImGui_ImplVulkanH_CreateWindowSwapChain(physical_device, device, wd, allocator, width, height, min_image_count);
|
||||
//ImGui_ImplVulkan_CreatePipeline(device, allocator, VK_NULL_HANDLE, wd->RenderPass, VK_SAMPLE_COUNT_1_BIT, &wd->Pipeline, g_VulkanInitInfo.Subpass);
|
||||
ImGui_ImplVulkanH_CreateWindowSwapChain(physical_device, device, wd, allocator, width, height, min_image_count, image_usage);
|
||||
ImGui_ImplVulkanH_CreateWindowCommandBuffers(physical_device, device, wd, queue_family, allocator);
|
||||
|
||||
// FIXME: to submit the command buffer, we need a queue. In the examples folder, the ImGui_ImplVulkanH_CreateOrResizeWindow function is called
|
||||
@@ -1944,6 +1942,12 @@ void ImGui_ImplVulkanH_DestroyAllViewportsRenderBuffers(VkDevice device, const V
|
||||
ImGui_ImplVulkan_DestroyWindowRenderBuffers(device, &vd->RenderBuffers, allocator);
|
||||
}
|
||||
|
||||
ImGui_ImplVulkanH_Window* ImGui_ImplVulkanH_GetWindowDataFromViewport(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGui_ImplVulkan_ViewportData* vd = (ImGui_ImplVulkan_ViewportData*)viewport->RendererUserData;
|
||||
return vd ? &vd->Window : nullptr;
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
|
||||
// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
|
||||
@@ -1954,7 +1958,6 @@ static void ImGui_ImplVulkan_CreateWindow(ImGuiViewport* viewport)
|
||||
{
|
||||
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
|
||||
ImGui_ImplVulkan_ViewportData* vd = IM_NEW(ImGui_ImplVulkan_ViewportData)();
|
||||
viewport->RendererUserData = vd;
|
||||
ImGui_ImplVulkanH_Window* wd = &vd->Window;
|
||||
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
|
||||
|
||||
@@ -1962,21 +1965,31 @@ static void ImGui_ImplVulkan_CreateWindow(ImGuiViewport* viewport)
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
VkResult err = (VkResult)platform_io.Platform_CreateVkSurface(viewport, (ImU64)v->Instance, (const void*)v->Allocator, (ImU64*)&wd->Surface);
|
||||
check_vk_result(err);
|
||||
|
||||
// Check if surface creation failed
|
||||
if (err != VK_SUCCESS || wd->Surface == VK_NULL_HANDLE)
|
||||
{
|
||||
IM_DELETE(vd);
|
||||
return;
|
||||
}
|
||||
|
||||
// Check for WSI support
|
||||
VkBool32 res;
|
||||
vkGetPhysicalDeviceSurfaceSupportKHR(v->PhysicalDevice, v->QueueFamily, wd->Surface, &res);
|
||||
if (res != VK_TRUE)
|
||||
{
|
||||
IM_ASSERT(0); // Error: no WSI support on physical device
|
||||
vkDestroySurfaceKHR(v->Instance, wd->Surface, v->Allocator); // Error: no WSI support on physical device, clean up and return
|
||||
IM_DELETE(vd);
|
||||
return;
|
||||
}
|
||||
viewport->RendererUserData = vd;
|
||||
|
||||
// Select Surface Format
|
||||
ImGui_ImplVulkan_PipelineInfo* pipeline_info = &v->PipelineInfoForViewports;
|
||||
ImVector<VkFormat> requestSurfaceImageFormats;
|
||||
#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
|
||||
for (uint32_t n = 0; n < v->PipelineRenderingCreateInfo.colorAttachmentCount; n++)
|
||||
requestSurfaceImageFormats.push_back(v->PipelineRenderingCreateInfo.pColorAttachmentFormats[n]);
|
||||
for (uint32_t n = 0; n < pipeline_info->PipelineRenderingCreateInfo.colorAttachmentCount; n++)
|
||||
requestSurfaceImageFormats.push_back(pipeline_info->PipelineRenderingCreateInfo.pColorAttachmentFormats[n]);
|
||||
#endif
|
||||
const VkFormat defaultFormats[] = { VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_B8G8R8_UNORM, VK_FORMAT_R8G8B8_UNORM };
|
||||
for (VkFormat format : defaultFormats)
|
||||
@@ -1994,28 +2007,25 @@ static void ImGui_ImplVulkan_CreateWindow(ImGuiViewport* viewport)
|
||||
// Create SwapChain, RenderPass, Framebuffer, etc.
|
||||
wd->ClearEnable = (viewport->Flags & ImGuiViewportFlags_NoRendererClear) ? false : true;
|
||||
wd->UseDynamicRendering = v->UseDynamicRendering;
|
||||
ImGui_ImplVulkanH_CreateOrResizeWindow(v->Instance, v->PhysicalDevice, v->Device, wd, v->QueueFamily, v->Allocator, (int)viewport->Size.x, (int)viewport->Size.y, v->MinImageCount);
|
||||
ImGui_ImplVulkanH_CreateOrResizeWindow(v->Instance, v->PhysicalDevice, v->Device, wd, v->QueueFamily, v->Allocator, (int)viewport->Size.x, (int)viewport->Size.y, v->MinImageCount, pipeline_info->SwapChainImageUsage);
|
||||
vd->WindowOwned = true;
|
||||
|
||||
// Create pipeline (shared by all secondary viewports)
|
||||
if (bd->PipelineForViewports == VK_NULL_HANDLE)
|
||||
{
|
||||
VkPipelineRenderingCreateInfoKHR* p_rendering_info = nullptr;
|
||||
#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
|
||||
VkPipelineRenderingCreateInfoKHR rendering_info = {};
|
||||
if (wd->UseDynamicRendering)
|
||||
{
|
||||
rendering_info.sType = VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO;
|
||||
rendering_info.pNext = nullptr;
|
||||
rendering_info.viewMask = 0;
|
||||
rendering_info.colorAttachmentCount = 1;
|
||||
rendering_info.pColorAttachmentFormats = &wd->SurfaceFormat.format;
|
||||
rendering_info.depthAttachmentFormat = VK_FORMAT_UNDEFINED;
|
||||
rendering_info.stencilAttachmentFormat = VK_FORMAT_UNDEFINED;
|
||||
p_rendering_info = &rendering_info;
|
||||
pipeline_info->PipelineRenderingCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO;
|
||||
pipeline_info->PipelineRenderingCreateInfo.colorAttachmentCount = 1;
|
||||
pipeline_info->PipelineRenderingCreateInfo.pColorAttachmentFormats = &wd->SurfaceFormat.format;
|
||||
}
|
||||
else
|
||||
{
|
||||
pipeline_info->RenderPass = wd->RenderPass;
|
||||
}
|
||||
#endif
|
||||
bd->PipelineForViewports = ImGui_ImplVulkan_CreatePipeline(v->Device, v->Allocator, VK_NULL_HANDLE, wd->UseDynamicRendering ? VK_NULL_HANDLE : wd->RenderPass, VK_SAMPLE_COUNT_1_BIT, 0, p_rendering_info);
|
||||
bd->PipelineForViewports = ImGui_ImplVulkan_CreatePipeline(v->Device, v->Allocator, VK_NULL_HANDLE, &v->PipelineInfoForViewports);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2042,20 +2052,22 @@ static void ImGui_ImplVulkan_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
|
||||
return;
|
||||
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
|
||||
vd->Window.ClearEnable = (viewport->Flags & ImGuiViewportFlags_NoRendererClear) ? false : true;
|
||||
ImGui_ImplVulkanH_CreateOrResizeWindow(v->Instance, v->PhysicalDevice, v->Device, &vd->Window, v->QueueFamily, v->Allocator, (int)size.x, (int)size.y, v->MinImageCount);
|
||||
ImGui_ImplVulkanH_CreateOrResizeWindow(v->Instance, v->PhysicalDevice, v->Device, &vd->Window, v->QueueFamily, v->Allocator, (int)size.x, (int)size.y, v->MinImageCount, v->PipelineInfoForViewports.SwapChainImageUsage);
|
||||
}
|
||||
|
||||
static void ImGui_ImplVulkan_RenderWindow(ImGuiViewport* viewport, void*)
|
||||
{
|
||||
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
|
||||
ImGui_ImplVulkan_ViewportData* vd = (ImGui_ImplVulkan_ViewportData*)viewport->RendererUserData;
|
||||
if (vd == nullptr)
|
||||
return;
|
||||
ImGui_ImplVulkanH_Window* wd = &vd->Window;
|
||||
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
|
||||
VkResult err;
|
||||
|
||||
if (vd->SwapChainNeedRebuild || vd->SwapChainSuboptimal)
|
||||
{
|
||||
ImGui_ImplVulkanH_CreateOrResizeWindow(v->Instance, v->PhysicalDevice, v->Device, wd, v->QueueFamily, v->Allocator, (int)viewport->Size.x, (int)viewport->Size.y, v->MinImageCount);
|
||||
ImGui_ImplVulkanH_CreateOrResizeWindow(v->Instance, v->PhysicalDevice, v->Device, wd, v->QueueFamily, v->Allocator, (int)viewport->Size.x, (int)viewport->Size.y, v->MinImageCount, v->PipelineInfoForViewports.SwapChainImageUsage);
|
||||
vd->SwapChainNeedRebuild = vd->SwapChainSuboptimal = false;
|
||||
}
|
||||
|
||||
@@ -2196,6 +2208,8 @@ static void ImGui_ImplVulkan_SwapBuffers(ImGuiViewport* viewport, void*)
|
||||
{
|
||||
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
|
||||
ImGui_ImplVulkan_ViewportData* vd = (ImGui_ImplVulkan_ViewportData*)viewport->RendererUserData;
|
||||
if (vd == nullptr)
|
||||
return;
|
||||
ImGui_ImplVulkanH_Window* wd = &vd->Window;
|
||||
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
|
||||
|
||||
|
||||
@@ -42,9 +42,14 @@
|
||||
// If you have no idea what this is, leave it alone!
|
||||
//#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().)
|
||||
// (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_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!
|
||||
|
||||
#if defined(IMGUI_IMPL_VULKAN_NO_PROTOTYPES) && !defined(VK_NO_PROTOTYPES)
|
||||
#define VK_NO_PROTOTYPES
|
||||
@@ -55,7 +60,11 @@
|
||||
|
||||
// Vulkan includes
|
||||
#ifdef IMGUI_IMPL_VULKAN_USE_VOLK
|
||||
#ifdef IMGUI_IMPL_VULKAN_VOLK_FILENAME
|
||||
#include IMGUI_IMPL_VULKAN_VOLK_FILENAME
|
||||
#else
|
||||
#include <volk.h>
|
||||
#endif
|
||||
#else
|
||||
#include <vulkan/vulkan.h>
|
||||
#endif
|
||||
@@ -66,6 +75,23 @@
|
||||
// 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
|
||||
|
||||
// Specify settings to create pipeline and swapchain
|
||||
struct ImGui_ImplVulkan_PipelineInfo
|
||||
{
|
||||
// For Main viewport only
|
||||
VkRenderPass RenderPass; // Ignored if using dynamic rendering
|
||||
|
||||
// For Main and Secondary viewports
|
||||
uint32_t Subpass; //
|
||||
VkSampleCountFlagBits MSAASamples = {}; // 0 defaults to VK_SAMPLE_COUNT_1_BIT
|
||||
#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
|
||||
VkPipelineRenderingCreateInfoKHR PipelineRenderingCreateInfo; // Optional, valid if .sType == VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR
|
||||
#endif
|
||||
|
||||
// For Secondary viewports only (created/managed by backend)
|
||||
VkImageUsageFlags SwapChainImageUsage; // Extra flags for vkCreateSwapchainKHR() calls for secondary viewports. We automatically add VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT. You can add e.g. VK_IMAGE_USAGE_TRANSFER_SRC_BIT if you need to capture from viewports.
|
||||
};
|
||||
|
||||
// Initialization data, for ImGui_ImplVulkan_Init()
|
||||
// [Please zero-clear before use!]
|
||||
// - About descriptor pool:
|
||||
@@ -73,7 +99,7 @@
|
||||
// and must contain a pool size large enough to hold a small number of VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER descriptors.
|
||||
// - As an convenience, by setting DescriptorPoolSize > 0 the backend will create one for you.
|
||||
// - About dynamic rendering:
|
||||
// - When using dynamic rendering, set UseDynamicRendering=true and fill PipelineRenderingCreateInfo structure.
|
||||
// - When using dynamic rendering, set UseDynamicRendering=true + fill PipelineInfoMain.PipelineRenderingCreateInfo structure.
|
||||
struct ImGui_ImplVulkan_InitInfo
|
||||
{
|
||||
uint32_t ApiVersion; // Fill with API version of Instance, e.g. VK_API_VERSION_1_3 or your value of VkApplicationInfo::apiVersion. May be lower than header version (VK_HEADER_VERSION_COMPLETE)
|
||||
@@ -89,21 +115,27 @@ struct ImGui_ImplVulkan_InitInfo
|
||||
VkPipelineCache PipelineCache; // Optional
|
||||
|
||||
// Pipeline
|
||||
VkRenderPass RenderPass; // Ignored if using dynamic rendering
|
||||
uint32_t Subpass;
|
||||
VkSampleCountFlagBits MSAASamples; // 0 defaults to VK_SAMPLE_COUNT_1_BIT
|
||||
ImGui_ImplVulkan_PipelineInfo PipelineInfoMain; // Infos for Main Viewport (created by app/user)
|
||||
ImGui_ImplVulkan_PipelineInfo PipelineInfoForViewports; // Infos for Secondary Viewports (created by backend)
|
||||
//VkRenderPass RenderPass; // --> Since 2025/09/26: set 'PipelineInfoMain.RenderPass' instead
|
||||
//uint32_t Subpass; // --> Since 2025/09/26: set 'PipelineInfoMain.Subpass' instead
|
||||
//VkSampleCountFlagBits MSAASamples; // --> Since 2025/09/26: set 'PipelineInfoMain.MSAASamples' instead
|
||||
//VkPipelineRenderingCreateInfoKHR PipelineRenderingCreateInfo; // Since 2025/09/26: set 'PipelineInfoMain.PipelineRenderingCreateInfo' instead
|
||||
|
||||
// (Optional) Dynamic Rendering
|
||||
// Need to explicitly enable VK_KHR_dynamic_rendering extension to use this, even for Vulkan 1.3 + setup PipelineRenderingCreateInfo.
|
||||
// Need to explicitly enable VK_KHR_dynamic_rendering extension to use this, even for Vulkan 1.3 + setup PipelineInfoMain.PipelineRenderingCreateInfo and PipelineInfoViewports.PipelineRenderingCreateInfo.
|
||||
bool UseDynamicRendering;
|
||||
#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
|
||||
VkPipelineRenderingCreateInfoKHR PipelineRenderingCreateInfo; // Optional, valid if .sType == VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR
|
||||
#endif
|
||||
|
||||
// (Optional) Allocation, Debugging
|
||||
const VkAllocationCallbacks* Allocator;
|
||||
void (*CheckVkResultFn)(VkResult err);
|
||||
VkDeviceSize MinAllocationSize; // Minimum allocation size. Set to 1024*1024 to satisfy zealous best practices validation layer and waste a little memory.
|
||||
VkDeviceSize MinAllocationSize; // Minimum allocation size. Set to 1024*1024 to satisfy zealous best practices validation layer and waste a little memory.
|
||||
|
||||
// (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!
|
||||
@@ -116,16 +148,7 @@ IMGUI_IMPL_API void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_i
|
||||
// (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.
|
||||
struct ImGui_ImplVulkan_MainPipelineCreateInfo
|
||||
{
|
||||
VkRenderPass RenderPass = VK_NULL_HANDLE;
|
||||
uint32_t Subpass = 0;
|
||||
VkSampleCountFlagBits MSAASamples = {};
|
||||
#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
|
||||
VkPipelineRenderingCreateInfoKHR PipelineRenderingCreateInfo; // Optional, valid if .sType == VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR
|
||||
#endif
|
||||
};
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_CreateMainPipeline(const ImGui_ImplVulkan_MainPipelineCreateInfo& info); // (render_pass xor (p_dynamic_rendering && p_dynamic_rendering is correct (sType and pNext)))
|
||||
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 = NULL to handle this manually.
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_UpdateTexture(ImTextureData* tex);
|
||||
@@ -176,13 +199,14 @@ struct ImGui_ImplVulkanH_Frame;
|
||||
struct ImGui_ImplVulkanH_Window;
|
||||
|
||||
// Helpers
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkanH_CreateOrResizeWindow(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* 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 VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space);
|
||||
IMGUI_IMPL_API VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count);
|
||||
IMGUI_IMPL_API VkPhysicalDevice ImGui_ImplVulkanH_SelectPhysicalDevice(VkInstance instance);
|
||||
IMGUI_IMPL_API uint32_t ImGui_ImplVulkanH_SelectQueueFamilyIndex(VkPhysicalDevice physical_device);
|
||||
IMGUI_IMPL_API int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_mode);
|
||||
IMGUI_IMPL_API ImGui_ImplVulkanH_Window* ImGui_ImplVulkanH_GetWindowDataFromViewport(ImGuiViewport* viewport); // Access to Vulkan objects associated with a viewport (e.g to export a screenshot)
|
||||
|
||||
// Helper structure to hold the data needed by one rendering frame
|
||||
// (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.)
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
// dear imgui: Renderer for WebGPU
|
||||
// This needs to be used along with a Platform Binding (e.g. GLFW)
|
||||
// (Please note that WebGPU is currently experimental, will not run on non-beta browsers, and may break.)
|
||||
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL2, SDL3)
|
||||
// (Please note that WebGPU is a recent API, may not be supported by all browser, and its ecosystem is generally a mess)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID/ImTextureRef!
|
||||
@@ -10,6 +10,8 @@
|
||||
// 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.
|
||||
// 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:
|
||||
@@ -20,6 +22,8 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 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)
|
||||
// 2025-02-26: 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)
|
||||
@@ -47,22 +51,21 @@
|
||||
|
||||
#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
|
||||
#include "imgui_impl_wgpu.h"
|
||||
#include <limits.h>
|
||||
#include <webgpu/webgpu.h>
|
||||
#include <stdio.h>
|
||||
|
||||
// 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)
|
||||
#error Exactly one of IMGUI_IMPL_WEBGPU_BACKEND_DAWN or IMGUI_IMPL_WEBGPU_BACKEND_WGPU must be defined!
|
||||
#endif
|
||||
|
||||
// This condition is true when it's built with EMSCRIPTEN using -sUSE_WEBGPU=1 flag (deprecated from 4.0.10)
|
||||
// This condition is false for all other 3 cases: WGPU-Native, DAWN-Native or DAWN-EMSCRIPTEN (using --use-port=emdawnwebgpu flag)
|
||||
#if defined(__EMSCRIPTEN__) && defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
|
||||
#define IMGUI_IMPL_WEBGPU_BACKEND_WGPU_EMSCRIPTEN
|
||||
#endif
|
||||
|
||||
#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
|
||||
// Dawn renamed WGPUProgrammableStageDescriptor to WGPUComputeState (see: https://github.com/webgpu-native/webgpu-headers/pull/413)
|
||||
@@ -260,7 +263,7 @@ static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModule(const c
|
||||
{
|
||||
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
|
||||
|
||||
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
|
||||
#if !defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU_EMSCRIPTEN)
|
||||
WGPUShaderSourceWGSL wgsl_desc = {};
|
||||
wgsl_desc.chain.sType = WGPUSType_ShaderSourceWGSL;
|
||||
wgsl_desc.code = { wgsl_source, WGPU_STRLEN };
|
||||
@@ -271,12 +274,12 @@ static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModule(const c
|
||||
#endif
|
||||
|
||||
WGPUShaderModuleDescriptor desc = {};
|
||||
desc.nextInChain = reinterpret_cast<WGPUChainedStruct*>(&wgsl_desc);
|
||||
desc.nextInChain = (WGPUChainedStruct*)&wgsl_desc;
|
||||
|
||||
WGPUProgrammableStageDescriptor stage_desc = {};
|
||||
stage_desc.module = wgpuDeviceCreateShaderModule(bd->wgpuDevice, &desc);
|
||||
|
||||
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
|
||||
#if !defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU_EMSCRIPTEN)
|
||||
stage_desc.entryPoint = { "main", WGPU_STRLEN };
|
||||
#else
|
||||
stage_desc.entryPoint = "main";
|
||||
@@ -399,9 +402,10 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
|
||||
WGPUBufferDescriptor vb_desc =
|
||||
{
|
||||
nullptr,
|
||||
#if !defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU_EMSCRIPTEN)
|
||||
{ "Dear ImGui Vertex buffer", WGPU_STRLEN, },
|
||||
#else
|
||||
"Dear ImGui Vertex buffer",
|
||||
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
|
||||
WGPU_STRLEN,
|
||||
#endif
|
||||
WGPUBufferUsage_CopyDst | WGPUBufferUsage_Vertex,
|
||||
MEMALIGN(fr->VertexBufferSize * sizeof(ImDrawVert), 4),
|
||||
@@ -426,9 +430,10 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
|
||||
WGPUBufferDescriptor ib_desc =
|
||||
{
|
||||
nullptr,
|
||||
#if !defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU_EMSCRIPTEN)
|
||||
{ "Dear ImGui Index buffer", WGPU_STRLEN, },
|
||||
#else
|
||||
"Dear ImGui Index buffer",
|
||||
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
|
||||
WGPU_STRLEN,
|
||||
#endif
|
||||
WGPUBufferUsage_CopyDst | WGPUBufferUsage_Index,
|
||||
MEMALIGN(fr->IndexBufferSize * sizeof(ImDrawIdx), 4),
|
||||
@@ -534,19 +539,18 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
|
||||
|
||||
static void ImGui_ImplWGPU_DestroyTexture(ImTextureData* tex)
|
||||
{
|
||||
ImGui_ImplWGPU_Texture* backend_tex = (ImGui_ImplWGPU_Texture*)tex->BackendUserData;
|
||||
if (backend_tex == nullptr)
|
||||
return;
|
||||
if (ImGui_ImplWGPU_Texture* backend_tex = (ImGui_ImplWGPU_Texture*)tex->BackendUserData)
|
||||
{
|
||||
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);
|
||||
wgpuTextureViewRelease(backend_tex->TextureView);
|
||||
wgpuTextureRelease(backend_tex->Texture);
|
||||
IM_DELETE(backend_tex);
|
||||
|
||||
// Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
|
||||
tex->SetTexID(ImTextureID_Invalid);
|
||||
// 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);
|
||||
tex->BackendUserData = nullptr;
|
||||
}
|
||||
|
||||
void ImGui_ImplWGPU_UpdateTexture(ImTextureData* tex)
|
||||
@@ -562,7 +566,7 @@ void ImGui_ImplWGPU_UpdateTexture(ImTextureData* tex)
|
||||
|
||||
// Create texture
|
||||
WGPUTextureDescriptor tex_desc = {};
|
||||
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
|
||||
#if !defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU_EMSCRIPTEN)
|
||||
tex_desc.label = { "Dear ImGui Texture", WGPU_STRLEN };
|
||||
#else
|
||||
tex_desc.label = "Dear ImGui Texture";
|
||||
@@ -607,7 +611,7 @@ 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!
|
||||
// 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)
|
||||
#if !defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU_EMSCRIPTEN)
|
||||
WGPUTexelCopyTextureInfo dst_view = {};
|
||||
#else
|
||||
WGPUImageCopyTexture dst_view = {};
|
||||
@@ -616,7 +620,7 @@ void ImGui_ImplWGPU_UpdateTexture(ImTextureData* tex)
|
||||
dst_view.mipLevel = 0;
|
||||
dst_view.origin = { (uint32_t)upload_x, (uint32_t)upload_y, 0 };
|
||||
dst_view.aspect = WGPUTextureAspect_All;
|
||||
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
|
||||
#if !defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU_EMSCRIPTEN)
|
||||
WGPUTexelCopyBufferLayout layout = {};
|
||||
#else
|
||||
WGPUTextureDataLayout layout = {};
|
||||
@@ -638,9 +642,10 @@ static void ImGui_ImplWGPU_CreateUniformBuffer()
|
||||
WGPUBufferDescriptor ub_desc =
|
||||
{
|
||||
nullptr,
|
||||
#if !defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU_EMSCRIPTEN)
|
||||
{ "Dear ImGui Uniform buffer", WGPU_STRLEN, },
|
||||
#else
|
||||
"Dear ImGui Uniform buffer",
|
||||
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
|
||||
WGPU_STRLEN,
|
||||
#endif
|
||||
WGPUBufferUsage_CopyDst | WGPUBufferUsage_Uniform,
|
||||
MEMALIGN(sizeof(Uniforms), 16),
|
||||
@@ -753,7 +758,7 @@ bool ImGui_ImplWGPU_CreateDeviceObjects()
|
||||
// Create depth-stencil State
|
||||
WGPUDepthStencilState depth_stencil_state = {};
|
||||
depth_stencil_state.format = bd->depthStencilFormat;
|
||||
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
|
||||
#if !defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU_EMSCRIPTEN)
|
||||
depth_stencil_state.depthWriteEnabled = WGPUOptionalBool_False;
|
||||
#else
|
||||
depth_stencil_state.depthWriteEnabled = false;
|
||||
@@ -835,14 +840,18 @@ bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info)
|
||||
// Setup backend capabilities flags
|
||||
ImGui_ImplWGPU_Data* bd = IM_NEW(ImGui_ImplWGPU_Data)();
|
||||
io.BackendRendererUserData = (void*)bd;
|
||||
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN)
|
||||
#if defined(__EMSCRIPTEN__)
|
||||
io.BackendRendererName = "imgui_impl_webgpu_emscripten";
|
||||
#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN)
|
||||
io.BackendRendererName = "imgui_impl_webgpu_dawn";
|
||||
#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
|
||||
io.BackendRendererName = "imgui_impl_webgpu_wgpu";
|
||||
io.BackendRendererName = "imgui_impl_wgpu (Dawn, Emscripten)"; // compiled & linked using EMSCRIPTEN with "--use-port=emdawnwebgpu" flag
|
||||
#else
|
||||
io.BackendRendererName = "imgui_impl_webgpu";
|
||||
io.BackendRendererName = "imgui_impl_wgpu (Dawn, Native)";
|
||||
#endif
|
||||
#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
|
||||
#if defined(__EMSCRIPTEN__)
|
||||
io.BackendRendererName = "imgui_impl_wgpu (WGPU, Emscripten)"; // linked using EMSCRIPTEN with "-sUSE_WEBGPU=1" flag, deprecated from EMSCRIPTEN 4.0.10
|
||||
#else
|
||||
io.BackendRendererName = "imgui_impl_wgpu (WGPU, Native)";
|
||||
#endif
|
||||
#endif
|
||||
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.
|
||||
@@ -882,6 +891,7 @@ void ImGui_ImplWGPU_Shutdown()
|
||||
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
|
||||
ImGui_ImplWGPU_InvalidateDeviceObjects();
|
||||
delete[] bd->pFrameResources;
|
||||
@@ -894,6 +904,7 @@ void ImGui_ImplWGPU_Shutdown()
|
||||
io.BackendRendererName = nullptr;
|
||||
io.BackendRendererUserData = nullptr;
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
|
||||
platform_io.ClearRendererHandlers();
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
@@ -905,6 +916,173 @@ void ImGui_ImplWGPU_NewFrame()
|
||||
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)
|
||||
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)
|
||||
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 <Cocoa/Cocoa.h>
|
||||
#include <QuartzCore/CAMetalLayer.h>
|
||||
#endif
|
||||
|
||||
WGPUSurface ImGui_ImplWGPU_CreateWGPUSurfaceHelper(ImGui_ImplWGPU_CreateSurfaceInfo* info)
|
||||
{
|
||||
WGPUSurfaceDescriptor surface_descriptor = {};
|
||||
WGPUSurface surface = {};
|
||||
#if defined(__APPLE__)
|
||||
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
|
||||
#error "Unsupported WebGPU native platform!"
|
||||
#endif
|
||||
return surface;
|
||||
}
|
||||
#endif // #ifndef __EMSCRIPTEN__
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
|
||||
@@ -1,11 +1,14 @@
|
||||
// dear imgui: Renderer for WebGPU
|
||||
// This needs to be used along with a Platform Binding (e.g. GLFW)
|
||||
// (Please note that WebGPU is currently experimental, will not run on non-beta browsers, and may break.)
|
||||
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL2, SDL3)
|
||||
// (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),
|
||||
// one of IMGUI_IMPL_WEBGPU_BACKEND_DAWN or IMGUI_IMPL_WEBGPU_BACKEND_WGPU must be provided.
|
||||
// When targeting native platforms:
|
||||
// - One of IMGUI_IMPL_WEBGPU_BACKEND_DAWN or IMGUI_IMPL_WEBGPU_BACKEND_WGPU *must* be provided.
|
||||
// When targeting Emscripten:
|
||||
// - We now defaults to IMGUI_IMPL_WEBGPU_BACKEND_DAWN is Emscripten version is 4.0.10+, which correspond to using Emscripten '--use-port=emdawnwebgpu'.
|
||||
// - 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.
|
||||
// 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_WGPU
|
||||
|
||||
@@ -29,12 +32,25 @@
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
#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>
|
||||
#if (__EMSCRIPTEN_major__ >= 4) && (__EMSCRIPTEN_minor__ >= 0) && (__EMSCRIPTEN_tiny__ >= 10)
|
||||
#define IMGUI_IMPL_WEBGPU_BACKEND_DAWN
|
||||
#else
|
||||
#define IMGUI_IMPL_WEBGPU_BACKEND_WGPU
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#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()
|
||||
struct ImGui_ImplWGPU_InitInfo
|
||||
{
|
||||
WGPUDevice Device;
|
||||
WGPUDevice Device = nullptr;
|
||||
int NumFramesInFlight = 3;
|
||||
WGPUTextureFormat RenderTargetFormat = WGPUTextureFormat_Undefined;
|
||||
WGPUTextureFormat DepthStencilFormat = WGPUTextureFormat_Undefined;
|
||||
@@ -70,4 +86,38 @@ struct ImGui_ImplWGPU_RenderState
|
||||
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) && !defined(__EMSCRIPTEN__)
|
||||
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
|
||||
|
||||
@@ -23,6 +23,9 @@
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2025-10-19: 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.
|
||||
// 2025-06-02: [Docking] WM_DPICHANGED also apply io.ConfigDpiScaleViewports for main viewport instead of letting it be done by application code.
|
||||
// 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.
|
||||
@@ -186,6 +189,7 @@ static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc)
|
||||
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)
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasParentViewport; // We can honor viewport->ParentViewportId by applying the corresponding parent/child relationship at platform levle (optional)
|
||||
|
||||
bd->hWnd = (HWND)hwnd;
|
||||
bd->TicksPerSecond = perf_frequency;
|
||||
@@ -245,6 +249,7 @@ void ImGui_ImplWin32_Shutdown()
|
||||
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
|
||||
::SetPropA(bd->hWnd, "IMGUI_CONTEXT", nullptr);
|
||||
ImGui_ImplWin32_ShutdownMultiViewportSupport();
|
||||
@@ -257,7 +262,8 @@ void ImGui_ImplWin32_Shutdown()
|
||||
|
||||
io.BackendPlatformName = nullptr;
|
||||
io.BackendPlatformUserData = nullptr;
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport);
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport | ImGuiBackendFlags_HasParentViewport);
|
||||
platform_io.ClearPlatformHandlers();
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
@@ -1114,11 +1120,10 @@ static void ImGui_ImplWin32_GetWin32StyleFromViewportFlags(ImGuiViewportFlags fl
|
||||
*out_ex_style |= WS_EX_TOPMOST;
|
||||
}
|
||||
|
||||
static HWND ImGui_ImplWin32_GetHwndFromViewportID(ImGuiID viewport_id)
|
||||
static HWND ImGui_ImplWin32_GetHwndFromViewport(ImGuiViewport* viewport)
|
||||
{
|
||||
if (viewport_id != 0)
|
||||
if (ImGuiViewport* viewport = ImGui::FindViewportByID(viewport_id))
|
||||
return (HWND)viewport->PlatformHandle;
|
||||
if (viewport != nullptr)
|
||||
return (HWND)viewport->PlatformHandle;
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
@@ -1129,7 +1134,7 @@ static void ImGui_ImplWin32_CreateWindow(ImGuiViewport* viewport)
|
||||
|
||||
// Select style and parent window
|
||||
ImGui_ImplWin32_GetWin32StyleFromViewportFlags(viewport->Flags, &vd->DwStyle, &vd->DwExStyle);
|
||||
vd->HwndParent = ImGui_ImplWin32_GetHwndFromViewportID(viewport->ParentViewportId);
|
||||
vd->HwndParent = ImGui_ImplWin32_GetHwndFromViewport(viewport->ParentViewport);
|
||||
|
||||
// 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) };
|
||||
@@ -1192,7 +1197,7 @@ static void ImGui_ImplWin32_UpdateWindow(ImGuiViewport* viewport)
|
||||
|
||||
// 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);
|
||||
HWND new_parent = ImGui_ImplWin32_GetHwndFromViewport(viewport->ParentViewport);
|
||||
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).
|
||||
|
||||
@@ -100,6 +100,7 @@ List of Renderer Backends:
|
||||
List of high-level Frameworks Backends (combining Platform + Renderer):
|
||||
|
||||
imgui_impl_allegro5.cpp
|
||||
imgui_impl_null.cpp
|
||||
|
||||
Emscripten is also supported!
|
||||
The SDL2+GL, SDL3+GL, GLFW+GL and GLFW+WebGPU examples are all ready to build and run with Emscripten.
|
||||
@@ -182,6 +183,7 @@ The Platform backends in impl_impl_XXX.cpp files contain many implementations.
|
||||
- `ImGuiBackendFlags_HasSetMousePos`: supports io.WantSetMousePos requests to reposition the OS mouse position (only used if io.ConfigNavMoveSetMousePos is set).
|
||||
- `ImGuiBackendFlags_PlatformHasViewports` supports multiple viewports. (multi-viewports only)
|
||||
- `ImGuiBackendFlags_HasMouseHoveredViewport` supports calling io.AddMouseViewportEvent() with the viewport under the mouse. IF POSSIBLE, ignore viewports with the ImGuiViewportFlags_NoInputs flag. If this cannot be done, Dear ImGui needs to use a flawed heuristic to find the viewport under mouse position, as it doesn't know about foreign windows. (multi-viewports only)
|
||||
- `ImGuiBackendFlags_HasParentViewport` supports honoring viewport->ParentViewportId value, by applying the corresponding parent/child relation at the Platform level.
|
||||
|
||||
**In your `ImGui_ImplXXX_NewFrame()` function:**
|
||||
- Set `io.DeltaTime` to the time elapsed (in seconds) since last frame.
|
||||
|
||||
@@ -35,6 +35,323 @@ HOW TO UPDATE?
|
||||
and API updates have been a little more frequent lately. They are documented below and in imgui.cpp and should not affect all users.
|
||||
- Please report any issue!
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.92.5 (Released 2025-11-20)
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.92.5
|
||||
|
||||
Breaking Changes:
|
||||
|
||||
- Keys: commented out legacy names which were obsoleted in 1.89.0 (August 2022).
|
||||
- ImGuiKey_ModCtrl --> ImGuiMod_Ctrl
|
||||
- ImGuiKey_ModShift --> ImGuiMod_Shift
|
||||
- ImGuiKey_ModAlt --> ImGuiMod_Alt
|
||||
- ImGuiKey_ModSuper --> ImGuiMod_Super
|
||||
- IO: commented out legacy io.ClearInputCharacters() obsoleted in 1.89.8 (Aug 2023).
|
||||
Using io.ClearInputKeys() is enough.
|
||||
- BeginChild: commented out legacy names which were obsoleted in 1.90.0 (Nov 2023),
|
||||
1.90.9 (July 2024), 1.91.1 (August 2024). (#462, #7687)
|
||||
- ImGuiChildFlags_Border --> ImGuiChildFlags_Borders
|
||||
- ImGuiWindowFlags_NavFlattened --> ImGuiChildFlags_NavFlattened (moved to ImGuiChildFlags).
|
||||
- ImGuiWindowFlags_AlwaysUseWindowPadding --> ImGuiChildFlags_AlwaysUseWindowPadding (moved to ImGuiChildFlags).
|
||||
So:
|
||||
- BeginChild(name, size, 0, ImGuiWindowFlags_NavFlattened) --> BeginChild(name, size, ImGuiChildFlags_NavFlattened, 0)
|
||||
- BeginChild(name, size, 0, ImGuiWindowFlags_AlwaysUseWindowPadding) --> BeginChild(name, size, ImGuiChildFlags_AlwaysUseWindowPadding, 0)
|
||||
- Commented out legacy SetItemAllowOverlap() obsoleted in 1.89.7: this never worked right.
|
||||
Use SetNextItemAllowOverlap() _before_ item instead.
|
||||
|
||||
Other Changes:
|
||||
|
||||
- Windows:
|
||||
- Config flag io.ConfigWindowsMoveFromTitleBarOnly is now latched during
|
||||
Begin(), effectively allowing to change the value on a per-window basis.
|
||||
(although there is a better internal mechanism for it).
|
||||
- Fixed single-axis auto-sizing (via double-clicking a border or passing
|
||||
0.0f on one axis of SetNextWindowSize() call) to take account of remaining
|
||||
scrollbar on the other axis. (#9060)
|
||||
- Fixed an issue where repeated calls to SetNextWindowSize() using 0.0f
|
||||
to auto-size on a given axis would keep marking ini settings as dirty.
|
||||
- Tables:
|
||||
- Fixed a bug where nesting BeginTable()->Begin()->BeginTable() would
|
||||
result in temporarily incorrect state, which would lead to bugs to side effects
|
||||
in various locations, e.g. GetContentRegionAvail() calls or using clipper. (#9005)
|
||||
EndTable() was mistakenly restoring a wrong current table.
|
||||
- Angled headers: fixed an auto-resize feedback loop that could
|
||||
affect tables with empty non-resizing columns using angled headers, making
|
||||
them typically flicker back and forth between +0 and +1 pixels.
|
||||
- Disabled: fixed a bug when a previously enabled item that got nav focus
|
||||
and then turns disabled could still be activated using keyboard. (#9036)
|
||||
- InputText:
|
||||
- When buffer is not resizable, trying to paste contents that cannot
|
||||
fit will now truncate text to nearest UTF-8 codepoint boundaries,
|
||||
instead of completely ignoring the paste. (#9029)
|
||||
- Avoid continuously overwriting ownership of ImGuiKey_Enter/_KeypadEnter
|
||||
keys in order to allow e.g. external Shortcut override behavior. (#9004)
|
||||
- When using a callback to reduce/manipulate the value of BufTextLen,
|
||||
we do not require anymore that CursorPos be clamped by user code. (#9029)
|
||||
- Fixed an assert when using ImGuiInputTextFlags_ReadOnly and making
|
||||
underlying contents shorter while text is selected. (#9069, #3237)
|
||||
(regression from 1.92.3)
|
||||
- InputTextMultiline: fixed a crash when using ImGuiInputTextFlags_WordWrap and
|
||||
resizing the parent window while keeping the multi-line field active (which is
|
||||
most typically achieved when resizing programmatically or via a docking layout
|
||||
reacting to a platform window resize). (#3237, #9007) [@anton-kl, @ocornut]
|
||||
- Nav:
|
||||
- Reworked PageUp/PageDown logic to pick same-page top/bottom page based
|
||||
on inner rectangle rather than clipping rectangle, ensuring consistent
|
||||
(but occasionally less practical) navigation result when a window is
|
||||
partially out of screen. (#787)
|
||||
- Improved/clarified behavior when requesting PageUp/PageDown from a
|
||||
focused item which is outside of visible boundaries: now ends up one
|
||||
page away from focused item. (#9079)
|
||||
- Clipper: fixed an issue when using up/down from an item outside of
|
||||
visible bound and using the clipper. (#9079)
|
||||
- Fonts:
|
||||
- Calling ImFontAtlas::Clear() mid-frame without re-adding a font will
|
||||
lead to a more explicit crash.
|
||||
- Textures:
|
||||
- Fixed an issue preventing multi-contexts from using each others' fonts
|
||||
if context 2 runs after context 1's Render() function. (#9039)
|
||||
- MultiSelect: added ImGuiMultiSelectFlags_NoSelectOnRightClick to disable default
|
||||
right-click processing, which selects item on mouse down and is designed for
|
||||
context-menus. (#8200, #9015)
|
||||
- Groups: fixed an issue reporting IsItemEdited() signal after EndGroup() when
|
||||
triggered by some widgets e.g. Checkbox(), Selectable() and many others, which
|
||||
cleared ActiveId at the same time as editing. (#9028)
|
||||
Note that IsItemDeactivatedAfterEdit() was not affected, only IsItemEdited().
|
||||
- Misc: standardized casing of keyboard mods in comments and demo, showing
|
||||
as e.g. "Ctrl" instead of "CTRL".
|
||||
- CI: Added Dear ImGui Test Suite to CI builds. [@rokups]
|
||||
- Drag and Drop:
|
||||
- Added ImGuiDragDropFlags_AcceptDrawAsHovered to make accepting item render
|
||||
as hovered, which can allow using e.g. Button() as drop target. (#8632)
|
||||
- Pressing Escape while carrying a payload automatically cancel the
|
||||
active drag and drop. (#9071)
|
||||
- Style: added ImGuiCol_DragDropTargetBg, style.DragDropTargetRounding,
|
||||
style.DragDropTargetBorderSize and style.DragDropTargetPadding to configure
|
||||
the drop target highlight. (#9056) [@aaronkirkham]
|
||||
- Demo: About Box: emit infos to convey when IM_ASSERT() macro is disabled,
|
||||
- so users don't miss out on programming errors being reported.
|
||||
- so it is included in config/build info submitted in new GitHub Issues.
|
||||
- Debug Tools:
|
||||
- Fixed DebugTextEncoding() potentially reading out of bounds when
|
||||
provided a trailing truncated UTF-8 sequence.
|
||||
- Metrics: fixed table and columns rect highlight from display when
|
||||
debug/metrics window is not in the same viewport as the table.
|
||||
- Backends:
|
||||
- NULL: added imgui_impl_null platform/renderer backend.
|
||||
This is designed if you need to run e.g. context with no input or no ouput.
|
||||
- GLFW: fixed building on Linux platforms where Wayland headers
|
||||
are not available. (#9024, #8969, #8921, #8920) [@jagot]
|
||||
- GLFW: lower minimum requirement from GLFW 3.1 to GLFW 3.0. Though
|
||||
a recent version e.g GLFW 3.4 is highly recommended! (#9055) [@Clownacy]
|
||||
- GLFW: fixed last `ImGui_ImplGlfw_Shutdown()` not immediately clearing the context
|
||||
map, which would be detected by leak trackers. (#9075, #8676, #8239, #8069) [@erincatto]
|
||||
- SDL3: fixed Platform_OpenInShellFn() return value (the return value
|
||||
was unused in core but might be used by a direct caller). (#9027) [@achabense]
|
||||
- SDL3: fixed an issue with missing characters events when an already active text
|
||||
field changes viewports. (#9054)
|
||||
- Vulkan: added IMGUI_IMPL_VULKAN_VOLK_FILENAME to configure path to
|
||||
Volk (default to "volk.h"). (#9008, #7722, #6582, #4854) [@mwlasiuk]
|
||||
- WebGPU: update to compile with Dawn and Emscripten's 4.0.10+
|
||||
'--use-port=emdawnwebgpu' ports. (#8381, #8898, #7435) [@brutpitt, @trbabb]
|
||||
When using Emscripten 4.0.10+, backend now defaults to IMGUI_IMPL_WEBGPU_BACKEND_DAWN
|
||||
instead of IMGUI_IMPL_WEBGPU_BACKEND_WGPU, if neither are specified.
|
||||
- WebGPU: added various internal/optional helpers to wrap some of the
|
||||
Dawn/WGPU/Emscripten debacle quirks: (#8381) [@brutpitt]
|
||||
- ImGui_ImplWGPU_CreateWGPUSurfaceHelper().
|
||||
- ImGui_ImplWGPU_IsSurfaceStatusError(), ImGui_ImplWGPU_IsSurfaceStatusSubOptimal().
|
||||
- ImGui_ImplWGPU_DebugPrintAdapterInfo(),
|
||||
- ImGui_ImplWGPU_GetBackendTypeName(), ImGui_ImplWGPU_GetAdapterTypeName(),
|
||||
ImGui_ImplWGPU_GetDeviceLostReasonName(), ImGui_ImplWGPU_GetErrorTypeName(),
|
||||
ImGui_ImplWGPU_GetLogLevelName().
|
||||
- Win32: Revert 1.92.4 change of comparing dwPacketNumber, which prevents
|
||||
refreshing accurate gamepad info after focus-out + io.ClearInputKeys(). (#8556)
|
||||
- Examples:
|
||||
- NULL: update examples_null to use imgui_impl_null (which is a bit overengineering
|
||||
but somehow consistent).
|
||||
- GLFW+WebGPU: update example for latest specs, to work on Emscripten 4.0.10+,
|
||||
latest Dawn-Native and WGPU-Native. (#8381, #8567, #8191, #7435) [@brutpitt]
|
||||
- GLFW+WebGPU: removed unnecessary ImGui_ImplWGPU_InvalidateDeviceObjects() call
|
||||
during surface resize. (#8381)
|
||||
- SDL2+WebGPU: added new example (Emscripten + native Dawn/WGPU). (#8381) [@brutpitt]
|
||||
- SDL3+WebGPU: added new example (Emscripten + native Dawn/WGPU). (#8381) [@brutpitt]
|
||||
- Win32+OpenGL3: enable DPI awareness. (#9083)
|
||||
|
||||
Docking+Viewports Branch:
|
||||
|
||||
- Docking, Style: fixed per-window ImGuiCol_UnsavedMarker changes not being latched
|
||||
by docked windows. (#8983, #9064)
|
||||
- Docking: fixed crash loading certain form of invalid .ini settings (e.g. nodes
|
||||
referring to a missing parent, duplicate nodes id). (#9070)
|
||||
- Docking: added io.ConfigDockingNoDockingOver helper config flag to prevent
|
||||
merging windows into a same tab-bar.
|
||||
- Examples:
|
||||
- SDL2+DX11, SDL3+DX11, Win32+DX10, Win32+DX11: fixed one resource leak
|
||||
from the use of MakeWindowAssociation() in 1.92.4. (#9010, #4350) [@o-3-o]
|
||||
- Backends:
|
||||
- DirectX12: Fixed an issue in synchronization logic improving rendering
|
||||
throughput for secondary viewports. (#9025, #8961)
|
||||
- Vulkan: handle viewport surface creation failure without crashing. (#9068) [@zentia]
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.92.4 (Released 2025-10-14)
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.92.4
|
||||
|
||||
Breaking Changes:
|
||||
|
||||
- Viewports: for consistency with other config flags, renamed
|
||||
io.ConfigViewportPlatformFocusSetsImGuiFocus
|
||||
to io.ConfigViewportsPlatformFocusSetsImGuiFocus. (#6299, #6462)
|
||||
It was really a typo in the first place, and introduced in 1.92.2.
|
||||
- Backends:
|
||||
- TreeNode, Selectable, Clipper: commented out legacy names obsoleted in
|
||||
1.89.7 (July 2023) and 1.89.9 (Sept 2023):
|
||||
ImGuiTreeNodeFlags_AllowItemOverlap --> ImGuiTreeNodeFlags_AllowOverlap
|
||||
ImGuiSelectableFlags_AllowItemOverlap --> ImGuiSelectableFlags_AllowOverlap
|
||||
ImGuiListClipper::IncludeRangeByIndices() --> ImGuiListClipper::IncludeItemsByIndex()
|
||||
- Vulkan: moved some fields in ImGui_ImplVulkan_InitInfo:
|
||||
init_info.RenderPass --> init_info.PipelineInfoMain.RenderPass
|
||||
init_info.Subpass --> init_info.PipelineInfoMain.Subpass
|
||||
init_info.MSAASamples --> init_info.PipelineInfoMain.MSAASamples
|
||||
init_info.PipelineRenderingCreateInfo --> init_info.PipelineInfoMain.PipelineRenderingCreateInfo
|
||||
It makes things more consistent and was desirable to introduce new settings for
|
||||
secondary viewports. (#8946, #8110, #8111, #8686) [@ocornut, @SuperRonan, @sylmroz]
|
||||
- Vulkan: renamed ImGui_ImplVulkan_MainPipelineCreateInfo --> ImGui_ImplVulkan_PipelineInfo
|
||||
(introduced very recently and only used by `ImGui_ImplVulkan_CreateMainPipeline()`
|
||||
so it should not affect many users). (#8110, #8111)
|
||||
- Vulkan: helper ImGui_ImplVulkanH_CreateOrResizeWindow() added a
|
||||
`VkImageUsageFlags image_usage` argument.
|
||||
It was previously hardcoded to `VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT` and defaults
|
||||
to that when the value is 0. In theory the function is an internal helper but
|
||||
since it's used by our examples some may have used it. (#8946, #8111, #8686)
|
||||
|
||||
Other Changes:
|
||||
|
||||
- Windows: added lower-right resize grip on child windows using both
|
||||
ImGuiChildFlags_ResizeX and ImGuiChildFlags_ResizeY flags. (#8501) [@aleksijuvani]
|
||||
The grip is not visible before hovering to reduce clutter.
|
||||
- Style: added ImGuiCol_UnsavedMarker, color of the unsaved document marker when
|
||||
using ImGuiWindowFlags_UnsavedDocument/ImGuiTabItemFlags_UnsavedDocument. (#8983)
|
||||
- IO: added ImGuiPlatformIO::ClearPlatformHandlers(), ClearRendererHandlers()
|
||||
helpers to null all handlers. (#8945, #2769)
|
||||
- Inputs:
|
||||
- Shortcuts: added support for combining ImGuiInputFlags_RouteFocused
|
||||
(which is the default route) with ImGuiInputFlags_RouteOverActive, allowing
|
||||
to steal shortcuts from active item without using global routing. (#9004)
|
||||
- InputText:
|
||||
- Fixed single-line InputText() not applying fine character clipping
|
||||
properly (regression in 1.92.3). (#8967) [@Cyphall]
|
||||
- Fixed an infinite loop error happening if a custom input text
|
||||
callback modifies/clear BufTextLen before calling InsertChars().
|
||||
(regression from 1.92.3). Note that this never really worked correctly, but
|
||||
previously it would only temporary wreck cursor position, and since 1.92.3 it
|
||||
would go in an infinite loop. (#8994, #3237)
|
||||
- Textures:
|
||||
- Fixed a crash if texture status is set to ImTextureStatus_WantDestroy by a backend
|
||||
after it had already been destroyed. This would typically happen when calling
|
||||
ImGui_ImplXXXX_InvalidateDeviceObjects() helpers twice in a row. (#8977, #8811)
|
||||
- Allowed backend to destroy texture while inside the NewFrame/EndFrame
|
||||
scope. Basically if a backend decide to destroy a texture that we didn't request
|
||||
to destroy (for e.g. freeing resources) the texture is immediately set to
|
||||
a ImTextureStatus_WantCreate status again. (#8811)
|
||||
- Fixed an issue preventing multi-contexts sharing a ImFontAtlas from
|
||||
being possible to destroy in any order.
|
||||
- Fixed not updating ImTextureData's RefCount when destroying a context
|
||||
using a shared ImFontAtlas, leading standard backends to not properly
|
||||
free texture resources. (#8975) [@icrashstuff]
|
||||
- Demo: fixed layout issue in "Layout & Scrolling -> Scrolling" section.
|
||||
- Misc: Relaxed internal assert in MarkItemEdited() to allow for more use cases. (#8997)
|
||||
- Misc: Debuggers: added type formatters for the LLDB debuggers (e.g. Xcode,
|
||||
Android Studio & more) to provide nicer display for ImVec2, ImVec4, ImVector etc.
|
||||
See misc/debuggers/ for details. (#8950) [@mentlerd]
|
||||
- CI: updated Windows CI scripts to generate/use VulkanSDK. (#8925, #8778) [@yaz0r]
|
||||
- Docs: updated FAQ with new "What is the difference between Dear ImGui and
|
||||
traditional UI toolkits?" entry. (#8862)
|
||||
- Backends:
|
||||
- All backends call ImGuiPlatformIO::ClearPlatformHandlers() and
|
||||
ClearRendererHandlers() on shutdown, so as not to leave function pointers
|
||||
which may be dangling when using backend in e.g. DLL. (#8945, #2769)
|
||||
- DirectX12: reuse a command list and allocator for texture uploads instead
|
||||
of recreating them each time. (#8963, #8465) [@RT2Code]
|
||||
- DirectX12: Rework synchronization logic. (#8961) [@RT2Code]
|
||||
(presumably fixes old hard-to-repro crash issues such as #3463, #5018)
|
||||
- DirectX12: Reuse texture upload buffer and grow it only when
|
||||
necessary. (#9002) [@RT2Code]
|
||||
- DirectX12: Enable swapchain tearing if available. (#8965) [@RT2Code]
|
||||
- OpenGL3: fixed GL loader to work on Haiku OS which does not support
|
||||
`RTLD_NOLOAD`. (#8952) [@Xottab-DUTY, @threedeyes]
|
||||
- GLFW: fixed build on platform that are neither Windows, macOS or
|
||||
known Unixes (Regression in 1.92.3). (#8969, #8920, #8921) [@oktonion]
|
||||
- SDL2,SDL3: avoid using the SDL_GetGlobalMouseState() path when one of our
|
||||
window is hovered, as the event data is reliable and enough in this case.
|
||||
- Fix mouse coordinates issue in fullscreen apps with macOS notch. (#7919, #7786)
|
||||
- Essentially a workaround for SDL3 bug which will be fixed in SDL 3.3.0.
|
||||
- Better perf on X11 as querying global position requires a round trip to X11 server.
|
||||
- Win32: minor optimization not submitting gamepad io again if
|
||||
XInput's dwPacketNumber has not changed. (#8556) [@MidTerm-CN]
|
||||
- Vulkan: added a way to specify custom shaders by filling init fields
|
||||
CustomShaderVertCreateInfo and CustomShaderFragCreateInfo. (#8585, #8271) [@johan0A]
|
||||
- DX9,DX10,DX11,DX12,Metal,Vulkan,WGPU,SDLRenderer2,SDLRenderer3:
|
||||
ensure that a texture in ImTextureStatus_WantDestroy state always turn to
|
||||
ImTextureStatus_Destroyed even if your underlying graphics data was already
|
||||
destroyed. (#8977)
|
||||
- Examples:
|
||||
- SDL2+DirectX11: Try WARP software driver if hardware driver is
|
||||
not available. (#5924, #5562)
|
||||
- SDL3+DirectX11: Added SDL3+DirectX11 example. (#8956, #8957) [@tomaz82]
|
||||
- Win32+DirectX12: Rework synchronization logic. (#8961) [@RT2Code]
|
||||
- Made examples's main.cpp consistent with returning 1 on error.
|
||||
|
||||
Docking+Viewports Branch:
|
||||
|
||||
- Nav, Docking, Selection: Fixed tab change from reinitializing navigation state,
|
||||
which would erroneously clear selection when using ImGuiSelectableFlags_SelectOnNav
|
||||
or clear multi-selection when not using ImGuiMultiSelectFlags_NoAutoSelect. (#8997)
|
||||
- Nav: Fixed a crash that could occur when opening a popup following the processing
|
||||
of a global shortcut while no windows were focused (the fix done in 1.92.3 was
|
||||
incomplete for docking branch).
|
||||
- Viewports:
|
||||
- Added ImGuiBackendFlags_HasParentViewport backend flag for
|
||||
backend to specify if it can honor the `viewport->ParentViewport`/`ParentViewportId`
|
||||
value by applying the corresponding parent/child relation at the Platform level. (#8948)
|
||||
- SDL3, Win32 backends: supported.
|
||||
- SDL2, GLFW, OSX backends: unsupported.
|
||||
- Fixed a bug where ImGuiWindowFlags_NoBringToFrontOnFocus would effectively
|
||||
be ignored when windows first appear and viewports are enabled. (#7008) [@jshofmann]
|
||||
- Changed default value of io.ConfigViewportsNoDefaultParent to true. (#8948)
|
||||
- Fixed an issue inferring Z-order when attempting to merge a viewport
|
||||
back in the the main/hosting viewport. (#8948)
|
||||
Note that for GLFW/SDL2/OSX backends, which do not support honoring ParentViewportID.
|
||||
Setting io.ConfigViewportsNoDefaultParent=true will align imgui's expectation
|
||||
with what the backend does.
|
||||
- Storing `ImGuiViewport* ParentViewport` pointer along with ParentViewportID.
|
||||
- ImGui::DestroyContext() does not call DestroyPlatformWindows() anymore at it
|
||||
is assumed to be unnecessary as backends should have done it and we check that
|
||||
backends have been shutdown since 1.90.4. Changed into asserts. (#7175, #8945)
|
||||
- Backends:
|
||||
- DirectX10, DirectX11, DirectX12: Disabled DXGI's Alt+Enter default behavior on
|
||||
secondary viewports managed by the backend. (#4350) [@PathogenDavid]
|
||||
- DirectX10, DirectX11: avoid ImGui_ImplXXXX_SwapBuffers() handlers for secondary
|
||||
viewports crashing if SwapChain could not be created.
|
||||
- Vulkan: Added a way to configure secondary viewport pipeline creation by
|
||||
setting init_info.PipelineInfoForViewports fields. (#8946, #8110, #8111, #8686)
|
||||
- Vulkan: Added a way to configure secondary viewport swapchain VkImageUsageFlags
|
||||
to e.g. capture rendering. (#8946, #8940) [@olivier-gerard, @ocornut]
|
||||
Usage example: `init_info.PipelineInfoForViewports.SwapChainImageUsage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_TRANSFER_SRC_BIT;`
|
||||
- Vulkan: pipeline created for secondary viewport automatically match
|
||||
surface format. (#8686) [@sylmroz]
|
||||
- Vulkan: Added ImGui_ImplVulkanH_GetWindowDataFromViewport() accessor/helper. (#8946, #8940) [@olivier-gerard]
|
||||
- Docs: improve docking API comments and demo. (#9000)
|
||||
- Examples: DX10, DX11: Disabled DXGI's Alt+Enter default behavior in examples.
|
||||
Applications are free to leave this enabled, but it does not work properly with
|
||||
multiple viewports. (#4350, #8979) [@PathogenDavid]
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.92.3 (Released 2025-09-17)
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
@@ -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.)
|
||||
|
||||
[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
|
||||
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>
|
||||
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.
|
||||
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>
|
||||
SDL2 + DirectX11 example, Windows only. <BR>
|
||||
@@ -149,8 +151,17 @@ SDL2 (Win32, Mac, Linux, etc.) + Vulkan example. <BR>
|
||||
This is quite long and tedious, because: Vulkan. <BR>
|
||||
For this example, the main.cpp file exceptionally use helpers function from imgui_impl_vulkan.h/cpp.
|
||||
|
||||
[example_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). <BR>
|
||||
SDL3 + Metal example, Mac only. <BR>
|
||||
= main.cpp + imgui_impl_sdl3.cpp + imgui_impl_metal.mm <BR>
|
||||
|
||||
[example_sdl3_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl3_opengl3/) <BR>
|
||||
@@ -173,6 +184,11 @@ SDL3 (Win32, Mac, Linux, etc.) + Vulkan example. <BR>
|
||||
This is quite long and tedious, because: Vulkan. <BR>
|
||||
For this example, the main.cpp file exceptionally use helpers function from imgui_impl_vulkan.h/cpp.
|
||||
|
||||
[example_sdl3_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>
|
||||
DirectX9 example, Windows only. <BR>
|
||||
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx9.cpp
|
||||
|
||||
55
docs/FAQ.md
55
docs/FAQ.md
@@ -13,6 +13,7 @@ or view this file with any Markdown viewer.
|
||||
:---------------------------------------------------------- |
|
||||
| [Where is the documentation?](#q-where-is-the-documentation) |
|
||||
| [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) |
|
||||
| **Q&A: Integration** |
|
||||
| **[How to get started?](#q-how-to-get-started)** |
|
||||
@@ -75,6 +76,60 @@ 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?
|
||||
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.
|
||||
|
||||
|
||||
@@ -107,22 +107,26 @@ Reading the changelogs is a good way to keep up to date with the things Dear ImG
|
||||
|
||||
### 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`.
|
||||
- [Web version of the demo](https://pthom.github.io/imgui_manual_online/manual/imgui_manual.html) courtesy of [@pthom](https://github.com/pthom).
|
||||
- [Screenshot of the demo](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v167/v167-misc.png).
|
||||
|
||||
You should be able to build the examples from sources. If you don't, let us know! If you want to have a quick look at some Dear ImGui features, you can download Windows binaries of the demo app here:
|
||||
- [imgui-demo-binaries-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).
|
||||
|
||||
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!**
|
||||
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/bindings (in repository):
|
||||
Officially maintained backends (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.
|
||||
@@ -130,7 +134,7 @@ Officially maintained backends/bindings (in repository):
|
||||
[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.
|
||||
- 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:
|
||||
- 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).
|
||||
|
||||
@@ -351,7 +351,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
|
||||
- examples: window minimize, maximize (#583)
|
||||
- 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: 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)
|
||||
|
||||
@@ -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).
|
||||
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),
|
||||
run and refer to ImGui::ShowDemoWindow() in imgui_demo.cpp for the end-user API.
|
||||
|
||||
@@ -239,7 +239,7 @@ static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface
|
||||
|
||||
// Create SwapChain, RenderPass, Framebuffer, etc.
|
||||
IM_ASSERT(g_MinImageCount >= 2);
|
||||
ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, width, height, g_MinImageCount);
|
||||
ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, width, height, g_MinImageCount, 0);
|
||||
}
|
||||
|
||||
static void CleanupVulkan()
|
||||
@@ -423,12 +423,12 @@ int main(int, char**)
|
||||
init_info.Queue = g_Queue;
|
||||
init_info.PipelineCache = g_PipelineCache;
|
||||
init_info.DescriptorPool = g_DescriptorPool;
|
||||
init_info.RenderPass = wd->RenderPass;
|
||||
init_info.Subpass = 0;
|
||||
init_info.MinImageCount = g_MinImageCount;
|
||||
init_info.ImageCount = wd->ImageCount;
|
||||
init_info.MSAASamples = VK_SAMPLE_COUNT_1_BIT;
|
||||
init_info.Allocator = g_Allocator;
|
||||
init_info.PipelineInfoMain.RenderPass = wd->RenderPass;
|
||||
init_info.PipelineInfoMain.Subpass = 0;
|
||||
init_info.PipelineInfoMain.MSAASamples = VK_SAMPLE_COUNT_1_BIT;
|
||||
init_info.CheckVkResultFn = check_vk_result;
|
||||
ImGui_ImplVulkan_Init(&init_info);
|
||||
|
||||
@@ -469,7 +469,7 @@ int main(int, char**)
|
||||
if (fb_width > 0 && fb_height > 0 && (g_SwapChainRebuild || g_MainWindowData.Width != fb_width || g_MainWindowData.Height != fb_height))
|
||||
{
|
||||
ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount);
|
||||
ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, &g_MainWindowData, g_QueueFamily, g_Allocator, fb_width, fb_height, g_MinImageCount);
|
||||
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_SwapChainRebuild = false;
|
||||
}
|
||||
|
||||
@@ -6,18 +6,30 @@
|
||||
# * build/Debug/example_glfw_wgpu[.exe]
|
||||
# * build/example_glfw_wgpu[.exe]
|
||||
|
||||
# Building for desktop (WGPU-Native) 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/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 ReadMe.md
|
||||
# 3. cmake --build build
|
||||
# 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)
|
||||
|
||||
set(IMGUI_EXECUTABLE example_glfw_wgpu)
|
||||
|
||||
if(NOT CMAKE_BUILD_TYPE)
|
||||
set(CMAKE_BUILD_TYPE Debug CACHE STRING "" FORCE)
|
||||
set(CMAKE_BUILD_TYPE Debug CACHE STRING "" FORCE)
|
||||
endif()
|
||||
|
||||
set(CMAKE_CXX_STANDARD 17) # Dawn requires C++17
|
||||
@@ -25,93 +37,179 @@ set(CMAKE_CXX_STANDARD 17) # Dawn requires C++17
|
||||
# Dear ImGui
|
||||
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
|
||||
${IMGUI_DIR}/imgui_widgets.cpp
|
||||
)
|
||||
|
||||
if(EMSCRIPTEN)
|
||||
if(EMSCRIPTEN_VERSION VERSION_GREATER_EQUAL "3.1.57")
|
||||
set(IMGUI_EMSCRIPTEN_GLFW3 "--use-port=contrib.glfw3" CACHE STRING "Choose between --use-port=contrib.glfw3 and -sUSE_GLFW=3 for GLFW implementation (default to --use-port=contrib.glfw3)")
|
||||
else()
|
||||
# cannot use contrib.glfw3 prior to 3.1.57
|
||||
set(IMGUI_EMSCRIPTEN_GLFW3 "-sUSE_GLFW=3" CACHE STRING "Use -sUSE_GLFW=3 for GLFW implementation" FORCE)
|
||||
endif()
|
||||
set(LIBRARIES glfw)
|
||||
add_compile_options(-sDISABLE_EXCEPTION_CATCHING=1 -DIMGUI_DISABLE_FILE_FUNCTIONS=1)
|
||||
if(NOT IMGUI_EMSCRIPTEN_WEBGPU_FLAG) # if IMGUI_EMSCRIPTEN_WEBGPU_FLAG not used, set by current EMSCRIPTEN version
|
||||
if(EMSCRIPTEN_VERSION VERSION_GREATER_EQUAL "4.0.10")
|
||||
set(IMGUI_EMSCRIPTEN_WEBGPU_FLAG "--use-port=emdawnwebgpu" CACHE STRING "Choose between --use-port=emdawnwebgpu (Dawn implementation of EMSCRIPTEN) and -sUSE_WEBGPU=1 (WGPU implementation of EMSCRIPTEN, deprecated in 4.0.10): default to --use-port=emdawnwebgpu for EMSCRIPTEN >= 4.0.10")
|
||||
else()
|
||||
set(IMGUI_EMSCRIPTEN_WEBGPU_FLAG "-sUSE_WEBGPU=1" CACHE STRING "Use -sUSE_WEBGPU=1 for EMSCRIPTEN WGPU implementation")
|
||||
endif()
|
||||
else() # if IMGUI_EMSCRIPTEN_WEBGPU_FLAG used, check correct version
|
||||
if(EMSCRIPTEN_VERSION VERSION_LESS "4.0.10" AND "${IMGUI_EMSCRIPTEN_WEBGPU_FLAG}" MATCHES "emdawnwebgpu")
|
||||
# it's necessary EMSCRIPTEN >= v4.0.10 (although "--use-port=path/to/emdawnwebgpu.port.py" is supported/tested from v4.0.8)
|
||||
message(FATAL_ERROR "emdawnwebgpu needs EMSCRIPTEN version >= 4.0.10")
|
||||
endif()
|
||||
endif()
|
||||
|
||||
if(EMSCRIPTEN_VERSION VERSION_GREATER_EQUAL "3.1.57")
|
||||
set(IMGUI_EMSCRIPTEN_GLFW3 "--use-port=contrib.glfw3" CACHE STRING "Choose between --use-port=contrib.glfw3 and -sUSE_GLFW=3 for GLFW implementation (default to --use-port=contrib.glfw3)")
|
||||
else() # cannot use contrib.glfw3 prior to 3.1.57
|
||||
set(IMGUI_EMSCRIPTEN_GLFW3 "-sUSE_GLFW=3" CACHE STRING "Use -sUSE_GLFW=3 for GLFW implementation" FORCE)
|
||||
endif()
|
||||
|
||||
set(LIBRARIES glfw)
|
||||
add_compile_options(-sDISABLE_EXCEPTION_CATCHING=1 -DIMGUI_DISABLE_FILE_FUNCTIONS=1)
|
||||
else() # Native/Desktop build
|
||||
# Check DAWN/WGPU directory
|
||||
if(NOT IMGUI_DAWN_DIR AND NOT IMGUI_WGPU_DIR) # if it's Native/Desktop build, IMGUI_DAWN_DIR or IMGUI_WGPU_DIR must be specified
|
||||
message(FATAL_ERROR "Please specify the Dawn or WGPU base directory")
|
||||
endif()
|
||||
|
||||
if(IMGUI_DAWN_DIR AND IMGUI_WGPU_DIR) # both IMGUI_DAWN_DIR and IMGUI_WGPU_DIR cannot be set
|
||||
message(FATAL_ERROR "Please specify only one between Dawn / WGPU 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) # DAWN-Native build options
|
||||
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 ${OS_LIBRARIES})
|
||||
else()
|
||||
set(IMGUI_DAWN_DIR CACHE PATH "Path to Dawn repository")
|
||||
|
||||
option(DAWN_FETCH_DEPENDENCIES "Use fetch_dawn_dependencies.py as an alternative to using depot_tools" ON)
|
||||
set(DAWN_BUILD_MONOLITHIC_LIBRARY "STATIC" CACHE STRING "Build monolithic library: SHARED, STATIC, or OFF.")
|
||||
|
||||
option(DAWN_USE_GLFW OFF) # disable buildin GLFW in DAWN when we use SDL2 / SDL3
|
||||
|
||||
# Dawn builds many things by default - disable things we don't need
|
||||
option(DAWN_BUILD_SAMPLES "Enables building Dawn's samples" OFF)
|
||||
option(TINT_BUILD_CMD_TOOLS "Build the Tint command line tools" OFF)
|
||||
option(TINT_BUILD_DOCS "Build documentation" OFF)
|
||||
option(TINT_BUILD_TESTS "Build tests" OFF)
|
||||
if(NOT APPLE)
|
||||
option(TINT_BUILD_MSL_WRITER "Build the MSL output writer" OFF)
|
||||
endif()
|
||||
if(WIN32)
|
||||
option(DAWN_FORCE_SYSTEM_COMPONENT_LOAD "Allow system component fallback" ON)
|
||||
option(TINT_BUILD_SPV_READER "Build the SPIR-V input reader" OFF)
|
||||
option(TINT_BUILD_WGSL_READER "Build the WGSL input reader" ON)
|
||||
option(TINT_BUILD_GLSL_WRITER "Build the GLSL output writer" OFF)
|
||||
option(TINT_BUILD_GLSL_VALIDATOR "Build the GLSL output validator" OFF)
|
||||
option(TINT_BUILD_SPV_WRITER "Build the SPIR-V output writer" ON)
|
||||
option(TINT_BUILD_WGSL_WRITER "Build the WGSL output writer" ON)
|
||||
endif()
|
||||
# check if WAYLAND is the current Session Type and enable DAWN_USE_WAYLAND Wayland option @compile time
|
||||
# You can override this using: cmake -DDAWN_USE_WAYLAND=X (X = ON | OFF)
|
||||
if(LINUX)
|
||||
if($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()
|
||||
else() # WGPU-Native build options
|
||||
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} ${OS_LIBRARIES})
|
||||
endif()
|
||||
endif()
|
||||
|
||||
add_executable(${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(${IMGUI_EXECUTABLE} PUBLIC /W4) # warning level 4
|
||||
else()
|
||||
# Dawn wgpu desktop
|
||||
set(DAWN_FETCH_DEPENDENCIES ON)
|
||||
set(IMGUI_DAWN_DIR CACHE PATH "Path to Dawn repository")
|
||||
if (NOT IMGUI_DAWN_DIR)
|
||||
message(FATAL_ERROR "Please specify the Dawn repository by setting IMGUI_DAWN_DIR")
|
||||
endif()
|
||||
|
||||
option(DAWN_FETCH_DEPENDENCIES "Use fetch_dawn_dependencies.py as an alternative to using depot_tools" ON)
|
||||
|
||||
# Dawn builds many things by default - disable things we don't need
|
||||
option(DAWN_BUILD_SAMPLES "Enables building Dawn's samples" OFF)
|
||||
option(TINT_BUILD_CMD_TOOLS "Build the Tint command line tools" OFF)
|
||||
option(TINT_BUILD_DOCS "Build documentation" OFF)
|
||||
option(TINT_BUILD_TESTS "Build tests" OFF)
|
||||
if (NOT APPLE)
|
||||
option(TINT_BUILD_MSL_WRITER "Build the MSL output writer" OFF)
|
||||
endif()
|
||||
if(WIN32)
|
||||
option(TINT_BUILD_SPV_READER "Build the SPIR-V input reader" OFF)
|
||||
option(TINT_BUILD_WGSL_READER "Build the WGSL input reader" ON)
|
||||
option(TINT_BUILD_GLSL_WRITER "Build the GLSL output writer" OFF)
|
||||
option(TINT_BUILD_GLSL_VALIDATOR "Build the GLSL output validator" OFF)
|
||||
option(TINT_BUILD_SPV_WRITER "Build the SPIR-V output writer" OFF)
|
||||
option(TINT_BUILD_WGSL_WRITER "Build the WGSL output writer" ON)
|
||||
endif()
|
||||
|
||||
add_subdirectory("${IMGUI_DAWN_DIR}" "${CMAKE_CURRENT_BINARY_DIR}/dawn" EXCLUDE_FROM_ALL)
|
||||
|
||||
set(LIBRARIES webgpu_dawn webgpu_cpp webgpu_glfw glfw)
|
||||
target_compile_options(${IMGUI_EXECUTABLE} PUBLIC -Wall) # -Wextra -Wpedantic
|
||||
endif()
|
||||
|
||||
add_executable(example_glfw_wgpu
|
||||
main.cpp
|
||||
# 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(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
|
||||
)
|
||||
# In this example IMGUI_IMPL_WEBGPU_BACKEND_DAWN / IMGUI_IMPL_WEBGPU_BACKEND_WGPU internal define is set according to:
|
||||
# EMSCRIPTEN: by used FLAG
|
||||
# --use-port=emdawnwebgpu --> IMGUI_IMPL_WEBGPU_BACKEND_DAWN defined
|
||||
# -sUSE_WEBGPU=1 --> IMGUI_IMPL_WEBGPU_BACKEND_WGPU defined
|
||||
# NATIVE: by used SDK installation directory
|
||||
# if IMGUI_DAWN_DIR is valid --> IMGUI_IMPL_WEBGPU_BACKEND_DAWN defined
|
||||
# if IMGUI_WGPU_DIR is valid --> IMGUI_IMPL_WEBGPU_BACKEND_WGPU defined
|
||||
|
||||
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(${IMGUI_EXECUTABLE} INTERFACE webgpu_cpp)
|
||||
endif()
|
||||
else()
|
||||
target_compile_definitions(${IMGUI_EXECUTABLE} PUBLIC "IMGUI_IMPL_WEBGPU_BACKEND_WGPU")
|
||||
target_include_directories(${IMGUI_EXECUTABLE} PUBLIC ${IMGUI_WGPU_DIR}/include)
|
||||
endif()
|
||||
target_link_libraries(${IMGUI_EXECUTABLE} PUBLIC ${LIBRARIES})
|
||||
|
||||
# Emscripten settings
|
||||
if(EMSCRIPTEN)
|
||||
if("${IMGUI_EMSCRIPTEN_GLFW3}" STREQUAL "--use-port=contrib.glfw3")
|
||||
target_compile_options(example_glfw_wgpu PUBLIC
|
||||
"${IMGUI_EMSCRIPTEN_GLFW3}"
|
||||
else() # Emscripten settings
|
||||
set(CMAKE_EXECUTABLE_SUFFIX ".html")
|
||||
|
||||
if("${IMGUI_EMSCRIPTEN_GLFW3}" STREQUAL "--use-port=contrib.glfw3")
|
||||
target_compile_options(${IMGUI_EXECUTABLE} PUBLIC "${IMGUI_EMSCRIPTEN_GLFW3}")
|
||||
endif()
|
||||
message(STATUS "Using ${IMGUI_EMSCRIPTEN_GLFW3} GLFW implementation")
|
||||
|
||||
if("${IMGUI_EMSCRIPTEN_WEBGPU_FLAG}" MATCHES "emdawnwebgpu")
|
||||
target_compile_options(${IMGUI_EXECUTABLE} PUBLIC "${IMGUI_EMSCRIPTEN_WEBGPU_FLAG}")
|
||||
target_compile_definitions(${IMGUI_EXECUTABLE} PUBLIC "IMGUI_IMPL_WEBGPU_BACKEND_DAWN")
|
||||
else()
|
||||
target_compile_definitions(${IMGUI_EXECUTABLE} PUBLIC "IMGUI_IMPL_WEBGPU_BACKEND_WGPU")
|
||||
endif()
|
||||
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()
|
||||
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" $<TARGET_FILE_DIR:example_glfw_wgpu>
|
||||
)
|
||||
set_target_properties(${IMGUI_EXECUTABLE} PROPERTIES OUTPUT_NAME "index")
|
||||
endif()
|
||||
|
||||
@@ -6,8 +6,8 @@
|
||||
# This Makefile assumes you have loaded emscripten's environment.
|
||||
# (On Windows, you may need to execute emsdk_env.bat or encmdprompt.bat ahead)
|
||||
#
|
||||
# Running `make` will produce three files:
|
||||
# - web/index.html (current stored in the repository)
|
||||
# Running `make -f Makefile.emscripten` will produce three files:
|
||||
# - web/index.html
|
||||
# - web/index.js
|
||||
# - web/index.wasm
|
||||
#
|
||||
@@ -16,7 +16,7 @@
|
||||
CC = emcc
|
||||
CXX = em++
|
||||
WEB_DIR = web
|
||||
EXE = $(WEB_DIR)/index.js
|
||||
EXE = $(WEB_DIR)/index.html
|
||||
IMGUI_DIR = ../..
|
||||
SOURCES = main.cpp
|
||||
SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
|
||||
@@ -34,8 +34,19 @@ EMS =
|
||||
# ("EMS" options gets added to both CPPFLAGS and LDFLAGS, whereas some options are for linker only)
|
||||
# Note: For glfw, we use emscripten-glfw port (contrib.glfw3) instead of (-s USE_GLFW=3) to get a better support for High DPI displays.
|
||||
EMS += -s DISABLE_EXCEPTION_CATCHING=1 --use-port=contrib.glfw3
|
||||
LDFLAGS += -s USE_WEBGPU=1
|
||||
LDFLAGS += -s WASM=1 -s ALLOW_MEMORY_GROWTH=1 -s NO_EXIT_RUNTIME=0 -s ASSERTIONS=1
|
||||
LDFLAGS += -s WASM=1
|
||||
LDFLAGS += -s ALLOW_MEMORY_GROWTH=1
|
||||
LDFLAGS += -s ASYNCIFY=1
|
||||
LDFLAGS += -s NO_EXIT_RUNTIME=0
|
||||
LDFLAGS += -s ASSERTIONS=1
|
||||
|
||||
# (1) Using legacy WebGPU implementation (Emscripten < 4.0.10)
|
||||
#EMS += -DIMGUI_IMPL_WEBGPU_BACKEND_WGPU
|
||||
#LDFLAGS += -s USE_WEBGPU=1
|
||||
|
||||
# or (2) Using newer Dawn-based WebGPU port (Emscripten >= 4.0.10)
|
||||
EMS += --use-port=emdawnwebgpu
|
||||
LDFLAGS += --use-port=emdawnwebgpu
|
||||
|
||||
# Build as single file (binary text encoded in .html file)
|
||||
#LDFLAGS += -sSINGLE_FILE
|
||||
@@ -60,7 +71,7 @@ endif
|
||||
CPPFLAGS += -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
|
||||
#CPPFLAGS += -g
|
||||
CPPFLAGS += -Wall -Wformat -Os $(EMS)
|
||||
#LDFLAGS += --shell-file shell_minimal.html
|
||||
LDFLAGS += --shell-file ../libs/emscripten/shell_minimal.html
|
||||
LDFLAGS += $(EMS)
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
@@ -1,4 +1,145 @@
|
||||
## 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 uses `-sUSE_WEBGPU=1` flag to build
|
||||
- it set `IMGUI_IMPL_WEBGPU_BACKEND_WGPU` compiler define
|
||||
|
||||
#### Generate Emscripten forcing `-sUSE_WEBGPU=1` deprecated flag even with EMS >= 4.0.10
|
||||
- `emcmake cmake -G Ninja -DIMGUI_EMSCRIPTEN_WEBGPU_FLAG="-sUSE_WEBGPU=1" -B where_to_build_dir`
|
||||
- it set `IMGUI_IMPL_WEBGPU_BACKEND_WGPU` compiler define
|
||||
|
||||
#### 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** bulder):
|
||||
- `-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
|
||||
|
||||
@@ -10,6 +151,8 @@
|
||||
|
||||
- Requires recent Emscripten as WGPU is still a work-in-progress API.
|
||||
|
||||
---
|
||||
|
||||
## How to Run
|
||||
|
||||
To run on a local machine:
|
||||
|
||||
@@ -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.
|
||||
// - Dawn is used as a WebGPU implementation on desktop.
|
||||
|
||||
@@ -12,54 +12,47 @@
|
||||
#include "imgui_impl_glfw.h"
|
||||
#include "imgui_impl_wgpu.h"
|
||||
#include <stdio.h>
|
||||
|
||||
#ifdef __EMSCRIPTEN__
|
||||
#include <emscripten.h>
|
||||
#include <emscripten/html5.h>
|
||||
#include <emscripten/html5_webgpu.h>
|
||||
#else
|
||||
#include <webgpu/webgpu_glfw.h>
|
||||
#endif
|
||||
|
||||
#include <stdlib.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.
|
||||
#ifdef __EMSCRIPTEN__
|
||||
#include <emscripten.h>
|
||||
#include <emscripten/html5.h>
|
||||
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
|
||||
#include <emscripten/html5_webgpu.h>
|
||||
#endif
|
||||
#include "../libs/emscripten/emscripten_mainloop_stub.h"
|
||||
#endif
|
||||
|
||||
// Global WebGPU required states
|
||||
static WGPUInstance wgpu_instance = nullptr;
|
||||
static WGPUDevice wgpu_device = nullptr;
|
||||
static WGPUSurface wgpu_surface = nullptr;
|
||||
static WGPUTextureFormat wgpu_preferred_fmt = WGPUTextureFormat_RGBA8Unorm;
|
||||
static WGPUSwapChain wgpu_swap_chain = nullptr;
|
||||
static int wgpu_swap_chain_width = 1280;
|
||||
static int wgpu_swap_chain_height = 800;
|
||||
#include <webgpu/webgpu.h>
|
||||
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN)
|
||||
#include <webgpu/webgpu_cpp.h>
|
||||
#endif
|
||||
|
||||
// Data
|
||||
static WGPUInstance wgpu_instance = nullptr;
|
||||
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
|
||||
static bool InitWGPU(GLFWwindow* window);
|
||||
static void CreateSwapChain(int width, int height);
|
||||
static bool InitWGPU(GLFWwindow* window);
|
||||
static WGPUSurface CreateWGPUSurface(const WGPUInstance& instance, GLFWwindow* window);
|
||||
|
||||
static void glfw_error_callback(int error, const char* 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 = "";
|
||||
switch (error_type)
|
||||
{
|
||||
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);
|
||||
wgpu_surface_configuration.width = wgpu_surface_width = width;
|
||||
wgpu_surface_configuration.height = wgpu_surface_height = height;
|
||||
wgpuSurfaceConfigure(wgpu_surface, &wgpu_surface_configuration);
|
||||
}
|
||||
|
||||
// Main code
|
||||
@@ -72,19 +65,23 @@ int main(int, char**)
|
||||
// Make sure GLFW does not initialize any graphics context.
|
||||
// This needs to be done explicitly later.
|
||||
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 *= main_scale;
|
||||
wgpu_surface_height *= main_scale;
|
||||
GLFWwindow* window = glfwCreateWindow(wgpu_surface_width, wgpu_surface_height, "Dear ImGui GLFW+WebGPU example", nullptr, nullptr);
|
||||
if (window == nullptr)
|
||||
return 1;
|
||||
|
||||
// Initialize the WebGPU environment
|
||||
if (!InitWGPU(window))
|
||||
{
|
||||
if (window)
|
||||
glfwDestroyWindow(window);
|
||||
glfwDestroyWindow(window);
|
||||
glfwTerminate();
|
||||
return 1;
|
||||
}
|
||||
CreateSwapChain(wgpu_swap_chain_width, wgpu_swap_chain_height);
|
||||
|
||||
glfwShowWindow(window);
|
||||
|
||||
// Setup Dear ImGui context
|
||||
@@ -99,6 +96,11 @@ int main(int, char**)
|
||||
ImGui::StyleColorsDark();
|
||||
//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. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose)
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplGlfw_InitForOther(window, true);
|
||||
#ifdef __EMSCRIPTEN__
|
||||
@@ -107,7 +109,7 @@ int main(int, char**)
|
||||
ImGui_ImplWGPU_InitInfo init_info;
|
||||
init_info.Device = wgpu_device;
|
||||
init_info.NumFramesInFlight = 3;
|
||||
init_info.RenderTargetFormat = wgpu_preferred_fmt;
|
||||
init_info.RenderTargetFormat = wgpu_surface_configuration.format;
|
||||
init_info.DepthStencilFormat = WGPUTextureFormat_Undefined;
|
||||
ImGui_ImplWGPU_Init(&init_info);
|
||||
|
||||
@@ -118,15 +120,14 @@ int main(int, char**)
|
||||
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
|
||||
// - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author!
|
||||
// - 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.
|
||||
//io.Fonts->AddFontDefault();
|
||||
// - 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;
|
||||
//io.Fonts->AddFontDefault();
|
||||
#ifndef IMGUI_DISABLE_FILE_FUNCTIONS
|
||||
//io.Fonts->AddFontFromFileTTF("fonts/segoeui.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("fonts/DroidSans.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("fonts/Roboto-Medium.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("fonts/Cousine-Regular.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("fonts/ProggyTiny.ttf");
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("fonts/ArialUni.ttf");
|
||||
//IM_ASSERT(font != nullptr);
|
||||
#endif
|
||||
@@ -161,11 +162,24 @@ int main(int, char**)
|
||||
// React to changes in screen size
|
||||
int 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();
|
||||
CreateSwapChain(width, height);
|
||||
ImGui_ImplWGPU_CreateDeviceObjects();
|
||||
fprintf(stderr, "Unrecoverable Surface Texture status=%#.8x\n", surface_texture.status);
|
||||
abort();
|
||||
}
|
||||
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
|
||||
@@ -213,17 +227,21 @@ int main(int, char**)
|
||||
// Rendering
|
||||
ImGui::Render();
|
||||
|
||||
#ifndef __EMSCRIPTEN__
|
||||
// Tick needs to be called in Dawn to display validation errors
|
||||
wgpuDeviceTick(wgpu_device);
|
||||
#endif
|
||||
WGPUTextureViewDescriptor view_desc = {};
|
||||
view_desc.format = wgpu_surface_configuration.format;
|
||||
view_desc.dimension = WGPUTextureViewDimension_2D ;
|
||||
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 = {};
|
||||
color_attachments.depthSlice = WGPU_DEPTH_SLICE_UNDEFINED;
|
||||
color_attachments.loadOp = WGPULoadOp_Clear;
|
||||
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.view = wgpuSwapChainGetCurrentTextureView(wgpu_swap_chain);
|
||||
color_attachments.view = texture_view;
|
||||
|
||||
WGPURenderPassDescriptor render_pass_desc = {};
|
||||
render_pass_desc.colorAttachmentCount = 1;
|
||||
@@ -239,14 +257,16 @@ int main(int, char**)
|
||||
|
||||
WGPUCommandBufferDescriptor cmd_buffer_desc = {};
|
||||
WGPUCommandBuffer cmd_buffer = wgpuCommandEncoderFinish(encoder, &cmd_buffer_desc);
|
||||
WGPUQueue queue = wgpuDeviceGetQueue(wgpu_device);
|
||||
wgpuQueueSubmit(queue, 1, &cmd_buffer);
|
||||
wgpuQueueSubmit(wgpu_queue, 1, &cmd_buffer);
|
||||
|
||||
#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
|
||||
|
||||
wgpuTextureViewRelease(color_attachments.view);
|
||||
#endif
|
||||
wgpuTextureViewRelease(texture_view);
|
||||
wgpuRenderPassEncoderRelease(pass);
|
||||
wgpuCommandEncoderRelease(encoder);
|
||||
wgpuCommandBufferRelease(cmd_buffer);
|
||||
@@ -260,92 +280,298 @@ int main(int, char**)
|
||||
ImGui_ImplGlfw_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
|
||||
wgpuSurfaceUnconfigure(wgpu_surface);
|
||||
wgpuSurfaceRelease(wgpu_surface);
|
||||
wgpuQueueRelease(wgpu_queue);
|
||||
wgpuDeviceRelease(wgpu_device);
|
||||
wgpuInstanceRelease(wgpu_instance);
|
||||
|
||||
glfwDestroyWindow(window);
|
||||
glfwTerminate();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
#ifndef __EMSCRIPTEN__
|
||||
static WGPUAdapter RequestAdapter(WGPUInstance instance)
|
||||
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN)
|
||||
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)
|
||||
*(WGPUAdapter*)(pUserData) = adapter;
|
||||
else
|
||||
printf("Could not get WebGPU adapter: %s\n", message);
|
||||
};
|
||||
WGPUAdapter adapter;
|
||||
wgpuInstanceRequestAdapter(instance, nullptr, onAdapterRequestEnded, (void*)&adapter);
|
||||
return adapter;
|
||||
if (status != wgpu::RequestAdapterStatus::Success)
|
||||
{
|
||||
printf("Failed to get an adapter: %s\n", message.data);
|
||||
return;
|
||||
}
|
||||
acquired_adapter = std::move(adapter);
|
||||
};
|
||||
|
||||
// Synchronously (wait until) acquire Adapter
|
||||
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();
|
||||
}
|
||||
|
||||
static WGPUDevice RequestDevice(wgpu::Instance& instance, wgpu::Adapter& adapter)
|
||||
{
|
||||
// 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); }
|
||||
);
|
||||
|
||||
wgpu::Device acquired_device;
|
||||
auto onRequestDevice = [&](wgpu::RequestDeviceStatus status, wgpu::Device local_device, wgpu::StringView message)
|
||||
{
|
||||
if (status != wgpu::RequestDeviceStatus::Success)
|
||||
{
|
||||
printf("Failed to get an device: %s\n", message.data);
|
||||
return;
|
||||
}
|
||||
acquired_device = std::move(local_device);
|
||||
};
|
||||
|
||||
// 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)
|
||||
#ifdef __EMSCRIPTEN__
|
||||
// Adapter and device initialization via JS
|
||||
EM_ASYNC_JS( void, getAdapterAndDeviceViaJS, (),
|
||||
{
|
||||
if (!navigator.gpu)
|
||||
throw Error("WebGPU not supported.");
|
||||
const adapter = await navigator.gpu.requestAdapter();
|
||||
const device = await adapter.requestDevice();
|
||||
Module.preinitializedWebGPUDevice = device;
|
||||
} );
|
||||
#else // __EMSCRIPTEN__
|
||||
static void handle_request_adapter(WGPURequestAdapterStatus status, WGPUAdapter adapter, WGPUStringView message, void* userdata1, void* 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)
|
||||
{
|
||||
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;
|
||||
WGPURequestAdapterCallbackInfo adapterCallbackInfo = {};
|
||||
adapterCallbackInfo.callback = handle_request_adapter;
|
||||
adapterCallbackInfo.userdata1 = &local_adapter;
|
||||
|
||||
wgpuInstanceRequestAdapter(instance, &adapter_options, adapterCallbackInfo);
|
||||
IM_ASSERT(local_adapter && "Error on Adapter request");
|
||||
return local_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);
|
||||
return device;
|
||||
WGPUDevice local_device;
|
||||
WGPURequestDeviceCallbackInfo deviceCallbackInfo = {};
|
||||
deviceCallbackInfo.callback = handle_request_device;
|
||||
deviceCallbackInfo.userdata1 = &local_device;
|
||||
wgpuAdapterRequestDevice(adapter, nullptr, deviceCallbackInfo);
|
||||
IM_ASSERT(local_device && "Error on Device request");
|
||||
return local_device;
|
||||
}
|
||||
#endif
|
||||
#endif // __EMSCRIPTEN__
|
||||
#endif // IMGUI_IMPL_WEBGPU_BACKEND_WGPU
|
||||
|
||||
static bool InitWGPU(GLFWwindow* window)
|
||||
{
|
||||
wgpu::Instance instance = wgpuCreateInstance(nullptr);
|
||||
WGPUTextureFormat preferred_fmt = WGPUTextureFormat_Undefined; // acquired from SurfaceCapabilities
|
||||
|
||||
#ifdef __EMSCRIPTEN__
|
||||
wgpu_device = emscripten_webgpu_get_device();
|
||||
if (!wgpu_device)
|
||||
return false;
|
||||
#else
|
||||
WGPUAdapter adapter = RequestAdapter(instance.Get());
|
||||
if (!adapter)
|
||||
return false;
|
||||
wgpu_device = RequestDevice(adapter);
|
||||
#endif
|
||||
// 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__
|
||||
wgpu::SurfaceDescriptorFromCanvasHTMLSelector html_surface_desc = {};
|
||||
html_surface_desc.selector = "#canvas";
|
||||
wgpu::EmscriptenSurfaceSourceCanvasHTMLSelector canvas_desc = {};
|
||||
canvas_desc.selector = "#canvas";
|
||||
|
||||
wgpu::SurfaceDescriptor surface_desc = {};
|
||||
surface_desc.nextInChain = &html_surface_desc;
|
||||
wgpu::Surface surface = instance.CreateSurface(&surface_desc);
|
||||
|
||||
wgpu::Adapter adapter = {};
|
||||
wgpu_preferred_fmt = (WGPUTextureFormat)surface.GetPreferredFormat(adapter);
|
||||
surface_desc.nextInChain = &canvas_desc;
|
||||
wgpu_surface = instance.CreateSurface(&surface_desc).MoveToCHandle();
|
||||
#else
|
||||
wgpu::Surface surface = wgpu::glfw::CreateSurfaceForWindow(instance, window);
|
||||
if (!surface)
|
||||
return false;
|
||||
wgpu_preferred_fmt = WGPUTextureFormat_BGRA8Unorm;
|
||||
wgpu_surface = CreateWGPUSurface(instance.Get(), window);
|
||||
#endif
|
||||
if (!wgpu_surface)
|
||||
return false;
|
||||
|
||||
// Moving Dawn objects into WGPU handles
|
||||
wgpu_instance = instance.MoveToCHandle();
|
||||
wgpu_surface = surface.MoveToCHandle();
|
||||
|
||||
wgpuDeviceSetUncapturedErrorCallback(wgpu_device, wgpu_error_callback, nullptr);
|
||||
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)
|
||||
wgpu_instance = wgpuCreateInstance(nullptr);
|
||||
|
||||
#ifdef __EMSCRIPTEN__
|
||||
getAdapterAndDeviceViaJS();
|
||||
|
||||
wgpu_device = emscripten_webgpu_get_device();
|
||||
IM_ASSERT(wgpu_device != nullptr && "Error creating the Device");
|
||||
|
||||
WGPUSurfaceDescriptorFromCanvasHTMLSelector html_surface_desc = {};
|
||||
html_surface_desc.chain.sType = WGPUSType_SurfaceDescriptorFromCanvasHTMLSelector;
|
||||
html_surface_desc.selector = "#canvas";
|
||||
|
||||
WGPUSurfaceDescriptor surface_desc = {};
|
||||
surface_desc.nextInChain = &html_surface_desc.chain;
|
||||
|
||||
// Create the surface.
|
||||
wgpu_surface = wgpuInstanceCreateSurface(wgpu_instance, &surface_desc);
|
||||
preferred_fmt = wgpuSurfaceGetPreferredFormat(wgpu_surface, {} /* adapter */);
|
||||
#else // __EMSCRIPTEN__
|
||||
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);
|
||||
|
||||
WGPUAdapter adapter = RequestAdapter(wgpu_instance);
|
||||
ImGui_ImplWGPU_DebugPrintAdapterInfo(adapter);
|
||||
|
||||
wgpu_device = RequestDevice(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 // __EMSCRIPTEN__
|
||||
#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;
|
||||
}
|
||||
|
||||
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)
|
||||
wgpuSwapChainRelease(wgpu_swap_chain);
|
||||
wgpu_swap_chain_width = width;
|
||||
wgpu_swap_chain_height = height;
|
||||
WGPUSwapChainDescriptor swap_chain_desc = {};
|
||||
swap_chain_desc.usage = WGPUTextureUsage_RenderAttachment;
|
||||
swap_chain_desc.format = wgpu_preferred_fmt;
|
||||
swap_chain_desc.width = width;
|
||||
swap_chain_desc.height = height;
|
||||
swap_chain_desc.presentMode = WGPUPresentMode_Fifo;
|
||||
wgpu_swap_chain = wgpuDeviceCreateSwapChain(wgpu_device, wgpu_surface, &swap_chain_desc);
|
||||
ImGui_ImplWGPU_CreateSurfaceInfo create_info = {};
|
||||
create_info.Instance = instance;
|
||||
#if defined(GLFW_EXPOSE_NATIVE_COCOA)
|
||||
{
|
||||
create_info.System = "cocoa";
|
||||
create_info.RawWindow = (void*)glfwGetCocoaWindow(window);
|
||||
return ImGui_ImplWGPU_CreateWGPUSurfaceHelper(&create_info);
|
||||
}
|
||||
#elif defined(GLFW_EXPOSE_NATIVE_WAYLAND)
|
||||
if (glfwGetPlatform() == GLFW_PLATFORM_WAYLAND)
|
||||
{
|
||||
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!"
|
||||
#endif
|
||||
return nullptr;
|
||||
}
|
||||
#endif // #ifndef __EMSCRIPTEN__
|
||||
|
||||
@@ -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>
|
||||
178
examples/example_null/example_null.vcxproj
Normal file
178
examples/example_null/example_null.vcxproj
Normal file
@@ -0,0 +1,178 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup Label="ProjectConfigurations">
|
||||
<ProjectConfiguration Include="Debug|Win32">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Debug|x64">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|Win32">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|x64">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{1A0BF63C-18EF-4BAE-A8DA-055481B11F5D}</ProjectGuid>
|
||||
<RootNamespace>example_win32_directx11</RootNamespace>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<PropertyGroup Label="UserMacros" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
</PropertyGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories);</AdditionalIncludeDirectories>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalDependencies>d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<SubSystem>Console</SubSystem>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories);</AdditionalIncludeDirectories>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalDependencies>d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<SubSystem>Console</SubSystem>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories);</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalDependencies>d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<SubSystem>Console</SubSystem>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories);</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalDependencies>d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<SubSystem>Console</SubSystem>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\backends\imgui_impl_null.h" />
|
||||
<ClInclude Include="..\..\imconfig.h" />
|
||||
<ClInclude Include="..\..\imgui.h" />
|
||||
<ClInclude Include="..\..\imgui_internal.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\..\backends\imgui_impl_null.cpp">
|
||||
<ExcludedFromBuild Condition="'$(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>
|
||||
57
examples/example_null/example_null.vcxproj.filters
Normal file
57
examples/example_null/example_null.vcxproj.filters
Normal 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>
|
||||
@@ -4,23 +4,26 @@
|
||||
#include "imgui.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**)
|
||||
{
|
||||
IMGUI_CHECKVERSION();
|
||||
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// Build atlas
|
||||
//unsigned char* tex_pixels = nullptr;
|
||||
//int tex_w, tex_h;
|
||||
//io.Fonts->GetTexDataAsRGBA32(&tex_pixels, &tex_w, &tex_h);
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures;
|
||||
ImGui_ImplNullPlatform_Init();
|
||||
ImGui_ImplNullRender_Init();
|
||||
|
||||
for (int n = 0; n < 20; n++)
|
||||
{
|
||||
printf("NewFrame() %d\n", n);
|
||||
io.DisplaySize = ImVec2(1920, 1080);
|
||||
io.DeltaTime = 1.0f / 60.0f;
|
||||
ImGui_ImplNullPlatform_NewFrame();
|
||||
ImGui_ImplNullRender_NewFrame();
|
||||
ImGui::NewFrame();
|
||||
|
||||
static float f = 0.0f;
|
||||
@@ -33,6 +36,8 @@ int main(int, char**)
|
||||
}
|
||||
|
||||
printf("DestroyContext()\n");
|
||||
ImGui_ImplNullRender_Shutdown();
|
||||
ImGui_ImplNullPlatform_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
return 0;
|
||||
}
|
||||
|
||||
@@ -39,7 +39,7 @@ int main(int, char**)
|
||||
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
|
||||
{
|
||||
printf("Error: %s\n", SDL_GetError());
|
||||
return -1;
|
||||
return 1;
|
||||
}
|
||||
|
||||
// From 2.0.18: Enable native IME.
|
||||
@@ -54,7 +54,7 @@ int main(int, char**)
|
||||
if (window == nullptr)
|
||||
{
|
||||
printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
|
||||
return -1;
|
||||
return 1;
|
||||
}
|
||||
|
||||
SDL_SysWMinfo wmInfo;
|
||||
@@ -230,6 +230,7 @@ int main(int, char**)
|
||||
bool CreateDeviceD3D(HWND hWnd)
|
||||
{
|
||||
// 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;
|
||||
ZeroMemory(&sd, sizeof(sd));
|
||||
sd.BufferCount = 2;
|
||||
@@ -250,9 +251,22 @@ bool CreateDeviceD3D(HWND hWnd)
|
||||
//createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
|
||||
D3D_FEATURE_LEVEL featureLevel;
|
||||
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;
|
||||
|
||||
// Disable DXGI's default Alt+Enter fullscreen behavior.
|
||||
// - You are free to leave this enabled, but it will not work properly with multiple viewports.
|
||||
// - This must be done for all windows associated to the device. Our DX11 backend does this automatically for secondary viewports that it creates.
|
||||
IDXGIFactory* pSwapChainFactory;
|
||||
if (SUCCEEDED(g_pSwapChain->GetParent(IID_PPV_ARGS(&pSwapChainFactory))))
|
||||
{
|
||||
pSwapChainFactory->MakeWindowAssociation(hWnd, DXGI_MWA_NO_ALT_ENTER);
|
||||
pSwapChainFactory->Release();
|
||||
}
|
||||
|
||||
CreateRenderTarget();
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -61,7 +61,7 @@ int main(int, char**)
|
||||
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
|
||||
{
|
||||
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.
|
||||
|
||||
@@ -31,7 +31,7 @@ int main(int, char**)
|
||||
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
|
||||
{
|
||||
printf("Error: %s\n", SDL_GetError());
|
||||
return -1;
|
||||
return 1;
|
||||
}
|
||||
|
||||
// From 2.0.18: Enable native IME.
|
||||
@@ -51,7 +51,7 @@ int main(int, char**)
|
||||
if (window == nullptr)
|
||||
{
|
||||
printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
|
||||
return -1;
|
||||
return 1;
|
||||
}
|
||||
|
||||
SDL_GLContext gl_context = SDL_GL_CreateContext(window);
|
||||
|
||||
@@ -36,7 +36,7 @@ int main(int, char**)
|
||||
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
|
||||
{
|
||||
printf("Error: %s\n", SDL_GetError());
|
||||
return -1;
|
||||
return 1;
|
||||
}
|
||||
|
||||
// Decide GL+GLSL versions
|
||||
@@ -85,14 +85,14 @@ int main(int, char**)
|
||||
if (window == nullptr)
|
||||
{
|
||||
printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
|
||||
return -1;
|
||||
return 1;
|
||||
}
|
||||
|
||||
SDL_GLContext gl_context = SDL_GL_CreateContext(window);
|
||||
if (gl_context == nullptr)
|
||||
{
|
||||
printf("Error: SDL_GL_CreateContext(): %s\n", SDL_GetError());
|
||||
return -1;
|
||||
return 1;
|
||||
}
|
||||
|
||||
SDL_GL_MakeCurrent(window, gl_context);
|
||||
|
||||
@@ -33,7 +33,7 @@ int main(int, char**)
|
||||
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
|
||||
{
|
||||
printf("Error: %s\n", SDL_GetError());
|
||||
return -1;
|
||||
return 1;
|
||||
}
|
||||
|
||||
// From 2.0.18: Enable native IME.
|
||||
@@ -48,13 +48,13 @@ int main(int, char**)
|
||||
if (window == nullptr)
|
||||
{
|
||||
printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
|
||||
return -1;
|
||||
return 1;
|
||||
}
|
||||
SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED);
|
||||
if (renderer == nullptr)
|
||||
{
|
||||
SDL_Log("Error creating SDL_Renderer!");
|
||||
return -1;
|
||||
return 1;
|
||||
}
|
||||
//SDL_RendererInfo info;
|
||||
//SDL_GetRendererInfo(renderer, &info);
|
||||
|
||||
@@ -230,7 +230,7 @@ static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface
|
||||
|
||||
// Create SwapChain, RenderPass, Framebuffer, etc.
|
||||
IM_ASSERT(g_MinImageCount >= 2);
|
||||
ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, width, height, g_MinImageCount);
|
||||
ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, width, height, g_MinImageCount, 0);
|
||||
}
|
||||
|
||||
static void CleanupVulkan()
|
||||
@@ -349,7 +349,7 @@ int main(int, char**)
|
||||
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
|
||||
{
|
||||
printf("Error: %s\n", SDL_GetError());
|
||||
return -1;
|
||||
return 1;
|
||||
}
|
||||
|
||||
// From 2.0.18: Enable native IME.
|
||||
@@ -364,7 +364,7 @@ int main(int, char**)
|
||||
if (window == nullptr)
|
||||
{
|
||||
printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
|
||||
return -1;
|
||||
return 1;
|
||||
}
|
||||
|
||||
ImVector<const char*> extensions;
|
||||
@@ -429,12 +429,12 @@ int main(int, char**)
|
||||
init_info.Queue = g_Queue;
|
||||
init_info.PipelineCache = g_PipelineCache;
|
||||
init_info.DescriptorPool = g_DescriptorPool;
|
||||
init_info.RenderPass = wd->RenderPass;
|
||||
init_info.Subpass = 0;
|
||||
init_info.MinImageCount = g_MinImageCount;
|
||||
init_info.ImageCount = wd->ImageCount;
|
||||
init_info.MSAASamples = VK_SAMPLE_COUNT_1_BIT;
|
||||
init_info.Allocator = g_Allocator;
|
||||
init_info.PipelineInfoMain.RenderPass = wd->RenderPass;
|
||||
init_info.PipelineInfoMain.Subpass = 0;
|
||||
init_info.PipelineInfoMain.MSAASamples = VK_SAMPLE_COUNT_1_BIT;
|
||||
init_info.CheckVkResultFn = check_vk_result;
|
||||
ImGui_ImplVulkan_Init(&init_info);
|
||||
|
||||
@@ -489,7 +489,7 @@ int main(int, char**)
|
||||
if (fb_width > 0 && fb_height > 0 && (g_SwapChainRebuild || g_MainWindowData.Width != fb_width || g_MainWindowData.Height != fb_height))
|
||||
{
|
||||
ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount);
|
||||
ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, &g_MainWindowData, g_QueueFamily, g_Allocator, fb_width, fb_height, g_MinImageCount);
|
||||
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_SwapChainRebuild = false;
|
||||
}
|
||||
|
||||
205
examples/example_sdl2_wgpu/CMakeLists.txt
Normal file
205
examples/example_sdl2_wgpu/CMakeLists.txt
Normal file
@@ -0,0 +1,205 @@
|
||||
# Building for desktop (WebGPU-native) with 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_sdl2_wgpu[.exe]
|
||||
# * build/example_sdl2_wgpu[.exe]
|
||||
|
||||
# Building for desktop (WGPU-Native) 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/Debug/example_sdl2_wgpu[.exe]
|
||||
# * build/example_sdl2_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 ReadMe.md
|
||||
# 3. cmake --build build
|
||||
# 4. emrun build/index.html
|
||||
|
||||
cmake_minimum_required(VERSION 3.22) # Dawn requires CMake >= 3.22
|
||||
project(imgui_example_sdl2_wgpu C CXX)
|
||||
|
||||
set(IMGUI_EXECUTABLE example_sdl2_wgpu)
|
||||
|
||||
if(NOT CMAKE_BUILD_TYPE)
|
||||
set(CMAKE_BUILD_TYPE Debug CACHE STRING "" FORCE)
|
||||
endif()
|
||||
|
||||
set(CMAKE_CXX_STANDARD 17) # Dawn requires C++17
|
||||
|
||||
# Dear ImGui
|
||||
set(IMGUI_DIR ../../)
|
||||
|
||||
# ImGui example commons source files
|
||||
set(IMGUI_EXAMPLE_SOURCE_FILES
|
||||
main.cpp
|
||||
# backend files
|
||||
${IMGUI_DIR}/backends/imgui_impl_sdl2.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
|
||||
${IMGUI_DIR}/imgui_widgets.cpp
|
||||
)
|
||||
|
||||
if(EMSCRIPTEN)
|
||||
if(NOT IMGUI_EMSCRIPTEN_WEBGPU_FLAG) # if IMGUI_EMSCRIPTEN_WEBGPU_FLAG not used, set by current EMSCRIPTEN version
|
||||
if(EMSCRIPTEN_VERSION VERSION_GREATER_EQUAL "4.0.10")
|
||||
set(IMGUI_EMSCRIPTEN_WEBGPU_FLAG "--use-port=emdawnwebgpu" CACHE STRING "Choose between --use-port=emdawnwebgpu (Dawn implementation of EMSCRIPTEN) and -sUSE_WEBGPU=1 (WGPU implementation of EMSCRIPTEN, deprecated in 4.0.10): default to --use-port=emdawnwebgpu for EMSCRIPTEN >= 4.0.10")
|
||||
else()
|
||||
set(IMGUI_EMSCRIPTEN_WEBGPU_FLAG "-sUSE_WEBGPU=1" CACHE STRING "Use -sUSE_WEBGPU=1 for EMSCRIPTEN WGPU implementation")
|
||||
endif()
|
||||
else() # if IMGUI_EMSCRIPTEN_WEBGPU_FLAG used, check correct version
|
||||
if(EMSCRIPTEN_VERSION VERSION_LESS "4.0.10" AND "${IMGUI_EMSCRIPTEN_WEBGPU_FLAG}" MATCHES "emdawnwebgpu")
|
||||
# it's necessary EMSCRIPTEN >= v4.0.10 (although "--use-port=path/to/emdawnwebgpu.port.py" is supported/tested from v4.0.8)
|
||||
message(FATAL_ERROR "emdawnwebgpu needs EMSCRIPTEN version >= 4.0.10")
|
||||
endif()
|
||||
endif()
|
||||
|
||||
add_compile_options(-sDISABLE_EXCEPTION_CATCHING=1 -DIMGUI_DISABLE_FILE_FUNCTIONS=1)
|
||||
else() # Native/Desktop build
|
||||
if(NOT IMGUI_DAWN_DIR AND NOT IMGUI_WGPU_DIR) # if it's Native/Desktop build, IMGUI_DAWN_DIR or IMGUI_WGPU_DIR must be specified
|
||||
message(FATAL_ERROR "Please specify the Dawn or WGPU base directory")
|
||||
endif()
|
||||
|
||||
if(IMGUI_DAWN_DIR AND IMGUI_WGPU_DIR) # both IMGUI_DAWN_DIR and IMGUI_WGPU_DIR cannot be set
|
||||
message(FATAL_ERROR "Please specify only one between Dawn / WGPU 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(SDL2 REQUIRED) # SDL_MAIN_HANDLED
|
||||
|
||||
if(IMGUI_DAWN_DIR) # DAWN-Native build options
|
||||
list(APPEND CMAKE_PREFIX_PATH ${IMGUI_DAWN_DIR})
|
||||
find_package(Threads) # required from Dawn installation
|
||||
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 ${OS_LIBRARIES})
|
||||
else()
|
||||
set(IMGUI_DAWN_DIR CACHE PATH "Path to Dawn repository")
|
||||
|
||||
option(DAWN_USE_GLFW OFF) # disable buildin GLFW in DAWN when we use SDL2 / SDL3
|
||||
|
||||
option(DAWN_FETCH_DEPENDENCIES "Use fetch_dawn_dependencies.py as an alternative to using depot_tools" ON)
|
||||
set(DAWN_BUILD_MONOLITHIC_LIBRARY "STATIC" CACHE STRING "Build monolithic library: SHARED, STATIC, or OFF.")
|
||||
|
||||
# Dawn builds many things by default - disable things we don't need
|
||||
option(DAWN_BUILD_SAMPLES "Enables building Dawn's samples" OFF)
|
||||
option(TINT_BUILD_CMD_TOOLS "Build the Tint command line tools" OFF)
|
||||
option(TINT_BUILD_DOCS "Build documentation" OFF)
|
||||
option(TINT_BUILD_TESTS "Build tests" OFF)
|
||||
if(NOT APPLE)
|
||||
option(TINT_BUILD_MSL_WRITER "Build the MSL output writer" OFF)
|
||||
endif()
|
||||
if(WIN32)
|
||||
option(DAWN_FORCE_SYSTEM_COMPONENT_LOAD "Allow system component fallback" ON)
|
||||
option(TINT_BUILD_SPV_READER "Build the SPIR-V input reader" OFF)
|
||||
option(TINT_BUILD_WGSL_READER "Build the WGSL input reader" ON)
|
||||
option(TINT_BUILD_GLSL_WRITER "Build the GLSL output writer" OFF)
|
||||
option(TINT_BUILD_GLSL_VALIDATOR "Build the GLSL output validator" OFF)
|
||||
option(TINT_BUILD_SPV_WRITER "Build the SPIR-V output writer" ON)
|
||||
option(TINT_BUILD_WGSL_WRITER "Build the WGSL output writer" ON)
|
||||
endif()
|
||||
# check if WAYLAND is the current Session Type and enable DAWN_USE_WAYLAND Wayland option @compile time
|
||||
# You can override this using: cmake -DDAWN_USE_WAYLAND=X (X = ON | OFF)
|
||||
if(LINUX)
|
||||
if($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 ${OS_LIBRARIES})
|
||||
endif()
|
||||
else() # WGPU-Native build options
|
||||
|
||||
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 ${WGPU_LIBRARY} ${OS_LIBRARIES})
|
||||
endif()
|
||||
endif()
|
||||
|
||||
add_executable(${IMGUI_EXECUTABLE} ${IMGUI_EXAMPLE_SOURCE_FILES})
|
||||
|
||||
target_include_directories(${IMGUI_EXECUTABLE} PUBLIC
|
||||
${IMGUI_DIR}
|
||||
${IMGUI_DIR}/backends
|
||||
${SDL2_INCLUDE_DIRS}
|
||||
)
|
||||
|
||||
target_compile_definitions(${IMGUI_EXECUTABLE} PUBLIC "IMGUI_EXAMPLE_SDL2_WGPU")
|
||||
|
||||
# compiler option only for IMGUI_EXAMPLE_SOURCE_FILES
|
||||
if (MSVC)
|
||||
target_compile_options(${IMGUI_EXECUTABLE} PUBLIC /W4) # warning level 4
|
||||
else()
|
||||
target_compile_options(${IMGUI_EXECUTABLE} PUBLIC -Wall) # -Wextra -Wpedantic
|
||||
endif()
|
||||
|
||||
# IMGUI_IMPL_WEBGPU_BACKEND_DAWN/WGPU internal define is set according to:
|
||||
# EMSCRIPTEN: by used FLAG
|
||||
# --use-port=emdawnwebgpu --> IMGUI_IMPL_WEBGPU_BACKEND_DAWN enabled (+EMSCRIPTEN)
|
||||
# -sUSE_WEBGPU=1 --> IMGUI_IMPL_WEBGPU_BACKEND_WGPU enabled (+EMSCRIPTEN)
|
||||
# NATIVE: by used SDK installation directory
|
||||
# if IMGUI_DAWN_DIR is valid --> IMGUI_IMPL_WEBGPU_BACKEND_DAWN enabled
|
||||
# if IMGUI_WGPU_DIR is valid --> IMGUI_IMPL_WEBGPU_BACKEND_WGPU enabled
|
||||
|
||||
if(NOT EMSCRIPTEN) # WegGPU-Native settings
|
||||
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()
|
||||
else()
|
||||
target_compile_definitions(${IMGUI_EXECUTABLE} PUBLIC "IMGUI_IMPL_WEBGPU_BACKEND_WGPU")
|
||||
target_include_directories(${IMGUI_EXECUTABLE} PUBLIC ${IMGUI_WGPU_DIR}/include)
|
||||
endif()
|
||||
|
||||
target_link_libraries(${IMGUI_EXECUTABLE} PUBLIC ${LIBRARIES} ${SDL2_LIBRARIES})
|
||||
else() # Emscripten settings
|
||||
set(CMAKE_EXECUTABLE_SUFFIX ".html")
|
||||
|
||||
if("${IMGUI_EMSCRIPTEN_WEBGPU_FLAG}" MATCHES "emdawnwebgpu")
|
||||
target_compile_options(${IMGUI_EXECUTABLE} PUBLIC "${IMGUI_EMSCRIPTEN_WEBGPU_FLAG}")
|
||||
target_compile_definitions(${IMGUI_EXECUTABLE} PUBLIC "IMGUI_IMPL_WEBGPU_BACKEND_DAWN")
|
||||
else()
|
||||
target_compile_definitions(${IMGUI_EXECUTABLE} PUBLIC "IMGUI_IMPL_WEBGPU_BACKEND_WGPU")
|
||||
endif()
|
||||
message(STATUS "Using ${IMGUI_EMSCRIPTEN_WEBGPU_FLAG} WebGPU implementation")
|
||||
|
||||
target_compile_options(${IMGUI_EXECUTABLE} PUBLIC "-sUSE_SDL=2")
|
||||
target_link_options(${IMGUI_EXECUTABLE} PRIVATE
|
||||
"${IMGUI_EMSCRIPTEN_WEBGPU_FLAG}"
|
||||
"-sUSE_SDL=2"
|
||||
"-sWASM=1"
|
||||
"-sASYNCIFY=1"
|
||||
"-sALLOW_MEMORY_GROWTH=1"
|
||||
"-sNO_EXIT_RUNTIME=0"
|
||||
"-sASSERTIONS=1"
|
||||
"-sDISABLE_EXCEPTION_CATCHING=1"
|
||||
"-sNO_FILESYSTEM=1"
|
||||
"--shell-file=${CMAKE_CURRENT_LIST_DIR}/../libs/emscripten/shell_minimal.html"
|
||||
)
|
||||
set_target_properties(${IMGUI_EXECUTABLE} PROPERTIES OUTPUT_NAME "index")
|
||||
endif()
|
||||
103
examples/example_sdl2_wgpu/Makefile.emscripten
Normal file
103
examples/example_sdl2_wgpu/Makefile.emscripten
Normal file
@@ -0,0 +1,103 @@
|
||||
#
|
||||
# Makefile to use with emscripten
|
||||
# See https://emscripten.org/docs/getting_started/downloads.html
|
||||
# for installation instructions.
|
||||
#
|
||||
# This Makefile assumes you have loaded emscripten's environment.
|
||||
# (On Windows, you may need to execute emsdk_env.bat or encmdprompt.bat ahead)
|
||||
#
|
||||
# Running `make -f Makefile.emscripten` will produce three files:
|
||||
# - web/index.html
|
||||
# - web/index.js
|
||||
# - web/index.wasm
|
||||
#
|
||||
# All three are needed to run the demo.
|
||||
|
||||
CC = emcc
|
||||
CXX = em++
|
||||
WEB_DIR = web
|
||||
EXE = $(WEB_DIR)/index.html
|
||||
IMGUI_DIR = ../..
|
||||
SOURCES = main.cpp
|
||||
SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
|
||||
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl2.cpp $(IMGUI_DIR)/backends/imgui_impl_wgpu.cpp
|
||||
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
|
||||
UNAME_S := $(shell uname -s)
|
||||
CPPFLAGS =
|
||||
LDFLAGS =
|
||||
EMS =
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## EMSCRIPTEN OPTIONS
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
# ("EMS" options gets added to both CPPFLAGS and LDFLAGS, whereas some options are for linker only)
|
||||
EMS += -s USE_SDL=2
|
||||
EMS += -s DISABLE_EXCEPTION_CATCHING=1
|
||||
LDFLAGS += -s WASM=1
|
||||
LDFLAGS += -s ALLOW_MEMORY_GROWTH=1
|
||||
LDFLAGS += -s ASYNCIFY=1
|
||||
LDFLAGS += -s NO_EXIT_RUNTIME=0
|
||||
LDFLAGS += -s ASSERTIONS=1
|
||||
|
||||
# (1) Using legacy WebGPU implementation (Emscripten < 4.0.10)
|
||||
#EMS += -DIMGUI_IMPL_WEBGPU_BACKEND_WGPU
|
||||
#LDFLAGS += -s USE_WEBGPU=1
|
||||
|
||||
# or (2) Using newer Dawn-based WebGPU port (Emscripten >= 4.0.10)
|
||||
EMS += --use-port=emdawnwebgpu
|
||||
LDFLAGS += --use-port=emdawnwebgpu
|
||||
|
||||
# Build as single file (binary text encoded in .html file)
|
||||
#LDFLAGS += -sSINGLE_FILE
|
||||
|
||||
# Emscripten allows preloading a file or folder to be accessible at runtime.
|
||||
# The Makefile for this example project suggests embedding the misc/fonts/ folder into our application, it will then be accessible as "/fonts"
|
||||
# See documentation for more details: https://emscripten.org/docs/porting/files/packaging_files.html
|
||||
# (Default value is 0. Set to 1 to enable file-system and include the misc/fonts/ folder as part of the build.)
|
||||
USE_FILE_SYSTEM ?= 0
|
||||
ifeq ($(USE_FILE_SYSTEM), 0)
|
||||
LDFLAGS += -s NO_FILESYSTEM=1
|
||||
CPPFLAGS += -DIMGUI_DISABLE_FILE_FUNCTIONS
|
||||
endif
|
||||
ifeq ($(USE_FILE_SYSTEM), 1)
|
||||
LDFLAGS += --no-heap-copy --preload-file ../../misc/fonts@/fonts
|
||||
endif
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## FINAL BUILD FLAGS
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
CPPFLAGS += -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
|
||||
#CPPFLAGS += -g
|
||||
CPPFLAGS += -Wall -Wformat -Os $(EMS)
|
||||
LDFLAGS += --shell-file ../libs/emscripten/shell_minimal.html
|
||||
LDFLAGS += $(EMS)
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## BUILD RULES
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
%.o:%.cpp
|
||||
$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:$(IMGUI_DIR)/%.cpp
|
||||
$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:$(IMGUI_DIR)/backends/%.cpp
|
||||
$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
all: $(EXE)
|
||||
@echo Build complete for $(EXE)
|
||||
|
||||
$(WEB_DIR):
|
||||
mkdir $@
|
||||
|
||||
serve: all
|
||||
python3 -m http.server -d $(WEB_DIR)
|
||||
|
||||
$(EXE): $(OBJS) $(WEB_DIR)
|
||||
$(CXX) -o $@ $(OBJS) $(LDFLAGS)
|
||||
|
||||
clean:
|
||||
rm -f $(EXE) $(OBJS) $(WEB_DIR)/*.js $(WEB_DIR)/*.wasm $(WEB_DIR)/*.wasm.pre
|
||||
167
examples/example_sdl2_wgpu/README.md
Normal file
167
examples/example_sdl2_wgpu/README.md
Normal file
@@ -0,0 +1,167 @@
|
||||
## 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_sdl2_wgpu[.exe]
|
||||
* build/example_sdl2_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_sdl2_wgpu[.exe]
|
||||
* build/example_sdl2_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 uses `-sUSE_WEBGPU=1` flag to build
|
||||
- it set `IMGUI_IMPL_WEBGPU_BACKEND_WGPU` compiler define
|
||||
|
||||
#### Generate Emscripten forcing `-sUSE_WEBGPU=1` deprecated flag even with EMS >= 4.0.10
|
||||
- `emcmake cmake -G Ninja -DIMGUI_EMSCRIPTEN_WEBGPU_FLAG="-sUSE_WEBGPU=1" -B where_to_build_dir`
|
||||
- it set `IMGUI_IMPL_WEBGPU_BACKEND_WGPU` compiler define
|
||||
|
||||
#### 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** bulder):
|
||||
- `-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
|
||||
|
||||
- Depending on your configuration, in Windows you may need to run `emsdk/emsdk_env.bat` in your console to access the Emscripten command-line tools.
|
||||
|
||||
- You may also refer to our [Continuous Integration setup](https://github.com/ocornut/imgui/tree/master/.github/workflows) for Emscripten setup.
|
||||
|
||||
- Then build using `make -f Makefile.emscripten` while in the `example_glfw_wgpu/` directory.
|
||||
|
||||
- Requires recent Emscripten as WGPU is still a work-in-progress API.
|
||||
|
||||
---
|
||||
|
||||
## How to Run
|
||||
|
||||
To run on a local machine:
|
||||
- Make sure your browse supports WGPU and it is enabled. WGPU is still WIP not enabled by default in most browser.
|
||||
- `make serve` will use Python3 to spawn a local webserver, you can then browse http://localhost:8000 to access your build.
|
||||
- Otherwise, generally you will need a local webserver:
|
||||
- Quoting [https://emscripten.org/docs/getting_started](https://emscripten.org/docs/getting_started/Tutorial.html#generating-html):<br>
|
||||
_"Unfortunately several browsers (including Chrome, Safari, and Internet Explorer) do not support file:// [XHR](https://emscripten.org/docs/site/glossary.html#term-xhr) requests, and can’t load extra files needed by the HTML (like a .wasm file, or packaged file data as mentioned lower down). For these browsers you’ll need to serve the files using a [local webserver](https://emscripten.org/docs/getting_started/FAQ.html#faq-local-webserver) and then open http://localhost:8000/hello.html."_
|
||||
- Emscripten SDK has a handy `emrun` command: `emrun web/example_glfw_wgpu.html --browser firefox` which will spawn a temporary local webserver (in Firefox). See https://emscripten.org/docs/compiling/Running-html-files-with-emrun.html for details.
|
||||
- You may use Python 3 builtin webserver: `python -m http.server -d web` (this is what `make serve` uses).
|
||||
- You may use Python 2 builtin webserver: `cd web && python -m SimpleHTTPServer`.
|
||||
- If you are accessing the files over a network, certain browsers, such as Firefox, will restrict Gamepad API access to secure contexts only (e.g. https only).
|
||||
541
examples/example_sdl2_wgpu/main.cpp
Normal file
541
examples/example_sdl2_wgpu/main.cpp
Normal file
@@ -0,0 +1,541 @@
|
||||
// Dear ImGui: standalone example application for using SDL2 + WebGPU
|
||||
// - Emscripten is supported for publishing on web. See https://emscripten.org.
|
||||
// - Dawn is used as a WebGPU implementation on desktop.
|
||||
|
||||
// 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
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_sdl2.h"
|
||||
#include "imgui_impl_wgpu.h"
|
||||
#include <stdio.h>
|
||||
#include <SDL.h>
|
||||
|
||||
// This example can also compile and run with Emscripten! See 'Makefile.emscripten' for details.
|
||||
#ifdef __EMSCRIPTEN__
|
||||
#include <emscripten.h>
|
||||
#include <emscripten/html5.h>
|
||||
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
|
||||
#include <emscripten/html5_webgpu.h>
|
||||
#endif
|
||||
#include "../libs/emscripten/emscripten_mainloop_stub.h"
|
||||
#endif
|
||||
|
||||
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN)
|
||||
#include <webgpu/webgpu_cpp.h>
|
||||
#endif
|
||||
|
||||
// Data
|
||||
static WGPUInstance wgpu_instance = nullptr;
|
||||
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
|
||||
static bool InitWGPU(SDL_Window* window);
|
||||
WGPUSurface CreateWGPUSurface(const WGPUInstance& instance, SDL_Window* window);
|
||||
|
||||
static void ResizeSurface(int width, int height)
|
||||
{
|
||||
wgpu_surface_configuration.width = wgpu_surface_width = width;
|
||||
wgpu_surface_configuration.height = wgpu_surface_height = height;
|
||||
wgpuSurfaceConfigure(wgpu_surface, (WGPUSurfaceConfiguration*)&wgpu_surface_configuration);
|
||||
}
|
||||
|
||||
// Main code
|
||||
int main(int, char**)
|
||||
{
|
||||
// Setup SDL
|
||||
SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMECONTROLLER);
|
||||
|
||||
// Create window with graphics context
|
||||
float main_scale = ImGui_ImplSDL2_GetContentScaleForDisplay(0);
|
||||
SDL_WindowFlags window_flags = SDL_WINDOW_RESIZABLE;
|
||||
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+WebGPU example", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, wgpu_surface_width, wgpu_surface_height, window_flags);
|
||||
if (window == nullptr)
|
||||
{
|
||||
printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
|
||||
return 1;
|
||||
}
|
||||
|
||||
// Initialize WGPU
|
||||
InitWGPU(window);
|
||||
|
||||
// Setup Dear ImGui context
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//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. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose)
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplSDL2_InitForOther(window);
|
||||
ImGui_ImplWGPU_InitInfo init_info;
|
||||
init_info.Device = wgpu_device;
|
||||
init_info.NumFramesInFlight = 3;
|
||||
init_info.RenderTargetFormat = wgpu_surface_configuration.format;
|
||||
init_info.DepthStencilFormat = WGPUTextureFormat_Undefined;
|
||||
ImGui_ImplWGPU_Init(&init_info);
|
||||
|
||||
// Load Fonts
|
||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
|
||||
// - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author!
|
||||
// - 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.
|
||||
//style.FontSizeBase = 20.0f;
|
||||
//io.Fonts->AddFontDefault();
|
||||
#ifndef IMGUI_DISABLE_FILE_FUNCTIONS
|
||||
//io.Fonts->AddFontFromFileTTF("fonts/segoeui.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("fonts/DroidSans.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("fonts/Roboto-Medium.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("fonts/Cousine-Regular.ttf");
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("fonts/ArialUni.ttf");
|
||||
//IM_ASSERT(font != nullptr);
|
||||
#endif
|
||||
|
||||
// Our state
|
||||
bool show_demo_window = true;
|
||||
bool show_another_window = false;
|
||||
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
||||
|
||||
// Main loop
|
||||
bool done = false;
|
||||
#ifdef __EMSCRIPTEN__
|
||||
// For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
|
||||
// You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
|
||||
io.IniFilename = nullptr;
|
||||
EMSCRIPTEN_MAINLOOP_BEGIN
|
||||
#else
|
||||
while (!done)
|
||||
#endif
|
||||
{
|
||||
// Poll and handle events (inputs, window resize, etc.)
|
||||
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
|
||||
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
|
||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
|
||||
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
||||
SDL_Event event;
|
||||
while (SDL_PollEvent(&event))
|
||||
{
|
||||
ImGui_ImplSDL2_ProcessEvent(&event);
|
||||
if (event.type == SDL_QUIT)
|
||||
done = true;
|
||||
if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
|
||||
done = true;
|
||||
}
|
||||
|
||||
// React to changes in screen size
|
||||
int width, height;
|
||||
SDL_GetWindowSize(window, &width, &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))
|
||||
{
|
||||
fprintf(stderr, "Unrecoverable Surface Texture status=%#.8x\n", surface_texture.status);
|
||||
abort();
|
||||
}
|
||||
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
|
||||
ImGui_ImplWGPU_NewFrame();
|
||||
ImGui_ImplSDL2_NewFrame();
|
||||
ImGui::NewFrame();
|
||||
|
||||
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
|
||||
if (show_demo_window)
|
||||
ImGui::ShowDemoWindow(&show_demo_window);
|
||||
|
||||
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
|
||||
{
|
||||
static float f = 0.0f;
|
||||
static int counter = 0;
|
||||
|
||||
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
|
||||
|
||||
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
|
||||
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
|
||||
ImGui::Checkbox("Another Window", &show_another_window);
|
||||
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
|
||||
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
|
||||
|
||||
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
|
||||
counter++;
|
||||
ImGui::SameLine();
|
||||
ImGui::Text("counter = %d", counter);
|
||||
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// 3. Show another simple window.
|
||||
if (show_another_window)
|
||||
{
|
||||
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
|
||||
ImGui::Text("Hello from another window!");
|
||||
if (ImGui::Button("Close Me"))
|
||||
show_another_window = false;
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// Rendering
|
||||
ImGui::Render();
|
||||
|
||||
WGPUTextureViewDescriptor view_desc = {};
|
||||
view_desc.format = wgpu_surface_configuration.format;
|
||||
view_desc.dimension = WGPUTextureViewDimension_2D;
|
||||
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 = {};
|
||||
color_attachments.depthSlice = WGPU_DEPTH_SLICE_UNDEFINED;
|
||||
color_attachments.loadOp = WGPULoadOp_Clear;
|
||||
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.view = texture_view;
|
||||
|
||||
WGPURenderPassDescriptor render_pass_desc = {};
|
||||
render_pass_desc.colorAttachmentCount = 1;
|
||||
render_pass_desc.colorAttachments = &color_attachments;
|
||||
render_pass_desc.depthStencilAttachment = nullptr;
|
||||
|
||||
WGPUCommandEncoderDescriptor enc_desc = {};
|
||||
WGPUCommandEncoder encoder = wgpuDeviceCreateCommandEncoder(wgpu_device, &enc_desc);
|
||||
|
||||
WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(encoder, &render_pass_desc);
|
||||
ImGui_ImplWGPU_RenderDrawData(ImGui::GetDrawData(), pass);
|
||||
wgpuRenderPassEncoderEnd(pass);
|
||||
|
||||
WGPUCommandBufferDescriptor cmd_buffer_desc = {};
|
||||
WGPUCommandBuffer cmd_buffer = wgpuCommandEncoderFinish(encoder, &cmd_buffer_desc);
|
||||
wgpuQueueSubmit(wgpu_queue, 1, &cmd_buffer);
|
||||
|
||||
#ifndef __EMSCRIPTEN__
|
||||
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
|
||||
wgpuTextureViewRelease(texture_view);
|
||||
wgpuRenderPassEncoderRelease(pass);
|
||||
wgpuCommandEncoderRelease(encoder);
|
||||
wgpuCommandBufferRelease(cmd_buffer);
|
||||
}
|
||||
#ifdef __EMSCRIPTEN__
|
||||
EMSCRIPTEN_MAINLOOP_END;
|
||||
#endif
|
||||
|
||||
// Cleanup
|
||||
ImGui_ImplWGPU_Shutdown();
|
||||
ImGui_ImplSDL2_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
|
||||
wgpuSurfaceUnconfigure(wgpu_surface);
|
||||
wgpuSurfaceRelease(wgpu_surface);
|
||||
wgpuQueueRelease(wgpu_queue);
|
||||
wgpuDeviceRelease(wgpu_device);
|
||||
wgpuInstanceRelease(wgpu_instance);
|
||||
|
||||
SDL_DestroyWindow(window);
|
||||
SDL_Quit();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN)
|
||||
static WGPUAdapter RequestAdapter(wgpu::Instance& instance)
|
||||
{
|
||||
wgpu::Adapter acquired_adapter;
|
||||
wgpu::RequestAdapterOptions adapter_options;
|
||||
auto onRequestAdapter = [&](wgpu::RequestAdapterStatus status, wgpu::Adapter adapter, wgpu::StringView message)
|
||||
{
|
||||
if (status != wgpu::RequestAdapterStatus::Success)
|
||||
{
|
||||
printf("Failed to get an adapter: %s\n", message.data);
|
||||
return;
|
||||
}
|
||||
acquired_adapter = std::move(adapter);
|
||||
};
|
||||
|
||||
// Synchronously (wait until) acquire Adapter
|
||||
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();
|
||||
}
|
||||
|
||||
static WGPUDevice RequestDevice(wgpu::Instance& instance, wgpu::Adapter& adapter)
|
||||
{
|
||||
// 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); }
|
||||
);
|
||||
|
||||
wgpu::Device acquired_device;
|
||||
auto onRequestDevice = [&](wgpu::RequestDeviceStatus status, wgpu::Device local_device, wgpu::StringView message)
|
||||
{
|
||||
if (status != wgpu::RequestDeviceStatus::Success)
|
||||
{
|
||||
printf("Failed to get an device: %s\n", message.data);
|
||||
return;
|
||||
}
|
||||
acquired_device = std::move(local_device);
|
||||
};
|
||||
|
||||
// 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)
|
||||
#ifdef __EMSCRIPTEN__
|
||||
// Adapter and device initialization via JS
|
||||
EM_ASYNC_JS( void, getAdapterAndDeviceViaJS, (),
|
||||
{
|
||||
if (!navigator.gpu)
|
||||
throw Error("WebGPU not supported.");
|
||||
const adapter = await navigator.gpu.requestAdapter();
|
||||
const device = await adapter.requestDevice();
|
||||
Module.preinitializedWebGPUDevice = device;
|
||||
} );
|
||||
#else // __EMSCRIPTEN__
|
||||
static void handle_request_adapter(WGPURequestAdapterStatus status, WGPUAdapter adapter, WGPUStringView message, void* userdata1, void* 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)
|
||||
{
|
||||
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;
|
||||
WGPURequestAdapterCallbackInfo adapterCallbackInfo = {};
|
||||
adapterCallbackInfo.callback = handle_request_adapter;
|
||||
adapterCallbackInfo.userdata1 = &local_adapter;
|
||||
|
||||
wgpuInstanceRequestAdapter(instance, &adapter_options, adapterCallbackInfo);
|
||||
IM_ASSERT(local_adapter && "Error on Adapter request");
|
||||
return local_adapter;
|
||||
}
|
||||
|
||||
static WGPUDevice RequestDevice(WGPUAdapter& adapter)
|
||||
{
|
||||
WGPUDevice local_device;
|
||||
WGPURequestDeviceCallbackInfo deviceCallbackInfo = {};
|
||||
deviceCallbackInfo.callback = handle_request_device;
|
||||
deviceCallbackInfo.userdata1 = &local_device;
|
||||
wgpuAdapterRequestDevice(adapter, nullptr, deviceCallbackInfo);
|
||||
IM_ASSERT(local_device && "Error on Device request");
|
||||
return local_device;
|
||||
}
|
||||
#endif // __EMSCRIPTEN__
|
||||
#endif // IMGUI_IMPL_WEBGPU_BACKEND_WGPU
|
||||
|
||||
static bool InitWGPU(SDL_Window* 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__
|
||||
wgpu::EmscriptenSurfaceSourceCanvasHTMLSelector canvas_desc = {};
|
||||
canvas_desc.selector = "#canvas";
|
||||
|
||||
wgpu::SurfaceDescriptor surface_desc = {};
|
||||
surface_desc.nextInChain = &canvas_desc;
|
||||
wgpu::Surface surface = instance.CreateSurface(&surface_desc);
|
||||
#else
|
||||
wgpu::Surface surface = CreateWGPUSurface(instance.Get(), window);
|
||||
#endif
|
||||
if (!surface)
|
||||
return false;
|
||||
|
||||
// Moving Dawn objects into WGPU handles
|
||||
wgpu_instance = instance.MoveToCHandle();
|
||||
wgpu_surface = surface.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)
|
||||
wgpu_instance = wgpuCreateInstance(nullptr);
|
||||
|
||||
#ifdef __EMSCRIPTEN__
|
||||
getAdapterAndDeviceViaJS();
|
||||
|
||||
wgpu_device = emscripten_webgpu_get_device();
|
||||
assert(wgpu_device != nullptr && "Error creating the Device");
|
||||
|
||||
WGPUSurfaceDescriptorFromCanvasHTMLSelector html_surface_desc = {};
|
||||
html_surface_desc.chain.sType = WGPUSType_SurfaceDescriptorFromCanvasHTMLSelector;
|
||||
html_surface_desc.selector = "#canvas";
|
||||
|
||||
WGPUSurfaceDescriptor surface_desc = {};
|
||||
surface_desc.nextInChain = &html_surface_desc.chain;
|
||||
|
||||
// Create the surface.
|
||||
wgpu_surface = wgpuInstanceCreateSurface(wgpu_instance, &surface_desc);
|
||||
preferred_fmt = wgpuSurfaceGetPreferredFormat(wgpu_surface, {} /* adapter */);
|
||||
#else // __EMSCRIPTEN__
|
||||
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);
|
||||
|
||||
WGPUAdapter adapter = RequestAdapter(wgpu_instance);
|
||||
ImGui_ImplWGPU_DebugPrintAdapterInfo(adapter);
|
||||
|
||||
wgpu_device = RequestDevice(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 // __EMSCRIPTEN__
|
||||
#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;
|
||||
}
|
||||
|
||||
// SDL2 helper to create a WebGPU surface (exclusively!) for Native/Desktop applications: available only together with WebGPU/WGPU backend
|
||||
// As of today (2025/10/31) there is no "official" support in SDL2 to create a surface for WebGPU backend.
|
||||
// This stub uses "low level" SDL2 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__
|
||||
|
||||
#include <SDL_syswm.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, SDL_Window* window)
|
||||
{
|
||||
SDL_SysWMinfo sysWMInfo;
|
||||
SDL_VERSION(&sysWMInfo.version);
|
||||
SDL_GetWindowWMInfo(window, &sysWMInfo);
|
||||
|
||||
ImGui_ImplWGPU_CreateSurfaceInfo create_info = {};
|
||||
create_info.Instance = instance;
|
||||
#if defined(SDL_VIDEO_DRIVER_COCOA)
|
||||
{
|
||||
create_info.System = "cocoa";
|
||||
create_info.RawWindow = (void*)sysWMInfo.info.cocoa.window;
|
||||
return ImGui_ImplWGPU_CreateWGPUSurfaceHelper(&create_info);
|
||||
}
|
||||
#elif defined(SDL_VIDEO_DRIVER_WAYLAND) || defined(SDL_VIDEO_DRIVER_X11)
|
||||
const char* sdl_driver = SDL_GetCurrentVideoDriver();
|
||||
if (sdl_driver && strcmp(sdl_driver, "wayland") == 0)
|
||||
{
|
||||
create_info.System = "wayland";
|
||||
create_info.RawDisplay = (void*)sysWMInfo.info.wl.display;
|
||||
create_info.RawSurface = (void*)sysWMInfo.info.wl.surface;
|
||||
return ImGui_ImplWGPU_CreateWGPUSurfaceHelper(&create_info);
|
||||
}
|
||||
else
|
||||
{
|
||||
create_info.System = "x11";
|
||||
create_info.RawWindow = (void*)sysWMInfo.info.x11.window;
|
||||
create_info.RawDisplay = (void*)sysWMInfo.info.x11.display;
|
||||
return ImGui_ImplWGPU_CreateWGPUSurfaceHelper(&create_info);
|
||||
}
|
||||
#elif defined(SDL_VIDEO_DRIVER_WINDOWS)
|
||||
{
|
||||
create_info.System = "win32";
|
||||
create_info.RawWindow = (void*)sysWMInfo.info.win.window;
|
||||
create_info.RawInstance = (void*)sysWMInfo.info.win.hinstance;
|
||||
return ImGui_ImplWGPU_CreateWGPUSurfaceHelper(&create_info);
|
||||
}
|
||||
#else
|
||||
#error "Unsupported WebGPU native platform!"
|
||||
#endif
|
||||
return nullptr;
|
||||
}
|
||||
#endif // #ifndef __EMSCRIPTEN__
|
||||
8
examples/example_sdl3_directx11/build_win32.bat
Normal file
8
examples/example_sdl3_directx11/build_win32.bat
Normal file
@@ -0,0 +1,8 @@
|
||||
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
|
||||
@set OUT_DIR=Debug
|
||||
@set OUT_EXE=example_sdl3_directx11
|
||||
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I "%DXSDK_DIR%Include"
|
||||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_dx11.cpp ..\..\imgui*.cpp
|
||||
@set LIBS=/LIBPATH:%SDL3_DIR%\lib\x86 SDL3.lib /LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d11.lib d3dcompiler.lib shell32.lib
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
|
||||
187
examples/example_sdl3_directx11/example_sdl3_directx11.vcxproj
Normal file
187
examples/example_sdl3_directx11/example_sdl3_directx11.vcxproj
Normal file
@@ -0,0 +1,187 @@
|
||||
<?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">
|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
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<Link>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<AdditionalLibraryDirectories>%SDL3_DIR%\lib\x64;$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>SDL3.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
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<ClCompile>
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<Optimization>MaxSpeed</Optimization>
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<FunctionLevelLinking>true</FunctionLevelLinking>
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||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<Link>
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|
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<AdditionalLibraryDirectories>%SDL3_DIR%\lib\x86;$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
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<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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|
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||||
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|
||||
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288
examples/example_sdl3_directx11/main.cpp
Normal file
288
examples/example_sdl3_directx11/main.cpp
Normal file
@@ -0,0 +1,288 @@
|
||||
// Dear ImGui: standalone example application for SDL3 + DirectX 11
|
||||
// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
|
||||
|
||||
// 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
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_sdl3.h"
|
||||
#include "imgui_impl_dx11.h"
|
||||
#include <d3d11.h>
|
||||
#include <stdio.h> // printf
|
||||
#include <SDL3/SDL.h>
|
||||
|
||||
// Data
|
||||
static ID3D11Device* g_pd3dDevice = nullptr;
|
||||
static ID3D11DeviceContext* g_pd3dDeviceContext = nullptr;
|
||||
static IDXGISwapChain* g_pSwapChain = nullptr;
|
||||
static ID3D11RenderTargetView* g_mainRenderTargetView = nullptr;
|
||||
|
||||
// Forward declarations of helper functions
|
||||
bool CreateDeviceD3D(HWND hWnd);
|
||||
void CleanupDeviceD3D();
|
||||
void CreateRenderTarget();
|
||||
void CleanupRenderTarget();
|
||||
|
||||
// Main code
|
||||
int main(int, char**)
|
||||
{
|
||||
// Setup SDL
|
||||
// [If using SDL_MAIN_USE_CALLBACKS: all code below until the main loop starts would likely be your SDL_AppInit() function]
|
||||
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD))
|
||||
{
|
||||
printf("Error: SDL_Init(): %s\n", SDL_GetError());
|
||||
return 1;
|
||||
}
|
||||
|
||||
// Setup window
|
||||
float main_scale = SDL_GetDisplayContentScale(SDL_GetPrimaryDisplay());
|
||||
SDL_WindowFlags window_flags = SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN | SDL_WINDOW_HIGH_PIXEL_DENSITY;
|
||||
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+DirectX11 example", (int)(1280 * main_scale), (int)(800 * main_scale), window_flags);
|
||||
if (window == nullptr)
|
||||
{
|
||||
printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
|
||||
return 1;
|
||||
}
|
||||
|
||||
SDL_PropertiesID props = SDL_GetWindowProperties(window);
|
||||
HWND hwnd = (HWND)SDL_GetPointerProperty(props, SDL_PROP_WINDOW_WIN32_HWND_POINTER, nullptr);
|
||||
|
||||
// Initialize Direct3D
|
||||
if (!CreateDeviceD3D(hwnd))
|
||||
{
|
||||
CleanupDeviceD3D();
|
||||
return 1;
|
||||
}
|
||||
|
||||
SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
|
||||
SDL_ShowWindow(window);
|
||||
|
||||
// Setup Dear ImGui context
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
|
||||
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
|
||||
//io.ConfigViewportsNoAutoMerge = true;
|
||||
//io.ConfigViewportsNoTaskBarIcon = true;
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//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. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose)
|
||||
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
|
||||
ImGui_ImplSDL3_InitForD3D(window);
|
||||
ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
|
||||
|
||||
// Load Fonts
|
||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
|
||||
// - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author!
|
||||
// - 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;
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
|
||||
//IM_ASSERT(font != nullptr);
|
||||
|
||||
// Our state
|
||||
bool show_demo_window = true;
|
||||
bool show_another_window = false;
|
||||
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
||||
|
||||
// Main loop
|
||||
bool done = false;
|
||||
while (!done)
|
||||
{
|
||||
// Poll and handle events (inputs, window resize, etc.)
|
||||
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
|
||||
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
|
||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
|
||||
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
||||
// [If using SDL_MAIN_USE_CALLBACKS: call ImGui_ImplSDL3_ProcessEvent() from your SDL_AppEvent() function]
|
||||
SDL_Event event;
|
||||
while (SDL_PollEvent(&event))
|
||||
{
|
||||
ImGui_ImplSDL3_ProcessEvent(&event);
|
||||
if (event.type == SDL_EVENT_QUIT)
|
||||
done = true;
|
||||
if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window))
|
||||
done = true;
|
||||
if (event.type == SDL_EVENT_WINDOW_RESIZED && event.window.windowID == SDL_GetWindowID(window))
|
||||
{
|
||||
// Release all outstanding references to the swap chain's buffers before resizing.
|
||||
CleanupRenderTarget();
|
||||
g_pSwapChain->ResizeBuffers(0, 0, 0, DXGI_FORMAT_UNKNOWN, 0);
|
||||
CreateRenderTarget();
|
||||
}
|
||||
}
|
||||
|
||||
// [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppIterate() function]
|
||||
if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
|
||||
{
|
||||
SDL_Delay(10);
|
||||
continue;
|
||||
}
|
||||
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplDX11_NewFrame();
|
||||
ImGui_ImplSDL3_NewFrame();
|
||||
ImGui::NewFrame();
|
||||
|
||||
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
|
||||
if (show_demo_window)
|
||||
ImGui::ShowDemoWindow(&show_demo_window);
|
||||
|
||||
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
|
||||
{
|
||||
static float f = 0.0f;
|
||||
static int counter = 0;
|
||||
|
||||
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
|
||||
|
||||
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
|
||||
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
|
||||
ImGui::Checkbox("Another Window", &show_another_window);
|
||||
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
|
||||
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
|
||||
|
||||
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
|
||||
counter++;
|
||||
ImGui::SameLine();
|
||||
ImGui::Text("counter = %d", counter);
|
||||
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// 3. Show another simple window.
|
||||
if (show_another_window)
|
||||
{
|
||||
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
|
||||
ImGui::Text("Hello from another window!");
|
||||
if (ImGui::Button("Close Me"))
|
||||
show_another_window = false;
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// Rendering
|
||||
ImGui::Render();
|
||||
const float clear_color_with_alpha[4] = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
|
||||
g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, nullptr);
|
||||
g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha);
|
||||
ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
|
||||
|
||||
// Update and Render additional Platform Windows
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
ImGui::UpdatePlatformWindows();
|
||||
ImGui::RenderPlatformWindowsDefault();
|
||||
}
|
||||
|
||||
g_pSwapChain->Present(1, 0); // Present with vsync
|
||||
//g_pSwapChain->Present(0, 0); // Present without vsync
|
||||
}
|
||||
|
||||
// Cleanup
|
||||
// [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppQuit() function]
|
||||
ImGui_ImplDX11_Shutdown();
|
||||
ImGui_ImplSDL3_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
|
||||
CleanupDeviceD3D();
|
||||
SDL_DestroyWindow(window);
|
||||
SDL_Quit();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Helper functions to use DirectX11
|
||||
bool CreateDeviceD3D(HWND hWnd)
|
||||
{
|
||||
// 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;
|
||||
ZeroMemory(&sd, sizeof(sd));
|
||||
sd.BufferCount = 2;
|
||||
sd.BufferDesc.Width = 0;
|
||||
sd.BufferDesc.Height = 0;
|
||||
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
sd.BufferDesc.RefreshRate.Numerator = 60;
|
||||
sd.BufferDesc.RefreshRate.Denominator = 1;
|
||||
sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
|
||||
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
|
||||
sd.OutputWindow = hWnd;
|
||||
sd.SampleDesc.Count = 1;
|
||||
sd.SampleDesc.Quality = 0;
|
||||
sd.Windowed = TRUE;
|
||||
sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
|
||||
|
||||
UINT createDeviceFlags = 0;
|
||||
//createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
|
||||
D3D_FEATURE_LEVEL featureLevel;
|
||||
const D3D_FEATURE_LEVEL featureLevelArray[2] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_0, };
|
||||
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;
|
||||
|
||||
// Disable DXGI's default Alt+Enter fullscreen behavior.
|
||||
// - You are free to leave this enabled, but it will not work properly with multiple viewports.
|
||||
// - This must be done for all windows associated to the device. Our DX11 backend does this automatically for secondary viewports that it creates.
|
||||
IDXGIFactory* pSwapChainFactory;
|
||||
if (SUCCEEDED(g_pSwapChain->GetParent(IID_PPV_ARGS(&pSwapChainFactory))))
|
||||
{
|
||||
pSwapChainFactory->MakeWindowAssociation(hWnd, DXGI_MWA_NO_ALT_ENTER);
|
||||
pSwapChainFactory->Release();
|
||||
}
|
||||
|
||||
CreateRenderTarget();
|
||||
return true;
|
||||
}
|
||||
|
||||
void CleanupDeviceD3D()
|
||||
{
|
||||
CleanupRenderTarget();
|
||||
if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = nullptr; }
|
||||
if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = nullptr; }
|
||||
if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = nullptr; }
|
||||
}
|
||||
|
||||
void CreateRenderTarget()
|
||||
{
|
||||
ID3D11Texture2D* pBackBuffer;
|
||||
g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
|
||||
g_pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &g_mainRenderTargetView);
|
||||
pBackBuffer->Release();
|
||||
}
|
||||
|
||||
void CleanupRenderTarget()
|
||||
{
|
||||
if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = nullptr; }
|
||||
}
|
||||
@@ -24,7 +24,7 @@ int main(int, char**)
|
||||
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD))
|
||||
{
|
||||
printf("Error: SDL_Init(): %s\n", SDL_GetError());
|
||||
return -1;
|
||||
return 1;
|
||||
}
|
||||
|
||||
// Create SDL window graphics context
|
||||
@@ -34,19 +34,19 @@ int main(int, char**)
|
||||
if (window == nullptr)
|
||||
{
|
||||
printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
|
||||
return -1;
|
||||
return 1;
|
||||
}
|
||||
SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
|
||||
SDL_ShowWindow(window);
|
||||
|
||||
// Create Metal device _before_ creating the view/layer
|
||||
id<MTLDevice> metalDevice = MTLCreateSystemDefaultDevice();
|
||||
id<MTLDevice> metalDevice = MTLCreateSystemDefaultDevice();
|
||||
if (!metalDevice)
|
||||
{
|
||||
printf("Error: failed to create Metal device.\n");
|
||||
SDL_DestroyWindow(window);
|
||||
SDL_Quit();
|
||||
return -1;
|
||||
return 1;
|
||||
}
|
||||
SDL_MetalView view = SDL_Metal_CreateView(window);
|
||||
CAMetalLayer* layer = (__bridge CAMetalLayer*)SDL_Metal_GetLayer(view);
|
||||
@@ -128,7 +128,7 @@ int main(int, char**)
|
||||
|
||||
int width, height;
|
||||
SDL_GetWindowSizeInPixels(window, &width, &height);
|
||||
|
||||
|
||||
layer.drawableSize = CGSizeMake(width, height);
|
||||
id<CAMetalDrawable> drawable = [layer nextDrawable];
|
||||
|
||||
|
||||
@@ -36,7 +36,7 @@ EMS =
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
# ("EMS" options gets added to both CPPFLAGS and LDFLAGS, whereas some options are for linker only)
|
||||
EMS += -s USE_SDL=2
|
||||
EMS += -s USE_SDL=3
|
||||
EMS += -s DISABLE_EXCEPTION_CATCHING=1
|
||||
LDFLAGS += -s WASM=1 -s ALLOW_MEMORY_GROWTH=1 -s NO_EXIT_RUNTIME=0 -s ASSERTIONS=1
|
||||
|
||||
|
||||
@@ -30,7 +30,7 @@ int main(int, char**)
|
||||
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD))
|
||||
{
|
||||
printf("Error: SDL_Init(): %s\n", SDL_GetError());
|
||||
return -1;
|
||||
return 1;
|
||||
}
|
||||
|
||||
// Decide GL+GLSL versions
|
||||
@@ -74,13 +74,13 @@ int main(int, char**)
|
||||
if (window == nullptr)
|
||||
{
|
||||
printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
|
||||
return -1;
|
||||
return 1;
|
||||
}
|
||||
SDL_GLContext gl_context = SDL_GL_CreateContext(window);
|
||||
if (gl_context == nullptr)
|
||||
{
|
||||
printf("Error: SDL_GL_CreateContext(): %s\n", SDL_GetError());
|
||||
return -1;
|
||||
return 1;
|
||||
}
|
||||
|
||||
SDL_GL_MakeCurrent(window, gl_context);
|
||||
|
||||
@@ -31,7 +31,7 @@ int main(int, char**)
|
||||
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD))
|
||||
{
|
||||
printf("Error: SDL_Init(): %s\n", SDL_GetError());
|
||||
return -1;
|
||||
return 1;
|
||||
}
|
||||
|
||||
// Create SDL window graphics context
|
||||
@@ -41,7 +41,7 @@ int main(int, char**)
|
||||
if (window == nullptr)
|
||||
{
|
||||
printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
|
||||
return -1;
|
||||
return 1;
|
||||
}
|
||||
SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
|
||||
SDL_ShowWindow(window);
|
||||
@@ -51,14 +51,14 @@ int main(int, char**)
|
||||
if (gpu_device == nullptr)
|
||||
{
|
||||
printf("Error: SDL_CreateGPUDevice(): %s\n", SDL_GetError());
|
||||
return -1;
|
||||
return 1;
|
||||
}
|
||||
|
||||
// Claim window for GPU Device
|
||||
if (!SDL_ClaimWindowForGPUDevice(gpu_device, window))
|
||||
{
|
||||
printf("Error: SDL_ClaimWindowForGPUDevice(): %s\n", SDL_GetError());
|
||||
return -1;
|
||||
return 1;
|
||||
}
|
||||
SDL_SetGPUSwapchainParameters(gpu_device, window, SDL_GPU_SWAPCHAINCOMPOSITION_SDR, SDL_GPU_PRESENTMODE_VSYNC);
|
||||
|
||||
|
||||
@@ -28,7 +28,7 @@ int main(int, char**)
|
||||
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD))
|
||||
{
|
||||
printf("Error: SDL_Init(): %s\n", SDL_GetError());
|
||||
return -1;
|
||||
return 1;
|
||||
}
|
||||
|
||||
// Create window with SDL_Renderer graphics context
|
||||
@@ -38,14 +38,14 @@ int main(int, char**)
|
||||
if (window == nullptr)
|
||||
{
|
||||
printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
|
||||
return -1;
|
||||
return 1;
|
||||
}
|
||||
SDL_Renderer* renderer = SDL_CreateRenderer(window, nullptr);
|
||||
SDL_SetRenderVSync(renderer, 1);
|
||||
if (renderer == nullptr)
|
||||
{
|
||||
SDL_Log("Error: SDL_CreateRenderer(): %s\n", SDL_GetError());
|
||||
return -1;
|
||||
return 1;
|
||||
}
|
||||
SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
|
||||
SDL_ShowWindow(window);
|
||||
|
||||
@@ -232,7 +232,7 @@ static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface
|
||||
|
||||
// Create SwapChain, RenderPass, Framebuffer, etc.
|
||||
IM_ASSERT(g_MinImageCount >= 2);
|
||||
ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, width, height, g_MinImageCount);
|
||||
ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, width, height, g_MinImageCount, 0);
|
||||
}
|
||||
|
||||
static void CleanupVulkan()
|
||||
@@ -349,7 +349,7 @@ int main(int, char**)
|
||||
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD))
|
||||
{
|
||||
printf("Error: SDL_Init(): %s\n", SDL_GetError());
|
||||
return -1;
|
||||
return 1;
|
||||
}
|
||||
|
||||
// Create window with Vulkan graphics context
|
||||
@@ -359,7 +359,7 @@ int main(int, char**)
|
||||
if (window == nullptr)
|
||||
{
|
||||
printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
|
||||
return -1;
|
||||
return 1;
|
||||
}
|
||||
|
||||
ImVector<const char*> extensions;
|
||||
@@ -428,12 +428,12 @@ int main(int, char**)
|
||||
init_info.Queue = g_Queue;
|
||||
init_info.PipelineCache = g_PipelineCache;
|
||||
init_info.DescriptorPool = g_DescriptorPool;
|
||||
init_info.RenderPass = wd->RenderPass;
|
||||
init_info.Subpass = 0;
|
||||
init_info.MinImageCount = g_MinImageCount;
|
||||
init_info.ImageCount = wd->ImageCount;
|
||||
init_info.MSAASamples = VK_SAMPLE_COUNT_1_BIT;
|
||||
init_info.Allocator = g_Allocator;
|
||||
init_info.PipelineInfoMain.RenderPass = wd->RenderPass;
|
||||
init_info.PipelineInfoMain.Subpass = 0;
|
||||
init_info.PipelineInfoMain.MSAASamples = VK_SAMPLE_COUNT_1_BIT;
|
||||
init_info.CheckVkResultFn = check_vk_result;
|
||||
ImGui_ImplVulkan_Init(&init_info);
|
||||
|
||||
@@ -491,7 +491,7 @@ int main(int, char**)
|
||||
if (fb_width > 0 && fb_height > 0 && (g_SwapChainRebuild || g_MainWindowData.Width != fb_width || g_MainWindowData.Height != fb_height))
|
||||
{
|
||||
ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount);
|
||||
ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, &g_MainWindowData, g_QueueFamily, g_Allocator, fb_width, fb_height, g_MinImageCount);
|
||||
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_SwapChainRebuild = false;
|
||||
}
|
||||
|
||||
207
examples/example_sdl3_wgpu/CMakeLists.txt
Normal file
207
examples/example_sdl3_wgpu/CMakeLists.txt
Normal file
@@ -0,0 +1,207 @@
|
||||
# Building for desktop (WebGPU-native) with 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_sdl3_wgpu[.exe]
|
||||
# * build/example_sdl3_wgpu[.exe]
|
||||
|
||||
# Building for desktop (WGPU-Native) 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/Debug/example_sdl3_wgpu[.exe]
|
||||
# * build/example_sdl3_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 ReadMe.md
|
||||
# 4. cmake --build build
|
||||
# 5. emrun build/index.html
|
||||
|
||||
cmake_minimum_required(VERSION 3.22) # Dawn requires CMake >= 3.22
|
||||
project(imgui_example_sdl3_wgpu C CXX)
|
||||
|
||||
set(IMGUI_EXECUTABLE example_sdl3_wgpu)
|
||||
|
||||
if(NOT CMAKE_BUILD_TYPE)
|
||||
set(CMAKE_BUILD_TYPE Debug CACHE STRING "" FORCE)
|
||||
endif()
|
||||
|
||||
set(CMAKE_CXX_STANDARD 17) # Dawn requires C++17
|
||||
|
||||
# Dear ImGui
|
||||
set(IMGUI_DIR ../../)
|
||||
|
||||
# ImGui example commons source files
|
||||
set(IMGUI_EXAMPLE_SOURCE_FILES
|
||||
main.cpp
|
||||
# backend files
|
||||
${IMGUI_DIR}/backends/imgui_impl_sdl3.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
|
||||
${IMGUI_DIR}/imgui_widgets.cpp
|
||||
)
|
||||
|
||||
if(EMSCRIPTEN)
|
||||
if(EMSCRIPTEN_VERSION VERSION_LESS "4.0.15")
|
||||
message(FATAL_ERROR "Using Emscripten with SDL3 needs Emscripten version >= 4.0.15")
|
||||
endif()
|
||||
if(NOT IMGUI_EMSCRIPTEN_WEBGPU_FLAG) # if IMGUI_EMSCRIPTEN_WEBGPU_FLAG not used, set by current EMSCRIPTEN version
|
||||
if(EMSCRIPTEN_VERSION VERSION_GREATER_EQUAL "4.0.10")
|
||||
set(IMGUI_EMSCRIPTEN_WEBGPU_FLAG "--use-port=emdawnwebgpu" CACHE STRING "Choose between --use-port=emdawnwebgpu (Dawn implementation of EMSCRIPTEN) and -sUSE_WEBGPU=1 (WGPU implementation of EMSCRIPTEN, deprecated in 4.0.10): default to --use-port=emdawnwebgpu for EMSCRIPTEN >= 4.0.10")
|
||||
else()
|
||||
set(IMGUI_EMSCRIPTEN_WEBGPU_FLAG "-sUSE_WEBGPU=1" CACHE STRING "Use -sUSE_WEBGPU=1 for EMSCRIPTEN WGPU implementation")
|
||||
endif()
|
||||
else() # if IMGUI_EMSCRIPTEN_WEBGPU_FLAG used, check correct version
|
||||
if(EMSCRIPTEN_VERSION VERSION_LESS "4.0.10" AND "${IMGUI_EMSCRIPTEN_WEBGPU_FLAG}" MATCHES "emdawnwebgpu")
|
||||
# it's necessary EMSCRIPTEN >= v4.0.10 (although "--use-port=path/to/emdawnwebgpu.port.py" is supported/tested from v4.0.8)
|
||||
message(FATAL_ERROR "emdawnwebgpu needs EMSCRIPTEN version >= 4.0.10")
|
||||
endif()
|
||||
endif()
|
||||
|
||||
add_compile_options(-sDISABLE_EXCEPTION_CATCHING=1 -DIMGUI_DISABLE_FILE_FUNCTIONS=1)
|
||||
else() # Native/Desktop build
|
||||
if(NOT IMGUI_DAWN_DIR AND NOT IMGUI_WGPU_DIR) # if it's Native/Desktop build, IMGUI_DAWN_DIR or IMGUI_WGPU_DIR must be specified
|
||||
message(FATAL_ERROR "Please specify the Dawn or WGPU base directory")
|
||||
endif()
|
||||
|
||||
if(IMGUI_DAWN_DIR AND IMGUI_WGPU_DIR) # both IMGUI_DAWN_DIR and IMGUI_WGPU_DIR cannot be set
|
||||
message(FATAL_ERROR "Please specify only one between Dawn / WGPU base directory")
|
||||
endif()
|
||||
|
||||
if(APPLE) # Add SDL3 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(SDL3 REQUIRED CONFIG REQUIRED COMPONENTS SDL3)
|
||||
|
||||
if(IMGUI_DAWN_DIR) # DAWN-Native build options
|
||||
list(APPEND CMAKE_PREFIX_PATH ${IMGUI_DAWN_DIR})
|
||||
find_package(Threads) # required from Dawn installation
|
||||
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 ${OS_LIBRARIES})
|
||||
else()
|
||||
set(IMGUI_DAWN_DIR CACHE PATH "Path to Dawn repository")
|
||||
|
||||
option(DAWN_USE_GLFW OFF) # disable buildin GLFW in DAWN when we use SDL2 / SDL3
|
||||
|
||||
option(DAWN_FETCH_DEPENDENCIES "Use fetch_dawn_dependencies.py as an alternative to using depot_tools" ON)
|
||||
set(DAWN_BUILD_MONOLITHIC_LIBRARY "STATIC" CACHE STRING "Build monolithic library: SHARED, STATIC, or OFF.")
|
||||
|
||||
# Dawn builds many things by default - disable things we don't need
|
||||
option(DAWN_BUILD_SAMPLES "Enables building Dawn's samples" OFF)
|
||||
option(TINT_BUILD_CMD_TOOLS "Build the Tint command line tools" OFF)
|
||||
option(TINT_BUILD_DOCS "Build documentation" OFF)
|
||||
option(TINT_BUILD_TESTS "Build tests" OFF)
|
||||
if(NOT APPLE)
|
||||
option(TINT_BUILD_MSL_WRITER "Build the MSL output writer" OFF)
|
||||
endif()
|
||||
if(WIN32)
|
||||
option(DAWN_FORCE_SYSTEM_COMPONENT_LOAD "Allow system component fallback" ON)
|
||||
option(TINT_BUILD_SPV_READER "Build the SPIR-V input reader" OFF)
|
||||
option(TINT_BUILD_WGSL_READER "Build the WGSL input reader" ON)
|
||||
option(TINT_BUILD_GLSL_WRITER "Build the GLSL output writer" OFF)
|
||||
option(TINT_BUILD_GLSL_VALIDATOR "Build the GLSL output validator" OFF)
|
||||
option(TINT_BUILD_SPV_WRITER "Build the SPIR-V output writer" ON)
|
||||
option(TINT_BUILD_WGSL_WRITER "Build the WGSL output writer" ON)
|
||||
endif()
|
||||
# check if WAYLAND is the current Session Type and enable DAWN_USE_WAYLAND Wayland option @compile time
|
||||
# You can override this using: cmake -DDAWN_USE_WAYLAND=X (X = ON | OFF)
|
||||
if(LINUX)
|
||||
if($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 ${OS_LIBRARIES})
|
||||
endif()
|
||||
else() # WGPU-Native build options
|
||||
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 ${WGPU_LIBRARY} ${OS_LIBRARIES})
|
||||
endif()
|
||||
endif()
|
||||
|
||||
add_executable(${IMGUI_EXECUTABLE} ${IMGUI_EXAMPLE_SOURCE_FILES})
|
||||
|
||||
target_include_directories(${IMGUI_EXECUTABLE} PUBLIC
|
||||
${IMGUI_DIR}
|
||||
${IMGUI_DIR}/backends
|
||||
${SDL3_INCLUDE_DIRS}
|
||||
)
|
||||
|
||||
target_compile_definitions(${IMGUI_EXECUTABLE} PUBLIC "IMGUI_EXAMPLE_SDL3_WGPU")
|
||||
|
||||
# Enable warning level compiler option only for IMGUI_EXAMPLE_SOURCE_FILES
|
||||
if (MSVC)
|
||||
target_compile_options(${IMGUI_EXECUTABLE} PUBLIC /W4) # warning level 4
|
||||
else()
|
||||
target_compile_options(${IMGUI_EXECUTABLE} PUBLIC -Wall) # -Wextra -Wpedantic
|
||||
endif()
|
||||
|
||||
# IMGUI_IMPL_WEBGPU_BACKEND_DAWN/WGPU internal define is set according to:
|
||||
# EMSCRIPTEN: by used FLAG
|
||||
# --use-port=emdawnwebgpu --> IMGUI_IMPL_WEBGPU_BACKEND_DAWN enabled (+EMSCRIPTEN)
|
||||
# -sUSE_WEBGPU=1 --> IMGUI_IMPL_WEBGPU_BACKEND_WGPU enabled (+EMSCRIPTEN)
|
||||
# NATIVE: by used SDK installation directory
|
||||
# if IMGUI_DAWN_DIR is valid --> IMGUI_IMPL_WEBGPU_BACKEND_DAWN enabled
|
||||
# if IMGUI_WGPU_DIR is valid --> IMGUI_IMPL_WEBGPU_BACKEND_WGPU enabled
|
||||
|
||||
if(NOT EMSCRIPTEN) # WegGPU-Native settings
|
||||
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()
|
||||
else()
|
||||
target_compile_definitions(${IMGUI_EXECUTABLE} PUBLIC "IMGUI_IMPL_WEBGPU_BACKEND_WGPU")
|
||||
target_include_directories(${IMGUI_EXECUTABLE} PUBLIC ${IMGUI_WGPU_DIR}/include)
|
||||
endif()
|
||||
|
||||
target_link_libraries(${IMGUI_EXECUTABLE} PUBLIC ${LIBRARIES} SDL3::SDL3)
|
||||
else() # Emscripten settings
|
||||
set(CMAKE_EXECUTABLE_SUFFIX ".html")
|
||||
|
||||
if("${IMGUI_EMSCRIPTEN_WEBGPU_FLAG}" MATCHES "emdawnwebgpu")
|
||||
target_compile_options(${IMGUI_EXECUTABLE} PUBLIC "${IMGUI_EMSCRIPTEN_WEBGPU_FLAG}")
|
||||
target_compile_definitions(${IMGUI_EXECUTABLE} PUBLIC "IMGUI_IMPL_WEBGPU_BACKEND_DAWN")
|
||||
else()
|
||||
target_compile_definitions(${IMGUI_EXECUTABLE} PUBLIC "IMGUI_IMPL_WEBGPU_BACKEND_WGPU")
|
||||
endif()
|
||||
message(STATUS "Using ${IMGUI_EMSCRIPTEN_WEBGPU_FLAG} WebGPU implementation")
|
||||
|
||||
target_compile_options(${IMGUI_EXECUTABLE} PUBLIC "-sUSE_SDL=3")
|
||||
target_link_options(${IMGUI_EXECUTABLE} PRIVATE
|
||||
"${IMGUI_EMSCRIPTEN_WEBGPU_FLAG}"
|
||||
"-sUSE_SDL=3"
|
||||
"-sWASM=1"
|
||||
"-sASYNCIFY=1"
|
||||
"-sALLOW_MEMORY_GROWTH=1"
|
||||
"-sNO_EXIT_RUNTIME=0"
|
||||
"-sASSERTIONS=1"
|
||||
"-sDISABLE_EXCEPTION_CATCHING=1"
|
||||
# "-sNO_FILESYSTEM=1"
|
||||
"--shell-file=${CMAKE_CURRENT_LIST_DIR}/../libs/emscripten/shell_minimal.html"
|
||||
)
|
||||
set_target_properties(${IMGUI_EXECUTABLE} PROPERTIES OUTPUT_NAME "index")
|
||||
endif()
|
||||
103
examples/example_sdl3_wgpu/Makefile.emscripten
Normal file
103
examples/example_sdl3_wgpu/Makefile.emscripten
Normal file
@@ -0,0 +1,103 @@
|
||||
#
|
||||
# Makefile to use with emscripten
|
||||
# See https://emscripten.org/docs/getting_started/downloads.html
|
||||
# for installation instructions.
|
||||
#
|
||||
# This Makefile assumes you have loaded emscripten's environment.
|
||||
# (On Windows, you may need to execute emsdk_env.bat or encmdprompt.bat ahead)
|
||||
#
|
||||
# Running `make -f Makefile.emscripten` will produce three files:
|
||||
# - web/index.html
|
||||
# - web/index.js
|
||||
# - web/index.wasm
|
||||
#
|
||||
# All three are needed to run the demo.
|
||||
|
||||
CC = emcc
|
||||
CXX = em++
|
||||
WEB_DIR = web
|
||||
EXE = $(WEB_DIR)/index.html
|
||||
IMGUI_DIR = ../..
|
||||
SOURCES = main.cpp
|
||||
SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
|
||||
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl3.cpp $(IMGUI_DIR)/backends/imgui_impl_wgpu.cpp
|
||||
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
|
||||
UNAME_S := $(shell uname -s)
|
||||
CPPFLAGS =
|
||||
LDFLAGS =
|
||||
EMS =
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## EMSCRIPTEN OPTIONS
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
# ("EMS" options gets added to both CPPFLAGS and LDFLAGS, whereas some options are for linker only)
|
||||
EMS += -s USE_SDL=3
|
||||
EMS += -s DISABLE_EXCEPTION_CATCHING=1
|
||||
LDFLAGS += -s WASM=1
|
||||
LDFLAGS += -s ALLOW_MEMORY_GROWTH=1
|
||||
LDFLAGS += -s ASYNCIFY=1
|
||||
LDFLAGS += -s NO_EXIT_RUNTIME=0
|
||||
LDFLAGS += -s ASSERTIONS=1
|
||||
|
||||
# (1) Using legacy WebGPU implementation (Emscripten < 4.0.10)
|
||||
#EMS += -DIMGUI_IMPL_WEBGPU_BACKEND_WGPU
|
||||
#LDFLAGS += -s USE_WEBGPU=1
|
||||
|
||||
# or (2) Using newer Dawn-based WebGPU port (Emscripten >= 4.0.10)
|
||||
EMS += --use-port=emdawnwebgpu
|
||||
LDFLAGS += --use-port=emdawnwebgpu
|
||||
|
||||
# Build as single file (binary text encoded in .html file)
|
||||
#LDFLAGS += -sSINGLE_FILE
|
||||
|
||||
# Emscripten allows preloading a file or folder to be accessible at runtime.
|
||||
# The Makefile for this example project suggests embedding the misc/fonts/ folder into our application, it will then be accessible as "/fonts"
|
||||
# See documentation for more details: https://emscripten.org/docs/porting/files/packaging_files.html
|
||||
# (Default value is 0. Set to 1 to enable file-system and include the misc/fonts/ folder as part of the build.)
|
||||
USE_FILE_SYSTEM ?= 0
|
||||
ifeq ($(USE_FILE_SYSTEM), 0)
|
||||
LDFLAGS += -s NO_FILESYSTEM=1
|
||||
CPPFLAGS += -DIMGUI_DISABLE_FILE_FUNCTIONS
|
||||
endif
|
||||
ifeq ($(USE_FILE_SYSTEM), 1)
|
||||
LDFLAGS += --no-heap-copy --preload-file ../../misc/fonts@/fonts
|
||||
endif
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## FINAL BUILD FLAGS
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
CPPFLAGS += -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
|
||||
#CPPFLAGS += -g
|
||||
CPPFLAGS += -Wall -Wformat -Os $(EMS)
|
||||
LDFLAGS += --shell-file ../libs/emscripten/shell_minimal.html
|
||||
LDFLAGS += $(EMS)
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## BUILD RULES
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
%.o:%.cpp
|
||||
$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:$(IMGUI_DIR)/%.cpp
|
||||
$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:$(IMGUI_DIR)/backends/%.cpp
|
||||
$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
all: $(EXE)
|
||||
@echo Build complete for $(EXE)
|
||||
|
||||
$(WEB_DIR):
|
||||
mkdir $@
|
||||
|
||||
serve: all
|
||||
python3 -m http.server -d $(WEB_DIR)
|
||||
|
||||
$(EXE): $(OBJS) $(WEB_DIR)
|
||||
$(CXX) -o $@ $(OBJS) $(LDFLAGS)
|
||||
|
||||
clean:
|
||||
rm -f $(EXE) $(OBJS) $(WEB_DIR)/*.js $(WEB_DIR)/*.wasm $(WEB_DIR)/*.wasm.pre
|
||||
167
examples/example_sdl3_wgpu/README.md
Normal file
167
examples/example_sdl3_wgpu/README.md
Normal file
@@ -0,0 +1,167 @@
|
||||
## 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_sdl3_wgpu[.exe]
|
||||
* build/example_sdl3_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)
|
||||
5. `cmake --build build`
|
||||
The resulting binary will be found at one of the following locations:
|
||||
* build/Debug/example_sdl3_wgpu[.exe]
|
||||
* build/example_sdl3_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 uses `-sUSE_WEBGPU=1` flag to build
|
||||
- it set `IMGUI_IMPL_WEBGPU_BACKEND_WGPU` compiler define
|
||||
|
||||
#### Generate Emscripten forcing `-sUSE_WEBGPU=1` deprecated flag even with EMS >= 4.0.10
|
||||
- `emcmake cmake -G Ninja -DIMGUI_EMSCRIPTEN_WEBGPU_FLAG="-sUSE_WEBGPU=1" -B where_to_build_dir`
|
||||
- it set `IMGUI_IMPL_WEBGPU_BACKEND_WGPU` compiler define
|
||||
|
||||
#### 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** bulder):
|
||||
- `-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
|
||||
|
||||
- Depending on your configuration, in Windows you may need to run `emsdk/emsdk_env.bat` in your console to access the Emscripten command-line tools.
|
||||
|
||||
- You may also refer to our [Continuous Integration setup](https://github.com/ocornut/imgui/tree/master/.github/workflows) for Emscripten setup.
|
||||
|
||||
- Then build using `make -f Makefile.emscripten` while in the `example_glfw_wgpu/` directory.
|
||||
|
||||
- Requires recent Emscripten as WGPU is still a work-in-progress API.
|
||||
|
||||
---
|
||||
|
||||
## How to Run
|
||||
|
||||
To run on a local machine:
|
||||
- Make sure your browse supports WGPU and it is enabled. WGPU is still WIP not enabled by default in most browser.
|
||||
- `make serve` will use Python3 to spawn a local webserver, you can then browse http://localhost:8000 to access your build.
|
||||
- Otherwise, generally you will need a local webserver:
|
||||
- Quoting [https://emscripten.org/docs/getting_started](https://emscripten.org/docs/getting_started/Tutorial.html#generating-html):<br>
|
||||
_"Unfortunately several browsers (including Chrome, Safari, and Internet Explorer) do not support file:// [XHR](https://emscripten.org/docs/site/glossary.html#term-xhr) requests, and can’t load extra files needed by the HTML (like a .wasm file, or packaged file data as mentioned lower down). For these browsers you’ll need to serve the files using a [local webserver](https://emscripten.org/docs/getting_started/FAQ.html#faq-local-webserver) and then open http://localhost:8000/hello.html."_
|
||||
- Emscripten SDK has a handy `emrun` command: `emrun web/example_glfw_wgpu.html --browser firefox` which will spawn a temporary local webserver (in Firefox). See https://emscripten.org/docs/compiling/Running-html-files-with-emrun.html for details.
|
||||
- You may use Python 3 builtin webserver: `python -m http.server -d web` (this is what `make serve` uses).
|
||||
- You may use Python 2 builtin webserver: `cd web && python -m SimpleHTTPServer`.
|
||||
- If you are accessing the files over a network, certain browsers, such as Firefox, will restrict Gamepad API access to secure contexts only (e.g. https only).
|
||||
553
examples/example_sdl3_wgpu/main.cpp
Normal file
553
examples/example_sdl3_wgpu/main.cpp
Normal file
@@ -0,0 +1,553 @@
|
||||
// Dear ImGui: standalone example application for using SDL3 + WebGPU
|
||||
// - Emscripten is supported for publishing on web. See https://emscripten.org.
|
||||
// - Dawn is used as a WebGPU implementation on desktop.
|
||||
|
||||
// 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
|
||||
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_sdl3.h"
|
||||
#include "imgui_impl_wgpu.h"
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
#include <SDL3/SDL.h>
|
||||
|
||||
// This example can also compile and run with Emscripten! See 'Makefile.emscripten' for details.
|
||||
#ifdef __EMSCRIPTEN__
|
||||
#include <emscripten.h>
|
||||
#include <emscripten/html5.h>
|
||||
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
|
||||
#include <emscripten/html5_webgpu.h>
|
||||
#endif
|
||||
#include "../libs/emscripten/emscripten_mainloop_stub.h"
|
||||
#endif
|
||||
|
||||
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN)
|
||||
#include <webgpu/webgpu_cpp.h>
|
||||
#endif
|
||||
|
||||
// Data
|
||||
static WGPUInstance wgpu_instance = nullptr;
|
||||
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
|
||||
static bool InitWGPU(SDL_Window* window);
|
||||
static WGPUSurface CreateWGPUSurface(const WGPUInstance& instance, SDL_Window* window);
|
||||
|
||||
static void ResizeSurface(int width, int height)
|
||||
{
|
||||
wgpu_surface_configuration.width = wgpu_surface_width = width;
|
||||
wgpu_surface_configuration.height = wgpu_surface_height = height;
|
||||
wgpuSurfaceConfigure( wgpu_surface, (WGPUSurfaceConfiguration*)&wgpu_surface_configuration );
|
||||
}
|
||||
|
||||
// Main code
|
||||
int main(int, char**)
|
||||
{
|
||||
// Setup SDL
|
||||
// [If using SDL_MAIN_USE_CALLBACKS: all code below until the main loop starts would likely be your SDL_AppInit() function]
|
||||
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD))
|
||||
{
|
||||
printf("Error: SDL_Init(): %s\n", SDL_GetError());
|
||||
return 1;
|
||||
}
|
||||
|
||||
// Create SDL window graphics context
|
||||
float main_scale = SDL_GetDisplayContentScale(SDL_GetPrimaryDisplay());
|
||||
SDL_WindowFlags window_flags = SDL_WINDOW_RESIZABLE;
|
||||
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+WebGPU example", wgpu_surface_width, wgpu_surface_height, window_flags);
|
||||
if (window == nullptr)
|
||||
{
|
||||
printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
|
||||
return 1;
|
||||
}
|
||||
|
||||
// Initialize WGPU
|
||||
InitWGPU(window);
|
||||
|
||||
// Setup Dear ImGui context
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//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. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose)
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplSDL3_InitForOther(window);
|
||||
|
||||
ImGui_ImplWGPU_InitInfo init_info;
|
||||
init_info.Device = wgpu_device;
|
||||
init_info.NumFramesInFlight = 3;
|
||||
init_info.RenderTargetFormat = wgpu_surface_configuration.format;
|
||||
init_info.DepthStencilFormat = WGPUTextureFormat_Undefined;
|
||||
ImGui_ImplWGPU_Init(&init_info);
|
||||
|
||||
// Load Fonts
|
||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
|
||||
// - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author!
|
||||
// - 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.
|
||||
//style.FontSizeBase = 20.0f;
|
||||
//io.Fonts->AddFontDefault();
|
||||
#ifndef IMGUI_DISABLE_FILE_FUNCTIONS
|
||||
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
|
||||
//IM_ASSERT(font != nullptr);
|
||||
#endif
|
||||
|
||||
// Our state
|
||||
bool show_demo_window = true;
|
||||
bool show_another_window = false;
|
||||
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
||||
|
||||
// Main loop
|
||||
bool done = false;
|
||||
#ifdef __EMSCRIPTEN__
|
||||
// For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
|
||||
// You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
|
||||
io.IniFilename = nullptr;
|
||||
EMSCRIPTEN_MAINLOOP_BEGIN
|
||||
#else
|
||||
while (!done)
|
||||
#endif
|
||||
{
|
||||
// Poll and handle events (inputs, window resize, etc.)
|
||||
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
|
||||
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
|
||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
|
||||
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
||||
// [If using SDL_MAIN_USE_CALLBACKS: call ImGui_ImplSDL3_ProcessEvent() from your SDL_AppEvent() function]
|
||||
SDL_Event event;
|
||||
while (SDL_PollEvent(&event))
|
||||
{
|
||||
ImGui_ImplSDL3_ProcessEvent(&event);
|
||||
if (event.type == SDL_EVENT_QUIT)
|
||||
done = true;
|
||||
if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window))
|
||||
done = true;
|
||||
}
|
||||
|
||||
// [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppIterate() function]
|
||||
// React to changes in screen size
|
||||
int width, height;
|
||||
SDL_GetWindowSize(window, &width, &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))
|
||||
{
|
||||
fprintf(stderr, "Unrecoverable Surface Texture status=%#.8x\n", surface_texture.status);
|
||||
abort();
|
||||
}
|
||||
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
|
||||
ImGui_ImplWGPU_NewFrame();
|
||||
ImGui_ImplSDL3_NewFrame();
|
||||
ImGui::NewFrame();
|
||||
|
||||
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
|
||||
if (show_demo_window)
|
||||
ImGui::ShowDemoWindow(&show_demo_window);
|
||||
|
||||
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
|
||||
{
|
||||
static float f = 0.0f;
|
||||
static int counter = 0;
|
||||
|
||||
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
|
||||
|
||||
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
|
||||
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
|
||||
ImGui::Checkbox("Another Window", &show_another_window);
|
||||
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
|
||||
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
|
||||
|
||||
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
|
||||
counter++;
|
||||
ImGui::SameLine();
|
||||
ImGui::Text("counter = %d", counter);
|
||||
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// 3. Show another simple window.
|
||||
if (show_another_window)
|
||||
{
|
||||
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
|
||||
ImGui::Text("Hello from another window!");
|
||||
if (ImGui::Button("Close Me"))
|
||||
show_another_window = false;
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// Rendering
|
||||
ImGui::Render();
|
||||
|
||||
WGPUTextureViewDescriptor view_desc = {};
|
||||
view_desc.format = wgpu_surface_configuration.format;
|
||||
view_desc.dimension = WGPUTextureViewDimension_2D;
|
||||
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 = {};
|
||||
color_attachments.depthSlice = WGPU_DEPTH_SLICE_UNDEFINED;
|
||||
color_attachments.loadOp = WGPULoadOp_Clear;
|
||||
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.view = texture_view;
|
||||
|
||||
WGPURenderPassDescriptor render_pass_desc = {};
|
||||
render_pass_desc.colorAttachmentCount = 1;
|
||||
render_pass_desc.colorAttachments = &color_attachments;
|
||||
render_pass_desc.depthStencilAttachment = nullptr;
|
||||
|
||||
WGPUCommandEncoderDescriptor enc_desc = {};
|
||||
WGPUCommandEncoder encoder = wgpuDeviceCreateCommandEncoder(wgpu_device, &enc_desc);
|
||||
|
||||
WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(encoder, &render_pass_desc);
|
||||
ImGui_ImplWGPU_RenderDrawData(ImGui::GetDrawData(), pass);
|
||||
wgpuRenderPassEncoderEnd(pass);
|
||||
|
||||
WGPUCommandBufferDescriptor cmd_buffer_desc = {};
|
||||
WGPUCommandBuffer cmd_buffer = wgpuCommandEncoderFinish(encoder, &cmd_buffer_desc);
|
||||
wgpuQueueSubmit(wgpu_queue, 1, &cmd_buffer);
|
||||
|
||||
#ifndef __EMSCRIPTEN__
|
||||
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
|
||||
wgpuTextureViewRelease(texture_view);
|
||||
wgpuRenderPassEncoderRelease(pass);
|
||||
wgpuCommandEncoderRelease(encoder);
|
||||
wgpuCommandBufferRelease(cmd_buffer);
|
||||
}
|
||||
#ifdef __EMSCRIPTEN__
|
||||
EMSCRIPTEN_MAINLOOP_END;
|
||||
#endif
|
||||
|
||||
// Cleanup
|
||||
// [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppQuit() function]
|
||||
ImGui_ImplWGPU_Shutdown();
|
||||
ImGui_ImplSDL3_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
|
||||
wgpuSurfaceUnconfigure(wgpu_surface);
|
||||
wgpuSurfaceRelease(wgpu_surface);
|
||||
wgpuQueueRelease(wgpu_queue);
|
||||
wgpuDeviceRelease(wgpu_device);
|
||||
wgpuInstanceRelease(wgpu_instance);
|
||||
|
||||
SDL_DestroyWindow(window);
|
||||
SDL_Quit();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN)
|
||||
static WGPUAdapter RequestAdapter(wgpu::Instance& instance)
|
||||
{
|
||||
wgpu::Adapter acquired_adapter;
|
||||
wgpu::RequestAdapterOptions adapter_options;
|
||||
auto onRequestAdapter = [&](wgpu::RequestAdapterStatus status, wgpu::Adapter adapter, wgpu::StringView message)
|
||||
{
|
||||
if (status != wgpu::RequestAdapterStatus::Success)
|
||||
{
|
||||
printf("Failed to get an adapter: %s\n", message.data);
|
||||
return;
|
||||
}
|
||||
acquired_adapter = std::move(adapter);
|
||||
};
|
||||
|
||||
// Synchronously (wait until) acquire Adapter
|
||||
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();
|
||||
}
|
||||
|
||||
static WGPUDevice RequestDevice(wgpu::Instance& instance, wgpu::Adapter& adapter)
|
||||
{
|
||||
// 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); }
|
||||
);
|
||||
|
||||
wgpu::Device acquired_device;
|
||||
auto onRequestDevice = [&](wgpu::RequestDeviceStatus status, wgpu::Device local_device, wgpu::StringView message)
|
||||
{
|
||||
if (status != wgpu::RequestDeviceStatus::Success)
|
||||
{
|
||||
printf("Failed to get an device: %s\n", message.data);
|
||||
return;
|
||||
}
|
||||
acquired_device = std::move(local_device);
|
||||
};
|
||||
|
||||
// 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)
|
||||
#ifdef __EMSCRIPTEN__
|
||||
// Adapter and device initialization via JS
|
||||
EM_ASYNC_JS( void, getAdapterAndDeviceViaJS, (),
|
||||
{
|
||||
if (!navigator.gpu)
|
||||
throw Error("WebGPU not supported.");
|
||||
const adapter = await navigator.gpu.requestAdapter();
|
||||
const device = await adapter.requestDevice();
|
||||
Module.preinitializedWebGPUDevice = device;
|
||||
} );
|
||||
#else // __EMSCRIPTEN__
|
||||
static void handle_request_adapter(WGPURequestAdapterStatus status, WGPUAdapter adapter, WGPUStringView message, void* userdata1, void* 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)
|
||||
{
|
||||
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;
|
||||
WGPURequestAdapterCallbackInfo adapterCallbackInfo = {};
|
||||
adapterCallbackInfo.callback = handle_request_adapter;
|
||||
adapterCallbackInfo.userdata1 = &local_adapter;
|
||||
|
||||
wgpuInstanceRequestAdapter(instance, &adapter_options, adapterCallbackInfo);
|
||||
IM_ASSERT(local_adapter && "Error on Adapter request");
|
||||
return local_adapter;
|
||||
}
|
||||
|
||||
static WGPUDevice RequestDevice(WGPUAdapter& adapter)
|
||||
{
|
||||
WGPUDevice local_device;
|
||||
WGPURequestDeviceCallbackInfo deviceCallbackInfo = {};
|
||||
deviceCallbackInfo.callback = handle_request_device;
|
||||
deviceCallbackInfo.userdata1 = &local_device;
|
||||
wgpuAdapterRequestDevice(adapter, nullptr, deviceCallbackInfo);
|
||||
IM_ASSERT(local_device && "Error on Device request");
|
||||
return local_device;
|
||||
}
|
||||
#endif // __EMSCRIPTEN__
|
||||
#endif // IMGUI_IMPL_WEBGPU_BACKEND_WGPU
|
||||
|
||||
static bool InitWGPU(SDL_Window* 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__
|
||||
wgpu::EmscriptenSurfaceSourceCanvasHTMLSelector canvas_desc = {};
|
||||
canvas_desc.selector = "#canvas";
|
||||
|
||||
wgpu::SurfaceDescriptor surface_desc = {};
|
||||
surface_desc.nextInChain = &canvas_desc;
|
||||
wgpu::Surface surface = instance.CreateSurface(&surface_desc);
|
||||
#else
|
||||
wgpu::Surface surface = CreateWGPUSurface(instance.Get(), window);
|
||||
#endif
|
||||
if (!surface)
|
||||
return false;
|
||||
|
||||
// Moving Dawn objects into WGPU handles
|
||||
wgpu_instance = instance.MoveToCHandle();
|
||||
wgpu_surface = surface.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)
|
||||
wgpu_instance = wgpuCreateInstance(nullptr);
|
||||
|
||||
#ifdef __EMSCRIPTEN__
|
||||
getAdapterAndDeviceViaJS();
|
||||
|
||||
wgpu_device = emscripten_webgpu_get_device();
|
||||
IM_ASSERT(wgpu_device != nullptr && "Error creating the Device");
|
||||
|
||||
WGPUSurfaceDescriptorFromCanvasHTMLSelector html_surface_desc = {};
|
||||
html_surface_desc.chain.sType = WGPUSType_SurfaceDescriptorFromCanvasHTMLSelector;
|
||||
html_surface_desc.selector = "#canvas";
|
||||
|
||||
WGPUSurfaceDescriptor surface_desc = {};
|
||||
surface_desc.nextInChain = &html_surface_desc.chain;
|
||||
|
||||
// Create the surface.
|
||||
wgpu_surface = wgpuInstanceCreateSurface(wgpu_instance, &surface_desc);
|
||||
preferred_fmt = wgpuSurfaceGetPreferredFormat(wgpu_surface, {} /* adapter */);
|
||||
#else // __EMSCRIPTEN__
|
||||
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);
|
||||
|
||||
WGPUAdapter adapter = RequestAdapter(wgpu_instance);
|
||||
ImGui_ImplWGPU_DebugPrintAdapterInfo(adapter);
|
||||
|
||||
wgpu_device = RequestDevice(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 // __EMSCRIPTEN__
|
||||
#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;
|
||||
}
|
||||
|
||||
// SDL3 helper to create a WebGPU surface (exclusively!) for Native/Desktop applications: available only together with WebGPU/WGPU backend
|
||||
// As of today (2025/10) there is no "official" support in SDL3 to create a surface for WebGPU backend
|
||||
// This stub uses "low level" SDL3 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(SDL_PLATFORM_WIN32)
|
||||
#ifndef WIN32_LEAN_AND_MEAN
|
||||
#define WIN32_LEAN_AND_MEAN 1
|
||||
#endif
|
||||
#include <windows.h>
|
||||
#endif
|
||||
|
||||
static WGPUSurface CreateWGPUSurface(const WGPUInstance& instance, SDL_Window* window)
|
||||
{
|
||||
SDL_PropertiesID propertiesID = SDL_GetWindowProperties(window);
|
||||
|
||||
ImGui_ImplWGPU_CreateSurfaceInfo create_info = {};
|
||||
create_info.Instance = instance;
|
||||
#if defined(SDL_PLATFORM_MACOS)
|
||||
{
|
||||
create_info.System = "cocoa";
|
||||
create_info.RawWindow = (void*)SDL_GetPointerProperty(propertiesID, SDL_PROP_WINDOW_COCOA_WINDOW_POINTER, NULL);
|
||||
return ImGui_ImplWGPU_CreateWGPUSurfaceHelper(&create_info);
|
||||
}
|
||||
#elif defined(SDL_PLATFORM_LINUX)
|
||||
if (SDL_strcmp(SDL_GetCurrentVideoDriver(), "wayland") == 0)
|
||||
{
|
||||
create_info.System = "wayland";
|
||||
create_info.RawDisplay = (void*)SDL_GetPointerProperty(propertiesID, SDL_PROP_WINDOW_WAYLAND_DISPLAY_POINTER, NULL);
|
||||
create_info.RawSurface = (void*)SDL_GetPointerProperty(propertiesID, SDL_PROP_WINDOW_WAYLAND_SURFACE_POINTER, NULL);
|
||||
return ImGui_ImplWGPU_CreateWGPUSurfaceHelper(&create_info);
|
||||
}
|
||||
else if (!SDL_strcmp(SDL_GetCurrentVideoDriver(), "x11"))
|
||||
{
|
||||
create_info.System = "x11";
|
||||
create_info.RawWindow = (void*)SDL_GetNumberProperty(propertiesID, SDL_PROP_WINDOW_X11_WINDOW_NUMBER, 0);
|
||||
create_info.RawDisplay = (void*)SDL_GetPointerProperty(propertiesID, SDL_PROP_WINDOW_X11_DISPLAY_POINTER, NULL);
|
||||
return ImGui_ImplWGPU_CreateWGPUSurfaceHelper(&create_info);
|
||||
}
|
||||
#elif defined(SDL_PLATFORM_WIN32)
|
||||
{
|
||||
create_info.System = "win32";
|
||||
create_info.RawWindow = (void*)SDL_GetPointerProperty(propertiesID, SDL_PROP_WINDOW_WIN32_HWND_POINTER, NULL);
|
||||
create_info.RawInstance = (void*)::GetModuleHandle(NULL);
|
||||
return ImGui_ImplWGPU_CreateWGPUSurfaceHelper(&create_info);
|
||||
}
|
||||
#else
|
||||
#error "Unsupported WebGPU native platform!"
|
||||
#endif
|
||||
return nullptr;
|
||||
}
|
||||
#endif // #ifndef __EMSCRIPTEN__
|
||||
@@ -1,4 +1,4 @@
|
||||
// Dear ImGui: standalone example application for DirectX 10
|
||||
// Dear ImGui: standalone example application for Windows API + DirectX 10
|
||||
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
@@ -217,6 +217,7 @@ int main(int, char**)
|
||||
bool CreateDeviceD3D(HWND hWnd)
|
||||
{
|
||||
// Setup swap chain
|
||||
// This is a basic setup. Optimally could use handle fullscreen mode differently. See #8979 for suggestions.
|
||||
DXGI_SWAP_CHAIN_DESC sd;
|
||||
ZeroMemory(&sd, sizeof(sd));
|
||||
sd.BufferCount = 2;
|
||||
@@ -241,6 +242,16 @@ bool CreateDeviceD3D(HWND hWnd)
|
||||
if (res != S_OK)
|
||||
return false;
|
||||
|
||||
// Disable DXGI's default Alt+Enter fullscreen behavior.
|
||||
// - You are free to leave this enabled, but it will not work properly with multiple viewports.
|
||||
// - This must be done for all windows associated to the device. Our DX11 backend does this automatically for secondary viewports that it creates.
|
||||
IDXGIFactory* pSwapChainFactory;
|
||||
if (SUCCEEDED(g_pSwapChain->GetParent(IID_PPV_ARGS(&pSwapChainFactory))))
|
||||
{
|
||||
pSwapChainFactory->MakeWindowAssociation(hWnd, DXGI_MWA_NO_ALT_ENTER);
|
||||
pSwapChainFactory->Release();
|
||||
}
|
||||
|
||||
CreateRenderTarget();
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
// Dear ImGui: standalone example application for DirectX 11
|
||||
// Dear ImGui: standalone example application for Windows API + DirectX 11
|
||||
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
@@ -61,7 +61,6 @@ int main(int, char**)
|
||||
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
|
||||
//io.ConfigViewportsNoAutoMerge = true;
|
||||
//io.ConfigViewportsNoTaskBarIcon = true;
|
||||
//io.ConfigViewportsNoDefaultParent = true;
|
||||
//io.ConfigDockingAlwaysTabBar = true;
|
||||
//io.ConfigDockingTransparentPayload = true;
|
||||
|
||||
@@ -220,6 +219,7 @@ int main(int, char**)
|
||||
bool CreateDeviceD3D(HWND hWnd)
|
||||
{
|
||||
// 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;
|
||||
ZeroMemory(&sd, sizeof(sd));
|
||||
sd.BufferCount = 2;
|
||||
@@ -246,6 +246,16 @@ bool CreateDeviceD3D(HWND hWnd)
|
||||
if (res != S_OK)
|
||||
return false;
|
||||
|
||||
// Disable DXGI's default Alt+Enter fullscreen behavior.
|
||||
// - You are free to leave this enabled, but it will not work properly with multiple viewports.
|
||||
// - This must be done for all windows associated to the device. Our DX11 backend does this automatically for secondary viewports that it creates.
|
||||
IDXGIFactory* pSwapChainFactory;
|
||||
if (SUCCEEDED(g_pSwapChain->GetParent(IID_PPV_ARGS(&pSwapChainFactory))))
|
||||
{
|
||||
pSwapChainFactory->MakeWindowAssociation(hWnd, DXGI_MWA_NO_ALT_ENTER);
|
||||
pSwapChainFactory->Release();
|
||||
}
|
||||
|
||||
CreateRenderTarget();
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
// Dear ImGui: standalone example application for DirectX 12
|
||||
// Dear ImGui: standalone example application for Windows API + DirectX 12
|
||||
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
@@ -10,7 +10,7 @@
|
||||
#include "imgui_impl_win32.h"
|
||||
#include "imgui_impl_dx12.h"
|
||||
#include <d3d12.h>
|
||||
#include <dxgi1_4.h>
|
||||
#include <dxgi1_5.h>
|
||||
#include <tchar.h>
|
||||
|
||||
#ifdef _DEBUG
|
||||
@@ -92,6 +92,7 @@ static ID3D12Fence* g_fence = nullptr;
|
||||
static HANDLE g_fenceEvent = nullptr;
|
||||
static UINT64 g_fenceLastSignaledValue = 0;
|
||||
static IDXGISwapChain3* g_pSwapChain = nullptr;
|
||||
static bool g_SwapChainTearingSupport = false;
|
||||
static bool g_SwapChainOccluded = false;
|
||||
static HANDLE g_hSwapChainWaitableObject = nullptr;
|
||||
static ID3D12Resource* g_mainRenderTargetResource[APP_NUM_BACK_BUFFERS] = {};
|
||||
@@ -102,8 +103,8 @@ bool CreateDeviceD3D(HWND hWnd);
|
||||
void CleanupDeviceD3D();
|
||||
void CreateRenderTarget();
|
||||
void CleanupRenderTarget();
|
||||
void WaitForLastSubmittedFrame();
|
||||
FrameContext* WaitForNextFrameResources();
|
||||
void WaitForPendingOperations();
|
||||
FrameContext* WaitForNextFrameContext();
|
||||
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
||||
|
||||
// Main code
|
||||
@@ -269,7 +270,7 @@ int main(int, char**)
|
||||
// Rendering
|
||||
ImGui::Render();
|
||||
|
||||
FrameContext* frameCtx = WaitForNextFrameResources();
|
||||
FrameContext* frameCtx = WaitForNextFrameContext();
|
||||
UINT backBufferIdx = g_pSwapChain->GetCurrentBackBufferIndex();
|
||||
frameCtx->CommandAllocator->Reset();
|
||||
|
||||
@@ -303,18 +304,17 @@ int main(int, char**)
|
||||
ImGui::RenderPlatformWindowsDefault();
|
||||
}
|
||||
|
||||
g_pd3dCommandQueue->Signal(g_fence, ++g_fenceLastSignaledValue);
|
||||
frameCtx->FenceValue = g_fenceLastSignaledValue;
|
||||
|
||||
// Present
|
||||
HRESULT hr = g_pSwapChain->Present(1, 0); // Present with vsync
|
||||
//HRESULT hr = g_pSwapChain->Present(0, 0); // Present without vsync
|
||||
//HRESULT hr = g_pSwapChain->Present(0, g_SwapChainTearingSupport ? DXGI_PRESENT_ALLOW_TEARING : 0); // Present without vsync
|
||||
g_SwapChainOccluded = (hr == DXGI_STATUS_OCCLUDED);
|
||||
|
||||
UINT64 fenceValue = g_fenceLastSignaledValue + 1;
|
||||
g_pd3dCommandQueue->Signal(g_fence, fenceValue);
|
||||
g_fenceLastSignaledValue = fenceValue;
|
||||
frameCtx->FenceValue = fenceValue;
|
||||
g_frameIndex++;
|
||||
}
|
||||
|
||||
WaitForLastSubmittedFrame();
|
||||
WaitForPendingOperations();
|
||||
|
||||
// Cleanup
|
||||
ImGui_ImplDX12_Shutdown();
|
||||
@@ -332,6 +332,7 @@ int main(int, char**)
|
||||
bool CreateDeviceD3D(HWND hWnd)
|
||||
{
|
||||
// Setup swap chain
|
||||
// This is a basic setup. Optimally could handle fullscreen mode differently. See #8979 for suggestions.
|
||||
DXGI_SWAP_CHAIN_DESC1 sd;
|
||||
{
|
||||
ZeroMemory(&sd, sizeof(sd));
|
||||
@@ -428,14 +429,24 @@ bool CreateDeviceD3D(HWND hWnd)
|
||||
return false;
|
||||
|
||||
{
|
||||
IDXGIFactory4* dxgiFactory = nullptr;
|
||||
IDXGIFactory5* dxgiFactory = nullptr;
|
||||
IDXGISwapChain1* swapChain1 = nullptr;
|
||||
if (CreateDXGIFactory1(IID_PPV_ARGS(&dxgiFactory)) != S_OK)
|
||||
return false;
|
||||
|
||||
BOOL allow_tearing = FALSE;
|
||||
dxgiFactory->CheckFeatureSupport(DXGI_FEATURE_PRESENT_ALLOW_TEARING, &allow_tearing, sizeof(allow_tearing));
|
||||
g_SwapChainTearingSupport = (allow_tearing == TRUE);
|
||||
if (g_SwapChainTearingSupport)
|
||||
sd.Flags |= DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING;
|
||||
|
||||
if (dxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &sd, nullptr, nullptr, &swapChain1) != S_OK)
|
||||
return false;
|
||||
if (swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain)) != S_OK)
|
||||
return false;
|
||||
if (g_SwapChainTearingSupport)
|
||||
dxgiFactory->MakeWindowAssociation(hWnd, DXGI_MWA_NO_ALT_ENTER);
|
||||
|
||||
swapChain1->Release();
|
||||
dxgiFactory->Release();
|
||||
g_pSwapChain->SetMaximumFrameLatency(APP_NUM_BACK_BUFFERS);
|
||||
@@ -484,49 +495,33 @@ void CreateRenderTarget()
|
||||
|
||||
void CleanupRenderTarget()
|
||||
{
|
||||
WaitForLastSubmittedFrame();
|
||||
WaitForPendingOperations();
|
||||
|
||||
for (UINT i = 0; i < APP_NUM_BACK_BUFFERS; i++)
|
||||
if (g_mainRenderTargetResource[i]) { g_mainRenderTargetResource[i]->Release(); g_mainRenderTargetResource[i] = nullptr; }
|
||||
}
|
||||
|
||||
void WaitForLastSubmittedFrame()
|
||||
void WaitForPendingOperations()
|
||||
{
|
||||
FrameContext* frameCtx = &g_frameContext[g_frameIndex % APP_NUM_FRAMES_IN_FLIGHT];
|
||||
g_pd3dCommandQueue->Signal(g_fence, ++g_fenceLastSignaledValue);
|
||||
|
||||
UINT64 fenceValue = frameCtx->FenceValue;
|
||||
if (fenceValue == 0)
|
||||
return; // No fence was signaled
|
||||
|
||||
frameCtx->FenceValue = 0;
|
||||
if (g_fence->GetCompletedValue() >= fenceValue)
|
||||
return;
|
||||
|
||||
g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent);
|
||||
WaitForSingleObject(g_fenceEvent, INFINITE);
|
||||
g_fence->SetEventOnCompletion(g_fenceLastSignaledValue, g_fenceEvent);
|
||||
::WaitForSingleObject(g_fenceEvent, INFINITE);
|
||||
}
|
||||
|
||||
FrameContext* WaitForNextFrameResources()
|
||||
FrameContext* WaitForNextFrameContext()
|
||||
{
|
||||
UINT nextFrameIndex = g_frameIndex + 1;
|
||||
g_frameIndex = nextFrameIndex;
|
||||
|
||||
HANDLE waitableObjects[] = { g_hSwapChainWaitableObject, nullptr };
|
||||
DWORD numWaitableObjects = 1;
|
||||
|
||||
FrameContext* frameCtx = &g_frameContext[nextFrameIndex % APP_NUM_FRAMES_IN_FLIGHT];
|
||||
UINT64 fenceValue = frameCtx->FenceValue;
|
||||
if (fenceValue != 0) // means no fence was signaled
|
||||
FrameContext* frame_context = &g_frameContext[g_frameIndex % APP_NUM_FRAMES_IN_FLIGHT];
|
||||
if (g_fence->GetCompletedValue() < frame_context->FenceValue)
|
||||
{
|
||||
frameCtx->FenceValue = 0;
|
||||
g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent);
|
||||
waitableObjects[1] = g_fenceEvent;
|
||||
numWaitableObjects = 2;
|
||||
g_fence->SetEventOnCompletion(frame_context->FenceValue, g_fenceEvent);
|
||||
HANDLE waitableObjects[] = { g_hSwapChainWaitableObject, g_fenceEvent };
|
||||
::WaitForMultipleObjects(2, waitableObjects, TRUE, INFINITE);
|
||||
}
|
||||
else
|
||||
::WaitForSingleObject(g_hSwapChainWaitableObject, INFINITE);
|
||||
|
||||
WaitForMultipleObjects(numWaitableObjects, waitableObjects, TRUE, INFINITE);
|
||||
|
||||
return frameCtx;
|
||||
return frame_context;
|
||||
}
|
||||
|
||||
// Forward declare message handler from imgui_impl_win32.cpp
|
||||
@@ -547,10 +542,11 @@ LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||
case WM_SIZE:
|
||||
if (g_pd3dDevice != nullptr && wParam != SIZE_MINIMIZED)
|
||||
{
|
||||
WaitForLastSubmittedFrame();
|
||||
CleanupRenderTarget();
|
||||
HRESULT result = g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT);
|
||||
assert(SUCCEEDED(result) && "Failed to resize swapchain.");
|
||||
DXGI_SWAP_CHAIN_DESC1 desc = {};
|
||||
g_pSwapChain->GetDesc1(&desc);
|
||||
HRESULT result = g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), desc.Format, desc.Flags);
|
||||
IM_ASSERT(SUCCEEDED(result) && "Failed to resize swapchain.");
|
||||
CreateRenderTarget();
|
||||
}
|
||||
return 0;
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
// Dear ImGui: standalone example application for DirectX 9
|
||||
// Dear ImGui: standalone example application for Windows API + DirectX 9
|
||||
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
// Dear ImGui: standalone example application for Win32 + OpenGL 3
|
||||
// Dear ImGui: standalone example application for Windows API + OpenGL
|
||||
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
@@ -73,7 +73,7 @@ static void Hook_Renderer_SwapBuffers(ImGuiViewport* viewport, void*)
|
||||
int main(int, char**)
|
||||
{
|
||||
// Make process DPI aware and obtain main monitor scale
|
||||
//ImGui_ImplWin32_EnableDpiAwareness(); // FIXME: This somehow doesn't work in the Win32+OpenGL example. Why?
|
||||
ImGui_ImplWin32_EnableDpiAwareness();
|
||||
float main_scale = ImGui_ImplWin32_GetDpiScaleForMonitor(::MonitorFromPoint(POINT{ 0, 0 }, MONITOR_DEFAULTTOPRIMARY));
|
||||
|
||||
// Create application window
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
// Dear ImGui: standalone example application for Win32 + Vulkan
|
||||
// Dear ImGui: standalone example application for Windows API + Vulkan
|
||||
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
@@ -228,7 +228,7 @@ static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface
|
||||
|
||||
// Create SwapChain, RenderPass, Framebuffer, etc.
|
||||
IM_ASSERT(g_MinImageCount >= 2);
|
||||
ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, width, height, g_MinImageCount);
|
||||
ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, width, height, g_MinImageCount, 0);
|
||||
}
|
||||
|
||||
static void CleanupVulkan()
|
||||
@@ -428,12 +428,12 @@ int main(int, char**)
|
||||
init_info.Queue = g_Queue;
|
||||
init_info.PipelineCache = g_PipelineCache;
|
||||
init_info.DescriptorPool = g_DescriptorPool;
|
||||
init_info.RenderPass = wd->RenderPass;
|
||||
init_info.Subpass = 0;
|
||||
init_info.MinImageCount = g_MinImageCount;
|
||||
init_info.ImageCount = wd->ImageCount;
|
||||
init_info.MSAASamples = VK_SAMPLE_COUNT_1_BIT;
|
||||
init_info.Allocator = g_Allocator;
|
||||
init_info.PipelineInfoMain.RenderPass = wd->RenderPass;
|
||||
init_info.PipelineInfoMain.Subpass = 0;
|
||||
init_info.PipelineInfoMain.MSAASamples = VK_SAMPLE_COUNT_1_BIT;
|
||||
init_info.CheckVkResultFn = check_vk_result;
|
||||
ImGui_ImplVulkan_Init(&init_info);
|
||||
|
||||
@@ -582,7 +582,7 @@ LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||
if (fb_width > 0 && fb_height > 0 && (g_SwapChainRebuild || g_MainWindowData.Width != fb_width || g_MainWindowData.Height != fb_height))
|
||||
{
|
||||
ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount);
|
||||
ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, &g_MainWindowData, g_QueueFamily, g_Allocator, fb_width, fb_height, g_MinImageCount);
|
||||
ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, &g_MainWindowData, g_QueueFamily, g_Allocator, fb_width, fb_height, g_MinImageCount, 0);
|
||||
g_MainWindowData.FrameIndex = 0;
|
||||
g_SwapChainRebuild = false;
|
||||
}
|
||||
|
||||
@@ -39,6 +39,10 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_win32_vulkan", "exa
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl3_sdlgpu3", "example_sdl3_sdlgpu3\example_sdl3_sdlgpu3.vcxproj", "{C22CB6F8-39A5-4DDA-90ED-4ACA4E81E1E5}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl3_directx11", "example_sdl3_directx11\example_sdl3_directx11.vcxproj", "{009DAC16-1A9C-47BE-9770-A30A046E8090}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_null", "example_null\example_null.vcxproj", "{1A0BF63C-18EF-4BAE-A8DA-055481B11F5D}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
Debug|Win32 = Debug|Win32
|
||||
@@ -191,6 +195,22 @@ Global
|
||||
{C22CB6F8-39A5-4DDA-90ED-4ACA4E81E1E5}.Release|Win32.Build.0 = Release|Win32
|
||||
{C22CB6F8-39A5-4DDA-90ED-4ACA4E81E1E5}.Release|x64.ActiveCfg = Release|x64
|
||||
{C22CB6F8-39A5-4DDA-90ED-4ACA4E81E1E5}.Release|x64.Build.0 = Release|x64
|
||||
{009DAC16-1A9C-47BE-9770-A30A046E8090}.Debug|Win32.ActiveCfg = Debug|Win32
|
||||
{009DAC16-1A9C-47BE-9770-A30A046E8090}.Debug|Win32.Build.0 = Debug|Win32
|
||||
{009DAC16-1A9C-47BE-9770-A30A046E8090}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{009DAC16-1A9C-47BE-9770-A30A046E8090}.Debug|x64.Build.0 = Debug|x64
|
||||
{009DAC16-1A9C-47BE-9770-A30A046E8090}.Release|Win32.ActiveCfg = Release|Win32
|
||||
{009DAC16-1A9C-47BE-9770-A30A046E8090}.Release|Win32.Build.0 = Release|Win32
|
||||
{009DAC16-1A9C-47BE-9770-A30A046E8090}.Release|x64.ActiveCfg = Release|x64
|
||||
{009DAC16-1A9C-47BE-9770-A30A046E8090}.Release|x64.Build.0 = Release|x64
|
||||
{1A0BF63C-18EF-4BAE-A8DA-055481B11F5D}.Debug|Win32.ActiveCfg = Debug|Win32
|
||||
{1A0BF63C-18EF-4BAE-A8DA-055481B11F5D}.Debug|Win32.Build.0 = Debug|Win32
|
||||
{1A0BF63C-18EF-4BAE-A8DA-055481B11F5D}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{1A0BF63C-18EF-4BAE-A8DA-055481B11F5D}.Debug|x64.Build.0 = Debug|x64
|
||||
{1A0BF63C-18EF-4BAE-A8DA-055481B11F5D}.Release|Win32.ActiveCfg = Release|Win32
|
||||
{1A0BF63C-18EF-4BAE-A8DA-055481B11F5D}.Release|Win32.Build.0 = Release|Win32
|
||||
{1A0BF63C-18EF-4BAE-A8DA-055481B11F5D}.Release|x64.ActiveCfg = Release|x64
|
||||
{1A0BF63C-18EF-4BAE-A8DA-055481B11F5D}.Release|x64.Build.0 = Release|x64
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
|
||||
@@ -15,7 +15,8 @@
|
||||
#pragma once
|
||||
|
||||
//---- Define assertion handler. Defaults to calling assert().
|
||||
// If your macro uses multiple statements, make sure is enclosed in a 'do { .. } while (0)' block so it can be used as a single statement.
|
||||
// - If your macro uses multiple statements, make sure is enclosed in a 'do { .. } while (0)' block so it can be used as a single statement.
|
||||
// - Compiling with NDEBUG will usually strip out assert() to nothing, which is NOT recommended because we use asserts to notify of programmer mistakes.
|
||||
//#define IM_ASSERT(_EXPR) MyAssert(_EXPR)
|
||||
//#define IM_ASSERT(_EXPR) ((void)(_EXPR)) // Disable asserts
|
||||
|
||||
@@ -83,6 +84,7 @@
|
||||
|
||||
//---- Use FreeType to build and rasterize the font atlas (instead of stb_truetype which is embedded by default in Dear ImGui)
|
||||
// Requires FreeType headers to be available in the include path. Requires program to be compiled with 'misc/freetype/imgui_freetype.cpp' (in this repository) + the FreeType library (not provided).
|
||||
// Note that imgui_freetype.cpp may be used _without_ this define, if you manually call ImFontAtlas::SetFontLoader(). The define is simply a convenience.
|
||||
// On Windows you may use vcpkg with 'vcpkg install freetype --triplet=x64-windows' + 'vcpkg integrate install'.
|
||||
//#define IMGUI_ENABLE_FREETYPE
|
||||
|
||||
|
||||
234
imgui.h
234
imgui.h
@@ -1,35 +1,36 @@
|
||||
// dear imgui, v1.92.3
|
||||
// dear imgui, v1.92.5
|
||||
// (headers)
|
||||
|
||||
// Help:
|
||||
// - See links below.
|
||||
// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that.
|
||||
// - Read top of imgui.cpp for more details, links and comments.
|
||||
// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including this file (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4.
|
||||
// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including imgui.h (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4.
|
||||
|
||||
// Resources:
|
||||
// - FAQ ........................ https://dearimgui.com/faq (in repository as docs/FAQ.md)
|
||||
// - Homepage ................... https://github.com/ocornut/imgui
|
||||
// - Releases & changelog ....... https://github.com/ocornut/imgui/releases
|
||||
// - Releases & Changelog ....... https://github.com/ocornut/imgui/releases
|
||||
// - Gallery .................... https://github.com/ocornut/imgui/issues?q=label%3Agallery (please post your screenshots/video there!)
|
||||
// - Wiki ....................... https://github.com/ocornut/imgui/wiki (lots of good stuff there)
|
||||
// - Getting Started https://github.com/ocornut/imgui/wiki/Getting-Started (how to integrate in an existing app by adding ~25 lines of code)
|
||||
// - Third-party Extensions https://github.com/ocornut/imgui/wiki/Useful-Extensions (ImPlot & many more)
|
||||
// - Bindings/Backends https://github.com/ocornut/imgui/wiki/Bindings (language bindings, backends for various tech/engines)
|
||||
// - Glossary https://github.com/ocornut/imgui/wiki/Glossary
|
||||
// - Bindings/Backends https://github.com/ocornut/imgui/wiki/Bindings (language bindings + backends for various tech/engines)
|
||||
// - Debug Tools https://github.com/ocornut/imgui/wiki/Debug-Tools
|
||||
// - Glossary https://github.com/ocornut/imgui/wiki/Glossary
|
||||
// - Software using Dear ImGui https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui
|
||||
// - Issues & support ........... https://github.com/ocornut/imgui/issues
|
||||
// - Test Engine & Automation ... https://github.com/ocornut/imgui_test_engine (test suite, test engine to automate your apps)
|
||||
// - Web version of the Demo .... https://pthom.github.io/imgui_manual_online/manual/imgui_manual.html (w/ source code browser)
|
||||
|
||||
// For first-time users having issues compiling/linking/running/loading fonts:
|
||||
// For FIRST-TIME users having issues compiling/linking/running:
|
||||
// please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above.
|
||||
// Everything else should be asked in 'Issues'! We are building a database of cross-linked knowledge there.
|
||||
// EVERYTHING ELSE should be asked in 'Issues'! We are building a database of cross-linked knowledge there.
|
||||
// Since 1.92, we encourage font loading questions to also be posted in 'Issues'.
|
||||
|
||||
// Library Version
|
||||
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
|
||||
#define IMGUI_VERSION "1.92.3"
|
||||
#define IMGUI_VERSION_NUM 19230
|
||||
#define IMGUI_VERSION "1.92.5"
|
||||
#define IMGUI_VERSION_NUM 19250
|
||||
#define IMGUI_HAS_TABLE // Added BeginTable() - from IMGUI_VERSION_NUM >= 18000
|
||||
#define IMGUI_HAS_TEXTURES // Added ImGuiBackendFlags_RendererHasTextures - from IMGUI_VERSION_NUM >= 19198
|
||||
#define IMGUI_HAS_VIEWPORT // In 'docking' WIP branch.
|
||||
@@ -91,12 +92,15 @@ Index of this file:
|
||||
#endif
|
||||
|
||||
// Helper Macros
|
||||
// (note: compiling with NDEBUG will usually strip out assert() to nothing, which is NOT recommended because we use asserts to notify of programmer mistakes.)
|
||||
#ifndef IM_ASSERT
|
||||
#include <assert.h>
|
||||
#define IM_ASSERT(_EXPR) assert(_EXPR) // You can override the default assert handler by editing imconfig.h
|
||||
#endif
|
||||
#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR) / sizeof(*(_ARR)))) // Size of a static C-style array. Don't use on pointers!
|
||||
#define IM_UNUSED(_VAR) ((void)(_VAR)) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds.
|
||||
#define IM_STRINGIFY_HELPER(_EXPR) #_EXPR
|
||||
#define IM_STRINGIFY(_EXPR) IM_STRINGIFY_HELPER(_EXPR) // Preprocessor idiom to stringify e.g. an integer or a macro.
|
||||
|
||||
// Check that version and structures layouts are matching between compiled imgui code and caller. Read comments above DebugCheckVersionAndDataLayout() for details.
|
||||
#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
|
||||
@@ -215,9 +219,9 @@ struct ImGuiWindowClass; // Window class (rare/advanced uses: provide
|
||||
// Enumerations
|
||||
// - We don't use strongly typed enums much because they add constraints (can't extend in private code, can't store typed in bit fields, extra casting on iteration)
|
||||
// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists!
|
||||
// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
|
||||
// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
|
||||
// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments.
|
||||
// - In Visual Studio: Ctrl+Comma ("Edit.GoToAll") can follow symbols inside comments, whereas Ctrl+F12 ("Edit.GoToImplementation") cannot.
|
||||
// - In Visual Studio w/ Visual Assist installed: Alt+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
|
||||
// - In VS Code, CLion, etc.: Ctrl+Click can follow symbols inside comments.
|
||||
enum ImGuiDir : int; // -> enum ImGuiDir // Enum: A cardinal direction (Left, Right, Up, Down)
|
||||
enum ImGuiKey : int; // -> enum ImGuiKey // Enum: A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value)
|
||||
enum ImGuiMouseSource : int; // -> enum ImGuiMouseSource // Enum; A mouse input source identifier (Mouse, TouchScreen, Pen)
|
||||
@@ -232,9 +236,9 @@ typedef int ImGuiTableBgTarget; // -> enum ImGuiTableBgTarget_ // Enum: A
|
||||
|
||||
// Flags (declared as int to allow using as flags without overhead, and to not pollute the top of this file)
|
||||
// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists!
|
||||
// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
|
||||
// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
|
||||
// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments.
|
||||
// - In Visual Studio: Ctrl+Comma ("Edit.GoToAll") can follow symbols inside comments, whereas Ctrl+F12 ("Edit.GoToImplementation") cannot.
|
||||
// - In Visual Studio w/ Visual Assist installed: Alt+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
|
||||
// - In VS Code, CLion, etc.: Ctrl+Click can follow symbols inside comments.
|
||||
typedef int ImDrawFlags; // -> enum ImDrawFlags_ // Flags: for ImDrawList functions
|
||||
typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList instance
|
||||
typedef int ImDrawTextFlags; // -> enum ImDrawTextFlags_ // Internal, do not use!
|
||||
@@ -335,7 +339,7 @@ IM_MSVC_RUNTIME_CHECKS_RESTORE
|
||||
// - 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.
|
||||
// History:
|
||||
// - In v1.91.4 (2024/10/08): the default type for ImTextureID was changed from 'void*' to 'ImU64'. This allowed backends requirig 64-bit worth of data to build on 32-bit architectures. Use intermediary intptr_t cast and read FAQ if you have casting warnings.
|
||||
// - In v1.91.4 (2024/10/08): the default type for ImTextureID was changed from 'void*' to 'ImU64'. This allowed backends requiring 64-bit worth of data to build on 32-bit architectures. Use intermediary intptr_t cast and read FAQ if you have casting warnings.
|
||||
// - In v1.92.0 (2025/06/11): added ImTextureRef which carry either a ImTextureID either a pointer to internal texture atlas. All user facing functions taking ImTextureID changed to ImTextureRef
|
||||
#ifndef ImTextureID
|
||||
typedef ImU64 ImTextureID; // Default: store up to 64-bits (any pointer or integer). A majority of backends are ok with that.
|
||||
@@ -667,13 +671,13 @@ namespace ImGui
|
||||
IMGUI_API bool Combo(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int popup_max_height_in_items = -1);
|
||||
|
||||
// Widgets: Drag Sliders
|
||||
// - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp.
|
||||
// - Ctrl+Click on any drag box to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp.
|
||||
// - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every function, note that a 'float v[X]' function argument is the same as 'float* v',
|
||||
// the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x
|
||||
// - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc.
|
||||
// - Format string may also be set to NULL or use the default format ("%f" or "%d").
|
||||
// - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For keyboard/gamepad navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision).
|
||||
// - Use v_min < v_max to clamp edits to given limits. Note that CTRL+Click manual input can override those limits if ImGuiSliderFlags_AlwaysClamp is not used.
|
||||
// - Use v_min < v_max to clamp edits to given limits. Note that Ctrl+Click manual input can override those limits if ImGuiSliderFlags_AlwaysClamp is not used.
|
||||
// - Use v_max = FLT_MAX / INT_MAX etc to avoid clamping to a maximum, same with v_min = -FLT_MAX / INT_MIN to avoid clamping to a minimum.
|
||||
// - We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them.
|
||||
// - Legacy: Pre-1.78 there are DragXXX() function signatures that take a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument.
|
||||
@@ -692,7 +696,7 @@ namespace ImGui
|
||||
IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0);
|
||||
|
||||
// Widgets: Regular Sliders
|
||||
// - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp.
|
||||
// - Ctrl+Click on any slider to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp.
|
||||
// - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc.
|
||||
// - Format string may also be set to NULL or use the default format ("%f" or "%d").
|
||||
// - Legacy: Pre-1.78 there are SliderXXX() function signatures that take a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument.
|
||||
@@ -713,7 +717,7 @@ namespace ImGui
|
||||
IMGUI_API bool VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0);
|
||||
|
||||
// Widgets: Input with Keyboard
|
||||
// - If you want to use InputText() with std::string or any custom dynamic string type, see misc/cpp/imgui_stdlib.h and comments in imgui_demo.cpp.
|
||||
// - If you want to use InputText() with std::string or any custom dynamic string type, use the wrapper in misc/cpp/imgui_stdlib.h/.cpp!
|
||||
// - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc.
|
||||
IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
|
||||
IMGUI_API bool InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
|
||||
@@ -743,7 +747,7 @@ namespace ImGui
|
||||
// Widgets: Trees
|
||||
// - TreeNode functions return true when the node is open, in which case you need to also call TreePop() when you are finished displaying the tree node contents.
|
||||
IMGUI_API bool TreeNode(const char* label);
|
||||
IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2); // helper variation to easily decorelate the id from the displayed string. Read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet().
|
||||
IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2); // helper variation to easily decorrelate the id from the displayed string. Read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet().
|
||||
IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2); // "
|
||||
IMGUI_API bool TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2);
|
||||
IMGUI_API bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2);
|
||||
@@ -768,7 +772,7 @@ namespace ImGui
|
||||
IMGUI_API bool Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // "bool* p_selected" point to the selection state (read-write), as a convenient helper.
|
||||
|
||||
// Multi-selection system for Selectable(), Checkbox(), TreeNode() functions [BETA]
|
||||
// - This enables standard multi-selection/range-selection idioms (CTRL+Mouse/Keyboard, SHIFT+Mouse/Keyboard, etc.) in a way that also allow a clipper to be used.
|
||||
// - This enables standard multi-selection/range-selection idioms (Ctrl+Mouse/Keyboard, Shift+Mouse/Keyboard, etc.) in a way that also allow a clipper to be used.
|
||||
// - ImGuiSelectionUserData is often used to store your item index within the current view (but may store something else).
|
||||
// - Read comments near ImGuiMultiSelectIO for instructions/details and see 'Demo->Widgets->Selection State & Multi-Select' for demo.
|
||||
// - TreeNode() is technically supported but... using this correctly is more complicated. You need some sort of linear/random access to your tree,
|
||||
@@ -956,18 +960,24 @@ namespace ImGui
|
||||
IMGUI_API void SetTabItemClosed(const char* tab_or_docked_window_label); // notify TabBar or Docking system of a closed tab/window ahead (useful to reduce visual flicker on reorderable tab bars). For tab-bar: call after BeginTabBar() and before Tab submissions. Otherwise call with a window name.
|
||||
|
||||
// Docking
|
||||
// [BETA API] Enable with io.ConfigFlags |= ImGuiConfigFlags_DockingEnable.
|
||||
// Note: You can use most Docking facilities without calling any API. You DO NOT need to call DockSpace() to use Docking!
|
||||
// - Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking.
|
||||
// - Drag from window menu button (upper-left button) to undock an entire node (all windows).
|
||||
// - When io.ConfigDockingWithShift == true, you instead need to hold SHIFT to enable docking.
|
||||
// About dockspaces:
|
||||
// - Use DockSpaceOverViewport() to create a window covering the screen or a specific viewport + a dockspace inside it.
|
||||
// This is often used with ImGuiDockNodeFlags_PassthruCentralNode to make it transparent.
|
||||
// - Use DockSpace() to create an explicit dock node _within_ an existing window. See Docking demo for details.
|
||||
// - Important: Dockspaces need to be submitted _before_ any window they can host. Submit it early in your frame!
|
||||
// - Important: Dockspaces need to be kept alive if hidden, otherwise windows docked into it will be undocked.
|
||||
// e.g. if you have multiple tabs with a dockspace inside each tab: submit the non-visible dockspaces with ImGuiDockNodeFlags_KeepAliveOnly.
|
||||
// - Read https://github.com/ocornut/imgui/wiki/Docking for details.
|
||||
// - Enable with io.ConfigFlags |= ImGuiConfigFlags_DockingEnable.
|
||||
// - You can use most Docking facilities without calling any API. You don't necessarily need to call a DockSpaceXXX function to use Docking!
|
||||
// - Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking.
|
||||
// - Drag from window menu button (upper-left button) to undock an entire node (all windows).
|
||||
// - When io.ConfigDockingWithShift == true, you instead need to hold SHIFT to enable docking.
|
||||
// - Dockspaces:
|
||||
// - If you want to dock windows into the edge of your screen, most application can simply call DockSpaceOverViewport():
|
||||
// e.g. ImGui::NewFrame(); then ImGui::DockSpaceOverViewport(); // Create a dockspace in main viewport.
|
||||
// or: ImGui::NewFrame(); then ImGui::DockSpaceOverViewport(0, nullptr, ImGuiDockNodeFlags_PassthruCentralNode); // Create a dockspace in main viewport, where central node is transparent.
|
||||
// - A dockspace is an explicit dock node within an existing window.
|
||||
// - DockSpaceOverViewport() basically creates an invisible window covering a viewport, and submit a DockSpace() into it.
|
||||
// - IMPORTANT: Dockspaces need to be submitted _before_ any window they can host. Submit them early in your frame!
|
||||
// - IMPORTANT: Dockspaces need to be kept alive if hidden, otherwise windows docked into it will be undocked.
|
||||
// If you have e.g. multiple tabs with a dockspace inside each tab: submit the non-visible dockspaces with ImGuiDockNodeFlags_KeepAliveOnly.
|
||||
// - Programmatic docking:
|
||||
// - There is no public API yet other than the very limited SetNextWindowDockID() function. Sorry for that!
|
||||
// - Read https://github.com/ocornut/imgui/wiki/Docking for examples of how to use current internal API.
|
||||
IMGUI_API ImGuiID DockSpace(ImGuiID dockspace_id, const ImVec2& size = ImVec2(0, 0), ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL);
|
||||
IMGUI_API ImGuiID DockSpaceOverViewport(ImGuiID dockspace_id = 0, const ImGuiViewport* viewport = NULL, ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL);
|
||||
IMGUI_API void SetNextWindowDockID(ImGuiID dock_id, ImGuiCond cond = 0); // set next window dock id
|
||||
@@ -1001,7 +1011,7 @@ namespace ImGui
|
||||
// Disabling [BETA API]
|
||||
// - Disable all user interactions and dim items visuals (applying style.DisabledAlpha over current colors)
|
||||
// - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled)
|
||||
// - Tooltips windows by exception are opted out of disabling.
|
||||
// - Tooltips windows are automatically opted out of disabling. Note that IsItemHovered() by default returns false on disabled items, unless using ImGuiHoveredFlags_AllowWhenDisabled.
|
||||
// - BeginDisabled(false)/EndDisabled() essentially does nothing but is provided to facilitate use of boolean expressions (as a micro-optimization: if you have tens of thousands of BeginDisabled(false)/EndDisabled() pairs, you might want to reformulate your code to avoid making those calls)
|
||||
IMGUI_API void BeginDisabled(bool disabled = true);
|
||||
IMGUI_API void EndDisabled();
|
||||
@@ -1171,7 +1181,7 @@ namespace ImGui
|
||||
IMGUI_API void UpdatePlatformWindows(); // call in main loop. will call CreateWindow/ResizeWindow/etc. platform functions for each secondary viewport, and DestroyWindow for each inactive viewport.
|
||||
IMGUI_API void RenderPlatformWindowsDefault(void* platform_render_arg = NULL, void* renderer_render_arg = NULL); // call in main loop. will call RenderWindow/SwapBuffers platform functions for each secondary viewport which doesn't have the ImGuiViewportFlags_Minimized flag set. May be reimplemented by user for custom rendering needs.
|
||||
IMGUI_API void DestroyPlatformWindows(); // call DestroyWindow platform functions for all viewports. call from backend Shutdown() if you need to close platform windows before imgui shutdown. otherwise will be called by DestroyContext().
|
||||
IMGUI_API ImGuiViewport* FindViewportByID(ImGuiID id); // this is a helper for backends.
|
||||
IMGUI_API ImGuiViewport* FindViewportByID(ImGuiID viewport_id); // this is a helper for backends.
|
||||
IMGUI_API ImGuiViewport* FindViewportByPlatformHandle(void* platform_handle); // this is a helper for backends. the type platform_handle is decided by the backend (e.g. HWND, MyWindow*, GLFWwindow* etc.)
|
||||
|
||||
} // namespace ImGui
|
||||
@@ -1202,7 +1212,7 @@ enum ImGuiWindowFlags_
|
||||
ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, // Always show vertical scrollbar (even if ContentSize.y < Size.y)
|
||||
ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x)
|
||||
ImGuiWindowFlags_NoNavInputs = 1 << 16, // No keyboard/gamepad navigation within the window
|
||||
ImGuiWindowFlags_NoNavFocus = 1 << 17, // No focusing toward this window with keyboard/gamepad navigation (e.g. skipped by CTRL+TAB)
|
||||
ImGuiWindowFlags_NoNavFocus = 1 << 17, // No focusing toward this window with keyboard/gamepad navigation (e.g. skipped by Ctrl+Tab)
|
||||
ImGuiWindowFlags_UnsavedDocument = 1 << 18, // Display a dot next to the title. When used in a tab/docking context, tab is selected when clicking the X + closure is not assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar.
|
||||
ImGuiWindowFlags_NoDocking = 1 << 19, // Disable docking of this window
|
||||
ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
|
||||
@@ -1219,8 +1229,8 @@ enum ImGuiWindowFlags_
|
||||
|
||||
// Obsolete names
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
ImGuiWindowFlags_NavFlattened = 1 << 29, // Obsoleted in 1.90.9: Use ImGuiChildFlags_NavFlattened in BeginChild() call.
|
||||
ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 30, // Obsoleted in 1.90.0: Use ImGuiChildFlags_AlwaysUseWindowPadding in BeginChild() call.
|
||||
//ImGuiWindowFlags_NavFlattened = 1 << 29, // Obsoleted in 1.90.9: moved to ImGuiChildFlags. BeginChild(name, size, 0, ImGuiWindowFlags_NavFlattened) --> BeginChild(name, size, ImGuiChildFlags_NavFlattened, 0)
|
||||
//ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 30, // Obsoleted in 1.90.0: moved to ImGuiChildFlags. BeginChild(name, size, 0, ImGuiWindowFlags_AlwaysUseWindowPadding) --> BeginChild(name, size, ImGuiChildFlags_AlwaysUseWindowPadding, 0)
|
||||
#endif
|
||||
};
|
||||
|
||||
@@ -1248,7 +1258,7 @@ enum ImGuiChildFlags_
|
||||
|
||||
// Obsolete names
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
ImGuiChildFlags_Border = ImGuiChildFlags_Borders, // Renamed in 1.91.1 (August 2024) for consistency.
|
||||
//ImGuiChildFlags_Border = ImGuiChildFlags_Borders, // Renamed in 1.91.1 (August 2024) for consistency.
|
||||
#endif
|
||||
};
|
||||
|
||||
@@ -1311,7 +1321,7 @@ enum ImGuiInputTextFlags_
|
||||
// - It is much slower than regular text fields.
|
||||
// Ballpark estimate of cost on my 2019 desktop PC: for a 100 KB text buffer: +~0.3 ms (Optimized) / +~1.0 ms (Debug build).
|
||||
// The CPU cost is very roughly proportional to text length, so a 10 KB buffer should cost about ten times less.
|
||||
ImGuiInputTextFlags_WordWrap = 1 << 24, // InputTextMultine(): word-wrap lines that are too long.
|
||||
ImGuiInputTextFlags_WordWrap = 1 << 24, // InputTextMultiline(): word-wrap lines that are too long.
|
||||
|
||||
// Obsolete names
|
||||
//ImGuiInputTextFlags_AlwaysInsertMode = ImGuiInputTextFlags_AlwaysOverwrite // [renamed in 1.82] name was not matching behavior
|
||||
@@ -1338,7 +1348,7 @@ enum ImGuiTreeNodeFlags_
|
||||
ImGuiTreeNodeFlags_SpanAllColumns = 1 << 14, // Frame will span all columns of its container table (label will still fit in current column)
|
||||
ImGuiTreeNodeFlags_LabelSpanAllColumns = 1 << 15, // Label will span all columns of its container table
|
||||
//ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 16, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible
|
||||
ImGuiTreeNodeFlags_NavLeftJumpsToParent = 1 << 17, // Nav: left arrow moves back to parent. This is processed in TreePop() when there's an unfullfilled Left nav request remaining.
|
||||
ImGuiTreeNodeFlags_NavLeftJumpsToParent = 1 << 17, // Nav: left arrow moves back to parent. This is processed in TreePop() when there's an unfulfilled Left nav request remaining.
|
||||
ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog,
|
||||
|
||||
// [EXPERIMENTAL] Draw lines connecting TreeNode hierarchy. Discuss in GitHub issue #2920.
|
||||
@@ -1350,7 +1360,7 @@ enum ImGuiTreeNodeFlags_
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
ImGuiTreeNodeFlags_NavLeftJumpsBackHere = ImGuiTreeNodeFlags_NavLeftJumpsToParent, // Renamed in 1.92.0
|
||||
ImGuiTreeNodeFlags_SpanTextWidth = ImGuiTreeNodeFlags_SpanLabelWidth, // Renamed in 1.90.7
|
||||
ImGuiTreeNodeFlags_AllowItemOverlap = ImGuiTreeNodeFlags_AllowOverlap, // Renamed in 1.89.7
|
||||
//ImGuiTreeNodeFlags_AllowItemOverlap = ImGuiTreeNodeFlags_AllowOverlap, // Renamed in 1.89.7
|
||||
#endif
|
||||
};
|
||||
|
||||
@@ -1393,7 +1403,7 @@ enum ImGuiSelectableFlags_
|
||||
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
ImGuiSelectableFlags_DontClosePopups = ImGuiSelectableFlags_NoAutoClosePopups, // Renamed in 1.91.0
|
||||
ImGuiSelectableFlags_AllowItemOverlap = ImGuiSelectableFlags_AllowOverlap, // Renamed in 1.89.7
|
||||
//ImGuiSelectableFlags_AllowItemOverlap = ImGuiSelectableFlags_AllowOverlap, // Renamed in 1.89.7
|
||||
#endif
|
||||
};
|
||||
|
||||
@@ -1488,7 +1498,7 @@ enum ImGuiHoveredFlags_
|
||||
// Tooltips mode
|
||||
// - typically used in IsItemHovered() + SetTooltip() sequence.
|
||||
// - this is a shortcut to pull flags from 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' where you can reconfigure desired behavior.
|
||||
// e.g. 'TooltipHoveredFlagsForMouse' defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort'.
|
||||
// e.g. 'HoverFlagsForTooltipMouse' defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_AllowWhenDisabled'.
|
||||
// - for frequently actioned or hovered items providing a tooltip, you want may to use ImGuiHoveredFlags_ForTooltip (stationary + delay) so the tooltip doesn't show too often.
|
||||
// - for items which main purpose is to be hovered, or items with low affordance, or in less consistent apps, prefer no delay or shorter delay.
|
||||
ImGuiHoveredFlags_ForTooltip = 1 << 12, // Shortcut for standard flags when using IsItemHovered() + SetTooltip() sequence.
|
||||
@@ -1541,6 +1551,7 @@ enum ImGuiDragDropFlags_
|
||||
ImGuiDragDropFlags_AcceptBeforeDelivery = 1 << 10, // AcceptDragDropPayload() will returns true even before the mouse button is released. You can then call IsDelivery() to test if the payload needs to be delivered.
|
||||
ImGuiDragDropFlags_AcceptNoDrawDefaultRect = 1 << 11, // Do not draw the default highlight rectangle when hovering over target.
|
||||
ImGuiDragDropFlags_AcceptNoPreviewTooltip = 1 << 12, // Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site.
|
||||
ImGuiDragDropFlags_AcceptDrawAsHovered = 1 << 13, // Accepting item will render as if hovered. Useful for e.g. a Button() used as a drop target.
|
||||
ImGuiDragDropFlags_AcceptPeekOnly = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect, // For peeking ahead and inspecting the payload before delivery.
|
||||
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
@@ -1714,9 +1725,9 @@ enum ImGuiKey : int
|
||||
ImGuiMod_Mask_ = 0xF000, // 4-bits
|
||||
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
ImGuiKey_COUNT = ImGuiKey_NamedKey_END, // Obsoleted in 1.91.5 because it was extremely misleading (since named keys don't start at 0 anymore)
|
||||
ImGuiKey_COUNT = ImGuiKey_NamedKey_END, // Obsoleted in 1.91.5 because it was misleading (since named keys don't start at 0 anymore)
|
||||
ImGuiMod_Shortcut = ImGuiMod_Ctrl, // Removed in 1.90.7, you can now simply use ImGuiMod_Ctrl
|
||||
ImGuiKey_ModCtrl = ImGuiMod_Ctrl, ImGuiKey_ModShift = ImGuiMod_Shift, ImGuiKey_ModAlt = ImGuiMod_Alt, ImGuiKey_ModSuper = ImGuiMod_Super, // Renamed in 1.89
|
||||
//ImGuiKey_ModCtrl = ImGuiMod_Ctrl, ImGuiKey_ModShift = ImGuiMod_Shift, ImGuiKey_ModAlt = ImGuiMod_Alt, ImGuiKey_ModSuper = ImGuiMod_Super, // Renamed in 1.89
|
||||
//ImGuiKey_KeyPadEnter = ImGuiKey_KeypadEnter, // Renamed in 1.87
|
||||
#endif
|
||||
};
|
||||
@@ -1738,7 +1749,7 @@ enum ImGuiInputFlags_
|
||||
ImGuiInputFlags_RouteAlways = 1 << 13, // Do not register route, poll keys directly.
|
||||
// - Routing options
|
||||
ImGuiInputFlags_RouteOverFocused = 1 << 14, // Option: global route: higher priority than focused route (unless active item in focused route).
|
||||
ImGuiInputFlags_RouteOverActive = 1 << 15, // Option: global route: higher priority than active item. Unlikely you need to use that: will interfere with every active items, e.g. CTRL+A registered by InputText will be overridden by this. May not be fully honored as user/internal code is likely to always assume they can access keys when active.
|
||||
ImGuiInputFlags_RouteOverActive = 1 << 15, // Option: global route: higher priority than active item. Unlikely you need to use that: will interfere with every active items, e.g. Ctrl+A registered by InputText will be overridden by this. May not be fully honored as user/internal code is likely to always assume they can access keys when active.
|
||||
ImGuiInputFlags_RouteUnlessBgFocused = 1 << 16, // Option: global route: will not be applied if underlying background/void is focused (== no Dear ImGui windows are focused). Useful for overlay applications.
|
||||
ImGuiInputFlags_RouteFromRootWindow = 1 << 17, // Option: route evaluated from the point of view of root window rather than current window.
|
||||
|
||||
@@ -1785,10 +1796,11 @@ enum ImGuiBackendFlags_
|
||||
ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3, // Backend Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices.
|
||||
ImGuiBackendFlags_RendererHasTextures = 1 << 4, // Backend Renderer supports ImTextureData requests to create/update/destroy textures. This enables incremental texture updates and texture reloads. See https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md for instructions on how to upgrade your custom backend.
|
||||
|
||||
// [BETA] Viewports
|
||||
ImGuiBackendFlags_PlatformHasViewports = 1 << 10, // Backend Platform supports multiple viewports.
|
||||
ImGuiBackendFlags_HasMouseHoveredViewport=1 << 11, // Backend Platform supports calling io.AddMouseViewportEvent() with the viewport under the mouse. IF POSSIBLE, ignore viewports with the ImGuiViewportFlags_NoInputs flag (Win32 backend, GLFW 3.30+ backend can do this, SDL backend cannot). If this cannot be done, Dear ImGui needs to use a flawed heuristic to find the viewport under.
|
||||
ImGuiBackendFlags_RendererHasViewports = 1 << 12, // Backend Renderer supports multiple viewports.
|
||||
// [BETA] Multi-Viewports
|
||||
ImGuiBackendFlags_RendererHasViewports = 1 << 10, // Backend Renderer supports multiple viewports.
|
||||
ImGuiBackendFlags_PlatformHasViewports = 1 << 11, // Backend Platform supports multiple viewports.
|
||||
ImGuiBackendFlags_HasMouseHoveredViewport=1 << 12, // Backend Platform supports calling io.AddMouseViewportEvent() with the viewport under the mouse. IF POSSIBLE, ignore viewports with the ImGuiViewportFlags_NoInputs flag (Win32 backend, GLFW 3.30+ backend can do this, SDL backend cannot). If this cannot be done, Dear ImGui needs to use a flawed heuristic to find the viewport under.
|
||||
ImGuiBackendFlags_HasParentViewport = 1 << 13, // Backend Platform supports honoring viewport->ParentViewport/ParentViewportId value, by applying the corresponding parent/child relation at the Platform level.
|
||||
};
|
||||
|
||||
// Enumeration for PushStyleColor() / PopStyleColor()
|
||||
@@ -1849,10 +1861,12 @@ enum ImGuiCol_
|
||||
ImGuiCol_TextLink, // Hyperlink color
|
||||
ImGuiCol_TextSelectedBg, // Selected text inside an InputText
|
||||
ImGuiCol_TreeLines, // Tree node hierarchy outlines when using ImGuiTreeNodeFlags_DrawLines
|
||||
ImGuiCol_DragDropTarget, // Rectangle highlighting a drop target
|
||||
ImGuiCol_DragDropTarget, // Rectangle border highlighting a drop target
|
||||
ImGuiCol_DragDropTargetBg, // Rectangle background highlighting a drop target
|
||||
ImGuiCol_UnsavedMarker, // Unsaved Document marker (in window title and tabs)
|
||||
ImGuiCol_NavCursor, // Color of keyboard/gamepad navigation cursor/rectangle, when visible
|
||||
ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB
|
||||
ImGuiCol_NavWindowingDimBg, // Darken/colorize entire screen behind the CTRL+TAB window list, when active
|
||||
ImGuiCol_NavWindowingHighlight, // Highlight window when using Ctrl+Tab
|
||||
ImGuiCol_NavWindowingDimBg, // Darken/colorize entire screen behind the Ctrl+Tab window list, when active
|
||||
ImGuiCol_ModalWindowDimBg, // Darken/colorize entire screen behind a modal window, when one is active
|
||||
ImGuiCol_COUNT,
|
||||
|
||||
@@ -1868,9 +1882,9 @@ enum ImGuiCol_
|
||||
// - The enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code.
|
||||
// During initialization or between frames, feel free to just poke into ImGuiStyle directly.
|
||||
// - Tip: Use your programming IDE navigation facilities on the names in the _second column_ below to find the actual members and their description.
|
||||
// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
|
||||
// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
|
||||
// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments.
|
||||
// - In Visual Studio: Ctrl+Comma ("Edit.GoToAll") can follow symbols inside comments, whereas Ctrl+F12 ("Edit.GoToImplementation") cannot.
|
||||
// - In Visual Studio w/ Visual Assist installed: Alt+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
|
||||
// - In VS Code, CLion, etc.: Ctrl+Click can follow symbols inside comments.
|
||||
// - When changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type.
|
||||
enum ImGuiStyleVar_
|
||||
{
|
||||
@@ -1978,7 +1992,7 @@ enum ImGuiColorEditFlags_
|
||||
|
||||
// Obsolete names
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
ImGuiColorEditFlags_AlphaPreview = 0, // [Removed in 1.91.8] This is the default now. Will display a checkerboard unless ImGuiColorEditFlags_AlphaNoBg is set.
|
||||
ImGuiColorEditFlags_AlphaPreview = 0, // Removed in 1.91.8. This is the default now. Will display a checkerboard unless ImGuiColorEditFlags_AlphaNoBg is set.
|
||||
#endif
|
||||
//ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex // [renamed in 1.69]
|
||||
};
|
||||
@@ -1991,9 +2005,9 @@ enum ImGuiSliderFlags_
|
||||
ImGuiSliderFlags_None = 0,
|
||||
ImGuiSliderFlags_Logarithmic = 1 << 5, // Make the widget logarithmic (linear otherwise). Consider using ImGuiSliderFlags_NoRoundToFormat with this if using a format-string with small amount of digits.
|
||||
ImGuiSliderFlags_NoRoundToFormat = 1 << 6, // Disable rounding underlying value to match precision of the display format string (e.g. %.3f values are rounded to those 3 digits).
|
||||
ImGuiSliderFlags_NoInput = 1 << 7, // Disable CTRL+Click or Enter key allowing to input text directly into the widget.
|
||||
ImGuiSliderFlags_NoInput = 1 << 7, // Disable Ctrl+Click or Enter key allowing to input text directly into the widget.
|
||||
ImGuiSliderFlags_WrapAround = 1 << 8, // Enable wrapping around from max to min and from min to max. Only supported by DragXXX() functions for now.
|
||||
ImGuiSliderFlags_ClampOnInput = 1 << 9, // Clamp value to min/max bounds when input manually with CTRL+Click. By default CTRL+Click allows going out of bounds.
|
||||
ImGuiSliderFlags_ClampOnInput = 1 << 9, // Clamp value to min/max bounds when input manually with Ctrl+Click. By default Ctrl+Click allows going out of bounds.
|
||||
ImGuiSliderFlags_ClampZeroRange = 1 << 10, // Clamp even if min==max==0.0f. Otherwise due to legacy reason DragXXX functions don't clamp with those values. When your clamping limits are dynamic you almost always want to use it.
|
||||
ImGuiSliderFlags_NoSpeedTweaks = 1 << 11, // Disable keyboard modifiers altering tweak speed. Useful if you want to alter tweak speed yourself based on your own logic.
|
||||
ImGuiSliderFlags_AlwaysClamp = ImGuiSliderFlags_ClampOnInput | ImGuiSliderFlags_ClampZeroRange,
|
||||
@@ -2363,7 +2377,7 @@ struct ImGuiStyle
|
||||
float ColumnsMinSpacing; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).
|
||||
float ScrollbarSize; // Width of the vertical scrollbar, Height of the horizontal scrollbar.
|
||||
float ScrollbarRounding; // Radius of grab corners for scrollbar.
|
||||
float ScrollbarPadding; // Padding of scrollbar grab within its frame (same for both axises).
|
||||
float ScrollbarPadding; // Padding of scrollbar grab within its frame (same for both axes).
|
||||
float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar.
|
||||
float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
|
||||
float LogSliderDeadzone; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.
|
||||
@@ -2381,6 +2395,9 @@ struct ImGuiStyle
|
||||
ImGuiTreeNodeFlags TreeLinesFlags; // Default way to draw lines connecting TreeNode hierarchy. ImGuiTreeNodeFlags_DrawLinesNone or ImGuiTreeNodeFlags_DrawLinesFull or ImGuiTreeNodeFlags_DrawLinesToNodes.
|
||||
float TreeLinesSize; // Thickness of outlines when using ImGuiTreeNodeFlags_DrawLines.
|
||||
float TreeLinesRounding; // Radius of lines connecting child nodes to the vertical line.
|
||||
float DragDropTargetRounding; // Radius of the drag and drop target frame.
|
||||
float DragDropTargetBorderSize; // Thickness of the drag and drop target border.
|
||||
float DragDropTargetPadding; // Size to expand the drag and drop target from actual target item size.
|
||||
ImGuiDir ColorButtonPosition; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
|
||||
ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered).
|
||||
ImVec2 SelectableTextAlign; // Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.
|
||||
@@ -2464,7 +2481,7 @@ struct ImGuiIO
|
||||
// Font system
|
||||
ImFontAtlas*Fonts; // <auto> // Font atlas: load, rasterize and pack one or more fonts into a single texture.
|
||||
ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0].
|
||||
bool FontAllowUserScaling; // = false // [OBSOLETE] Allow user scaling text of individual window with CTRL+Wheel.
|
||||
bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with Ctrl+Wheel.
|
||||
|
||||
// Keyboard/Gamepad Navigation options
|
||||
bool ConfigNavSwapGamepadButtons; // = false // Swap Activate<>Cancel (A<>B) buttons, matching typical "Nintendo/Japanese style" gamepad layout.
|
||||
@@ -2477,6 +2494,7 @@ struct ImGuiIO
|
||||
|
||||
// Docking options (when ImGuiConfigFlags_DockingEnable is set)
|
||||
bool ConfigDockingNoSplit; // = false // Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars.
|
||||
bool ConfigDockingNoDockingOver; // = false // Simplified docking mode: disable window merging into a same tab-bar, so docking is limited to splitting windows.
|
||||
bool ConfigDockingWithShift; // = false // Enable docking with holding Shift key (reduce visual noise, allows dropping in wider space)
|
||||
bool ConfigDockingAlwaysTabBar; // = false // [BETA] [FIXME: This currently creates regression with auto-sizing and general overhead] Make every single floating window display within a docking node.
|
||||
bool ConfigDockingTransparentPayload;// = false // [BETA] Make window or viewport transparent when docking and only display docking boxes on the target viewport. Useful if rendering of multiple viewport cannot be synced. Best used with ConfigViewportsNoAutoMerge.
|
||||
@@ -2485,8 +2503,8 @@ struct ImGuiIO
|
||||
bool ConfigViewportsNoAutoMerge; // = false; // Set to make all floating imgui windows always create their own viewport. Otherwise, they are merged into the main host viewports when overlapping it. May also set ImGuiViewportFlags_NoAutoMerge on individual viewport.
|
||||
bool ConfigViewportsNoTaskBarIcon; // = false // Disable default OS task bar icon flag for secondary viewports. When a viewport doesn't want a task bar icon, ImGuiViewportFlags_NoTaskBarIcon will be set on it.
|
||||
bool ConfigViewportsNoDecoration; // = true // Disable default OS window decoration flag for secondary viewports. When a viewport doesn't want window decorations, ImGuiViewportFlags_NoDecoration will be set on it. Enabling decoration can create subsequent issues at OS levels (e.g. minimum window size).
|
||||
bool ConfigViewportsNoDefaultParent; // = false // Disable default OS parenting to main viewport for secondary viewports. By default, viewports are marked with ParentViewportId = <main_viewport>, expecting the platform backend to setup a parent/child relationship between the OS windows (some backend may ignore this). Set to true if you want the default to be 0, then all viewports will be top-level OS windows.
|
||||
bool ConfigViewportPlatformFocusSetsImGuiFocus; //= true // When a platform window is focused (e.g. using Alt+Tab, clicking Platform Title Bar), apply corresponding focus on imgui windows (may clear focus/active id from imgui windows location in other platform windows). In principle this is better enabled but we provide an opt-out, because some Linux window managers tend to eagerly focus windows (e.g. on mouse hover, or even a simple window pos/size change).
|
||||
bool ConfigViewportsNoDefaultParent; // = true // When false: set secondary viewports' ParentViewportId to main viewport ID by default. Expects the platform backend to setup a parent/child relationship between the OS windows based on this value. Some backend may ignore this. Set to true if you want viewports to automatically be parent of main viewport, otherwise all viewports will be top-level OS windows.
|
||||
bool ConfigViewportsPlatformFocusSetsImGuiFocus;//= true // When a platform window is focused (e.g. using Alt+Tab, clicking Platform Title Bar), apply corresponding focus on imgui windows (may clear focus/active id from imgui windows location in other platform windows). In principle this is better enabled but we provide an opt-out, because some Linux window managers tend to eagerly focus windows (e.g. on mouse hover, or even a simple window pos/size change).
|
||||
|
||||
// DPI/Scaling options
|
||||
// This may keep evolving during 1.92.x releases. Expect some turbulence.
|
||||
@@ -2503,7 +2521,7 @@ struct ImGuiIO
|
||||
bool ConfigDragClickToInputText; // = false // [BETA] Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving). Not desirable on devices without a keyboard.
|
||||
bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires ImGuiBackendFlags_HasMouseCursors for better mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag)
|
||||
bool ConfigWindowsMoveFromTitleBarOnly; // = false // Enable allowing to move windows only when clicking on their title bar. Does not apply to windows without a title bar.
|
||||
bool ConfigWindowsCopyContentsWithCtrlC; // = false // [EXPERIMENTAL] CTRL+C copy the contents of focused window into the clipboard. Experimental because: (1) has known issues with nested Begin/End pairs (2) text output quality varies (3) text output is in submission order rather than spatial order.
|
||||
bool ConfigWindowsCopyContentsWithCtrlC; // = false // [EXPERIMENTAL] Ctrl+C copy the contents of focused window into the clipboard. Experimental because: (1) has known issues with nested Begin/End pairs (2) text output quality varies (3) text output is in submission order rather than spatial order.
|
||||
bool ConfigScrollbarScrollByPage; // = true // Enable scrolling page by page when clicking outside the scrollbar grab. When disabled, always scroll to clicked location. When enabled, Shift+Click scrolls to clicked location.
|
||||
float ConfigMemoryCompactTimer; // = 60.0f // Timer (in seconds) to free transient windows/tables memory buffers when unused. Set to -1.0f to disable.
|
||||
|
||||
@@ -2601,9 +2619,6 @@ struct ImGuiIO
|
||||
IMGUI_API void ClearEventsQueue(); // Clear all incoming events.
|
||||
IMGUI_API void ClearInputKeys(); // Clear current keyboard/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons.
|
||||
IMGUI_API void ClearInputMouse(); // Clear current mouse state.
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
IMGUI_API void ClearInputCharacters(); // [Obsoleted in 1.89.8] Clear the current frame text input buffer. Now included within ClearInputKeys().
|
||||
#endif
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Output - Updated by NewFrame() or EndFrame()/Render()
|
||||
@@ -2636,7 +2651,7 @@ struct ImGuiIO
|
||||
// (reading from those variables is fair game, as they are extremely unlikely to be moving anywhere)
|
||||
ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.)
|
||||
bool MouseDown[5]; // Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. Other buttons allow us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
|
||||
float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text. >0 scrolls Up, <0 scrolls Down. Hold SHIFT to turn vertical scroll into horizontal scroll.
|
||||
float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text. >0 scrolls Up, <0 scrolls Down. Hold Shift to turn vertical scroll into horizontal scroll.
|
||||
float MouseWheelH; // Mouse wheel Horizontal. >0 scrolls Left, <0 scrolls Right. Most users don't have a mouse with a horizontal wheel, may not be filled by all backends.
|
||||
ImGuiMouseSource MouseSource; // Mouse actual input peripheral (Mouse/TouchScreen/Pen).
|
||||
ImGuiID MouseHoveredViewport; // (Optional) Modify using io.AddMouseViewportEvent(). With multi-viewports: viewport the OS mouse is hovering. If possible _IGNORING_ viewports with the ImGuiViewportFlags_NoInputs flag is much better (few backends can handle that). Set io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport if you can provide this info. If you don't imgui will infer the value using the rectangles and last focused time of the viewports it knows about (ignoring other OS windows).
|
||||
@@ -2660,8 +2675,8 @@ struct ImGuiIO
|
||||
double MouseReleasedTime[5]; // Time of last released (rarely used! but useful to handle delayed single-click when trying to disambiguate them from double-click).
|
||||
bool MouseDownOwned[5]; // Track if button was clicked inside a dear imgui window or over void blocked by a popup. We don't request mouse capture from the application if click started outside ImGui bounds.
|
||||
bool MouseDownOwnedUnlessPopupClose[5]; // Track if button was clicked inside a dear imgui window.
|
||||
bool MouseWheelRequestAxisSwap; // On a non-Mac system, holding SHIFT requests WheelY to perform the equivalent of a WheelX event. On a Mac system this is already enforced by the system.
|
||||
bool MouseCtrlLeftAsRightClick; // (OSX) Set to true when the current click was a Ctrl+click that spawned a simulated right click
|
||||
bool MouseWheelRequestAxisSwap; // On a non-Mac system, holding Shift requests WheelY to perform the equivalent of a WheelX event. On a Mac system this is already enforced by the system.
|
||||
bool MouseCtrlLeftAsRightClick; // (OSX) Set to true when the current click was a Ctrl+Click that spawned a simulated right click
|
||||
float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked)
|
||||
float MouseDownDurationPrev[5]; // Previous time the mouse button has been down
|
||||
ImVec2 MouseDragMaxDistanceAbs[5]; // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point
|
||||
@@ -2690,6 +2705,8 @@ struct ImGuiIO
|
||||
const char* (*GetClipboardTextFn)(void* user_data);
|
||||
void (*SetClipboardTextFn)(void* user_data, const char* text);
|
||||
void* ClipboardUserData;
|
||||
|
||||
//void ClearInputCharacters() { InputQueueCharacters.resize(0); } // [Obsoleted in 1.89.8] Clear the current frame text input buffer. Now included within ClearInputKeys(). Removed this as it is ambiguous/misleading and generally incorrect to use with the existence of a higher-level input queue.
|
||||
#endif
|
||||
|
||||
IMGUI_API ImGuiIO();
|
||||
@@ -2976,7 +2993,7 @@ struct ImGuiListClipper
|
||||
IMGUI_API void SeekCursorForItem(int item_index);
|
||||
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
inline void IncludeRangeByIndices(int item_begin, int item_end) { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.9]
|
||||
//inline void IncludeRangeByIndices(int item_begin, int item_end) { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.9]
|
||||
//inline void ForceDisplayRangeByIndices(int item_begin, int item_end) { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.6]
|
||||
//inline ImGuiListClipper(int items_count, float items_height = -1.0f) { memset(this, 0, sizeof(*this)); ItemsCount = -1; Begin(items_count, items_height); } // [removed in 1.79]
|
||||
#endif
|
||||
@@ -3070,7 +3087,7 @@ struct ImColor
|
||||
// Multi-selection system
|
||||
// Documentation at: https://github.com/ocornut/imgui/wiki/Multi-Select
|
||||
// - Refer to 'Demo->Widgets->Selection State & Multi-Select' for demos using this.
|
||||
// - This system implements standard multi-selection idioms (CTRL+Mouse/Keyboard, SHIFT+Mouse/Keyboard, etc)
|
||||
// - This system implements standard multi-selection idioms (Ctrl+Mouse/Keyboard, Shift+Mouse/Keyboard, etc)
|
||||
// with support for clipper (skipping non-visible items), box-select and many other details.
|
||||
// - Selectable(), Checkbox() are supported but custom widgets may use it as well.
|
||||
// - TreeNode() is technically supported but... using this correctly is more complicated: you need some sort of linear/random access to your tree,
|
||||
@@ -3108,7 +3125,7 @@ enum ImGuiMultiSelectFlags_
|
||||
{
|
||||
ImGuiMultiSelectFlags_None = 0,
|
||||
ImGuiMultiSelectFlags_SingleSelect = 1 << 0, // Disable selecting more than one item. This is available to allow single-selection code to share same code/logic if desired. It essentially disables the main purpose of BeginMultiSelect() tho!
|
||||
ImGuiMultiSelectFlags_NoSelectAll = 1 << 1, // Disable CTRL+A shortcut to select all.
|
||||
ImGuiMultiSelectFlags_NoSelectAll = 1 << 1, // Disable Ctrl+A shortcut to select all.
|
||||
ImGuiMultiSelectFlags_NoRangeSelect = 1 << 2, // Disable Shift+selection mouse/keyboard support (useful for unordered 2D selection). With BoxSelect is also ensure contiguous SetRange requests are not combined into one. This allows not handling interpolation in SetRange requests.
|
||||
ImGuiMultiSelectFlags_NoAutoSelect = 1 << 3, // Disable selecting items when navigating (useful for e.g. supporting range-select in a list of checkboxes).
|
||||
ImGuiMultiSelectFlags_NoAutoClear = 1 << 4, // Disable clearing selection when navigating or selecting another one (generally used with ImGuiMultiSelectFlags_NoAutoSelect. useful for e.g. supporting range-select in a list of checkboxes).
|
||||
@@ -3124,6 +3141,7 @@ enum ImGuiMultiSelectFlags_
|
||||
ImGuiMultiSelectFlags_SelectOnClickRelease = 1 << 14, // Apply selection on mouse release when clicking an unselected item. Allow dragging an unselected item without altering selection.
|
||||
//ImGuiMultiSelectFlags_RangeSelect2d = 1 << 15, // Shift+Selection uses 2d geometry instead of linear sequence, so possible to use Shift+up/down to select vertically in grid. Analogous to what BoxSelect does.
|
||||
ImGuiMultiSelectFlags_NavWrapX = 1 << 16, // [Temporary] Enable navigation wrapping on X axis. Provided as a convenience because we don't have a design for the general Nav API for this yet. When the more general feature be public we may obsolete this flag in favor of new one.
|
||||
ImGuiMultiSelectFlags_NoSelectOnRightClick = 1 << 17, // Disable default right-click processing, which selects item on mouse down, and is designed for context-menus.
|
||||
};
|
||||
|
||||
// Main IO structure returned by BeginMultiSelect()/EndMultiSelect().
|
||||
@@ -3488,8 +3506,8 @@ struct ImDrawList
|
||||
|
||||
// Obsolete names
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
inline void PushTextureID(ImTextureRef tex_ref) { PushTexture(tex_ref); } // RENAMED in 1.92.x
|
||||
inline void PopTextureID() { PopTexture(); } // RENAMED in 1.92.x
|
||||
inline void PushTextureID(ImTextureRef tex_ref) { PushTexture(tex_ref); } // RENAMED in 1.92.0
|
||||
inline void PopTextureID() { PopTexture(); } // RENAMED in 1.92.0
|
||||
#endif
|
||||
//inline void AddEllipse(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot = 0.0f, int num_segments = 0, float thickness = 1.0f) { AddEllipse(center, ImVec2(radius_x, radius_y), col, rot, num_segments, thickness); } // OBSOLETED in 1.90.5 (Mar 2024)
|
||||
//inline void AddEllipseFilled(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot = 0.0f, int num_segments = 0) { AddEllipseFilled(center, ImVec2(radius_x, radius_y), col, rot, num_segments); } // OBSOLETED in 1.90.5 (Mar 2024)
|
||||
@@ -3526,7 +3544,7 @@ struct ImDrawData
|
||||
ImVec2 DisplaySize; // Size of the viewport to render (== GetMainViewport()->Size for the main viewport, == io.DisplaySize in most single-viewport applications)
|
||||
ImVec2 FramebufferScale; // Amount of pixels for each unit of DisplaySize. Copied from viewport->FramebufferScale (== io.DisplayFramebufferScale for main viewport). Generally (1,1) on normal display, (2,2) on OSX with Retina display.
|
||||
ImGuiViewport* OwnerViewport; // Viewport carrying the ImDrawData instance, might be of use to the renderer (generally not).
|
||||
ImVector<ImTextureData*>* Textures; // List of textures to update. Most of the times the list is shared by all ImDrawData, has only 1 texture and it doesn't need any update. This almost always points to ImGui::GetPlatformIO().Textures[]. May be overriden or set to NULL if you want to manually update textures.
|
||||
ImVector<ImTextureData*>* Textures; // List of textures to update. Most of the times the list is shared by all ImDrawData, has only 1 texture and it doesn't need any update. This almost always points to ImGui::GetPlatformIO().Textures[]. May be overridden or set to NULL if you want to manually update textures.
|
||||
|
||||
// Functions
|
||||
ImDrawData() { Clear(); }
|
||||
@@ -3613,8 +3631,10 @@ struct ImTextureData
|
||||
ImTextureID GetTexID() const { return TexID; }
|
||||
|
||||
// Called by Renderer backend
|
||||
void SetTexID(ImTextureID tex_id) { TexID = tex_id; } // Call after creating or destroying the texture. Never modify TexID directly!
|
||||
void SetStatus(ImTextureStatus status) { Status = status; } // Call after honoring a request. Never modify Status directly!
|
||||
// - Call SetTexID() and SetStatus() after honoring texture requests. Never modify TexID and Status directly!
|
||||
// - A backend may decide to destroy a texture that we did not request to destroy, which is fine (e.g. freeing resources), but we immediately set the texture back in _WantCreate mode.
|
||||
void SetTexID(ImTextureID tex_id) { TexID = tex_id; }
|
||||
void SetStatus(ImTextureStatus status) { Status = status; if (status == ImTextureStatus_Destroyed && !WantDestroyNextFrame) Status = ImTextureStatus_WantCreate; }
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
@@ -3628,7 +3648,7 @@ struct ImFontConfig
|
||||
char Name[40]; // <auto> // Name (strictly to ease debugging, hence limited size buffer)
|
||||
void* FontData; // // TTF/OTF data
|
||||
int FontDataSize; // // TTF/OTF data size
|
||||
bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself).
|
||||
bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the owner ImFontAtlas (will delete memory itself).
|
||||
|
||||
// Options
|
||||
bool MergeMode; // false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights.
|
||||
@@ -3749,7 +3769,7 @@ struct ImFontAtlas
|
||||
IMGUI_API ImFont* AddFontFromMemoryCompressedBase85TTF(const char* compressed_font_data_base85, float size_pixels = 0.0f, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 parameter.
|
||||
IMGUI_API void RemoveFont(ImFont* font);
|
||||
|
||||
IMGUI_API void Clear(); // Clear everything (input fonts, output glyphs/textures)
|
||||
IMGUI_API void Clear(); // Clear everything (input fonts, output glyphs/textures).
|
||||
IMGUI_API void CompactCache(); // Compact cached glyphs and texture.
|
||||
IMGUI_API void SetFontLoader(const ImFontLoader* font_loader); // Change font loader at runtime.
|
||||
|
||||
@@ -3802,7 +3822,7 @@ struct ImFontAtlas
|
||||
|
||||
// Register and retrieve custom rectangles
|
||||
// - You can request arbitrary rectangles to be packed into the atlas, for your own purpose.
|
||||
// - Since 1.92.X, packing is done immediately in the function call (previously packing was done during the Build call)
|
||||
// - Since 1.92.0, packing is done immediately in the function call (previously packing was done during the Build call)
|
||||
// - You can render your pixels into the texture right after calling the AddCustomRect() functions.
|
||||
// - VERY IMPORTANT:
|
||||
// - Texture may be created/resized at any time when calling ImGui or ImFontAtlas functions.
|
||||
@@ -3841,7 +3861,7 @@ struct ImFontAtlas
|
||||
#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
ImTextureRef TexRef; // Latest texture identifier == TexData->GetTexRef().
|
||||
#else
|
||||
union { ImTextureRef TexRef; ImTextureRef TexID; }; // Latest texture identifier == TexData->GetTexRef(). // RENAMED TexID to TexRef in 1.92.x
|
||||
union { ImTextureRef TexRef; ImTextureRef TexID; }; // Latest texture identifier == TexData->GetTexRef(). // RENAMED TexID to TexRef in 1.92.0.
|
||||
#endif
|
||||
ImTextureData* TexData; // Latest texture.
|
||||
|
||||
@@ -3871,15 +3891,15 @@ struct ImFontAtlas
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
// Legacy: You can request your rectangles to be mapped as font glyph (given a font + Unicode point), so you can render e.g. custom colorful icons and use them as regular glyphs. --> Prefer using a custom ImFontLoader.
|
||||
ImFontAtlasRect TempRect; // For old GetCustomRectByIndex() API
|
||||
inline ImFontAtlasRectId AddCustomRectRegular(int w, int h) { return AddCustomRect(w, h); } // RENAMED in 1.92.X
|
||||
inline const ImFontAtlasRect* GetCustomRectByIndex(ImFontAtlasRectId id) { return GetCustomRect(id, &TempRect) ? &TempRect : NULL; } // OBSOLETED in 1.92.X
|
||||
inline void CalcCustomRectUV(const ImFontAtlasRect* r, ImVec2* out_uv_min, ImVec2* out_uv_max) const { *out_uv_min = r->uv0; *out_uv_max = r->uv1; } // OBSOLETED in 1.92.X
|
||||
IMGUI_API ImFontAtlasRectId AddCustomRectFontGlyph(ImFont* font, ImWchar codepoint, int w, int h, float advance_x, const ImVec2& offset = ImVec2(0, 0)); // OBSOLETED in 1.92.X: Use custom ImFontLoader in ImFontConfig
|
||||
IMGUI_API ImFontAtlasRectId AddCustomRectFontGlyphForSize(ImFont* font, float font_size, ImWchar codepoint, int w, int h, float advance_x, const ImVec2& offset = ImVec2(0, 0)); // ADDED AND OBSOLETED in 1.92.X
|
||||
inline ImFontAtlasRectId AddCustomRectRegular(int w, int h) { return AddCustomRect(w, h); } // RENAMED in 1.92.0
|
||||
inline const ImFontAtlasRect* GetCustomRectByIndex(ImFontAtlasRectId id) { return GetCustomRect(id, &TempRect) ? &TempRect : NULL; } // OBSOLETED in 1.92.0
|
||||
inline void CalcCustomRectUV(const ImFontAtlasRect* r, ImVec2* out_uv_min, ImVec2* out_uv_max) const { *out_uv_min = r->uv0; *out_uv_max = r->uv1; } // OBSOLETED in 1.92.0
|
||||
IMGUI_API ImFontAtlasRectId AddCustomRectFontGlyph(ImFont* font, ImWchar codepoint, int w, int h, float advance_x, const ImVec2& offset = ImVec2(0, 0)); // OBSOLETED in 1.92.0: Use custom ImFontLoader in ImFontConfig
|
||||
IMGUI_API ImFontAtlasRectId AddCustomRectFontGlyphForSize(ImFont* font, float font_size, ImWchar codepoint, int w, int h, float advance_x, const ImVec2& offset = ImVec2(0, 0)); // ADDED AND OBSOLETED in 1.92.0
|
||||
#endif
|
||||
//unsigned int FontBuilderFlags; // OBSOLETED in 1.92.X: Renamed to FontLoaderFlags.
|
||||
//int TexDesiredWidth; // OBSOLETED in 1.92.X: Force texture width before calling Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height.
|
||||
//typedef ImFontAtlasRect ImFontAtlasCustomRect; // OBSOLETED in 1.92.X
|
||||
//unsigned int FontBuilderFlags; // OBSOLETED in 1.92.0: Renamed to FontLoaderFlags.
|
||||
//int TexDesiredWidth; // OBSOLETED in 1.92.0: Force texture width before calling Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height.
|
||||
//typedef ImFontAtlasRect ImFontAtlasCustomRect; // OBSOLETED in 1.92.0
|
||||
//typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+
|
||||
//typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+
|
||||
};
|
||||
@@ -3907,7 +3927,7 @@ struct ImFontBaked
|
||||
unsigned int LoadNoRenderOnLayout:1;// 0 // // Enable a two-steps mode where CalcTextSize() calls will load AdvanceX *without* rendering/packing glyphs. Only advantagous if you know that the glyph is unlikely to actually be rendered, otherwise it is slower because we'd do one query on the first CalcTextSize and one query on the first Draw.
|
||||
int LastUsedFrame; // 4 // // Record of that time this was bounds
|
||||
ImGuiID BakedId; // 4 // // Unique ID for this baked storage
|
||||
ImFont* ContainerFont; // 4-8 // in // Parent font
|
||||
ImFont* OwnerFont; // 4-8 // in // Parent font
|
||||
void* FontLoaderDatas; // 4-8 // // Font loader opaque storage (per baked font * sources): single contiguous buffer allocated by imgui, passed to loader.
|
||||
|
||||
// Functions
|
||||
@@ -3931,14 +3951,14 @@ enum ImFontFlags_
|
||||
|
||||
// Font runtime data and rendering
|
||||
// - ImFontAtlas automatically loads a default embedded font for you if you didn't load one manually.
|
||||
// - Since 1.92.X a font may be rendered as any size! Therefore a font doesn't have one specific size.
|
||||
// - Since 1.92.0 a font may be rendered as any size! Therefore a font doesn't have one specific size.
|
||||
// - Use 'font->GetFontBaked(size)' to retrieve the ImFontBaked* corresponding to a given size.
|
||||
// - If you used g.Font + g.FontSize (which is frequent from the ImGui layer), you can use g.FontBaked as a shortcut, as g.FontBaked == g.Font->GetFontBaked(g.FontSize).
|
||||
struct ImFont
|
||||
{
|
||||
// [Internal] Members: Hot ~12-20 bytes
|
||||
ImFontBaked* LastBaked; // 4-8 // Cache last bound baked. NEVER USE DIRECTLY. Use GetFontBaked().
|
||||
ImFontAtlas* ContainerAtlas; // 4-8 // What we have been loaded into.
|
||||
ImFontAtlas* OwnerAtlas; // 4-8 // What we have been loaded into.
|
||||
ImFontFlags Flags; // 4 // Font flags.
|
||||
float CurrentRasterizerDensity; // Current rasterizer density. This is a varying state of the font.
|
||||
|
||||
@@ -3946,7 +3966,7 @@ struct ImFont
|
||||
// Conceptually Sources[] is the list of font sources merged to create this font.
|
||||
ImGuiID FontId; // Unique identifier for the font
|
||||
float LegacySize; // 4 // in // Font size passed to AddFont(). Use for old code calling PushFont() expecting to use that size. (use ImGui::GetFontBaked() to get font baked at current bound size).
|
||||
ImVector<ImFontConfig*> Sources; // 16 // in // List of sources. Pointers within ContainerAtlas->Sources[]
|
||||
ImVector<ImFontConfig*> Sources; // 16 // in // List of sources. Pointers within OwnerAtlas->Sources[]
|
||||
ImWchar EllipsisChar; // 2-4 // out // Character used for ellipsis rendering ('...').
|
||||
ImWchar FallbackChar; // 2-4 // out // Character used if a glyph isn't found (U+FFFD, '?')
|
||||
ImU8 Used8kPagesMap[(IM_UNICODE_CODEPOINT_MAX+1)/8192/8]; // 1 bytes if ImWchar=ImWchar16, 16 bytes if ImWchar==ImWchar32. Store 1-bit for each block of 4K codepoints that has one active glyph. This is mainly used to facilitate iterations across all used codepoints.
|
||||
@@ -3960,7 +3980,7 @@ struct ImFont
|
||||
IMGUI_API ImFont();
|
||||
IMGUI_API ~ImFont();
|
||||
IMGUI_API bool IsGlyphInFont(ImWchar c);
|
||||
bool IsLoaded() const { return ContainerAtlas != NULL; }
|
||||
bool IsLoaded() const { return OwnerAtlas != NULL; }
|
||||
const char* GetDebugName() const { return Sources.Size ? Sources[0]->Name : "<unknown>"; } // Fill ImFontConfig::Name.
|
||||
|
||||
// [Internal] Don't use!
|
||||
@@ -4043,6 +4063,7 @@ struct ImGuiViewport
|
||||
ImVec2 WorkSize; // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size)
|
||||
float DpiScale; // 1.0f = 96 DPI = No extra scale.
|
||||
ImGuiID ParentViewportId; // (Advanced) 0: no parent. Instruct the platform backend to setup a parent/child relationship between platform windows.
|
||||
ImGuiViewport* ParentViewport; // (Advanced) Direct shortcut to ImGui::FindViewportByID(ParentViewportId). NULL: no parent.
|
||||
ImDrawData* DrawData; // The ImDrawData corresponding to this viewport. Valid after Render() and until the next call to NewFrame().
|
||||
|
||||
// Platform/Backend Dependent Data
|
||||
@@ -4133,7 +4154,7 @@ struct ImGuiPlatformIO
|
||||
void* Platform_ClipboardUserData;
|
||||
|
||||
// Optional: Open link/folder/file in OS Shell
|
||||
// (default to use ShellExecuteW() on Windows, system() on Linux/Mac)
|
||||
// (default to use ShellExecuteW() on Windows, system() on Linux/Mac. expected to return false on failure, but some platforms may always return true)
|
||||
bool (*Platform_OpenInShellFn)(ImGuiContext* ctx, const char* path);
|
||||
void* Platform_OpenInShellUserData;
|
||||
|
||||
@@ -4219,6 +4240,13 @@ struct ImGuiPlatformIO
|
||||
// Viewports list (the list is updated by calling ImGui::EndFrame or ImGui::Render)
|
||||
// (in the future we will attempt to organize this feature to remove the need for a "main viewport")
|
||||
ImVector<ImGuiViewport*> Viewports; // Main viewports, followed by all secondary viewports.
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Functions
|
||||
//------------------------------------------------------------------
|
||||
|
||||
IMGUI_API void ClearPlatformHandlers(); // Clear all Platform_XXX fields. Typically called on Platform Backend shutdown.
|
||||
IMGUI_API void ClearRendererHandlers(); // Clear all Renderer_XXX fields. Typically called on Renderer Backend shutdown.
|
||||
};
|
||||
|
||||
// (Optional) This is required when enabling multi-viewport. Represent the bounds of each connected monitor/display and their DPI.
|
||||
@@ -4274,10 +4302,10 @@ namespace ImGui
|
||||
inline void ShowStackToolWindow(bool* p_open = NULL) { ShowIDStackToolWindow(p_open); }
|
||||
IMGUI_API bool Combo(const char* label, int* current_item, bool (*old_callback)(void* user_data, int idx, const char** out_text), void* user_data, int items_count, int popup_max_height_in_items = -1);
|
||||
IMGUI_API bool ListBox(const char* label, int* current_item, bool (*old_callback)(void* user_data, int idx, const char** out_text), void* user_data, int items_count, int height_in_items = -1);
|
||||
// OBSOLETED in 1.89.7 (from June 2023)
|
||||
IMGUI_API void SetItemAllowOverlap(); // Use SetNextItemAllowOverlap() before item.
|
||||
|
||||
// Some of the older obsolete names along with their replacement (commented out so they are not reported in IDE)
|
||||
// OBSOLETED in 1.89.7 (from June 2023)
|
||||
//IMGUI_API void SetItemAllowOverlap(); // Use SetNextItemAllowOverlap() _before_ item.
|
||||
//-- OBSOLETED in 1.89.4 (from March 2023)
|
||||
//static inline void PushAllowKeyboardFocus(bool tab_stop) { PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop); }
|
||||
//static inline void PopAllowKeyboardFocus() { PopItemFlag(); }
|
||||
@@ -4343,7 +4371,7 @@ namespace ImGui
|
||||
//static inline void SetScrollPosHere() { SetScrollHere(); } // OBSOLETED in 1.42
|
||||
}
|
||||
|
||||
//-- OBSOLETED in 1.92.x: ImFontAtlasCustomRect becomes ImTextureRect
|
||||
//-- OBSOLETED in 1.92.0: ImFontAtlasCustomRect becomes ImTextureRect
|
||||
// - ImFontAtlasCustomRect::X,Y --> ImTextureRect::x,y
|
||||
// - ImFontAtlasCustomRect::Width,Height --> ImTextureRect::w,h
|
||||
// - ImFontAtlasCustomRect::GlyphColored --> if you need to write to this, instead you can write to 'font->Glyphs.back()->Colored' after calling AddCustomRectFontGlyph()
|
||||
@@ -4379,7 +4407,7 @@ typedef ImFontAtlasRect ImFontAtlasCustomRect;
|
||||
//};
|
||||
|
||||
// RENAMED and MERGED both ImGuiKey_ModXXX and ImGuiModFlags_XXX into ImGuiMod_XXX (from September 2022)
|
||||
// RENAMED ImGuiKeyModFlags -> ImGuiModFlags in 1.88 (from April 2022). Exceptionally commented out ahead of obscolescence schedule to reduce confusion and because they were not meant to be used in the first place.
|
||||
// RENAMED ImGuiKeyModFlags -> ImGuiModFlags in 1.88 (from April 2022). Exceptionally commented out ahead of obsolescence schedule to reduce confusion and because they were not meant to be used in the first place.
|
||||
//typedef ImGuiKeyChord ImGuiModFlags; // == int. We generally use ImGuiKeyChord to mean "a ImGuiKey or-ed with any number of ImGuiMod_XXX value", so you may store mods in there.
|
||||
//enum ImGuiModFlags_ { ImGuiModFlags_None = 0, ImGuiModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiModFlags_Shift = ImGuiMod_Shift, ImGuiModFlags_Alt = ImGuiMod_Alt, ImGuiModFlags_Super = ImGuiMod_Super };
|
||||
//typedef ImGuiKeyChord ImGuiKeyModFlags; // == int
|
||||
|
||||
257
imgui_demo.cpp
257
imgui_demo.cpp
@@ -1,4 +1,4 @@
|
||||
// dear imgui, v1.92.3
|
||||
// dear imgui, v1.92.5
|
||||
// (demo code)
|
||||
|
||||
// Help:
|
||||
@@ -59,9 +59,9 @@
|
||||
// Because we can't assume anything about your support of maths operators, we cannot use them in imgui_demo.cpp.
|
||||
|
||||
// Navigating this file:
|
||||
// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
|
||||
// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
|
||||
// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments.
|
||||
// - In Visual Studio: Ctrl+Comma ("Edit.GoToAll") can follow symbols inside comments, whereas Ctrl+F12 ("Edit.GoToImplementation") cannot.
|
||||
// - In Visual Studio w/ Visual Assist installed: Alt+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
|
||||
// - In VS Code, CLion, etc.: Ctrl+Click can follow symbols inside comments.
|
||||
// - You can search/grep for all sections listed in the index to find the section.
|
||||
|
||||
/*
|
||||
@@ -300,7 +300,7 @@ extern ImGuiDemoMarkerCallback GImGuiDemoMarkerCallback;
|
||||
extern void* GImGuiDemoMarkerCallbackUserData;
|
||||
ImGuiDemoMarkerCallback GImGuiDemoMarkerCallback = NULL;
|
||||
void* GImGuiDemoMarkerCallbackUserData = NULL;
|
||||
#define IMGUI_DEMO_MARKER(section) do { if (GImGuiDemoMarkerCallback != NULL) GImGuiDemoMarkerCallback(__FILE__, __LINE__, section, GImGuiDemoMarkerCallbackUserData); } while (0)
|
||||
#define IMGUI_DEMO_MARKER(section) do { if (GImGuiDemoMarkerCallback != NULL) GImGuiDemoMarkerCallback("imgui_demo.cpp", __LINE__, section, GImGuiDemoMarkerCallbackUserData); } while (0)
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// [SECTION] Demo Window / ShowDemoWindow()
|
||||
@@ -533,6 +533,8 @@ void ImGui::ShowDemoWindow(bool* p_open)
|
||||
ImGui::Indent();
|
||||
ImGui::Checkbox("io.ConfigDockingNoSplit", &io.ConfigDockingNoSplit);
|
||||
ImGui::SameLine(); HelpMarker("Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars.");
|
||||
ImGui::Checkbox("io.ConfigDockingNoDockingOver", &io.ConfigDockingNoDockingOver);
|
||||
ImGui::SameLine(); HelpMarker("Simplified docking mode: disable window merging into a same tab-bar, so docking is limited to splitting windows.");
|
||||
ImGui::Checkbox("io.ConfigDockingWithShift", &io.ConfigDockingWithShift);
|
||||
ImGui::SameLine(); HelpMarker("Enable docking when holding Shift only (allow to drop in wider space, reduce visual noise)");
|
||||
ImGui::Checkbox("io.ConfigDockingAlwaysTabBar", &io.ConfigDockingAlwaysTabBar);
|
||||
@@ -551,12 +553,12 @@ void ImGui::ShowDemoWindow(bool* p_open)
|
||||
ImGui::Checkbox("io.ConfigViewportsNoAutoMerge", &io.ConfigViewportsNoAutoMerge);
|
||||
ImGui::SameLine(); HelpMarker("Set to make all floating imgui windows always create their own viewport. Otherwise, they are merged into the main host viewports when overlapping it.");
|
||||
ImGui::Checkbox("io.ConfigViewportsNoTaskBarIcon", &io.ConfigViewportsNoTaskBarIcon);
|
||||
ImGui::SameLine(); HelpMarker("Toggling this at runtime is normally unsupported (most platform backends won't refresh the task bar icon state right away).");
|
||||
ImGui::SameLine(); HelpMarker("(note: some platform backends may not reflect a change of this value for existing viewports, and may need the viewport to be recreated)");
|
||||
ImGui::Checkbox("io.ConfigViewportsNoDecoration", &io.ConfigViewportsNoDecoration);
|
||||
ImGui::SameLine(); HelpMarker("Toggling this at runtime is normally unsupported (most platform backends won't refresh the decoration right away).");
|
||||
ImGui::SameLine(); HelpMarker("(note: some platform backends may not reflect a change of this value for existing viewports, and may need the viewport to be recreated)");
|
||||
ImGui::Checkbox("io.ConfigViewportsNoDefaultParent", &io.ConfigViewportsNoDefaultParent);
|
||||
ImGui::SameLine(); HelpMarker("Toggling this at runtime is normally unsupported (most platform backends won't refresh the parenting right away).");
|
||||
ImGui::Checkbox("io.ConfigViewportPlatformFocusSetsImGuiFocus", &io.ConfigViewportPlatformFocusSetsImGuiFocus);
|
||||
ImGui::SameLine(); HelpMarker("(note: some platform backends may not reflect a change of this value for existing viewports, and may need the viewport to be recreated)");
|
||||
ImGui::Checkbox("io.ConfigViewportsPlatformFocusSetsImGuiFocus", &io.ConfigViewportsPlatformFocusSetsImGuiFocus);
|
||||
ImGui::SameLine(); HelpMarker("When a platform window is focused (e.g. using Alt+Tab, clicking Platform Title Bar), apply corresponding focus on imgui windows (may clear focus/active id from imgui windows location in other platform windows). In principle this is better enabled but we provide an opt-out, because some Linux window managers tend to eagerly focus windows (e.g. on mouse hover, or even a simple window pos/size change).");
|
||||
ImGui::Unindent();
|
||||
}
|
||||
@@ -572,7 +574,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
|
||||
ImGui::SameLine(); HelpMarker("Enable resizing of windows from their edges and from the lower-left corner.\nThis requires ImGuiBackendFlags_HasMouseCursors for better mouse cursor feedback.");
|
||||
ImGui::Checkbox("io.ConfigWindowsMoveFromTitleBarOnly", &io.ConfigWindowsMoveFromTitleBarOnly);
|
||||
ImGui::Checkbox("io.ConfigWindowsCopyContentsWithCtrlC", &io.ConfigWindowsCopyContentsWithCtrlC); // [EXPERIMENTAL]
|
||||
ImGui::SameLine(); HelpMarker("*EXPERIMENTAL* CTRL+C copy the contents of focused window into the clipboard.\n\nExperimental because:\n- (1) has known issues with nested Begin/End pairs.\n- (2) text output quality varies.\n- (3) text output is in submission order rather than spatial order.");
|
||||
ImGui::SameLine(); HelpMarker("*EXPERIMENTAL* Ctrl+C copy the contents of focused window into the clipboard.\n\nExperimental because:\n- (1) has known issues with nested Begin/End pairs.\n- (2) text output quality varies.\n- (3) text output is in submission order rather than spatial order.");
|
||||
ImGui::Checkbox("io.ConfigScrollbarScrollByPage", &io.ConfigScrollbarScrollByPage);
|
||||
ImGui::SameLine(); HelpMarker("Enable scrolling page by page when clicking outside the scrollbar grab.\nWhen disabled, always scroll to clicked location.\nWhen enabled, Shift+Click scrolls to clicked location.");
|
||||
|
||||
@@ -640,6 +642,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
|
||||
ImGui::CheckboxFlags("io.BackendFlags: HasSetMousePos", &io.BackendFlags, ImGuiBackendFlags_HasSetMousePos);
|
||||
ImGui::CheckboxFlags("io.BackendFlags: PlatformHasViewports", &io.BackendFlags, ImGuiBackendFlags_PlatformHasViewports);
|
||||
ImGui::CheckboxFlags("io.BackendFlags: HasMouseHoveredViewport",&io.BackendFlags, ImGuiBackendFlags_HasMouseHoveredViewport);
|
||||
ImGui::CheckboxFlags("io.BackendFlags: HasParentViewport", &io.BackendFlags, ImGuiBackendFlags_HasParentViewport);
|
||||
ImGui::CheckboxFlags("io.BackendFlags: RendererHasVtxOffset", &io.BackendFlags, ImGuiBackendFlags_RendererHasVtxOffset);
|
||||
ImGui::CheckboxFlags("io.BackendFlags: RendererHasTextures", &io.BackendFlags, ImGuiBackendFlags_RendererHasTextures);
|
||||
ImGui::CheckboxFlags("io.BackendFlags: RendererHasViewports", &io.BackendFlags, ImGuiBackendFlags_RendererHasViewports);
|
||||
@@ -955,19 +958,20 @@ static void DemoWindowWidgetsBasic()
|
||||
ImGui::SeparatorText("Inputs");
|
||||
|
||||
{
|
||||
// To wire InputText() with std::string or any other custom string type,
|
||||
// see the "Text Input > Resize Callback" section of this demo, and the misc/cpp/imgui_stdlib.h file.
|
||||
// If you want to use InputText() with std::string or any custom dynamic string type:
|
||||
// - For std::string: use the wrapper in misc/cpp/imgui_stdlib.h/.cpp
|
||||
// - Otherwise, see the 'Dear ImGui Demo->Widgets->Text Input->Resize Callback' for using ImGuiInputTextFlags_CallbackResize.
|
||||
IMGUI_DEMO_MARKER("Widgets/Basic/InputText");
|
||||
static char str0[128] = "Hello, world!";
|
||||
ImGui::InputText("input text", str0, IM_ARRAYSIZE(str0));
|
||||
ImGui::SameLine(); HelpMarker(
|
||||
"USER:\n"
|
||||
"Hold SHIFT or use mouse to select text.\n"
|
||||
"CTRL+Left/Right to word jump.\n"
|
||||
"CTRL+A or Double-Click to select all.\n"
|
||||
"CTRL+X,CTRL+C,CTRL+V for clipboard.\n"
|
||||
"CTRL+Z to undo, CTRL+Y/CTRL+SHIFT+Z to redo.\n"
|
||||
"ESCAPE to revert.\n\n"
|
||||
"Hold Shift or use mouse to select text.\n"
|
||||
"Ctrl+Left/Right to word jump.\n"
|
||||
"Ctrl+A or Double-Click to select all.\n"
|
||||
"Ctrl+X,Ctrl+C,Ctrl+V for clipboard.\n"
|
||||
"Ctrl+Z to undo, Ctrl+Y/Ctrl+Shift+Z to redo.\n"
|
||||
"Escape to revert.\n\n"
|
||||
"PROGRAMMER:\n"
|
||||
"You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputText() "
|
||||
"to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example (this is not demonstrated "
|
||||
@@ -1004,8 +1008,8 @@ static void DemoWindowWidgetsBasic()
|
||||
ImGui::DragInt("drag int", &i1, 1);
|
||||
ImGui::SameLine(); HelpMarker(
|
||||
"Click and drag to edit value.\n"
|
||||
"Hold SHIFT/ALT for faster/slower edit.\n"
|
||||
"Double-click or CTRL+click to input value.");
|
||||
"Hold Shift/Alt for faster/slower edit.\n"
|
||||
"Double-Click or Ctrl+Click to input value.");
|
||||
ImGui::DragInt("drag int 0..100", &i2, 1, 0, 100, "%d%%", ImGuiSliderFlags_AlwaysClamp);
|
||||
ImGui::DragInt("drag int wrap 100..200", &i3, 1, 100, 200, "%d", ImGuiSliderFlags_WrapAround);
|
||||
|
||||
@@ -1021,7 +1025,7 @@ static void DemoWindowWidgetsBasic()
|
||||
IMGUI_DEMO_MARKER("Widgets/Basic/SliderInt, SliderFloat");
|
||||
static int i1 = 0;
|
||||
ImGui::SliderInt("slider int", &i1, -1, 3);
|
||||
ImGui::SameLine(); HelpMarker("CTRL+click to input value.");
|
||||
ImGui::SameLine(); HelpMarker("Ctrl+Click to input value.");
|
||||
|
||||
static float f1 = 0.123f, f2 = 0.0f;
|
||||
ImGui::SliderFloat("slider float", &f1, 0.0f, 1.0f, "ratio = %.3f");
|
||||
@@ -1039,7 +1043,7 @@ static void DemoWindowWidgetsBasic()
|
||||
static int elem = Element_Fire;
|
||||
const char* elems_names[Element_COUNT] = { "Fire", "Earth", "Air", "Water" };
|
||||
const char* elem_name = (elem >= 0 && elem < Element_COUNT) ? elems_names[elem] : "Unknown";
|
||||
ImGui::SliderInt("slider enum", &elem, 0, Element_COUNT - 1, elem_name); // Use ImGuiSliderFlags_NoInput flag to disable CTRL+Click here.
|
||||
ImGui::SliderInt("slider enum", &elem, 0, Element_COUNT - 1, elem_name); // Use ImGuiSliderFlags_NoInput flag to disable Ctrl+Click here.
|
||||
ImGui::SameLine(); HelpMarker("Using the format string parameter to display a name instead of the underlying integer.");
|
||||
}
|
||||
|
||||
@@ -1053,8 +1057,8 @@ static void DemoWindowWidgetsBasic()
|
||||
ImGui::SameLine(); HelpMarker(
|
||||
"Click on the color square to open a color picker.\n"
|
||||
"Click and hold to use drag and drop.\n"
|
||||
"Right-click on the color square to show options.\n"
|
||||
"CTRL+click on individual component to input value.\n");
|
||||
"Right-Click on the color square to show options.\n"
|
||||
"Ctrl+Click on individual component to input value.\n");
|
||||
|
||||
ImGui::ColorEdit4("color 2", col2);
|
||||
}
|
||||
@@ -1172,7 +1176,7 @@ static void DemoWindowWidgetsColorAndPickers()
|
||||
ImGui::Text("Color widget:");
|
||||
ImGui::SameLine(); HelpMarker(
|
||||
"Click on the color square to open a color picker.\n"
|
||||
"CTRL+click on individual component to input value.\n");
|
||||
"Ctrl+Click on individual component to input value.\n");
|
||||
ImGui::ColorEdit3("MyColor##1", (float*)&color, base_flags);
|
||||
|
||||
IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit (HSV, with Alpha)");
|
||||
@@ -1504,7 +1508,7 @@ static void DemoWindowWidgetsDataTypes()
|
||||
ImGui::Checkbox("Clamp integers to 0..50", &drag_clamp);
|
||||
ImGui::SameLine(); HelpMarker(
|
||||
"As with every widget in dear imgui, we never modify values unless there is a user interaction.\n"
|
||||
"You can override the clamping limits by using CTRL+Click to input a value.");
|
||||
"You can override the clamping limits by using Ctrl+Click to input a value.");
|
||||
ImGui::DragScalar("drag s8", ImGuiDataType_S8, &s8_v, drag_speed, drag_clamp ? &s8_zero : NULL, drag_clamp ? &s8_fifty : NULL);
|
||||
ImGui::DragScalar("drag u8", ImGuiDataType_U8, &u8_v, drag_speed, drag_clamp ? &u8_zero : NULL, drag_clamp ? &u8_fifty : NULL, "%u ms");
|
||||
ImGui::DragScalar("drag s16", ImGuiDataType_S16, &s16_v, drag_speed, drag_clamp ? &s16_zero : NULL, drag_clamp ? &s16_fifty : NULL);
|
||||
@@ -1764,7 +1768,7 @@ static void DemoWindowWidgetsDragsAndSliders()
|
||||
static ImGuiSliderFlags flags = ImGuiSliderFlags_None;
|
||||
ImGui::CheckboxFlags("ImGuiSliderFlags_AlwaysClamp", &flags, ImGuiSliderFlags_AlwaysClamp);
|
||||
ImGui::CheckboxFlags("ImGuiSliderFlags_ClampOnInput", &flags, ImGuiSliderFlags_ClampOnInput);
|
||||
ImGui::SameLine(); HelpMarker("Clamp value to min/max bounds when input manually with CTRL+Click. By default CTRL+Click allows going out of bounds.");
|
||||
ImGui::SameLine(); HelpMarker("Clamp value to min/max bounds when input manually with Ctrl+Click. By default Ctrl+Click allows going out of bounds.");
|
||||
ImGui::CheckboxFlags("ImGuiSliderFlags_ClampZeroRange", &flags, ImGuiSliderFlags_ClampZeroRange);
|
||||
ImGui::SameLine(); HelpMarker("Clamp even if min==max==0.0f. Otherwise DragXXX functions don't clamp.");
|
||||
ImGui::CheckboxFlags("ImGuiSliderFlags_Logarithmic", &flags, ImGuiSliderFlags_Logarithmic);
|
||||
@@ -1772,7 +1776,7 @@ static void DemoWindowWidgetsDragsAndSliders()
|
||||
ImGui::CheckboxFlags("ImGuiSliderFlags_NoRoundToFormat", &flags, ImGuiSliderFlags_NoRoundToFormat);
|
||||
ImGui::SameLine(); HelpMarker("Disable rounding underlying value to match precision of the format string (e.g. %.3f values are rounded to those 3 digits).");
|
||||
ImGui::CheckboxFlags("ImGuiSliderFlags_NoInput", &flags, ImGuiSliderFlags_NoInput);
|
||||
ImGui::SameLine(); HelpMarker("Disable CTRL+Click or Enter key allowing to input text directly into the widget.");
|
||||
ImGui::SameLine(); HelpMarker("Disable Ctrl+Click or Enter key allowing to input text directly into the widget.");
|
||||
ImGui::CheckboxFlags("ImGuiSliderFlags_NoSpeedTweaks", &flags, ImGuiSliderFlags_NoSpeedTweaks);
|
||||
ImGui::SameLine(); HelpMarker("Disable keyboard modifiers altering tweak speed. Useful if you want to alter tweak speed yourself based on your own logic.");
|
||||
ImGui::CheckboxFlags("ImGuiSliderFlags_WrapAround", &flags, ImGuiSliderFlags_WrapAround);
|
||||
@@ -2730,6 +2734,10 @@ static void DemoWindowWidgetsSelectionAndMultiSelect(ImGuiDemoWindowData* demo_d
|
||||
{
|
||||
HelpMarker("Selections can be built using Selectable(), TreeNode() or other widgets. Selection state is owned by application code/data.");
|
||||
|
||||
ImGui::BulletText("Wiki page:");
|
||||
ImGui::SameLine();
|
||||
ImGui::TextLinkOpenURL("imgui/wiki/Multi-Select", "https://github.com/ocornut/imgui/wiki/Multi-Select");
|
||||
|
||||
// Without any fancy API: manage single-selection yourself.
|
||||
IMGUI_DEMO_MARKER("Widgets/Selection State/Single-Select");
|
||||
if (ImGui::TreeNode("Single-Select"))
|
||||
@@ -2746,11 +2754,11 @@ static void DemoWindowWidgetsSelectionAndMultiSelect(ImGuiDemoWindowData* demo_d
|
||||
}
|
||||
|
||||
// Demonstrate implementation a most-basic form of multi-selection manually
|
||||
// This doesn't support the SHIFT modifier which requires BeginMultiSelect()!
|
||||
// This doesn't support the Shift modifier which requires BeginMultiSelect()!
|
||||
IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (manual/simplified, without BeginMultiSelect)");
|
||||
if (ImGui::TreeNode("Multi-Select (manual/simplified, without BeginMultiSelect)"))
|
||||
{
|
||||
HelpMarker("Hold CTRL and click to select multiple items.");
|
||||
HelpMarker("Hold Ctrl and Click to select multiple items.");
|
||||
static bool selection[5] = { false, false, false, false, false };
|
||||
for (int n = 0; n < 5; n++)
|
||||
{
|
||||
@@ -2758,7 +2766,7 @@ static void DemoWindowWidgetsSelectionAndMultiSelect(ImGuiDemoWindowData* demo_d
|
||||
sprintf(buf, "Object %d", n);
|
||||
if (ImGui::Selectable(buf, selection[n]))
|
||||
{
|
||||
if (!ImGui::GetIO().KeyCtrl) // Clear selection when CTRL is not held
|
||||
if (!ImGui::GetIO().KeyCtrl) // Clear selection when Ctrl is not held
|
||||
memset(selection, 0, sizeof(selection));
|
||||
selection[n] ^= 1; // Toggle current item
|
||||
}
|
||||
@@ -2767,7 +2775,7 @@ static void DemoWindowWidgetsSelectionAndMultiSelect(ImGuiDemoWindowData* demo_d
|
||||
}
|
||||
|
||||
// Demonstrate handling proper multi-selection using the BeginMultiSelect/EndMultiSelect API.
|
||||
// SHIFT+Click w/ CTRL and other standard features are supported.
|
||||
// Shift+Click w/ Ctrl and other standard features are supported.
|
||||
// We use the ImGuiSelectionBasicStorage helper which you may freely reimplement.
|
||||
IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select");
|
||||
if (ImGui::TreeNode("Multi-Select"))
|
||||
@@ -2776,7 +2784,7 @@ static void DemoWindowWidgetsSelectionAndMultiSelect(ImGuiDemoWindowData* demo_d
|
||||
ImGui::BulletText("Keyboard navigation (arrows, page up/down, home/end, space).");
|
||||
ImGui::BulletText("Ctrl modifier to preserve and toggle selection.");
|
||||
ImGui::BulletText("Shift modifier for range selection.");
|
||||
ImGui::BulletText("CTRL+A to select all.");
|
||||
ImGui::BulletText("Ctrl+A to select all.");
|
||||
ImGui::BulletText("Escape to clear selection.");
|
||||
ImGui::BulletText("Click and drag to box-select.");
|
||||
ImGui::Text("Tip: Use 'Demo->Tools->Debug Log->Selection' to see selection requests as they happen.");
|
||||
@@ -3263,6 +3271,7 @@ static void DemoWindowWidgetsSelectionAndMultiSelect(ImGuiDemoWindowData* demo_d
|
||||
ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoSelect", &flags, ImGuiMultiSelectFlags_NoAutoSelect);
|
||||
ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoClear", &flags, ImGuiMultiSelectFlags_NoAutoClear);
|
||||
ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoClearOnReselect", &flags, ImGuiMultiSelectFlags_NoAutoClearOnReselect);
|
||||
ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoSelectOnRightClick", &flags, ImGuiMultiSelectFlags_NoSelectOnRightClick);
|
||||
ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelect1d", &flags, ImGuiMultiSelectFlags_BoxSelect1d);
|
||||
ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelect2d", &flags, ImGuiMultiSelectFlags_BoxSelect2d);
|
||||
ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelectNoScroll", &flags, ImGuiMultiSelectFlags_BoxSelectNoScroll);
|
||||
@@ -3774,8 +3783,10 @@ static void DemoWindowWidgetsTextInput()
|
||||
IMGUI_DEMO_MARKER("Widgets/Text Input/Multi-line Text Input");
|
||||
if (ImGui::TreeNode("Multi-line Text Input"))
|
||||
{
|
||||
// Note: we are using a fixed-sized buffer for simplicity here. See ImGuiInputTextFlags_CallbackResize
|
||||
// and the code in misc/cpp/imgui_stdlib.h for how to setup InputText() for dynamically resizing strings.
|
||||
// WE ARE USING A FIXED-SIZE BUFFER FOR SIMPLICITY HERE.
|
||||
// If you want to use InputText() with std::string or any custom dynamic string type:
|
||||
// - For std::string: use the wrapper in misc/cpp/imgui_stdlib.h/.cpp
|
||||
// - Otherwise, see the 'Dear ImGui Demo->Widgets->Text Input->Resize Callback' for using ImGuiInputTextFlags_CallbackResize.
|
||||
static char text[1024 * 16] =
|
||||
"/*\n"
|
||||
" The Pentium F00F bug, shorthand for F0 0F C7 C8,\n"
|
||||
@@ -4147,7 +4158,7 @@ static void DemoWindowWidgetsTreeNodes()
|
||||
{
|
||||
HelpMarker(
|
||||
"This is a more typical looking tree with selectable nodes.\n"
|
||||
"Click to select, CTRL+Click to toggle, click on arrows or double-click to open.");
|
||||
"Click to select, Ctrl+Click to toggle, click on arrows or double-click to open.");
|
||||
static ImGuiTreeNodeFlags base_flags = ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_SpanAvailWidth;
|
||||
static bool align_label_with_current_x_position = false;
|
||||
static bool test_drag_and_drop = false;
|
||||
@@ -4234,7 +4245,7 @@ static void DemoWindowWidgetsTreeNodes()
|
||||
// Update selection state
|
||||
// (process outside of tree loop to avoid visual inconsistencies during the clicking frame)
|
||||
if (ImGui::GetIO().KeyCtrl)
|
||||
selection_mask ^= (1 << node_clicked); // CTRL+click to toggle
|
||||
selection_mask ^= (1 << node_clicked); // Ctrl+Click to toggle
|
||||
else //if (!(selection_mask & (1 << node_clicked))) // Depending on selection behavior you want, may want to preserve selection when clicking on item that is part of the selection
|
||||
selection_mask = (1 << node_clicked); // Click to single-select
|
||||
}
|
||||
@@ -4878,15 +4889,18 @@ static void DemoWindowLayout()
|
||||
|
||||
ImGui::Checkbox("Decoration", &enable_extra_decorations);
|
||||
|
||||
ImGui::PushItemWidth(ImGui::GetFontSize() * 10);
|
||||
enable_track |= ImGui::DragInt("##item", &track_item, 0.25f, 0, 99, "Item = %d");
|
||||
ImGui::SameLine();
|
||||
ImGui::Checkbox("Track", &enable_track);
|
||||
ImGui::PushItemWidth(100);
|
||||
ImGui::SameLine(140); enable_track |= ImGui::DragInt("##item", &track_item, 0.25f, 0, 99, "Item = %d");
|
||||
|
||||
bool scroll_to_off = ImGui::Button("Scroll Offset");
|
||||
ImGui::SameLine(140); scroll_to_off |= ImGui::DragFloat("##off", &scroll_to_off_px, 1.00f, 0, FLT_MAX, "+%.0f px");
|
||||
bool scroll_to_off = ImGui::DragFloat("##off", &scroll_to_off_px, 1.00f, 0, FLT_MAX, "+%.0f px");
|
||||
ImGui::SameLine();
|
||||
scroll_to_off |= ImGui::Button("Scroll Offset");
|
||||
|
||||
bool scroll_to_pos = ImGui::Button("Scroll To Pos");
|
||||
ImGui::SameLine(140); scroll_to_pos |= ImGui::DragFloat("##pos", &scroll_to_pos_px, 1.00f, -10, FLT_MAX, "X/Y = %.0f px");
|
||||
bool scroll_to_pos = ImGui::DragFloat("##pos", &scroll_to_pos_px, 1.00f, -10, FLT_MAX, "X/Y = %.0f px");
|
||||
ImGui::SameLine();
|
||||
scroll_to_pos |= ImGui::Button("Scroll To Pos");
|
||||
ImGui::PopItemWidth();
|
||||
|
||||
if (scroll_to_off || scroll_to_pos)
|
||||
@@ -5395,7 +5409,7 @@ static void DemoWindowPopups()
|
||||
if (ImGui::BeginPopupContextItem()) // <-- use last item id as popup id
|
||||
{
|
||||
selected = n;
|
||||
ImGui::Text("This a popup for \"%s\"!", names[n]);
|
||||
ImGui::Text("This is a popup for \"%s\"!", names[n]);
|
||||
if (ImGui::Button("Close"))
|
||||
ImGui::CloseCurrentPopup();
|
||||
ImGui::EndPopup();
|
||||
@@ -5538,7 +5552,7 @@ static void DemoWindowPopups()
|
||||
ImGui::TextWrapped("Below we are testing adding menu items to a regular window. It's rather unusual but should work!");
|
||||
ImGui::Separator();
|
||||
|
||||
ImGui::MenuItem("Menu item", "CTRL+M");
|
||||
ImGui::MenuItem("Menu item", "Ctrl+M");
|
||||
if (ImGui::BeginMenu("Menu inside a regular window"))
|
||||
{
|
||||
ShowExampleMenuFile();
|
||||
@@ -7103,7 +7117,7 @@ static void DemoWindowTables()
|
||||
// [2.3] Right-click in columns to open another custom popup
|
||||
HelpMarker(
|
||||
"Demonstrate mixing table context menu (over header), item context button (over button) "
|
||||
"and custom per-colunm context menu (over column body).");
|
||||
"and custom per-column context menu (over column body).");
|
||||
ImGuiTableFlags flags2 = ImGuiTableFlags_Resizable | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders;
|
||||
if (ImGui::BeginTable("table_context_menu_2", COLUMNS_COUNT, flags2))
|
||||
{
|
||||
@@ -7969,16 +7983,16 @@ static void DemoWindowInputs()
|
||||
ImGui::PushStyleColor(ImGuiCol_ChildBg, ImVec4(1.0f, 0.0f, 1.0f, 0.1f));
|
||||
|
||||
ImGui::BeginChild("WindowA", ImVec2(-FLT_MIN, line_height * 14), true);
|
||||
ImGui::Text("Press CTRL+A and see who receives it!");
|
||||
ImGui::Text("Press Ctrl+A and see who receives it!");
|
||||
ImGui::Separator();
|
||||
|
||||
// 1: Window polling for CTRL+A
|
||||
// 1: Window polling for Ctrl+A
|
||||
ImGui::Text("(in WindowA)");
|
||||
ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags) ? "PRESSED" : "...");
|
||||
|
||||
// 2: InputText also polling for CTRL+A: it always uses _RouteFocused internally (gets priority when active)
|
||||
// 2: InputText also polling for Ctrl+A: it always uses _RouteFocused internally (gets priority when active)
|
||||
// (Commented because the owner-aware version of Shortcut() is still in imgui_internal.h)
|
||||
//char str[16] = "Press CTRL+A";
|
||||
//char str[16] = "Press Ctrl+A";
|
||||
//ImGui::Spacing();
|
||||
//ImGui::InputText("InputTextB", str, IM_ARRAYSIZE(str), ImGuiInputTextFlags_ReadOnly);
|
||||
//ImGuiID item_id = ImGui::GetItemID();
|
||||
@@ -7991,7 +8005,7 @@ static void DemoWindowInputs()
|
||||
ImGui::Text("IsWindowFocused: %d", ImGui::IsWindowFocused());
|
||||
ImGui::EndChild();
|
||||
|
||||
// 4: Child window polling for CTRL+A. It is deeper than WindowA and gets priority when focused.
|
||||
// 4: Child window polling for Ctrl+A. It is deeper than WindowA and gets priority when focused.
|
||||
ImGui::BeginChild("ChildE", ImVec2(-FLT_MIN, line_height * 4), true);
|
||||
ImGui::Text("(in ChildE: using same Shortcut)");
|
||||
ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags) ? "PRESSED" : "...");
|
||||
@@ -8048,7 +8062,7 @@ static void DemoWindowInputs()
|
||||
IMGUI_DEMO_MARKER("Inputs & Focus/Tabbing");
|
||||
if (ImGui::TreeNode("Tabbing"))
|
||||
{
|
||||
ImGui::Text("Use TAB/SHIFT+TAB to cycle through keyboard editable fields.");
|
||||
ImGui::Text("Use Tab/Shift+Tab to cycle through keyboard editable fields.");
|
||||
static char buf[32] = "hello";
|
||||
ImGui::InputText("1", buf, IM_ARRAYSIZE(buf));
|
||||
ImGui::InputText("2", buf, IM_ARRAYSIZE(buf));
|
||||
@@ -8263,6 +8277,25 @@ void ImGui::ShowAboutWindow(bool* p_open)
|
||||
#ifdef IMGUI_HAS_DOCK
|
||||
ImGui::Text("define: IMGUI_HAS_DOCK");
|
||||
#endif
|
||||
#ifdef NDEBUG
|
||||
ImGui::Text("define: NDEBUG");
|
||||
#endif
|
||||
|
||||
// Heuristic to detect no-op IM_ASSERT() macros
|
||||
// - This is designed so people opening bug reports would convey and notice that they have disabled asserts for Dear ImGui code.
|
||||
// - 16 is > strlen("((void)(_EXPR))") which we suggested in our imconfig.h template as a possible way to disable.
|
||||
int assert_runs_expression = 0;
|
||||
IM_ASSERT(++assert_runs_expression);
|
||||
int assert_expand_len = (int)strlen(IM_STRINGIFY((IM_ASSERT(true))));
|
||||
bool assert_maybe_disabled = (!assert_runs_expression || assert_expand_len <= 16);
|
||||
ImGui::Text("IM_ASSERT: runs expression: %s. expand size: %s%s",
|
||||
assert_runs_expression ? "OK" : "KO", (assert_expand_len > 16) ? "OK" : "KO", assert_maybe_disabled ? " (MAYBE DISABLED?!)" : "");
|
||||
if (assert_maybe_disabled)
|
||||
{
|
||||
ImGui::SameLine();
|
||||
HelpMarker("IM_ASSERT() calls assert() by default. Compiling with NDEBUG will usually strip out assert() to nothing, which is NOT recommended because we use asserts to notify of programmer mistakes!");
|
||||
}
|
||||
|
||||
ImGui::Separator();
|
||||
ImGui::Text("io.BackendPlatformName: %s", io.BackendPlatformName ? io.BackendPlatformName : "NULL");
|
||||
ImGui::Text("io.BackendRendererName: %s", io.BackendRendererName ? io.BackendRendererName : "NULL");
|
||||
@@ -8282,6 +8315,7 @@ void ImGui::ShowAboutWindow(bool* p_open)
|
||||
if (io.ConfigViewportsNoDecoration) ImGui::Text("io.ConfigViewportsNoDecoration");
|
||||
if (io.ConfigViewportsNoDefaultParent) ImGui::Text("io.ConfigViewportsNoDefaultParent");
|
||||
if (io.ConfigDockingNoSplit) ImGui::Text("io.ConfigDockingNoSplit");
|
||||
if (io.ConfigDockingNoDockingOver) ImGui::Text("io.ConfigDockingNoDockingOver");
|
||||
if (io.ConfigDockingWithShift) ImGui::Text("io.ConfigDockingWithShift");
|
||||
if (io.ConfigDockingAlwaysTabBar) ImGui::Text("io.ConfigDockingAlwaysTabBar");
|
||||
if (io.ConfigDockingTransparentPayload) ImGui::Text("io.ConfigDockingTransparentPayload");
|
||||
@@ -8298,6 +8332,7 @@ void ImGui::ShowAboutWindow(bool* p_open)
|
||||
if (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos) ImGui::Text(" HasSetMousePos");
|
||||
if (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) ImGui::Text(" PlatformHasViewports");
|
||||
if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)ImGui::Text(" HasMouseHoveredViewport");
|
||||
if (io.BackendFlags & ImGuiBackendFlags_HasParentViewport) ImGui::Text(" HasParentViewport");
|
||||
if (io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset) ImGui::Text(" RendererHasVtxOffset");
|
||||
if (io.BackendFlags & ImGuiBackendFlags_RendererHasTextures) ImGui::Text(" RendererHasTextures");
|
||||
if (io.BackendFlags & ImGuiBackendFlags_RendererHasViewports) ImGui::Text(" RendererHasViewports");
|
||||
@@ -8618,7 +8653,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
|
||||
ShowFontAtlas(atlas);
|
||||
|
||||
// Post-baking font scaling. Note that this is NOT the nice way of scaling fonts, read below.
|
||||
// (we enforce hard clamping manually as by default DragFloat/SliderFloat allows CTRL+Click text to get out of bounds).
|
||||
// (we enforce hard clamping manually as by default DragFloat/SliderFloat allows Ctrl+Click text to get out of bounds).
|
||||
/*
|
||||
SeparatorText("Legacy Scaling");
|
||||
const float MIN_SCALE = 0.3f;
|
||||
@@ -8720,27 +8755,27 @@ void ImGui::ShowUserGuide()
|
||||
ImGuiIO& io = GetIO();
|
||||
BulletText("Double-click on title bar to collapse window.");
|
||||
BulletText(
|
||||
"Click and drag on lower corner to resize window\n"
|
||||
"(double-click to auto fit window to its contents).");
|
||||
BulletText("CTRL+Click on a slider or drag box to input value as text.");
|
||||
BulletText("TAB/SHIFT+TAB to cycle through keyboard editable fields.");
|
||||
BulletText("CTRL+Tab to select a window.");
|
||||
"Click and drag on lower corner or border to resize window.\n"
|
||||
"(double-click to auto fit window to its contents)");
|
||||
BulletText("Ctrl+Click on a slider or drag box to input value as text.");
|
||||
BulletText("Tab/Shift+Tab to cycle through keyboard editable fields.");
|
||||
BulletText("Ctrl+Tab/Ctrl+Shift+Tab to focus windows.");
|
||||
if (io.FontAllowUserScaling)
|
||||
BulletText("CTRL+Mouse Wheel to zoom window contents.");
|
||||
BulletText("Ctrl+Mouse Wheel to zoom window contents.");
|
||||
BulletText("While inputting text:\n");
|
||||
Indent();
|
||||
BulletText("CTRL+Left/Right to word jump.");
|
||||
BulletText("CTRL+A or double-click to select all.");
|
||||
BulletText("CTRL+X/C/V to use clipboard cut/copy/paste.");
|
||||
BulletText("CTRL+Z to undo, CTRL+Y/CTRL+SHIFT+Z to redo.");
|
||||
BulletText("ESCAPE to revert.");
|
||||
BulletText("Ctrl+Left/Right to word jump.");
|
||||
BulletText("Ctrl+A or double-click to select all.");
|
||||
BulletText("Ctrl+X/C/V to use clipboard cut/copy/paste.");
|
||||
BulletText("Ctrl+Z to undo, Ctrl+Y/Ctrl+Shift+Z to redo.");
|
||||
BulletText("Escape to revert.");
|
||||
Unindent();
|
||||
BulletText("With keyboard navigation enabled:");
|
||||
Indent();
|
||||
BulletText("Arrow keys to navigate.");
|
||||
BulletText("Arrow keys or Home/End/PageUp/PageDown to navigate.");
|
||||
BulletText("Space to activate a widget.");
|
||||
BulletText("Return to input text into a widget.");
|
||||
BulletText("Escape to deactivate a widget, close popup, exit child window.");
|
||||
BulletText("Escape to deactivate a widget, close popup,\nexit a child window or the menu layer, clear focus.");
|
||||
BulletText("Alt to jump to the menu layer of a window.");
|
||||
Unindent();
|
||||
}
|
||||
@@ -8767,12 +8802,12 @@ static void ShowExampleAppMainMenuBar()
|
||||
}
|
||||
if (ImGui::BeginMenu("Edit"))
|
||||
{
|
||||
if (ImGui::MenuItem("Undo", "CTRL+Z")) {}
|
||||
if (ImGui::MenuItem("Redo", "CTRL+Y", false, false)) {} // Disabled item
|
||||
if (ImGui::MenuItem("Undo", "Ctrl+Z")) {}
|
||||
if (ImGui::MenuItem("Redo", "Ctrl+Y", false, false)) {} // Disabled item
|
||||
ImGui::Separator();
|
||||
if (ImGui::MenuItem("Cut", "CTRL+X")) {}
|
||||
if (ImGui::MenuItem("Copy", "CTRL+C")) {}
|
||||
if (ImGui::MenuItem("Paste", "CTRL+V")) {}
|
||||
if (ImGui::MenuItem("Cut", "Ctrl+X")) {}
|
||||
if (ImGui::MenuItem("Copy", "Ctrl+C")) {}
|
||||
if (ImGui::MenuItem("Paste", "Ctrl+V")) {}
|
||||
ImGui::EndMenu();
|
||||
}
|
||||
ImGui::EndMainMenuBar();
|
||||
@@ -9777,7 +9812,7 @@ static void ShowExampleAppConstrainedResize(bool* p_open)
|
||||
}
|
||||
else
|
||||
{
|
||||
ImGui::Text("(Hold SHIFT to display a dummy viewport)");
|
||||
ImGui::Text("(Hold Shift to display a dummy viewport)");
|
||||
if (ImGui::IsWindowDocked())
|
||||
ImGui::Text("Warning: Sizing Constraints won't work if the window is docked!");
|
||||
if (ImGui::Button("Set 200x200")) { ImGui::SetWindowSize(ImVec2(200, 200)); } ImGui::SameLine();
|
||||
@@ -10243,37 +10278,27 @@ static void ShowExampleAppCustomRendering(bool* p_open)
|
||||
// [SECTION] Example App: Docking, DockSpace / ShowExampleAppDockSpace()
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// Demonstrate using DockSpace() to create an explicit docking node within an existing window.
|
||||
// Note: You can use most Docking facilities without calling any API. You DO NOT need to call DockSpace() to use Docking!
|
||||
// - Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking.
|
||||
// - Drag from window menu button (upper-left button) to undock an entire node (all windows).
|
||||
// - When io.ConfigDockingWithShift == true, you instead need to hold SHIFT to enable docking.
|
||||
// About dockspaces:
|
||||
// - Use DockSpace() to create an explicit dock node _within_ an existing window.
|
||||
// - Use DockSpaceOverViewport() to create an explicit dock node covering the screen or a specific viewport.
|
||||
// This is often used with ImGuiDockNodeFlags_PassthruCentralNode.
|
||||
// - Important: Dockspaces need to be submitted _before_ any window they can host. Submit it early in your frame! (*)
|
||||
// - Important: Dockspaces need to be kept alive if hidden, otherwise windows docked into it will be undocked.
|
||||
// e.g. if you have multiple tabs with a dockspace inside each tab: submit the non-visible dockspaces with ImGuiDockNodeFlags_KeepAliveOnly.
|
||||
// (*) because of this constraint, the implicit \"Debug\" window can not be docked into an explicit DockSpace() node,
|
||||
// because that window is submitted as part of the part of the NewFrame() call. An easy workaround is that you can create
|
||||
// your own implicit "Debug##2" window after calling DockSpace() and leave it in the window stack for anyone to use.
|
||||
// Demonstrate using DockSpace() to create an explicit docking node within an existing window, with various options.
|
||||
// THIS IS A DEMO FOR ADVANCED USAGE OF DockSpace().
|
||||
// MOST REGULAR APPLICATIONS WHO WANT TO ALLOW DOCKING WINDOWS ON THE EDGE OF YOUR SCREEN CAN SIMPLY USE:
|
||||
// ImGui::NewFrame();
|
||||
// ImGui::DockSpaceOverViewport(); // Create a dockspace in main viewport
|
||||
// OR:
|
||||
// ImGui::NewFrame();
|
||||
// ImGui::DockSpaceOverViewport(0, nullptr, ImGuiDockNodeFlags_PassthruCentralNode); // Create a dockspace in main viewport, where central node is transparent.
|
||||
// Read https://github.com/ocornut/imgui/wiki/Docking for details.
|
||||
// The reasons we do not use DockSpaceOverViewport() in this demo is because:
|
||||
// - (1) we allow the host window to be floating/moveable instead of filling the viewport (when opt_fullscreen == false)
|
||||
// which is mostly to showcase the idea that DockSpace() may be submitted anywhere.
|
||||
// - (2) we allow the host window to have padding (when opt_padding == true)
|
||||
// - (3) we expose many flags and need a way to have them visible.
|
||||
// - (4) we have a local menu bar in the host window (vs. you could use BeginMainMenuBar() + DockSpaceOverViewport()
|
||||
// in your code, but we don't here because we allow the window to be floating)
|
||||
void ShowExampleAppDockSpace(bool* p_open)
|
||||
{
|
||||
// READ THIS !!!
|
||||
// TL;DR; this demo is more complicated than what most users you would normally use.
|
||||
// If we remove all options we are showcasing, this demo would become:
|
||||
// void ShowExampleAppDockSpace()
|
||||
// {
|
||||
// ImGui::DockSpaceOverViewport(0, ImGui::GetMainViewport());
|
||||
// }
|
||||
// In most cases you should be able to just call DockSpaceOverViewport() and ignore all the code below!
|
||||
// If we remove all options we are showcasing, this demo would become a simple call to ImGui::DockSpaceOverViewport() !!
|
||||
// In this specific demo, we are not using DockSpaceOverViewport() because:
|
||||
// - (1) we allow the host window to be floating/moveable instead of filling the viewport (when opt_fullscreen == false)
|
||||
// - (2) we allow the host window to have padding (when opt_padding == true)
|
||||
// - (3) we expose many flags and need a way to have them visible.
|
||||
// - (4) we have a local menu bar in the host window (vs. you could use BeginMainMenuBar() + DockSpaceOverViewport()
|
||||
// in your code, but we don't here because we allow the window to be floating)
|
||||
|
||||
static bool opt_fullscreen = true;
|
||||
static bool opt_padding = false;
|
||||
@@ -10318,6 +10343,8 @@ void ShowExampleAppDockSpace(bool* p_open)
|
||||
ImGui::PopStyleVar(2);
|
||||
|
||||
// Submit the DockSpace
|
||||
// REMINDER: THIS IS A DEMO FOR ADVANCED USAGE OF DockSpace()!
|
||||
// MOST REGULAR APPLICATIONS WILL SIMPLY WANT TO CALL DockSpaceOverViewport(). READ COMMENTS ABOVE.
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable)
|
||||
{
|
||||
@@ -10329,6 +10356,7 @@ void ShowExampleAppDockSpace(bool* p_open)
|
||||
ShowDockingDisabledMessage();
|
||||
}
|
||||
|
||||
// Show demo options and help
|
||||
if (ImGui::BeginMenuBar())
|
||||
{
|
||||
if (ImGui::BeginMenu("Options"))
|
||||
@@ -10351,16 +10379,23 @@ void ShowExampleAppDockSpace(bool* p_open)
|
||||
*p_open = false;
|
||||
ImGui::EndMenu();
|
||||
}
|
||||
HelpMarker(
|
||||
"When docking is enabled, you can ALWAYS dock MOST window into another! Try it now!" "\n"
|
||||
"- Drag from window title bar or their tab to dock/undock." "\n"
|
||||
"- Drag from window menu button (upper-left button) to undock an entire node (all windows)." "\n"
|
||||
"- Hold SHIFT to disable docking (if io.ConfigDockingWithShift == false, default)" "\n"
|
||||
"- Hold SHIFT to enable docking (if io.ConfigDockingWithShift == true)" "\n"
|
||||
"This demo app has nothing to do with enabling docking!" "\n\n"
|
||||
"This demo app only demonstrate the use of ImGui::DockSpace() which allows you to manually create a docking node _within_ another window." "\n\n"
|
||||
"Read comments in ShowExampleAppDockSpace() for more details.");
|
||||
|
||||
if (ImGui::BeginMenu("Help"))
|
||||
{
|
||||
ImGui::TextUnformatted(
|
||||
"This demo has nothing to do with enabling docking!" "\n"
|
||||
"This demo only demonstrate the use of ImGui::DockSpace() which allows you to manually\ncreate a docking node _within_ another window." "\n"
|
||||
"Most application can simply call ImGui::DockSpaceOverViewport() and be done with it.");
|
||||
ImGui::Separator();
|
||||
ImGui::TextUnformatted("When docking is enabled, you can ALWAYS dock MOST window into another! Try it now!" "\n"
|
||||
"- Drag from window title bar or their tab to dock/undock." "\n"
|
||||
"- Drag from window menu button (upper-left button) to undock an entire node (all windows)." "\n"
|
||||
"- Hold SHIFT to disable docking (if io.ConfigDockingWithShift == false, default)" "\n"
|
||||
"- Hold SHIFT to enable docking (if io.ConfigDockingWithShift == true)");
|
||||
ImGui::Separator();
|
||||
ImGui::TextUnformatted("More details:"); ImGui::Bullet(); ImGui::SameLine(); ImGui::TextLinkOpenURL("Docking Wiki page", "https://github.com/ocornut/imgui/wiki/Docking");
|
||||
ImGui::BulletText("Read comments in ShowExampleAppDockSpace()");
|
||||
ImGui::EndMenu();
|
||||
}
|
||||
ImGui::EndMenuBar();
|
||||
}
|
||||
|
||||
@@ -10913,7 +10948,7 @@ struct ExampleAssetsBrowser
|
||||
|
||||
ImGui::SeparatorText("Layout");
|
||||
ImGui::SliderFloat("Icon Size", &IconSize, 16.0f, 128.0f, "%.0f");
|
||||
ImGui::SameLine(); HelpMarker("Use CTRL+Wheel to zoom");
|
||||
ImGui::SameLine(); HelpMarker("Use Ctrl+Wheel to zoom");
|
||||
ImGui::SliderInt("Icon Spacing", &IconSpacing, 0, 32);
|
||||
ImGui::SliderInt("Icon Hit Spacing", &IconHitSpacing, 0, 32);
|
||||
ImGui::Checkbox("Stretch Spacing", &StretchSpacing);
|
||||
@@ -11105,7 +11140,7 @@ struct ExampleAssetsBrowser
|
||||
if (want_delete)
|
||||
Selection.ApplyDeletionPostLoop(ms_io, Items, item_curr_idx_to_focus);
|
||||
|
||||
// Zooming with CTRL+Wheel
|
||||
// Zooming with Ctrl+Wheel
|
||||
if (ImGui::IsWindowAppearing())
|
||||
ZoomWheelAccum = 0.0f;
|
||||
if (ImGui::IsWindowHovered() && io.MouseWheel != 0.0f && ImGui::IsKeyDown(ImGuiMod_Ctrl) && ImGui::IsAnyItemActive() == false)
|
||||
|
||||
105
imgui_draw.cpp
105
imgui_draw.cpp
@@ -1,4 +1,4 @@
|
||||
// dear imgui, v1.92.3
|
||||
// dear imgui, v1.92.5
|
||||
// (drawing and font code)
|
||||
|
||||
/*
|
||||
@@ -242,6 +242,8 @@ void ImGui::StyleColorsDark(ImGuiStyle* dst)
|
||||
colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f);
|
||||
colors[ImGuiCol_TreeLines] = colors[ImGuiCol_Border];
|
||||
colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f);
|
||||
colors[ImGuiCol_DragDropTargetBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
|
||||
colors[ImGuiCol_UnsavedMarker] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
|
||||
colors[ImGuiCol_NavCursor] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
|
||||
colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f);
|
||||
colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f);
|
||||
@@ -309,6 +311,8 @@ void ImGui::StyleColorsClassic(ImGuiStyle* dst)
|
||||
colors[ImGuiCol_TextSelectedBg] = ImVec4(0.00f, 0.00f, 1.00f, 0.35f);
|
||||
colors[ImGuiCol_TreeLines] = colors[ImGuiCol_Border];
|
||||
colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f);
|
||||
colors[ImGuiCol_DragDropTargetBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
|
||||
colors[ImGuiCol_UnsavedMarker] = ImVec4(0.90f, 0.90f, 0.90f, 1.00f);
|
||||
colors[ImGuiCol_NavCursor] = colors[ImGuiCol_HeaderHovered];
|
||||
colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f);
|
||||
colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f);
|
||||
@@ -377,6 +381,8 @@ void ImGui::StyleColorsLight(ImGuiStyle* dst)
|
||||
colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f);
|
||||
colors[ImGuiCol_TreeLines] = colors[ImGuiCol_Border];
|
||||
colors[ImGuiCol_DragDropTarget] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f);
|
||||
colors[ImGuiCol_DragDropTargetBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
|
||||
colors[ImGuiCol_UnsavedMarker] = ImVec4(0.00f, 0.00f, 0.00f, 1.00f);
|
||||
colors[ImGuiCol_NavCursor] = colors[ImGuiCol_HeaderHovered];
|
||||
colors[ImGuiCol_NavWindowingHighlight] = ImVec4(0.70f, 0.70f, 0.70f, 0.70f);
|
||||
colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.20f);
|
||||
@@ -827,7 +833,7 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
|
||||
const bool use_texture = (Flags & ImDrawListFlags_AntiAliasedLinesUseTex) && (integer_thickness < IM_DRAWLIST_TEX_LINES_WIDTH_MAX) && (fractional_thickness <= 0.00001f) && (AA_SIZE == 1.0f);
|
||||
|
||||
// We should never hit this, because NewFrame() doesn't set ImDrawListFlags_AntiAliasedLinesUseTex unless ImFontAtlasFlags_NoBakedLines is off
|
||||
IM_ASSERT_PARANOID(!use_texture || !(_Data->Font->ContainerAtlas->Flags & ImFontAtlasFlags_NoBakedLines));
|
||||
IM_ASSERT_PARANOID(!use_texture || !(_Data->Font->OwnerAtlas->Flags & ImFontAtlasFlags_NoBakedLines));
|
||||
|
||||
const int idx_count = use_texture ? (count * 6) : (thick_line ? count * 18 : count * 12);
|
||||
const int vtx_count = use_texture ? (points_count * 2) : (thick_line ? points_count * 4 : points_count * 3);
|
||||
@@ -2656,6 +2662,7 @@ ImFontAtlas::~ImFontAtlas()
|
||||
TexData = NULL;
|
||||
}
|
||||
|
||||
// If you call this mid-frame, you would need to add new font and bind them!
|
||||
void ImFontAtlas::Clear()
|
||||
{
|
||||
bool backup_renderer_has_textures = RendererHasTextures;
|
||||
@@ -2706,6 +2713,8 @@ void ImFontAtlas::ClearFonts()
|
||||
{
|
||||
// FIXME-NEWATLAS: Illegal to remove currently bound font.
|
||||
IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas!");
|
||||
for (ImFont* font : Fonts)
|
||||
ImFontAtlasBuildNotifySetFont(this, font, NULL);
|
||||
ImFontAtlasBuildDestroy(this);
|
||||
ClearInputData();
|
||||
Fonts.clear_delete();
|
||||
@@ -2796,21 +2805,29 @@ void ImFontAtlasUpdateNewFrame(ImFontAtlas* atlas, int frame_count, bool rendere
|
||||
if (tex->Status == ImTextureStatus_WantCreate && atlas->RendererHasTextures)
|
||||
IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == NULL && "Backend set texture's TexID/BackendUserData but did not update Status to OK.");
|
||||
|
||||
// Request destroy
|
||||
// - Keep bool to true in order to differentiate a planned destroy vs a destroy decided by the backend.
|
||||
// - We don't destroy pixels right away, as backend may have an in-flight copy from RAM.
|
||||
if (tex->WantDestroyNextFrame && tex->Status != ImTextureStatus_Destroyed && tex->Status != ImTextureStatus_WantDestroy)
|
||||
{
|
||||
IM_ASSERT(tex->Status == ImTextureStatus_OK || tex->Status == ImTextureStatus_WantCreate || tex->Status == ImTextureStatus_WantUpdates);
|
||||
tex->Status = ImTextureStatus_WantDestroy;
|
||||
}
|
||||
|
||||
// If a texture has never reached the backend, they don't need to know about it.
|
||||
// (note: backends between 1.92.0 and 1.92.4 could set an already destroyed texture to ImTextureStatus_WantDestroy
|
||||
// when invalidating graphics objects twice, which would previously remove it from the list and crash.)
|
||||
if (tex->Status == ImTextureStatus_WantDestroy && tex->TexID == ImTextureID_Invalid && tex->BackendUserData == NULL)
|
||||
tex->Status = ImTextureStatus_Destroyed;
|
||||
|
||||
// Process texture being destroyed
|
||||
if (tex->Status == ImTextureStatus_Destroyed)
|
||||
{
|
||||
IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == NULL && "Backend set texture Status to Destroyed but did not clear TexID/BackendUserData!");
|
||||
if (tex->WantDestroyNextFrame)
|
||||
remove_from_list = true; // Destroy was scheduled by us
|
||||
else
|
||||
tex->Status = ImTextureStatus_WantCreate; // Destroy was done was backend (e.g. freed resources mid-run)
|
||||
}
|
||||
else if (tex->WantDestroyNextFrame && tex->Status != ImTextureStatus_WantDestroy)
|
||||
{
|
||||
// Request destroy.
|
||||
// - Keep bool to true in order to differentiate a planned destroy vs a destroy decided by the backend.
|
||||
// - We don't destroy pixels right away, as backend may have an in-flight copy from RAM.
|
||||
IM_ASSERT(tex->Status == ImTextureStatus_OK || tex->Status == ImTextureStatus_WantCreate || tex->Status == ImTextureStatus_WantUpdates);
|
||||
tex->Status = ImTextureStatus_WantDestroy;
|
||||
tex->Status = ImTextureStatus_WantCreate; // Destroy was done was backend: recreate it (e.g. freed resources mid-run)
|
||||
}
|
||||
|
||||
// The backend may need defer destroying by a few frames, to handle texture used by previous in-flight rendering.
|
||||
@@ -2818,13 +2835,10 @@ void ImFontAtlasUpdateNewFrame(ImFontAtlas* atlas, int frame_count, bool rendere
|
||||
if (tex->Status == ImTextureStatus_WantDestroy)
|
||||
tex->UnusedFrames++;
|
||||
|
||||
// If a texture has never reached the backend, they don't need to know about it.
|
||||
if (tex->Status == ImTextureStatus_WantDestroy && tex->TexID == ImTextureID_Invalid && tex->BackendUserData == NULL)
|
||||
remove_from_list = true;
|
||||
|
||||
// Destroy and remove
|
||||
if (remove_from_list)
|
||||
{
|
||||
IM_ASSERT(atlas->TexData != tex);
|
||||
tex->DestroyPixels();
|
||||
IM_DELETE(tex);
|
||||
atlas->TexList.erase(atlas->TexList.begin() + tex_n);
|
||||
@@ -3195,7 +3209,7 @@ ImFont* ImFontAtlas::AddFontFromMemoryCompressedBase85TTF(const char* compressed
|
||||
|
||||
// On font removal we need to remove references (otherwise we could queue removal?)
|
||||
// We allow old_font == new_font which forces updating all values (e.g. sizes)
|
||||
static void ImFontAtlasBuildNotifySetFont(ImFontAtlas* atlas, ImFont* old_font, ImFont* new_font)
|
||||
void ImFontAtlasBuildNotifySetFont(ImFontAtlas* atlas, ImFont* old_font, ImFont* new_font)
|
||||
{
|
||||
for (ImDrawListSharedData* shared_data : atlas->DrawListSharedDatas)
|
||||
{
|
||||
@@ -3240,7 +3254,7 @@ void ImFontAtlas::RemoveFont(ImFont* font)
|
||||
|
||||
ImFontAtlasBuildUpdatePointers(this);
|
||||
|
||||
font->ContainerAtlas = NULL;
|
||||
font->OwnerAtlas = NULL;
|
||||
IM_DELETE(font);
|
||||
|
||||
// Notify external systems
|
||||
@@ -3618,7 +3632,7 @@ void ImFontAtlasFontSourceAddToFont(ImFontAtlas* atlas, ImFont* font, ImFontConf
|
||||
{
|
||||
font->ClearOutputData();
|
||||
//font->FontSize = src->SizePixels;
|
||||
font->ContainerAtlas = atlas;
|
||||
font->OwnerAtlas = atlas;
|
||||
IM_ASSERT(font->Sources[0] == src);
|
||||
}
|
||||
atlas->TexIsBuilt = false; // For legacy backends
|
||||
@@ -3628,6 +3642,11 @@ void ImFontAtlasFontSourceAddToFont(ImFontAtlas* atlas, ImFont* font, ImFontConf
|
||||
void ImFontAtlasFontDestroySourceData(ImFontAtlas* atlas, ImFontConfig* src)
|
||||
{
|
||||
IM_UNUSED(atlas);
|
||||
// IF YOU GET A CRASH IN THE IM_FREE() CALL HERE AND USED AddFontFromMemoryTTF():
|
||||
// - DUE TO LEGACY REASON AddFontFromMemoryTTF() TRANSFERS MEMORY OWNERSHIP BY DEFAULT.
|
||||
// - IT WILL THEREFORE CRASH WHEN PASSED DATA WHICH MAY NOT BE FREEED BY IMGUI.
|
||||
// - USE `ImFontConfig font_cfg; font_cfg.FontDataOwnedByAtlas = false; io.Fonts->AddFontFromMemoryTTF(....., &cfg);` to disable passing ownership/
|
||||
// WE WILL ADDRESS THIS IN A FUTURE REWORK OF THE API.
|
||||
if (src->FontDataOwnedByAtlas)
|
||||
IM_FREE(src->FontData);
|
||||
src->FontData = NULL;
|
||||
@@ -3641,7 +3660,7 @@ void ImFontAtlasFontDestroySourceData(ImFontAtlas* atlas, ImFontConfig* src)
|
||||
// FIXME-NEWATLAS: This borrows too much from FontLoader's FontLoadGlyph() handlers and suggest that we should add further helpers.
|
||||
static ImFontGlyph* ImFontAtlasBuildSetupFontBakedEllipsis(ImFontAtlas* atlas, ImFontBaked* baked)
|
||||
{
|
||||
ImFont* font = baked->ContainerFont;
|
||||
ImFont* font = baked->OwnerFont;
|
||||
IM_ASSERT(font->EllipsisChar != 0);
|
||||
|
||||
const ImFontGlyph* dot_glyph = baked->FindGlyphNoFallback((ImWchar)'.');
|
||||
@@ -3687,7 +3706,7 @@ static void ImFontAtlasBuildSetupFontBakedFallback(ImFontBaked* baked)
|
||||
{
|
||||
IM_ASSERT(baked->FallbackGlyphIndex == -1);
|
||||
IM_ASSERT(baked->FallbackAdvanceX == 0.0f);
|
||||
ImFont* font = baked->ContainerFont;
|
||||
ImFont* font = baked->OwnerFont;
|
||||
ImFontGlyph* fallback_glyph = NULL;
|
||||
if (font->FallbackChar != 0)
|
||||
fallback_glyph = baked->FindGlyphNoFallback(font->FallbackChar);
|
||||
@@ -3697,7 +3716,7 @@ static void ImFontAtlasBuildSetupFontBakedFallback(ImFontBaked* baked)
|
||||
ImFontGlyph glyph;
|
||||
glyph.Codepoint = 0;
|
||||
glyph.AdvanceX = space_glyph ? space_glyph->AdvanceX : IM_ROUND(baked->Size * 0.40f);
|
||||
fallback_glyph = ImFontAtlasBakedAddFontGlyph(font->ContainerAtlas, baked, NULL, &glyph);
|
||||
fallback_glyph = ImFontAtlasBakedAddFontGlyph(font->OwnerAtlas, baked, NULL, &glyph);
|
||||
}
|
||||
baked->FallbackGlyphIndex = baked->Glyphs.index_from_ptr(fallback_glyph); // Storing index avoid need to update pointer on growth and simplify inner loop code
|
||||
baked->FallbackAdvanceX = fallback_glyph->AdvanceX;
|
||||
@@ -3778,7 +3797,7 @@ ImFontBaked* ImFontAtlasBakedAdd(ImFontAtlas* atlas, ImFont* font, float font_si
|
||||
baked->Size = font_size;
|
||||
baked->RasterizerDensity = font_rasterizer_density;
|
||||
baked->BakedId = baked_id;
|
||||
baked->ContainerFont = font;
|
||||
baked->OwnerFont = font;
|
||||
baked->LastUsedFrame = atlas->Builder->FrameCount;
|
||||
|
||||
// Initialize backend data
|
||||
@@ -3813,7 +3832,7 @@ ImFontBaked* ImFontAtlasBakedGetClosestMatch(ImFontAtlas* atlas, ImFont* font, f
|
||||
for (int baked_n = 0; baked_n < builder->BakedPool.Size; baked_n++)
|
||||
{
|
||||
ImFontBaked* baked = &builder->BakedPool[baked_n];
|
||||
if (baked->ContainerFont != font || baked->WantDestroy)
|
||||
if (baked->OwnerFont != font || baked->WantDestroy)
|
||||
continue;
|
||||
if (step_n == 0 && baked->RasterizerDensity != font_rasterizer_density) // First try with same density
|
||||
continue;
|
||||
@@ -3869,7 +3888,7 @@ void ImFontAtlasFontDiscardBakes(ImFontAtlas* atlas, ImFont* font, int unused_fr
|
||||
ImFontBaked* baked = &builder->BakedPool[baked_n];
|
||||
if (baked->LastUsedFrame + unused_frames > atlas->Builder->FrameCount)
|
||||
continue;
|
||||
if (baked->ContainerFont != font || baked->WantDestroy)
|
||||
if (baked->OwnerFont != font || baked->WantDestroy)
|
||||
continue;
|
||||
ImFontAtlasBakedDiscard(atlas, font, baked);
|
||||
}
|
||||
@@ -3884,9 +3903,9 @@ void ImFontAtlasBuildDiscardBakes(ImFontAtlas* atlas, int unused_frames)
|
||||
ImFontBaked* baked = &builder->BakedPool[baked_n];
|
||||
if (baked->LastUsedFrame + unused_frames > atlas->Builder->FrameCount)
|
||||
continue;
|
||||
if (baked->WantDestroy || (baked->ContainerFont->Flags & ImFontFlags_LockBakedSizes))
|
||||
if (baked->WantDestroy || (baked->OwnerFont->Flags & ImFontFlags_LockBakedSizes))
|
||||
continue;
|
||||
ImFontAtlasBakedDiscard(atlas, baked->ContainerFont, baked);
|
||||
ImFontAtlasBakedDiscard(atlas, baked->OwnerFont, baked);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -3907,6 +3926,11 @@ void ImFontAtlasRemoveDrawListSharedData(ImFontAtlas* atlas, ImDrawListSharedDat
|
||||
void ImFontAtlasUpdateDrawListsTextures(ImFontAtlas* atlas, ImTextureRef old_tex, ImTextureRef new_tex)
|
||||
{
|
||||
for (ImDrawListSharedData* shared_data : atlas->DrawListSharedDatas)
|
||||
{
|
||||
// If Context 2 uses font owned by Context 1 which already called EndFrame()/Render(), we don't want to mess with draw commands for Context 1
|
||||
if (shared_data->Context && !shared_data->Context->WithinFrameScope)
|
||||
continue;
|
||||
|
||||
for (ImDrawList* draw_list : shared_data->DrawLists)
|
||||
{
|
||||
// Replace in command-buffer
|
||||
@@ -3920,6 +3944,7 @@ void ImFontAtlasUpdateDrawListsTextures(ImFontAtlas* atlas, ImTextureRef old_tex
|
||||
if (stacked_tex == old_tex)
|
||||
stacked_tex = new_tex;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Update texture coordinates in all draw list shared context
|
||||
@@ -4419,8 +4444,8 @@ static void ImFontAtlas_FontHookRemapCodepoint(ImFontAtlas* atlas, ImFont* font,
|
||||
|
||||
static ImFontGlyph* ImFontBaked_BuildLoadGlyph(ImFontBaked* baked, ImWchar codepoint, float* only_load_advance_x)
|
||||
{
|
||||
ImFont* font = baked->ContainerFont;
|
||||
ImFontAtlas* atlas = font->ContainerAtlas;
|
||||
ImFont* font = baked->OwnerFont;
|
||||
ImFontAtlas* atlas = font->OwnerAtlas;
|
||||
if (atlas->Locked || (font->Flags & ImFontFlags_NoLoadGlyphs))
|
||||
{
|
||||
// Lazily load fallback glyph
|
||||
@@ -4694,7 +4719,7 @@ static bool ImGui_ImplStbTrueType_FontBakedLoadGlyph(ImFontAtlas* atlas, ImFontC
|
||||
stbtt_MakeGlyphBitmapSubpixelPrefilter(&bd_font_data->FontInfo, bitmap_pixels, w, h, w,
|
||||
scale_for_raster_x, scale_for_raster_y, 0, 0, oversample_h, oversample_v, &sub_x, &sub_y, glyph_index);
|
||||
|
||||
const float ref_size = baked->ContainerFont->Sources[0]->SizePixels;
|
||||
const float ref_size = baked->OwnerFont->Sources[0]->SizePixels;
|
||||
const float offsets_scale = (ref_size != 0.0f) ? (baked->Size / ref_size) : 1.0f;
|
||||
float font_off_x = (src->GlyphOffset.x * offsets_scale);
|
||||
float font_off_y = (src->GlyphOffset.y * offsets_scale);
|
||||
@@ -5021,7 +5046,9 @@ const ImWchar* ImFontAtlas::GetGlyphRangesVietnamese()
|
||||
|
||||
void ImFontGlyphRangesBuilder::AddText(const char* text, const char* text_end)
|
||||
{
|
||||
while (text_end ? (text < text_end) : *text)
|
||||
if (text_end == NULL)
|
||||
text_end = text + strlen(text);
|
||||
while (text < text_end)
|
||||
{
|
||||
unsigned int c = 0;
|
||||
int c_len = ImTextCharFromUtf8(&c, text, text_end);
|
||||
@@ -5089,7 +5116,7 @@ ImFont::~ImFont()
|
||||
|
||||
void ImFont::ClearOutputData()
|
||||
{
|
||||
if (ImFontAtlas* atlas = ContainerAtlas)
|
||||
if (ImFontAtlas* atlas = OwnerAtlas)
|
||||
ImFontAtlasFontDiscardBakes(atlas, this, 0);
|
||||
FallbackChar = EllipsisChar = 0;
|
||||
memset(Used8kPagesMap, 0, sizeof(Used8kPagesMap));
|
||||
@@ -5134,7 +5161,7 @@ ImFontGlyph* ImFontAtlasBakedAddFontGlyph(ImFontAtlas* atlas, ImFontBaked* baked
|
||||
if (src != NULL)
|
||||
{
|
||||
// Clamp & recenter if needed
|
||||
const float ref_size = baked->ContainerFont->Sources[0]->SizePixels;
|
||||
const float ref_size = baked->OwnerFont->Sources[0]->SizePixels;
|
||||
const float offsets_scale = (ref_size != 0.0f) ? (baked->Size / ref_size) : 1.0f;
|
||||
float advance_x = ImClamp(glyph->AdvanceX, src->GlyphMinAdvanceX * offsets_scale, src->GlyphMaxAdvanceX * offsets_scale);
|
||||
if (advance_x != glyph->AdvanceX)
|
||||
@@ -5160,7 +5187,7 @@ ImFontGlyph* ImFontAtlasBakedAddFontGlyph(ImFontAtlas* atlas, ImFontBaked* baked
|
||||
baked->IndexAdvanceX[codepoint] = glyph->AdvanceX;
|
||||
baked->IndexLookup[codepoint] = (ImU16)glyph_idx;
|
||||
const int page_n = codepoint / 8192;
|
||||
baked->ContainerFont->Used8kPagesMap[page_n >> 3] |= 1 << (page_n & 7);
|
||||
baked->OwnerFont->Used8kPagesMap[page_n >> 3] |= 1 << (page_n & 7);
|
||||
|
||||
return glyph;
|
||||
}
|
||||
@@ -5172,7 +5199,7 @@ void ImFontAtlasBakedAddFontGlyphAdvancedX(ImFontAtlas* atlas, ImFontBaked* bake
|
||||
if (src != NULL)
|
||||
{
|
||||
// Clamp & recenter if needed
|
||||
const float ref_size = baked->ContainerFont->Sources[0]->SizePixels;
|
||||
const float ref_size = baked->OwnerFont->Sources[0]->SizePixels;
|
||||
const float offsets_scale = (ref_size != 0.0f) ? (baked->Size / ref_size) : 1.0f;
|
||||
advance_x = ImClamp(advance_x, src->GlyphMinAdvanceX * offsets_scale, src->GlyphMaxAdvanceX * offsets_scale);
|
||||
|
||||
@@ -5194,7 +5221,7 @@ void ImFontAtlasBakedSetFontGlyphBitmap(ImFontAtlas* atlas, ImFontBaked* baked,
|
||||
ImTextureData* tex = atlas->TexData;
|
||||
IM_ASSERT(r->x + r->w <= tex->Width && r->y + r->h <= tex->Height);
|
||||
ImFontAtlasTextureBlockConvert(src_pixels, src_fmt, src_pitch, (unsigned char*)tex->GetPixelsAt(r->x, r->y), tex->Format, tex->GetPitch(), r->w, r->h);
|
||||
ImFontAtlasPostProcessData pp_data = { atlas, baked->ContainerFont, src, baked, glyph, tex->GetPixelsAt(r->x, r->y), tex->Format, tex->GetPitch(), r->w, r->h };
|
||||
ImFontAtlasPostProcessData pp_data = { atlas, baked->OwnerFont, src, baked, glyph, tex->GetPixelsAt(r->x, r->y), tex->Format, tex->GetPitch(), r->w, r->h };
|
||||
ImFontAtlasTextureBlockPostProcess(&pp_data);
|
||||
ImFontAtlasTextureBlockQueueUpload(atlas, tex, r->x, r->y, r->w, r->h);
|
||||
}
|
||||
@@ -5252,7 +5279,7 @@ bool ImFontBaked::IsGlyphLoaded(ImWchar c)
|
||||
// This is not fast query
|
||||
bool ImFont::IsGlyphInFont(ImWchar c)
|
||||
{
|
||||
ImFontAtlas* atlas = ContainerAtlas;
|
||||
ImFontAtlas* atlas = OwnerAtlas;
|
||||
ImFontAtlas_FontHookRemapCodepoint(atlas, this, &c);
|
||||
for (ImFontConfig* src : Sources)
|
||||
{
|
||||
@@ -5301,7 +5328,7 @@ ImFontBaked* ImFont::GetFontBaked(float size, float density)
|
||||
if (baked && baked->Size == size && baked->RasterizerDensity == density)
|
||||
return baked;
|
||||
|
||||
ImFontAtlas* atlas = ContainerAtlas;
|
||||
ImFontAtlas* atlas = OwnerAtlas;
|
||||
ImFontAtlasBuilder* builder = atlas->Builder;
|
||||
baked = ImFontAtlasBakedGetOrAdd(atlas, this, size, density);
|
||||
if (baked == NULL)
|
||||
@@ -5322,7 +5349,7 @@ ImFontBaked* ImFontAtlasBakedGetOrAdd(ImFontAtlas* atlas, ImFont* font, float fo
|
||||
ImFontBaked* baked = *p_baked_in_map;
|
||||
if (baked != NULL)
|
||||
{
|
||||
IM_ASSERT(baked->Size == font_size && baked->ContainerFont == font && baked->BakedId == baked_id);
|
||||
IM_ASSERT(baked->Size == font_size && baked->OwnerFont == font && baked->BakedId == baked_id);
|
||||
return baked;
|
||||
}
|
||||
|
||||
@@ -5604,7 +5631,7 @@ void ImFont::RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, Im
|
||||
}
|
||||
|
||||
// Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound.
|
||||
// DO NOT CALL DIRECTLY THIS WILL CHANGE WIDLY IN 2025-2025. Use ImDrawList::AddText().
|
||||
// DO NOT CALL DIRECTLY THIS WILL CHANGE WILDLY IN 2025-2025. Use ImDrawList::AddText().
|
||||
void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width, ImDrawTextFlags flags)
|
||||
{
|
||||
// Align to be pixel perfect
|
||||
|
||||
127
imgui_internal.h
127
imgui_internal.h
@@ -1,4 +1,4 @@
|
||||
// dear imgui, v1.92.3
|
||||
// dear imgui, v1.92.5
|
||||
// (internal structures/api)
|
||||
|
||||
// You may use this file to debug, understand or extend Dear ImGui features but we don't provide any guarantee of forward compatibility.
|
||||
@@ -215,6 +215,7 @@ typedef int ImGuiSeparatorFlags; // -> enum ImGuiSeparatorFlags_ // F
|
||||
typedef int ImGuiTextFlags; // -> enum ImGuiTextFlags_ // Flags: for TextEx()
|
||||
typedef int ImGuiTooltipFlags; // -> enum ImGuiTooltipFlags_ // Flags: for BeginTooltipEx()
|
||||
typedef int ImGuiTypingSelectFlags; // -> enum ImGuiTypingSelectFlags_ // Flags: for GetTypingSelectRequest()
|
||||
typedef int ImGuiWindowBgClickFlags; // -> enum ImGuiWindowBgClickFlags_ // Flags: for overriding behavior of clicking on window background/void.
|
||||
typedef int ImGuiWindowRefreshFlags; // -> enum ImGuiWindowRefreshFlags_ // Flags: for SetNextWindowRefreshPolicy()
|
||||
|
||||
// Table column indexing
|
||||
@@ -288,10 +289,8 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer
|
||||
#define IM_F32_TO_INT8_SAT(_VAL) ((int)(ImSaturate(_VAL) * 255.0f + 0.5f)) // Saturated, always output 0..255
|
||||
#define IM_TRUNC(_VAL) ((float)(int)(_VAL)) // ImTrunc() is not inlined in MSVC debug builds
|
||||
#define IM_ROUND(_VAL) ((float)(int)((_VAL) + 0.5f)) //
|
||||
#define IM_STRINGIFY_HELPER(_X) #_X
|
||||
#define IM_STRINGIFY(_X) IM_STRINGIFY_HELPER(_X) // Preprocessor idiom to stringify e.g. an integer.
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
#define IM_FLOOR IM_TRUNC
|
||||
#define IM_FLOOR IM_TRUNC // [OBSOLETE] Renamed in 1.90.0 (Sept 2023)
|
||||
#endif
|
||||
|
||||
// Hint for branch prediction
|
||||
@@ -438,7 +437,8 @@ IMGUI_API int ImTextStrFromUtf8(ImWchar* out_buf, int out_buf_size, co
|
||||
IMGUI_API int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end); // return number of UTF-8 code-points (NOT bytes count)
|
||||
IMGUI_API int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end); // return number of bytes to express one char in UTF-8
|
||||
IMGUI_API int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end); // return number of bytes to express string in UTF-8
|
||||
IMGUI_API const char* ImTextFindPreviousUtf8Codepoint(const char* in_text_start, const char* in_text_curr); // return previous UTF-8 code-point.
|
||||
IMGUI_API const char* ImTextFindPreviousUtf8Codepoint(const char* in_text_start, const char* in_p); // return previous UTF-8 code-point.
|
||||
IMGUI_API const char* ImTextFindValidUtf8CodepointEnd(const char* in_text_start, const char* in_text_end, const char* in_p); // return previous UTF-8 code-point if 'in_p' is not the end of a valid one.
|
||||
IMGUI_API int ImTextCountLines(const char* in_text, const char* in_text_end); // return number of lines taken by text. trailing carriage return doesn't count as an extra line.
|
||||
|
||||
// Helpers: High-level text functions (DO NOT USE!!! THIS IS A MINIMAL SUBSET OF LARGER UPCOMING CHANGES)
|
||||
@@ -1184,6 +1184,7 @@ struct IMGUI_API ImGuiGroupData
|
||||
ImVec2 BackupCurrLineSize;
|
||||
float BackupCurrLineTextBaseOffset;
|
||||
ImGuiID BackupActiveIdIsAlive;
|
||||
bool BackupActiveIdHasBeenEditedThisFrame;
|
||||
bool BackupDeactivatedIdIsAlive;
|
||||
bool BackupHoveredIdIsAlive;
|
||||
bool BackupIsSameLine;
|
||||
@@ -1293,6 +1294,12 @@ enum ImGuiWindowRefreshFlags_
|
||||
// Refresh policy/frequency, Load Balancing etc.
|
||||
};
|
||||
|
||||
enum ImGuiWindowBgClickFlags_
|
||||
{
|
||||
ImGuiWindowBgClickFlags_None = 0,
|
||||
ImGuiWindowBgClickFlags_Move = 1 << 0, // Click on bg/void + drag to move window. Cleared by default when using io.ConfigWindowsMoveFromTitleBarOnly.
|
||||
};
|
||||
|
||||
enum ImGuiNextWindowDataFlags_
|
||||
{
|
||||
ImGuiNextWindowDataFlags_None = 0,
|
||||
@@ -1578,12 +1585,12 @@ struct ImGuiKeyRoutingData
|
||||
{
|
||||
ImGuiKeyRoutingIndex NextEntryIndex;
|
||||
ImU16 Mods; // Technically we'd only need 4-bits but for simplify we store ImGuiMod_ values which need 16-bits.
|
||||
ImU8 RoutingCurrScore; // [DEBUG] For debug display
|
||||
ImU8 RoutingNextScore; // Lower is better (0: perfect score)
|
||||
ImU16 RoutingCurrScore; // [DEBUG] For debug display
|
||||
ImU16 RoutingNextScore; // Lower is better (0: perfect score)
|
||||
ImGuiID RoutingCurr;
|
||||
ImGuiID RoutingNext;
|
||||
|
||||
ImGuiKeyRoutingData() { NextEntryIndex = -1; Mods = 0; RoutingCurrScore = RoutingNextScore = 255; RoutingCurr = RoutingNext = ImGuiKeyOwner_NoOwner; }
|
||||
ImGuiKeyRoutingData() { NextEntryIndex = -1; Mods = 0; RoutingCurrScore = RoutingNextScore = 0; RoutingCurr = RoutingNext = ImGuiKeyOwner_NoOwner; }
|
||||
};
|
||||
|
||||
// Routing table: maintain a desired owner for each possible key-chord (key + mods), and setup owner in NewFrame() when mods are matching.
|
||||
@@ -1737,7 +1744,7 @@ enum ImGuiNavMoveFlags_
|
||||
ImGuiNavMoveFlags_WrapMask_ = ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_LoopY | ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_WrapY,
|
||||
ImGuiNavMoveFlags_AllowCurrentNavId = 1 << 4, // Allow scoring and considering the current NavId as a move target candidate. This is used when the move source is offset (e.g. pressing PageDown actually needs to send a Up move request, if we are pressing PageDown from the bottom-most item we need to stay in place)
|
||||
ImGuiNavMoveFlags_AlsoScoreVisibleSet = 1 << 5, // Store alternate result in NavMoveResultLocalVisible that only comprise elements that are already fully visible (used by PageUp/PageDown)
|
||||
ImGuiNavMoveFlags_ScrollToEdgeY = 1 << 6, // Force scrolling to min/max (used by Home/End) // FIXME-NAV: Aim to remove or reword, probably unnecessary
|
||||
ImGuiNavMoveFlags_ScrollToEdgeY = 1 << 6, // Force scrolling to min/max (used by Home/End) // FIXME-NAV: Aim to remove or reword as ImGuiScrollFlags
|
||||
ImGuiNavMoveFlags_Forwarded = 1 << 7,
|
||||
ImGuiNavMoveFlags_DebugNoResult = 1 << 8, // Dummy scoring for debug purpose, don't apply result
|
||||
ImGuiNavMoveFlags_FocusApi = 1 << 9, // Requests from focus API can land/focus/activate items even if they are marked with _NoTabStop (see NavProcessItemForTabbingRequest() for details)
|
||||
@@ -2083,6 +2090,7 @@ enum ImGuiWindowDockStyleCol
|
||||
ImGuiWindowDockStyleCol_TabDimmed,
|
||||
ImGuiWindowDockStyleCol_TabDimmedSelected,
|
||||
ImGuiWindowDockStyleCol_TabDimmedSelectedOverline,
|
||||
ImGuiWindowDockStyleCol_UnsavedMarker,
|
||||
ImGuiWindowDockStyleCol_COUNT
|
||||
};
|
||||
|
||||
@@ -2306,27 +2314,34 @@ struct ImGuiMetricsConfig
|
||||
struct ImGuiStackLevelInfo
|
||||
{
|
||||
ImGuiID ID;
|
||||
ImS8 QueryFrameCount; // >= 1: Query in progress
|
||||
bool QuerySuccess; // Obtained result from DebugHookIdInfo()
|
||||
ImS8 QueryFrameCount; // >= 1: Sub-query in progress
|
||||
bool QuerySuccess; // Sub-query obtained result from DebugHookIdInfo()
|
||||
ImS8 DataType; // ImGuiDataType
|
||||
int DescOffset; // -1 or offset into parent's ResultPathsBuf
|
||||
int DescOffset; // -1 or offset into parent's ResultsPathsBuf
|
||||
|
||||
ImGuiStackLevelInfo() { memset(this, 0, sizeof(*this)); DescOffset = -1; }
|
||||
ImGuiStackLevelInfo() { memset(this, 0, sizeof(*this)); DataType = -1; DescOffset = -1; }
|
||||
};
|
||||
|
||||
struct ImGuiDebugItemPathQuery
|
||||
{
|
||||
ImGuiID MainID; // ID to query details for.
|
||||
bool Active; // Used to disambiguate the case when ID == 0 and e.g. some code calls PushOverrideID(0).
|
||||
bool Complete; // All sub-queries are finished (some may have failed).
|
||||
ImS8 Step; // -1: query stack + init Results, >= 0: filling individual stack level.
|
||||
ImVector<ImGuiStackLevelInfo> Results;
|
||||
ImGuiTextBuffer ResultsDescBuf;
|
||||
ImGuiTextBuffer ResultPathBuf;
|
||||
|
||||
ImGuiDebugItemPathQuery() { memset(this, 0, sizeof(*this)); }
|
||||
};
|
||||
|
||||
// State for ID Stack tool queries
|
||||
struct ImGuiIDStackTool
|
||||
{
|
||||
int LastActiveFrame;
|
||||
int StackLevel; // -1: query stack and resize Results, >= 0: individual stack level
|
||||
ImGuiID QueryMainId; // ID to query details for
|
||||
ImVector<ImGuiStackLevelInfo> Results;
|
||||
bool QueryHookActive; // Used to disambiguate the case where DebugHookIdInfoId == 0 which is valid.
|
||||
bool OptHexEncodeNonAsciiChars;
|
||||
bool OptCopyToClipboardOnCtrlC;
|
||||
int LastActiveFrame;
|
||||
float CopyToClipboardLastTime;
|
||||
ImGuiTextBuffer ResultPathsBuf;
|
||||
ImGuiTextBuffer ResultTempBuf;
|
||||
|
||||
ImGuiIDStackTool() { memset(this, 0, sizeof(*this)); LastActiveFrame = -1; OptHexEncodeNonAsciiChars = true; CopyToClipboardLastTime = -FLT_MAX; }
|
||||
};
|
||||
@@ -2356,6 +2371,15 @@ struct ImGuiContextHook
|
||||
struct ImGuiContext
|
||||
{
|
||||
bool Initialized;
|
||||
bool WithinFrameScope; // Set by NewFrame(), cleared by EndFrame()
|
||||
bool WithinFrameScopeWithImplicitWindow; // Set by NewFrame(), cleared by EndFrame() when the implicit debug window has been pushed
|
||||
bool TestEngineHookItems; // Will call test engine hooks: ImGuiTestEngineHook_ItemAdd(), ImGuiTestEngineHook_ItemInfo(), ImGuiTestEngineHook_Log()
|
||||
int FrameCount;
|
||||
int FrameCountEnded;
|
||||
int FrameCountPlatformEnded;
|
||||
int FrameCountRendered;
|
||||
double Time;
|
||||
char ContextName[16]; // Storage for a context name (to facilitate debugging multi-context setups)
|
||||
ImGuiIO IO;
|
||||
ImGuiPlatformIO PlatformIO;
|
||||
ImGuiStyle Style;
|
||||
@@ -2370,18 +2394,8 @@ struct ImGuiContext
|
||||
float FontRasterizerDensity; // Current font density. Used by all calls to GetFontBaked().
|
||||
float CurrentDpiScale; // Current window/viewport DpiScale == CurrentViewport->DpiScale
|
||||
ImDrawListSharedData DrawListSharedData;
|
||||
double Time;
|
||||
int FrameCount;
|
||||
int FrameCountEnded;
|
||||
int FrameCountPlatformEnded;
|
||||
int FrameCountRendered;
|
||||
ImGuiID WithinEndChildID; // Set within EndChild()
|
||||
bool WithinFrameScope; // Set by NewFrame(), cleared by EndFrame()
|
||||
bool WithinFrameScopeWithImplicitWindow; // Set by NewFrame(), cleared by EndFrame() when the implicit debug window has been pushed
|
||||
bool GcCompactAll; // Request full GC
|
||||
bool TestEngineHookItems; // Will call test engine hooks: ImGuiTestEngineHook_ItemAdd(), ImGuiTestEngineHook_ItemInfo(), ImGuiTestEngineHook_Log()
|
||||
void* TestEngine; // Test engine user data
|
||||
char ContextName[16]; // Storage for a context name (to facilitate debugging multi-context setups)
|
||||
|
||||
// Inputs
|
||||
ImVector<ImGuiInputEvent> InputEventsQueue; // Input events which will be trickled/written into IO structure.
|
||||
@@ -2432,11 +2446,11 @@ struct ImGuiContext
|
||||
bool ActiveIdHasBeenEditedBefore; // Was the value associated to the widget Edited over the course of the Active state.
|
||||
bool ActiveIdHasBeenEditedThisFrame;
|
||||
bool ActiveIdFromShortcut;
|
||||
ImS8 ActiveIdMouseButton;
|
||||
ImGuiID ActiveIdDisabledId; // When clicking a disabled item we set ActiveId=window->MoveId to avoid interference with widget code. Actual item ID is stored here.
|
||||
int ActiveIdMouseButton : 8;
|
||||
ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior)
|
||||
ImGuiWindow* ActiveIdWindow;
|
||||
ImGuiInputSource ActiveIdSource; // Activating source: ImGuiInputSource_Mouse OR ImGuiInputSource_Keyboard OR ImGuiInputSource_Gamepad
|
||||
ImGuiWindow* ActiveIdWindow;
|
||||
ImGuiID ActiveIdPreviousFrame;
|
||||
ImGuiDeactivatedItemData DeactivatedItemData;
|
||||
ImGuiDataTypeStorage ActiveIdValueOnActivation; // Backup of initial value at the time of activation. ONLY SET BY SPECIFIC WIDGETS: DragXXX and SliderXXX.
|
||||
@@ -2466,6 +2480,7 @@ struct ImGuiContext
|
||||
ImGuiLastItemData LastItemData; // Storage for last submitted item (setup by ItemAdd)
|
||||
ImGuiNextWindowData NextWindowData; // Storage for SetNextWindow** functions
|
||||
bool DebugShowGroupRects;
|
||||
bool GcCompactAll; // Request full GC
|
||||
|
||||
// Shared stacks
|
||||
ImGuiCol DebugFlashStyleColorIdx; // (Keep close to ColorStack to share cache line)
|
||||
@@ -2511,7 +2526,7 @@ struct ImGuiContext
|
||||
float NavHighlightActivatedTimer;
|
||||
ImGuiID NavNextActivateId; // Set by ActivateItemByID(), queued until next frame.
|
||||
ImGuiActivateFlags NavNextActivateFlags;
|
||||
ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS CAN ONLY BE ImGuiInputSource_Keyboard or ImGuiInputSource_Mouse
|
||||
ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS CAN ONLY BE ImGuiInputSource_Keyboard or ImGuiInputSource_Gamepad
|
||||
ImGuiSelectionUserData NavLastValidSelectionUserData; // Last valid data passed to SetNextItemSelectionUser(), or -1. For current window. Not reset when focusing an item that doesn't have selection data.
|
||||
ImS8 NavCursorHideFrames;
|
||||
//ImGuiID NavActivateInputId; // Removed in 1.89.4 (July 2023). This is now part of g.NavActivateId and sets g.NavActivateFlags |= ImGuiActivateFlags_PreferInput. See commit c9a53aa74, issue #5606.
|
||||
@@ -2548,13 +2563,13 @@ struct ImGuiContext
|
||||
bool NavJustMovedToIsTabbing; // Copy of ImGuiNavMoveFlags_IsTabbing. Maybe we should store whole flags.
|
||||
bool NavJustMovedToHasSelectionData; // Copy of move result's ItemFlags & ImGuiItemFlags_HasSelectionUserData). Maybe we should just store ImGuiNavItemData.
|
||||
|
||||
// Navigation: Windowing (CTRL+TAB for list, or Menu button + keys or directional pads to move/resize)
|
||||
bool ConfigNavWindowingWithGamepad; // = true. Enable CTRL+TAB by holding ImGuiKey_GamepadFaceLeft (== ImGuiKey_NavGamepadMenu). When false, the button may still be used to toggle Menu layer.
|
||||
// Navigation: Windowing (Ctrl+Tab for list, or Menu button + keys or directional pads to move/resize)
|
||||
bool ConfigNavWindowingWithGamepad; // = true. Enable Ctrl+Tab by holding ImGuiKey_GamepadFaceLeft (== ImGuiKey_NavGamepadMenu). When false, the button may still be used to toggle Menu layer.
|
||||
ImGuiKeyChord ConfigNavWindowingKeyNext; // = ImGuiMod_Ctrl | ImGuiKey_Tab (or ImGuiMod_Super | ImGuiKey_Tab on OS X). For reconfiguration (see #4828)
|
||||
ImGuiKeyChord ConfigNavWindowingKeyPrev; // = ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Tab (or ImGuiMod_Super | ImGuiMod_Shift | ImGuiKey_Tab on OS X)
|
||||
ImGuiWindow* NavWindowingTarget; // Target window when doing CTRL+Tab (or Pad Menu + FocusPrev/Next), this window is temporarily displayed top-most!
|
||||
ImGuiWindow* NavWindowingTarget; // Target window when doing Ctrl+Tab (or Pad Menu + FocusPrev/Next), this window is temporarily displayed top-most!
|
||||
ImGuiWindow* NavWindowingTargetAnim; // Record of last valid NavWindowingTarget until DimBgRatio and NavWindowingHighlightAlpha becomes 0.0f, so the fade-out can stay on it.
|
||||
ImGuiWindow* NavWindowingListWindow; // Internal window actually listing the CTRL+Tab contents
|
||||
ImGuiWindow* NavWindowingListWindow; // Internal window actually listing the Ctrl+Tab contents
|
||||
float NavWindowingTimer;
|
||||
float NavWindowingHighlightAlpha;
|
||||
ImGuiInputSource NavWindowingInputSource;
|
||||
@@ -2564,7 +2579,7 @@ struct ImGuiContext
|
||||
ImVec2 NavWindowingAccumDeltaSize;
|
||||
|
||||
// Render
|
||||
float DimBgRatio; // 0.0..1.0 animation when fading in a dimming background (for modal window and CTRL+TAB list)
|
||||
float DimBgRatio; // 0.0..1.0 animation when fading in a dimming background (for modal window and Ctrl+Tab list)
|
||||
|
||||
// Drag and Drop
|
||||
bool DragDropActive;
|
||||
@@ -2577,7 +2592,9 @@ struct ImGuiContext
|
||||
ImRect DragDropTargetRect; // Store rectangle of current target candidate (we favor small targets when overlapping)
|
||||
ImRect DragDropTargetClipRect; // Store ClipRect at the time of item's drawing
|
||||
ImGuiID DragDropTargetId;
|
||||
ImGuiDragDropFlags DragDropAcceptFlags;
|
||||
ImGuiID DragDropTargetFullViewport;
|
||||
ImGuiDragDropFlags DragDropAcceptFlagsCurr;
|
||||
ImGuiDragDropFlags DragDropAcceptFlagsPrev;
|
||||
float DragDropAcceptIdCurrRectSurface; // Target item surface (we resolve overlapping targets by prioritizing the smaller surface)
|
||||
ImGuiID DragDropAcceptIdCurr; // Target item id (set at the time of accepting the payload)
|
||||
ImGuiID DragDropAcceptIdPrev; // Target item id from previous frame (we need to store this to allow for overlapping drag and drop targets)
|
||||
@@ -2631,7 +2648,7 @@ struct ImGuiContext
|
||||
ImGuiInputTextDeactivatedState InputTextDeactivatedState;
|
||||
ImFontBaked InputTextPasswordFontBackupBaked;
|
||||
ImFontFlags InputTextPasswordFontBackupFlags;
|
||||
ImGuiID TempInputId; // Temporary text input when CTRL+clicking on a slider, etc.
|
||||
ImGuiID TempInputId; // Temporary text input when using Ctrl+Click on a slider, etc.
|
||||
ImGuiDataTypeStorage DataTypeZeroValue; // 0 for all data types
|
||||
int BeginMenuDepth;
|
||||
int BeginComboDepth;
|
||||
@@ -2686,14 +2703,14 @@ struct ImGuiContext
|
||||
|
||||
// Capture/Logging
|
||||
bool LogEnabled; // Currently capturing
|
||||
bool LogLineFirstItem;
|
||||
ImGuiLogFlags LogFlags; // Capture flags/type
|
||||
ImGuiWindow* LogWindow;
|
||||
ImFileHandle LogFile; // If != NULL log to stdout/ file
|
||||
ImGuiTextBuffer LogBuffer; // Accumulation buffer when log to clipboard. This is pointer so our GImGui static constructor doesn't call heap allocators.
|
||||
const char* LogNextPrefix;
|
||||
const char* LogNextPrefix; // See comment in LogSetNextTextDecoration(): doesn't copy underlying data, use carefully!
|
||||
const char* LogNextSuffix;
|
||||
float LogLinePosY;
|
||||
bool LogLineFirstItem;
|
||||
int LogDepthRef;
|
||||
int LogDepthToExpand;
|
||||
int LogDepthToExpandDefault; // Default/stored value for LogDepthMaxExpand if not specified in the LogXXX function call.
|
||||
@@ -2709,7 +2726,7 @@ struct ImGuiContext
|
||||
|
||||
// Debug Tools
|
||||
// (some of the highly frequently used data are interleaved in other structures above: DebugBreakXXX fields, DebugHookIdInfo, DebugLocateId etc.)
|
||||
int DebugDrawIdConflictsCount; // Locked count (preserved when holding CTRL)
|
||||
int DebugDrawIdConflictsCount; // Locked count (preserved when holding Ctrl)
|
||||
ImGuiDebugLogFlags DebugLogFlags;
|
||||
ImGuiTextBuffer DebugLogBuf;
|
||||
ImGuiTextIndex DebugLogIndex;
|
||||
@@ -2726,6 +2743,7 @@ struct ImGuiContext
|
||||
float DebugFlashStyleColorTime;
|
||||
ImVec4 DebugFlashStyleColorBackup;
|
||||
ImGuiMetricsConfig DebugMetricsConfig;
|
||||
ImGuiDebugItemPathQuery DebugItemPathQuery;
|
||||
ImGuiIDStackTool DebugIDStackTool;
|
||||
ImGuiDebugAllocInfo DebugAllocInfo;
|
||||
ImGuiDockNode* DebugHoveredDockNode; // Hovered dock node.
|
||||
@@ -2746,6 +2764,7 @@ struct ImGuiContext
|
||||
char TempKeychordName[64];
|
||||
|
||||
ImGuiContext(ImFontAtlas* shared_font_atlas);
|
||||
~ImGuiContext();
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
@@ -2871,13 +2890,14 @@ struct IMGUI_API ImGuiWindow
|
||||
short BeginOrderWithinParent; // Begin() order within immediate parent window, if we are a child window. Otherwise 0.
|
||||
short BeginOrderWithinContext; // Begin() order within entire imgui context. This is mostly used for debugging submission order related issues.
|
||||
short FocusOrder; // Order within WindowsFocusOrder[], altered when windows are focused.
|
||||
ImGuiDir AutoPosLastDirection;
|
||||
ImS8 AutoFitFramesX, AutoFitFramesY;
|
||||
bool AutoFitOnlyGrows;
|
||||
ImGuiDir AutoPosLastDirection;
|
||||
ImS8 HiddenFramesCanSkipItems; // Hide the window for N frames
|
||||
ImS8 HiddenFramesCannotSkipItems; // Hide the window for N frames while allowing items to be submitted so we can measure their size
|
||||
ImS8 HiddenFramesForRenderOnly; // Hide the window until frame N at Render() time only
|
||||
ImS8 DisableInputsFrames; // Disable window interactions for N frames
|
||||
ImGuiWindowBgClickFlags BgClickFlags : 8; // Configure behavior of click+dragging on window bg/void or over items. Default sets by io.ConfigWindowsMoveFromTitleBarOnly. If you use this please report in #3379.
|
||||
ImGuiCond SetWindowPosAllowFlags : 8; // store acceptable condition flags for SetNextWindowPos() use.
|
||||
ImGuiCond SetWindowSizeAllowFlags : 8; // store acceptable condition flags for SetNextWindowSize() use.
|
||||
ImGuiCond SetWindowCollapsedAllowFlags : 8; // store acceptable condition flags for SetNextWindowCollapsed() use.
|
||||
@@ -2920,7 +2940,7 @@ struct IMGUI_API ImGuiWindow
|
||||
ImGuiWindow* RootWindowDockTree; // Point to ourself or first ancestor that is not a child window. Cross through dock nodes.
|
||||
ImGuiWindow* RootWindowForTitleBarHighlight; // Point to ourself or first ancestor which will display TitleBgActive color when this window is active.
|
||||
ImGuiWindow* RootWindowForNav; // Point to ourself or first ancestor which doesn't have the NavFlattened flag.
|
||||
ImGuiWindow* ParentWindowForFocusRoute; // Set to manual link a window to its logical parent so that Shortcut() chain are honoerd (e.g. Tool linked to Document)
|
||||
ImGuiWindow* ParentWindowForFocusRoute; // Set to manual link a window to its logical parent so that Shortcut() chain are honored (e.g. Tool linked to Document)
|
||||
|
||||
ImGuiWindow* NavLastChildNavWindow; // When going to the menu bar, we remember the child window we came from. (This could probably be made implicit if we kept g.Windows sorted by last focused including child window.)
|
||||
ImGuiID NavLastIds[ImGuiNavLayer_COUNT]; // Last known NavId for this window, per layer (0/1)
|
||||
@@ -2958,7 +2978,7 @@ public:
|
||||
ImRect TitleBarRect() const { return ImRect(Pos, ImVec2(Pos.x + SizeFull.x, Pos.y + TitleBarHeight)); }
|
||||
ImRect MenuBarRect() const { float y1 = Pos.y + TitleBarHeight; return ImRect(Pos.x, y1, Pos.x + SizeFull.x, y1 + MenuBarHeight); }
|
||||
|
||||
// [Obsolete] ImGuiWindow::CalcFontSize() was removed in 1.92.x because error-prone/misleading. You can use window->FontRefSize for a copy of g.FontSize at the time of the last Begin() call for this window.
|
||||
// [OBSOLETE] ImGuiWindow::CalcFontSize() was removed in 1.92.0 because error-prone/misleading. You can use window->FontRefSize for a copy of g.FontSize at the time of the last Begin() call for this window.
|
||||
//float CalcFontSize() const { ImGuiContext& g = *Ctx; return g.FontSizeBase * FontWindowScale * FontDpiScale * FontWindowScaleParents;
|
||||
};
|
||||
|
||||
@@ -3013,7 +3033,7 @@ struct IMGUI_API ImGuiTabBar
|
||||
ImGuiID ID; // Zero for tab-bars used by docking
|
||||
ImGuiID SelectedTabId; // Selected tab/window
|
||||
ImGuiID NextSelectedTabId; // Next selected tab/window. Will also trigger a scrolling animation
|
||||
ImGuiID VisibleTabId; // Can occasionally be != SelectedTabId (e.g. when previewing contents for CTRL+TAB preview)
|
||||
ImGuiID VisibleTabId; // Can occasionally be != SelectedTabId (e.g. when previewing contents for Ctrl+Tab preview)
|
||||
int CurrFrameVisible;
|
||||
int PrevFrameVisible;
|
||||
ImRect BarRect;
|
||||
@@ -3253,7 +3273,7 @@ struct IMGUI_API ImGuiTable
|
||||
bool IsContextPopupOpen; // Set when default context menu is open (also see: ContextPopupColumn, InstanceInteracted).
|
||||
bool DisableDefaultContextMenu; // Disable default context menu. You may submit your own using TableBeginContextMenuPopup()/EndPopup()
|
||||
bool IsSettingsRequestLoad;
|
||||
bool IsSettingsDirty; // Set when table settings have changed and needs to be reported into ImGuiTableSetttings data.
|
||||
bool IsSettingsDirty; // Set when table settings have changed and needs to be reported into ImGuiTableSettings data.
|
||||
bool IsDefaultDisplayOrder; // Set when display order is unchanged from default (DisplayOrder contains 0...Count-1)
|
||||
bool IsResetAllRequest;
|
||||
bool IsResetDisplayOrderRequest;
|
||||
@@ -3277,6 +3297,7 @@ struct IMGUI_API ImGuiTable
|
||||
// sizeof() ~ 136 bytes.
|
||||
struct IMGUI_API ImGuiTableTempData
|
||||
{
|
||||
ImGuiID WindowID; // Shortcut to g.Tables[TableIndex]->OuterWindow->ID.
|
||||
int TableIndex; // Index in g.Tables.Buf[] pool
|
||||
float LastTimeActive; // Last timestamp this structure was used
|
||||
float AngledHeadersExtraWidth; // Used in EndTable()
|
||||
@@ -3357,6 +3378,7 @@ namespace ImGui
|
||||
IMGUI_API void UpdateWindowSkipRefresh(ImGuiWindow* window);
|
||||
IMGUI_API ImVec2 CalcWindowNextAutoFitSize(ImGuiWindow* window);
|
||||
IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy, bool dock_hierarchy);
|
||||
IMGUI_API bool IsWindowInBeginStack(ImGuiWindow* window);
|
||||
IMGUI_API bool IsWindowWithinBeginStackOf(ImGuiWindow* window, ImGuiWindow* potential_parent);
|
||||
IMGUI_API bool IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below);
|
||||
IMGUI_API bool IsWindowNavFocusable(ImGuiWindow* window);
|
||||
@@ -3616,7 +3638,7 @@ namespace ImGui
|
||||
// Legacy functions use ImGuiKeyOwner_Any meaning that they typically ignore ownership, unless a call to SetKeyOwner() explicitly used ImGuiInputFlags_LockThisFrame or ImGuiInputFlags_LockUntilRelease.
|
||||
// - Binding generators may want to ignore those for now, or suffix them with Ex() until we decide if this gets moved into public API.
|
||||
IMGUI_API bool IsKeyDown(ImGuiKey key, ImGuiID owner_id);
|
||||
IMGUI_API bool IsKeyPressed(ImGuiKey key, ImGuiInputFlags flags, ImGuiID owner_id = 0); // Important: when transitioning from old to new IsKeyPressed(): old API has "bool repeat = true", so would default to repeat. New API requiress explicit ImGuiInputFlags_Repeat.
|
||||
IMGUI_API bool IsKeyPressed(ImGuiKey key, ImGuiInputFlags flags, ImGuiID owner_id = 0); // Important: when transitioning from old to new IsKeyPressed(): old API has "bool repeat = true", so would default to repeat. New API requires explicit ImGuiInputFlags_Repeat.
|
||||
IMGUI_API bool IsKeyReleased(ImGuiKey key, ImGuiID owner_id);
|
||||
IMGUI_API bool IsKeyChordPressed(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id = 0);
|
||||
IMGUI_API bool IsMouseDown(ImGuiMouseButton button, ImGuiID owner_id);
|
||||
@@ -3713,9 +3735,11 @@ namespace ImGui
|
||||
// Drag and Drop
|
||||
IMGUI_API bool IsDragDropActive();
|
||||
IMGUI_API bool BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id);
|
||||
IMGUI_API bool BeginDragDropTargetViewport(ImGuiViewport* viewport, const ImRect* p_bb = NULL);
|
||||
IMGUI_API void ClearDragDrop();
|
||||
IMGUI_API bool IsDragDropPayloadBeingAccepted();
|
||||
IMGUI_API void RenderDragDropTargetRect(const ImRect& bb, const ImRect& item_clip_rect);
|
||||
IMGUI_API void RenderDragDropTargetRectForItem(const ImRect& bb);
|
||||
IMGUI_API void RenderDragDropTargetRectEx(ImDrawList* draw_list, const ImRect& bb);
|
||||
|
||||
// Typing-Select API
|
||||
// (provide Windows Explorer style "select items by typing partial name" + "cycle through items by typing same letter" feature)
|
||||
@@ -4139,6 +4163,7 @@ IMGUI_API void ImFontAtlasBuildInit(ImFontAtlas* atlas);
|
||||
IMGUI_API void ImFontAtlasBuildDestroy(ImFontAtlas* atlas);
|
||||
IMGUI_API void ImFontAtlasBuildMain(ImFontAtlas* atlas);
|
||||
IMGUI_API void ImFontAtlasBuildSetupFontLoader(ImFontAtlas* atlas, const ImFontLoader* font_loader);
|
||||
IMGUI_API void ImFontAtlasBuildNotifySetFont(ImFontAtlas* atlas, ImFont* old_font, ImFont* new_font);
|
||||
IMGUI_API void ImFontAtlasBuildUpdatePointers(ImFontAtlas* atlas);
|
||||
IMGUI_API void ImFontAtlasBuildRenderBitmapFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char);
|
||||
IMGUI_API void ImFontAtlasBuildClear(ImFontAtlas* atlas); // Clear output and custom rects
|
||||
@@ -4216,7 +4241,7 @@ extern const char* ImGuiTestEngine_FindItemDebugLabel(ImGuiContext* ctx, ImGuiI
|
||||
#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS) if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemInfo(&g, _ID, _LABEL, _FLAGS) // Register item label and status flags (optional)
|
||||
#define IMGUI_TEST_ENGINE_LOG(_FMT,...) ImGuiTestEngineHook_Log(&g, _FMT, __VA_ARGS__) // Custom log entry from user land into test log
|
||||
#else
|
||||
#define IMGUI_TEST_ENGINE_ITEM_ADD(_BB,_ID) ((void)0)
|
||||
#define IMGUI_TEST_ENGINE_ITEM_ADD(_ID,_BB,_ITEM_DATA) ((void)0)
|
||||
#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS) ((void)g)
|
||||
#endif
|
||||
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
// dear imgui, v1.92.3
|
||||
// dear imgui, v1.92.5
|
||||
// (tables and columns code)
|
||||
|
||||
/*
|
||||
@@ -24,9 +24,9 @@ Index of this file:
|
||||
*/
|
||||
|
||||
// Navigating this file:
|
||||
// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
|
||||
// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
|
||||
// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments.
|
||||
// - In Visual Studio: Ctrl+Comma ("Edit.GoToAll") can follow symbols inside comments, whereas Ctrl+F12 ("Edit.GoToImplementation") cannot.
|
||||
// - In Visual Studio w/ Visual Assist installed: Alt+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
|
||||
// - In VS Code, CLion, etc.: Ctrl+Click can follow symbols inside comments.
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// [SECTION] Commentary
|
||||
@@ -451,7 +451,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
|
||||
// But at this point we do NOT have a correct value for .Max.y (unless a height has been explicitly passed in). It will only be updated in EndTable().
|
||||
table->WorkRect = table->OuterRect = table->InnerRect = outer_rect;
|
||||
table->HasScrollbarYPrev = table->HasScrollbarYCurr = false;
|
||||
table->InnerWindow->DC.TreeDepth++; // This is designed to always linking ImGuiTreeNodeFlags_DrawLines linking accross a table
|
||||
table->InnerWindow->DC.TreeDepth++; // This is designed to always linking ImGuiTreeNodeFlags_DrawLines linking across a table
|
||||
}
|
||||
|
||||
// Push a standardized ID for both child-using and not-child-using tables
|
||||
@@ -464,6 +464,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
|
||||
table->HostIndentX = inner_window->DC.Indent.x;
|
||||
table->HostClipRect = inner_window->ClipRect;
|
||||
table->HostSkipItems = inner_window->SkipItems;
|
||||
temp_data->WindowID = inner_window->ID;
|
||||
temp_data->HostBackupWorkRect = inner_window->WorkRect;
|
||||
temp_data->HostBackupParentWorkRect = inner_window->ParentWorkRect;
|
||||
temp_data->HostBackupColumnsOffset = outer_window->DC.ColumnsOffset;
|
||||
@@ -946,7 +947,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
|
||||
// (e.g. TextWrapped) too much. Otherwise what tends to happen is that TextWrapped would output a very
|
||||
// large height (= first frame scrollbar display very off + clipper would skip lots of items).
|
||||
// This is merely making the side-effect less extreme, but doesn't properly fixes it.
|
||||
// FIXME: Move this to ->WidthGiven to avoid temporary lossyless?
|
||||
// FIXME: Move this to ->WidthGiven to avoid temporary lossyness?
|
||||
// FIXME: This break IsPreserveWidthAuto from not flickering if the stored WidthAuto was smaller.
|
||||
if (column->AutoFitQueue > 0x01 && table->IsInitializing && !column->IsPreserveWidthAuto)
|
||||
column->WidthRequest = ImMax(column->WidthRequest, table->MinColumnWidth * 4.0f); // FIXME-TABLE: Another constant/scale?
|
||||
@@ -1190,7 +1191,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
|
||||
}
|
||||
|
||||
// In case the table is visible (e.g. decorations) but all columns clipped, we keep a column visible.
|
||||
// Else if give no chance to a clipper-savy user to submit rows and therefore total contents height used by scrollbar.
|
||||
// Else if give no chance to a clipper-savvy user to submit rows and therefore total contents height used by scrollbar.
|
||||
if (has_at_least_one_column_requesting_output == false)
|
||||
{
|
||||
table->Columns[table->LeftMostEnabledColumn].IsRequestOutput = true;
|
||||
@@ -1366,7 +1367,7 @@ void ImGui::EndTable()
|
||||
ImGuiWindow* inner_window = table->InnerWindow;
|
||||
ImGuiWindow* outer_window = table->OuterWindow;
|
||||
ImGuiTableTempData* temp_data = table->TempData;
|
||||
IM_ASSERT(inner_window == g.CurrentWindow);
|
||||
IM_ASSERT(inner_window == g.CurrentWindow && inner_window->ID == temp_data->WindowID);
|
||||
IM_ASSERT(outer_window == inner_window || outer_window == inner_window->ParentWindow);
|
||||
|
||||
if (table->IsInsideRow)
|
||||
@@ -1559,7 +1560,7 @@ void ImGui::EndTable()
|
||||
IM_ASSERT(g.CurrentWindow == outer_window && g.CurrentTable == table);
|
||||
IM_ASSERT(g.TablesTempDataStacked > 0);
|
||||
temp_data = (--g.TablesTempDataStacked > 0) ? &g.TablesTempData[g.TablesTempDataStacked - 1] : NULL;
|
||||
g.CurrentTable = temp_data ? g.Tables.GetByIndex(temp_data->TableIndex) : NULL;
|
||||
g.CurrentTable = temp_data && (temp_data->WindowID == outer_window->ID) ? g.Tables.GetByIndex(temp_data->TableIndex) : NULL;
|
||||
if (g.CurrentTable)
|
||||
{
|
||||
g.CurrentTable->TempData = temp_data;
|
||||
@@ -2525,7 +2526,7 @@ void ImGui::TablePopColumnChannel()
|
||||
// - NoClip --> 2+D+1 channels: bg0/1 + bg2 + foreground (same clip rect == always 1 draw call)
|
||||
// - Clip --> 2+D+N channels
|
||||
// - FreezeRows --> 2+D+N*2 (unless scrolling value is zero)
|
||||
// - FreezeRows || FreezeColunns --> 3+D+N*2 (unless scrolling value is zero)
|
||||
// - FreezeRows || FreezeColumns --> 3+D+N*2 (unless scrolling value is zero)
|
||||
// Where D is 1 if any column is clipped or hidden (dummy channel) otherwise 0.
|
||||
void ImGui::TableSetupDrawChannels(ImGuiTable* table)
|
||||
{
|
||||
@@ -2818,8 +2819,13 @@ void ImGui::TableDrawBorders(ImGuiTable* table)
|
||||
continue;
|
||||
|
||||
// Draw in outer window so right-most column won't be clipped
|
||||
// Always draw full height border when being resized/hovered, or on the delimitation of frozen column scrolling.
|
||||
float draw_y2 = (is_hovered || is_resized || is_frozen_separator || (table->Flags & (ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_NoBordersInBodyUntilResize)) == 0) ? draw_y2_body : draw_y2_head;
|
||||
float draw_y2 = draw_y2_head;
|
||||
if (is_frozen_separator)
|
||||
draw_y2 = draw_y2_body;
|
||||
else if ((table->Flags & ImGuiTableFlags_NoBordersInBodyUntilResize) != 0 && (is_hovered || is_resized))
|
||||
draw_y2 = draw_y2_body;
|
||||
else if ((table->Flags & (ImGuiTableFlags_NoBordersInBodyUntilResize | ImGuiTableFlags_NoBordersInBody)) == 0)
|
||||
draw_y2 = draw_y2_body;
|
||||
if (draw_y2 > draw_y1)
|
||||
inner_drawlist->AddLine(ImVec2(column->MaxX, draw_y1), ImVec2(column->MaxX, draw_y2), TableGetColumnBorderCol(table, order_n, column_n), border_size);
|
||||
}
|
||||
@@ -3415,7 +3421,7 @@ void ImGui::TableAngledHeadersRowEx(ImGuiID row_id, float angle, float max_label
|
||||
|
||||
// Left<>Right alignment
|
||||
float line_off_curr_x = flip_label ? (label_lines - 1) * line_off_step_x : 0.0f;
|
||||
float line_off_for_align_x = ImMax((((column->MaxX - column->MinX) - padding.x * 2.0f) - (label_lines * line_off_step_x)), 0.0f) * align.x;
|
||||
float line_off_for_align_x = ImFloor(ImMax((((column->MaxX - column->MinX) - padding.x * 2.0f) - (label_lines * line_off_step_x)), 0.0f) * align.x);
|
||||
line_off_curr_x += line_off_for_align_x - line_off_for_ascent_x;
|
||||
|
||||
// Register header width
|
||||
@@ -4022,9 +4028,9 @@ void ImGui::DebugNodeTable(ImGuiTable* table)
|
||||
bool open = TreeNode(table, "Table 0x%08X (%d columns, in '%s')%s", table->ID, table->ColumnsCount, table->OuterWindow->Name, is_active ? "" : " *Inactive*");
|
||||
if (!is_active) { PopStyleColor(); }
|
||||
if (IsItemHovered())
|
||||
GetForegroundDrawList()->AddRect(table->OuterRect.Min, table->OuterRect.Max, IM_COL32(255, 255, 0, 255));
|
||||
GetForegroundDrawList(table->OuterWindow)->AddRect(table->OuterRect.Min, table->OuterRect.Max, IM_COL32(255, 255, 0, 255));
|
||||
if (IsItemVisible() && table->HoveredColumnBody != -1)
|
||||
GetForegroundDrawList()->AddRect(GetItemRectMin(), GetItemRectMax(), IM_COL32(255, 255, 0, 255));
|
||||
GetForegroundDrawList(table->OuterWindow)->AddRect(GetItemRectMin(), GetItemRectMax(), IM_COL32(255, 255, 0, 255));
|
||||
if (!open)
|
||||
return;
|
||||
if (table->InstanceCurrent > 0)
|
||||
@@ -4078,7 +4084,7 @@ void ImGui::DebugNodeTable(ImGuiTable* table)
|
||||
if (IsItemHovered())
|
||||
{
|
||||
ImRect r(column->MinX, table->OuterRect.Min.y, column->MaxX, table->OuterRect.Max.y);
|
||||
GetForegroundDrawList()->AddRect(r.Min, r.Max, IM_COL32(255, 255, 0, 255));
|
||||
GetForegroundDrawList(table->OuterWindow)->AddRect(r.Min, r.Max, IM_COL32(255, 255, 0, 255));
|
||||
}
|
||||
}
|
||||
if (ImGuiTableSettings* settings = TableGetBoundSettings(table))
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
// dear imgui, v1.92.3
|
||||
// dear imgui, v1.92.5
|
||||
// (widgets code)
|
||||
|
||||
/*
|
||||
@@ -574,8 +574,9 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
|
||||
|
||||
// Special mode for Drag and Drop used by openables (tree nodes, tabs etc.)
|
||||
// where holding the button pressed for a long time while drag a payload item triggers the button.
|
||||
if (g.DragDropActive && (flags & ImGuiButtonFlags_PressedOnDragDropHold) && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoHoldToOpenOthers))
|
||||
if (IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem))
|
||||
if (g.DragDropActive)
|
||||
{
|
||||
if ((flags & ImGuiButtonFlags_PressedOnDragDropHold) && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoHoldToOpenOthers) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem))
|
||||
{
|
||||
hovered = true;
|
||||
SetHoveredID(id);
|
||||
@@ -586,6 +587,9 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
|
||||
FocusWindow(window);
|
||||
}
|
||||
}
|
||||
if (g.DragDropAcceptIdPrev == id && (g.DragDropAcceptFlagsPrev & ImGuiDragDropFlags_AcceptDrawAsHovered))
|
||||
hovered = true;
|
||||
}
|
||||
|
||||
if (flatten_hovered_children)
|
||||
g.HoveredWindow = backup_hovered_window;
|
||||
@@ -619,7 +623,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
|
||||
if (flags & (ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere))
|
||||
{
|
||||
SetActiveID(id, window);
|
||||
g.ActiveIdMouseButton = mouse_button_clicked;
|
||||
g.ActiveIdMouseButton = (ImS8)mouse_button_clicked;
|
||||
if (!(flags & ImGuiButtonFlags_NoNavFocus))
|
||||
{
|
||||
SetFocusID(id, window);
|
||||
@@ -637,7 +641,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
|
||||
ClearActiveID();
|
||||
else
|
||||
SetActiveID(id, window); // Hold on ID
|
||||
g.ActiveIdMouseButton = mouse_button_clicked;
|
||||
g.ActiveIdMouseButton = (ImS8)mouse_button_clicked;
|
||||
if (!(flags & ImGuiButtonFlags_NoNavFocus))
|
||||
{
|
||||
SetFocusID(id, window);
|
||||
@@ -675,32 +679,35 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
|
||||
|
||||
// Keyboard/Gamepad navigation handling
|
||||
// We report navigated and navigation-activated items as hovered but we don't set g.HoveredId to not interfere with mouse.
|
||||
if (g.NavId == id && g.NavCursorVisible && g.NavHighlightItemUnderNav)
|
||||
if (!(flags & ImGuiButtonFlags_NoHoveredOnFocus))
|
||||
hovered = true;
|
||||
if (g.NavActivateDownId == id)
|
||||
if ((item_flags & ImGuiItemFlags_Disabled) == 0)
|
||||
{
|
||||
bool nav_activated_by_code = (g.NavActivateId == id);
|
||||
bool nav_activated_by_inputs = (g.NavActivatePressedId == id);
|
||||
if (!nav_activated_by_inputs && (item_flags & ImGuiItemFlags_ButtonRepeat))
|
||||
if (g.NavId == id && g.NavCursorVisible && g.NavHighlightItemUnderNav)
|
||||
if (!(flags & ImGuiButtonFlags_NoHoveredOnFocus))
|
||||
hovered = true;
|
||||
if (g.NavActivateDownId == id)
|
||||
{
|
||||
// Avoid pressing multiple keys from triggering excessive amount of repeat events
|
||||
const ImGuiKeyData* key1 = GetKeyData(ImGuiKey_Space);
|
||||
const ImGuiKeyData* key2 = GetKeyData(ImGuiKey_Enter);
|
||||
const ImGuiKeyData* key3 = GetKeyData(ImGuiKey_NavGamepadActivate);
|
||||
const float t1 = ImMax(ImMax(key1->DownDuration, key2->DownDuration), key3->DownDuration);
|
||||
nav_activated_by_inputs = CalcTypematicRepeatAmount(t1 - g.IO.DeltaTime, t1, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0;
|
||||
}
|
||||
if (nav_activated_by_code || nav_activated_by_inputs)
|
||||
{
|
||||
// Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button.
|
||||
pressed = true;
|
||||
SetActiveID(id, window);
|
||||
g.ActiveIdSource = g.NavInputSource;
|
||||
if (!(flags & ImGuiButtonFlags_NoNavFocus) && !(g.NavActivateFlags & ImGuiActivateFlags_FromShortcut))
|
||||
SetFocusID(id, window);
|
||||
if (g.NavActivateFlags & ImGuiActivateFlags_FromShortcut)
|
||||
g.ActiveIdFromShortcut = true;
|
||||
bool nav_activated_by_code = (g.NavActivateId == id);
|
||||
bool nav_activated_by_inputs = (g.NavActivatePressedId == id);
|
||||
if (!nav_activated_by_inputs && (item_flags & ImGuiItemFlags_ButtonRepeat))
|
||||
{
|
||||
// Avoid pressing multiple keys from triggering excessive amount of repeat events
|
||||
const ImGuiKeyData* key1 = GetKeyData(ImGuiKey_Space);
|
||||
const ImGuiKeyData* key2 = GetKeyData(ImGuiKey_Enter);
|
||||
const ImGuiKeyData* key3 = GetKeyData(ImGuiKey_NavGamepadActivate);
|
||||
const float t1 = ImMax(ImMax(key1->DownDuration, key2->DownDuration), key3->DownDuration);
|
||||
nav_activated_by_inputs = CalcTypematicRepeatAmount(t1 - g.IO.DeltaTime, t1, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0;
|
||||
}
|
||||
if (nav_activated_by_code || nav_activated_by_inputs)
|
||||
{
|
||||
// Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button.
|
||||
pressed = true;
|
||||
SetActiveID(id, window);
|
||||
g.ActiveIdSource = g.NavInputSource;
|
||||
if (!(flags & ImGuiButtonFlags_NoNavFocus) && !(g.NavActivateFlags & ImGuiActivateFlags_FromShortcut))
|
||||
SetFocusID(id, window);
|
||||
if (g.NavActivateFlags & ImGuiActivateFlags_FromShortcut)
|
||||
g.ActiveIdFromShortcut = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -754,7 +761,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
|
||||
}
|
||||
|
||||
// Activation highlight (this may be a remote activation)
|
||||
if (g.NavHighlightActivatedId == id)
|
||||
if (g.NavHighlightActivatedId == id && (item_flags & ImGuiItemFlags_Disabled) == 0)
|
||||
hovered = true;
|
||||
|
||||
if (out_hovered) *out_hovered = hovered;
|
||||
@@ -2700,7 +2707,7 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data,
|
||||
bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id);
|
||||
if (!temp_input_is_active)
|
||||
{
|
||||
// Tabbing or CTRL+click on Drag turns it into an InputText
|
||||
// Tabbing or Ctrl+Click on Drag turns it into an InputText
|
||||
const bool clicked = hovered && IsMouseClicked(0, ImGuiInputFlags_None, id);
|
||||
const bool double_clicked = (hovered && g.IO.MouseClickedCount[0] == 2 && TestKeyOwner(ImGuiKey_MouseLeft, id));
|
||||
const bool make_active = (clicked || double_clicked || g.NavActivateId == id);
|
||||
@@ -2734,7 +2741,7 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data,
|
||||
|
||||
if (temp_input_is_active)
|
||||
{
|
||||
// Only clamp CTRL+Click input when ImGuiSliderFlags_ClampOnInput is set (generally via ImGuiSliderFlags_AlwaysClamp)
|
||||
// Only clamp Ctrl+Click input when ImGuiSliderFlags_ClampOnInput is set (generally via ImGuiSliderFlags_AlwaysClamp)
|
||||
bool clamp_enabled = false;
|
||||
if ((flags & ImGuiSliderFlags_ClampOnInput) && (p_min != NULL || p_max != NULL))
|
||||
{
|
||||
@@ -3304,7 +3311,7 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_dat
|
||||
bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id);
|
||||
if (!temp_input_is_active)
|
||||
{
|
||||
// Tabbing or CTRL+click on Slider turns it into an input box
|
||||
// Tabbing or Ctrl+Click on Slider turns it into an input box
|
||||
const bool clicked = hovered && IsMouseClicked(0, ImGuiInputFlags_None, id);
|
||||
const bool make_active = (clicked || g.NavActivateId == id);
|
||||
if (make_active && clicked)
|
||||
@@ -3328,7 +3335,7 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_dat
|
||||
|
||||
if (temp_input_is_active)
|
||||
{
|
||||
// Only clamp CTRL+Click input when ImGuiSliderFlags_ClampOnInput is set (generally via ImGuiSliderFlags_AlwaysClamp)
|
||||
// Only clamp Ctrl+Click input when ImGuiSliderFlags_ClampOnInput is set (generally via ImGuiSliderFlags_AlwaysClamp)
|
||||
const bool clamp_enabled = (flags & ImGuiSliderFlags_ClampOnInput) != 0;
|
||||
return TempInputScalar(frame_bb, id, label, data_type, p_data, format, clamp_enabled ? p_min : NULL, clamp_enabled ? p_max : NULL);
|
||||
}
|
||||
@@ -3665,7 +3672,7 @@ int ImParseFormatPrecision(const char* fmt, int default_precision)
|
||||
return (precision == INT_MAX) ? default_precision : precision;
|
||||
}
|
||||
|
||||
// Create text input in place of another active widget (e.g. used when doing a CTRL+Click on drag/slider widgets)
|
||||
// Create text input in place of another active widget (e.g. used when doing a Ctrl+Click on drag/slider widgets)
|
||||
// FIXME: Facilitate using this in variety of other situations.
|
||||
// FIXME: Among other things, setting ImGuiItemFlags_AllowDuplicateId in LastItemData is currently correct but
|
||||
// the expected relationship between TempInputXXX functions and LastItemData is a little fishy.
|
||||
@@ -3691,7 +3698,7 @@ bool ImGui::TempInputText(const ImRect& bb, ImGuiID id, const char* label, char*
|
||||
}
|
||||
|
||||
// Note that Drag/Slider functions are only forwarding the min/max values clamping values if the ImGuiSliderFlags_AlwaysClamp flag is set!
|
||||
// This is intended: this way we allow CTRL+Click manual input to set a value out of bounds, for maximum flexibility.
|
||||
// This is intended: this way we allow Ctrl+Click manual input to set a value out of bounds, for maximum flexibility.
|
||||
// However this may not be ideal for all uses, as some user code may break on out of bound values.
|
||||
bool ImGui::TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format, const void* p_clamp_min, const void* p_clamp_max)
|
||||
{
|
||||
@@ -3926,6 +3933,7 @@ namespace ImStb
|
||||
#include "imstb_textedit.h"
|
||||
}
|
||||
|
||||
// If you want to use InputText() with std::string or any custom dynamic string type, use the wrapper in misc/cpp/imgui_stdlib.h/.cpp!
|
||||
bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data)
|
||||
{
|
||||
IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline()
|
||||
@@ -3947,6 +3955,7 @@ static ImVec2 InputTextCalcTextSize(ImGuiContext* ctx, const char* text_begin, c
|
||||
{
|
||||
ImGuiContext& g = *ctx;
|
||||
ImGuiInputTextState* obj = &g.InputTextState;
|
||||
IM_ASSERT(text_end_display >= text_begin && text_end_display <= text_end);
|
||||
return ImFontCalcTextSizeEx(g.Font, g.FontSize, FLT_MAX, obj->WrapWidth, text_begin, text_end_display, text_end, out_remaining, out_offset, flags);
|
||||
}
|
||||
|
||||
@@ -4009,7 +4018,7 @@ static bool ImCharIsSeparatorW(unsigned int c)
|
||||
|
||||
static int is_word_boundary_from_right(ImGuiInputTextState* obj, int idx)
|
||||
{
|
||||
// When ImGuiInputTextFlags_Password is set, we don't want actions such as CTRL+Arrow to leak the fact that underlying data are blanks or separators.
|
||||
// When ImGuiInputTextFlags_Password is set, we don't want actions such as Ctrl+Arrow to leak the fact that underlying data are blanks or separators.
|
||||
if ((obj->Flags & ImGuiInputTextFlags_Password) || idx <= 0)
|
||||
return 0;
|
||||
|
||||
@@ -4147,21 +4156,23 @@ static void STB_TEXTEDIT_DELETECHARS(ImGuiInputTextState* obj, int pos, int n)
|
||||
obj->TextLen -= n;
|
||||
}
|
||||
|
||||
static bool STB_TEXTEDIT_INSERTCHARS(ImGuiInputTextState* obj, int pos, const char* new_text, int new_text_len)
|
||||
static int STB_TEXTEDIT_INSERTCHARS(ImGuiInputTextState* obj, int pos, const char* new_text, int new_text_len)
|
||||
{
|
||||
const bool is_resizable = (obj->Flags & ImGuiInputTextFlags_CallbackResize) != 0;
|
||||
const int text_len = obj->TextLen;
|
||||
IM_ASSERT(pos <= text_len);
|
||||
|
||||
if (!is_resizable && (new_text_len + obj->TextLen + 1 > obj->BufCapacity))
|
||||
return false;
|
||||
// We support partial insertion (with a mod in stb_textedit.h)
|
||||
const int avail = obj->BufCapacity - 1 - obj->TextLen;
|
||||
if (!is_resizable && new_text_len > avail)
|
||||
new_text_len = (int)(ImTextFindValidUtf8CodepointEnd(new_text, new_text + new_text_len, new_text + avail) - new_text); // Truncate to closest UTF-8 codepoint. Alternative: return 0 to cancel insertion.
|
||||
if (new_text_len == 0)
|
||||
return 0;
|
||||
|
||||
// Grow internal buffer if needed
|
||||
IM_ASSERT(obj->TextSrc == obj->TextA.Data);
|
||||
if (new_text_len + text_len + 1 > obj->TextA.Size)
|
||||
if (text_len + new_text_len + 1 > obj->TextA.Size && is_resizable)
|
||||
{
|
||||
if (!is_resizable)
|
||||
return false;
|
||||
obj->TextA.resize(text_len + ImClamp(new_text_len, 32, ImMax(256, new_text_len)) + 1);
|
||||
obj->TextSrc = obj->TextA.Data;
|
||||
}
|
||||
@@ -4175,7 +4186,7 @@ static bool STB_TEXTEDIT_INSERTCHARS(ImGuiInputTextState* obj, int pos, const ch
|
||||
obj->TextLen += new_text_len;
|
||||
obj->TextA[obj->TextLen] = '\0';
|
||||
|
||||
return true;
|
||||
return new_text_len;
|
||||
}
|
||||
|
||||
// We don't use an enum so we can build even with conflicting symbols (if another user of stb_textedit.h leak their STB_TEXTEDIT_K_* symbols)
|
||||
@@ -4210,7 +4221,8 @@ static void stb_textedit_replace(ImGuiInputTextState* str, STB_TexteditState* st
|
||||
state->cursor = state->select_start = state->select_end = 0;
|
||||
if (text_len <= 0)
|
||||
return;
|
||||
if (ImStb::STB_TEXTEDIT_INSERTCHARS(str, 0, text, text_len))
|
||||
int text_len_inserted = ImStb::STB_TEXTEDIT_INSERTCHARS(str, 0, text, text_len);
|
||||
if (text_len_inserted > 0)
|
||||
{
|
||||
state->cursor = state->select_start = state->select_end = text_len;
|
||||
state->has_preferred_x = 0;
|
||||
@@ -4305,15 +4317,20 @@ void ImGuiInputTextCallbackData::InsertChars(int pos, const char* new_text, cons
|
||||
ImGuiContext& g = *Ctx;
|
||||
ImGuiInputTextState* obj = &g.InputTextState;
|
||||
IM_ASSERT(obj->ID != 0 && g.ActiveId == obj->ID);
|
||||
const bool is_resizable = (Flags & ImGuiInputTextFlags_CallbackResize) != 0;
|
||||
const bool is_readonly = (Flags & ImGuiInputTextFlags_ReadOnly) != 0;
|
||||
int new_text_len = new_text_end ? (int)(new_text_end - new_text) : (int)ImStrlen(new_text);
|
||||
|
||||
// We support partial insertion (with a mod in stb_textedit.h)
|
||||
const int avail = BufSize - 1 - BufTextLen;
|
||||
if (!is_resizable && new_text_len > avail)
|
||||
new_text_len = (int)(ImTextFindValidUtf8CodepointEnd(new_text, new_text + new_text_len, new_text + avail) - new_text); // Truncate to closest UTF-8 codepoint. Alternative: return 0 to cancel insertion.
|
||||
if (new_text_len == 0)
|
||||
return;
|
||||
|
||||
// Grow internal buffer if needed
|
||||
const bool is_resizable = (Flags & ImGuiInputTextFlags_CallbackResize) != 0;
|
||||
const int new_text_len = new_text_end ? (int)(new_text_end - new_text) : (int)ImStrlen(new_text);
|
||||
if (new_text_len + BufTextLen + 1 > obj->TextA.Size && (Flags & ImGuiInputTextFlags_ReadOnly) == 0)
|
||||
if (new_text_len + BufTextLen + 1 > obj->TextA.Size && is_resizable && !is_readonly)
|
||||
{
|
||||
if (!is_resizable)
|
||||
return;
|
||||
|
||||
IM_ASSERT(Buf == obj->TextA.Data);
|
||||
int new_buf_size = BufTextLen + ImClamp(new_text_len * 4, 32, ImMax(256, new_text_len)) + 1;
|
||||
obj->TextA.resize(new_buf_size + 1);
|
||||
@@ -4327,11 +4344,12 @@ void ImGuiInputTextCallbackData::InsertChars(int pos, const char* new_text, cons
|
||||
memcpy(Buf + pos, new_text, (size_t)new_text_len * sizeof(char));
|
||||
Buf[BufTextLen + new_text_len] = '\0';
|
||||
|
||||
if (CursorPos >= pos)
|
||||
CursorPos += new_text_len;
|
||||
SelectionStart = SelectionEnd = CursorPos;
|
||||
BufDirty = true;
|
||||
BufTextLen += new_text_len;
|
||||
if (CursorPos >= pos)
|
||||
CursorPos += new_text_len;
|
||||
CursorPos = ImClamp(CursorPos, 0, BufTextLen);
|
||||
SelectionStart = SelectionEnd = CursorPos;
|
||||
}
|
||||
|
||||
void ImGui::PushPasswordFont()
|
||||
@@ -4616,9 +4634,7 @@ static ImVec2 InputTextLineIndexGetPosOffset(ImGuiContext& g, ImGuiInputTextStat
|
||||
// This is so we can easily call InputText() on static arrays using ARRAYSIZE() and to match
|
||||
// Note that in std::string world, capacity() would omit 1 byte used by the zero-terminator.
|
||||
// - When active, hold on a privately held copy of the text (and apply back to 'buf'). So changing 'buf' while the InputText is active has no effect.
|
||||
// - If you want to use ImGui::InputText() with std::string, see misc/cpp/imgui_stdlib.h
|
||||
// (FIXME: Rather confusing and messy function, among the worse part of our codebase, expecting to rewrite a V2 at some point.. Partly because we are
|
||||
// doing UTF8 > U16 > UTF8 conversions on the go to easily interface with stb_textedit. Ideally should stay in UTF-8 all the time. See https://github.com/nothings/stb/issues/188)
|
||||
// - If you want to use InputText() with std::string or any custom dynamic string type, use the wrapper in misc/cpp/imgui_stdlib.h/.cpp!
|
||||
bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* callback_user_data)
|
||||
{
|
||||
ImGuiWindow* window = GetCurrentWindow();
|
||||
@@ -4752,8 +4768,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
|
||||
state->TextLen = new_len;
|
||||
memcpy(state->TextA.Data, buf, state->TextLen + 1);
|
||||
state->Stb->select_start = state->ReloadSelectionStart;
|
||||
state->Stb->cursor = state->Stb->select_end = state->ReloadSelectionEnd;
|
||||
state->CursorClamp();
|
||||
state->Stb->cursor = state->Stb->select_end = state->ReloadSelectionEnd; // will be clamped to bounds below
|
||||
}
|
||||
else if ((init_state && g.ActiveId != id) || init_changed_specs)
|
||||
{
|
||||
@@ -4793,9 +4808,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
|
||||
|
||||
// Recycle existing cursor/selection/undo stack but clamp position
|
||||
// Note a single mouse click will override the cursor/position immediately by calling stb_textedit_click handler.
|
||||
if (recycle_state)
|
||||
state->CursorClamp();
|
||||
else
|
||||
if (!recycle_state)
|
||||
stb_textedit_initialize_state(state->Stb, !is_multiline);
|
||||
|
||||
if (!is_multiline)
|
||||
@@ -4824,7 +4837,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
|
||||
{
|
||||
// Declare some inputs, the other are registered and polled via Shortcut() routing system.
|
||||
// FIXME: The reason we don't use Shortcut() is we would need a routing flag to specify multiple mods, or to all mods combination into individual shortcuts.
|
||||
const ImGuiKey always_owned_keys[] = { ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_Enter, ImGuiKey_KeypadEnter, ImGuiKey_Delete, ImGuiKey_Backspace, ImGuiKey_Home, ImGuiKey_End };
|
||||
const ImGuiKey always_owned_keys[] = { ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_Delete, ImGuiKey_Backspace, ImGuiKey_Home, ImGuiKey_End };
|
||||
for (ImGuiKey key : always_owned_keys)
|
||||
SetKeyOwner(key, id);
|
||||
if (user_clicked)
|
||||
@@ -4852,6 +4865,8 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
|
||||
// Read-only mode always ever read from source buffer. Refresh TextLen when active.
|
||||
if (is_readonly && state != NULL)
|
||||
state->TextLen = (int)ImStrlen(buf);
|
||||
if (state != NULL)
|
||||
state->CursorClamp();
|
||||
//if (is_readonly && state != NULL)
|
||||
// state->TextA.clear(); // Uncomment to facilitate debugging, but we otherwise prefer to keep/amortize th allocation.
|
||||
}
|
||||
@@ -4918,7 +4933,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
|
||||
if ((multiclick_count % 2) == 0)
|
||||
{
|
||||
// Double-click: Select word
|
||||
// We always use the "Mac" word advance for double-click select vs CTRL+Right which use the platform dependent variant:
|
||||
// We always use the "Mac" word advance for double-click select vs Ctrl+Right which use the platform dependent variant:
|
||||
// FIXME: There are likely many ways to improve this behavior, but there's no "right" behavior (depends on use-case, software, OS)
|
||||
const bool is_bol = (state->Stb->cursor == 0) || ImStb::STB_TEXTEDIT_GETCHAR(state, state->Stb->cursor - 1) == '\n';
|
||||
if (STB_TEXT_HAS_SELECTION(state->Stb) || !is_bol)
|
||||
@@ -4987,7 +5002,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
|
||||
}
|
||||
|
||||
// Process regular text input (before we check for Return because using some IME will effectively send a Return?)
|
||||
// We ignore CTRL inputs, but need to allow ALT+CTRL as some keyboards (e.g. German) use AltGR (which _is_ Alt+Ctrl) to input certain characters.
|
||||
// We ignore Ctrl inputs, but need to allow Alt+Ctrl as some keyboards (e.g. German) use AltGR (which _is_ Alt+Ctrl) to input certain characters.
|
||||
const bool ignore_char_inputs = (io.KeyCtrl && !io.KeyAlt) || (is_osx && io.KeyCtrl);
|
||||
if (io.InputQueueCharacters.Size > 0)
|
||||
{
|
||||
@@ -5020,7 +5035,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
|
||||
const bool is_wordmove_key_down = is_osx ? io.KeyAlt : io.KeyCtrl; // OS X style: Text editing cursor movement using Alt instead of Ctrl
|
||||
const bool is_startend_key_down = is_osx && io.KeyCtrl && !io.KeySuper && !io.KeyAlt; // OS X style: Line/Text Start and End using Cmd+Arrows instead of Home/End
|
||||
|
||||
// Using Shortcut() with ImGuiInputFlags_RouteFocused (default policy) to allow routing operations for other code (e.g. calling window trying to use CTRL+A and CTRL+B: former would be handled by InputText)
|
||||
// Using Shortcut() with ImGuiInputFlags_RouteFocused (default policy) to allow routing operations for other code (e.g. calling window trying to use Ctrl+A and Ctrl+B: former would be handled by InputText)
|
||||
// Otherwise we could simply assume that we own the keys as we are active.
|
||||
const ImGuiInputFlags f_repeat = ImGuiInputFlags_Repeat;
|
||||
const bool is_cut = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_X, f_repeat, id) || Shortcut(ImGuiMod_Shift | ImGuiKey_Delete, f_repeat, id)) && !is_readonly && !is_password && (!is_multiline || state->HasSelection());
|
||||
@@ -5032,7 +5047,8 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
|
||||
|
||||
// We allow validate/cancel with Nav source (gamepad) to makes it easier to undo an accidental NavInput press with no keyboard wired, but otherwise it isn't very useful.
|
||||
const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
|
||||
const bool is_enter_pressed = IsKeyPressed(ImGuiKey_Enter, true) || IsKeyPressed(ImGuiKey_KeypadEnter, true);
|
||||
const bool is_enter = Shortcut(ImGuiKey_Enter, f_repeat, id) || Shortcut(ImGuiKey_KeypadEnter, f_repeat, id);
|
||||
const bool is_ctrl_enter = Shortcut(ImGuiMod_Ctrl | ImGuiKey_Enter, f_repeat, id) || Shortcut(ImGuiMod_Ctrl | ImGuiKey_KeypadEnter, f_repeat, id);
|
||||
const bool is_gamepad_validate = nav_gamepad_active && (IsKeyPressed(ImGuiKey_NavGamepadActivate, false) || IsKeyPressed(ImGuiKey_NavGamepadInput, false));
|
||||
const bool is_cancel = Shortcut(ImGuiKey_Escape, f_repeat, id) || (nav_gamepad_active && Shortcut(ImGuiKey_NavGamepadCancel, f_repeat, id));
|
||||
|
||||
@@ -5067,11 +5083,11 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
|
||||
}
|
||||
state->OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask);
|
||||
}
|
||||
else if (is_enter_pressed || is_gamepad_validate)
|
||||
else if (is_enter || is_ctrl_enter || is_gamepad_validate)
|
||||
{
|
||||
// Determine if we turn Enter into a \n character
|
||||
bool ctrl_enter_for_new_line = (flags & ImGuiInputTextFlags_CtrlEnterForNewLine) != 0;
|
||||
if (!is_multiline || is_gamepad_validate || (ctrl_enter_for_new_line != io.KeyCtrl))
|
||||
if (!is_multiline || is_gamepad_validate || (ctrl_enter_for_new_line != is_ctrl_enter))
|
||||
{
|
||||
validated = true;
|
||||
if (io.ConfigInputTextEnterKeepActive && !is_multiline)
|
||||
@@ -5081,7 +5097,8 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
|
||||
}
|
||||
else if (!is_readonly)
|
||||
{
|
||||
unsigned int c = '\n'; // Insert new line
|
||||
// Insert new line
|
||||
unsigned int c = '\n';
|
||||
if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data))
|
||||
state->OnCharPressed(c);
|
||||
}
|
||||
@@ -5143,12 +5160,13 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
|
||||
{
|
||||
// Filter pasted buffer
|
||||
const int clipboard_len = (int)ImStrlen(clipboard);
|
||||
const char* clipboard_end = clipboard + clipboard_len;
|
||||
ImVector<char> clipboard_filtered;
|
||||
clipboard_filtered.reserve(clipboard_len + 1);
|
||||
for (const char* s = clipboard; *s != 0; )
|
||||
{
|
||||
unsigned int c;
|
||||
int in_len = ImTextCharFromUtf8(&c, s, NULL);
|
||||
int in_len = ImTextCharFromUtf8(&c, s, clipboard_end);
|
||||
s += in_len;
|
||||
if (!InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data, true))
|
||||
continue;
|
||||
@@ -5195,7 +5213,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
|
||||
apply_new_text_length = state->TextToRevertTo.Size - 1;
|
||||
|
||||
// Restore initial value. Only return true if restoring to the initial value changes the current buffer contents.
|
||||
// Push records into the undo stack so we can CTRL+Z the revert operation itself
|
||||
// Push records into the undo stack so we can Ctrl+Z the revert operation itself
|
||||
value_changed = true;
|
||||
stb_textedit_replace(state, state->Stb, state->TextToRevertTo.Data, state->TextToRevertTo.Size - 1);
|
||||
}
|
||||
@@ -5264,10 +5282,9 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
|
||||
callback_data.BufTextLen = state->TextLen;
|
||||
callback_data.BufSize = state->BufCapacity;
|
||||
callback_data.BufDirty = false;
|
||||
|
||||
const int utf8_cursor_pos = callback_data.CursorPos = state->Stb->cursor;
|
||||
const int utf8_selection_start = callback_data.SelectionStart = state->Stb->select_start;
|
||||
const int utf8_selection_end = callback_data.SelectionEnd = state->Stb->select_end;
|
||||
callback_data.CursorPos = state->Stb->cursor;
|
||||
callback_data.SelectionStart = state->Stb->select_start;
|
||||
callback_data.SelectionEnd = state->Stb->select_end;
|
||||
|
||||
// Call user code
|
||||
callback(&callback_data);
|
||||
@@ -5277,11 +5294,12 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
|
||||
IM_ASSERT(callback_data.Buf == callback_buf); // Invalid to modify those fields
|
||||
IM_ASSERT(callback_data.BufSize == state->BufCapacity);
|
||||
IM_ASSERT(callback_data.Flags == flags);
|
||||
const bool buf_dirty = callback_data.BufDirty;
|
||||
if (callback_data.CursorPos != utf8_cursor_pos || buf_dirty) { state->Stb->cursor = callback_data.CursorPos; state->CursorFollow = true; }
|
||||
if (callback_data.SelectionStart != utf8_selection_start || buf_dirty) { state->Stb->select_start = (callback_data.SelectionStart == callback_data.CursorPos) ? state->Stb->cursor : callback_data.SelectionStart; }
|
||||
if (callback_data.SelectionEnd != utf8_selection_end || buf_dirty) { state->Stb->select_end = (callback_data.SelectionEnd == callback_data.SelectionStart) ? state->Stb->select_start : callback_data.SelectionEnd; }
|
||||
if (buf_dirty)
|
||||
if (callback_data.BufDirty || callback_data.CursorPos != state->Stb->cursor)
|
||||
state->CursorFollow = true;
|
||||
state->Stb->cursor = ImClamp(callback_data.CursorPos, 0, callback_data.BufTextLen);
|
||||
state->Stb->select_start = ImClamp(callback_data.SelectionStart, 0, callback_data.BufTextLen);
|
||||
state->Stb->select_end = ImClamp(callback_data.SelectionEnd, 0, callback_data.BufTextLen);
|
||||
if (callback_data.BufDirty)
|
||||
{
|
||||
// Callback may update buffer and thus set buf_dirty even in read-only mode.
|
||||
IM_ASSERT(callback_data.BufTextLen == (int)ImStrlen(callback_data.Buf)); // You need to maintain BufTextLen if you change the text!
|
||||
@@ -5405,7 +5423,12 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
|
||||
line_index->Offsets.resize(0);
|
||||
int line_count = 1;
|
||||
if (is_multiline)
|
||||
line_count = InputTextLineIndexBuild(flags, line_index, buf_display, buf_display_end, wrap_width, (render_cursor && state && state->CursorFollow) ? INT_MAX : line_visible_n1 + 1, buf_display_end ? NULL : &buf_display_end);
|
||||
{
|
||||
// If scrolling is expected to change build full index.
|
||||
// FIXME-OPT: Could append to index when new value of line_visible_n1 becomes bigger, see second call to CalcClipRectVisibleItemsY() below.
|
||||
bool will_scroll_y = state && ((state->CursorFollow && render_cursor) || (state->CursorCenterY && (render_cursor || render_selection)));
|
||||
line_count = InputTextLineIndexBuild(flags, line_index, buf_display, buf_display_end, wrap_width, will_scroll_y ? INT_MAX : line_visible_n1 + 1, buf_display_end ? NULL : &buf_display_end);
|
||||
}
|
||||
line_index->EndOffset = (int)(buf_display_end - buf_display);
|
||||
line_visible_n1 = ImMin(line_visible_n1, line_count);
|
||||
|
||||
@@ -5531,7 +5554,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
|
||||
text_col, clip_rect.AsVec4(),
|
||||
line_index->get_line_begin(buf_display, line_visible_n0),
|
||||
line_index->get_line_end(buf_display, line_visible_n1 - 1),
|
||||
wrap_width, ImDrawTextFlags_WrapKeepBlanks);
|
||||
wrap_width, ImDrawTextFlags_WrapKeepBlanks | ImDrawTextFlags_CpuFineClip);
|
||||
|
||||
// Render blinking cursor
|
||||
if (render_cursor)
|
||||
@@ -5690,7 +5713,7 @@ static void ColorEditRestoreHS(const float* col, float* H, float* S, float* V)
|
||||
|
||||
// Edit colors components (each component in 0.0f..1.0f range).
|
||||
// See enum ImGuiColorEditFlags_ for available options. e.g. Only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set.
|
||||
// With typical options: Left-click on color square to open color picker. Right-click to open option menu. CTRL+Click over input fields to edit them and TAB to go to next item.
|
||||
// With typical options: Left-click on color square to open color picker. Right-click to open option menu. Ctrl+Click over input fields to edit them and TAB to go to next item.
|
||||
bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags)
|
||||
{
|
||||
ImGuiWindow* window = GetCurrentWindow();
|
||||
@@ -7930,7 +7953,7 @@ ImGuiMultiSelectIO* ImGui::BeginMultiSelect(ImGuiMultiSelectFlags flags, int sel
|
||||
}
|
||||
}
|
||||
|
||||
// Shortcut: Select all (CTRL+A)
|
||||
// Shortcut: Select all (Ctrl+A)
|
||||
if (!(flags & ImGuiMultiSelectFlags_SingleSelect) && !(flags & ImGuiMultiSelectFlags_NoSelectAll))
|
||||
if (Shortcut(ImGuiMod_Ctrl | ImGuiKey_A))
|
||||
request_select_all = true;
|
||||
@@ -8075,7 +8098,7 @@ void ImGui::MultiSelectItemHeader(ImGuiID id, bool* p_selected, ImGuiButtonFlags
|
||||
if (ms->LoopRequestSetAll != -1)
|
||||
selected = (ms->LoopRequestSetAll == 1);
|
||||
|
||||
// When using SHIFT+Nav: because it can incur scrolling we cannot afford a frame of lag with the selection highlight (otherwise scrolling would happen before selection)
|
||||
// When using Shift+Nav: because it can incur scrolling we cannot afford a frame of lag with the selection highlight (otherwise scrolling would happen before selection)
|
||||
// For this to work, we need someone to set 'RangeSrcPassedBy = true' at some point (either clipper either SetNextItemSelectionUserData() function)
|
||||
if (ms->IsKeyboardSetRange)
|
||||
{
|
||||
@@ -8106,7 +8129,7 @@ void ImGui::MultiSelectItemHeader(ImGuiID id, bool* p_selected, ImGuiButtonFlags
|
||||
|
||||
// Alter button behavior flags
|
||||
// To handle drag and drop of multiple items we need to avoid clearing selection on click.
|
||||
// Enabling this test makes actions using CTRL+SHIFT delay their effect on MouseUp which is annoying, but it allows drag and drop of multiple items.
|
||||
// Enabling this test makes actions using Ctrl+Shift delay their effect on MouseUp which is annoying, but it allows drag and drop of multiple items.
|
||||
if (p_button_flags != NULL)
|
||||
{
|
||||
ImGuiButtonFlags button_flags = *p_button_flags;
|
||||
@@ -8210,8 +8233,8 @@ void ImGui::MultiSelectItemFooter(ImGuiID id, bool* p_selected, bool* p_pressed)
|
||||
}
|
||||
|
||||
// Right-click handling.
|
||||
// FIXME-MULTISELECT: Currently filtered out by ImGuiMultiSelectFlags_NoAutoSelect but maybe should be moved to Selectable(). See https://github.com/ocornut/imgui/pull/5816
|
||||
if (hovered && IsMouseClicked(1) && (flags & ImGuiMultiSelectFlags_NoAutoSelect) == 0)
|
||||
// FIXME-MULTISELECT: Maybe should be moved to Selectable()? Also see #5816, #8200, #9015
|
||||
if (hovered && IsMouseClicked(1) && (flags & (ImGuiMultiSelectFlags_NoAutoSelect | ImGuiMultiSelectFlags_NoSelectOnRightClick)) == 0)
|
||||
{
|
||||
if (g.ActiveId != 0 && g.ActiveId != id)
|
||||
ClearActiveID();
|
||||
@@ -8305,7 +8328,7 @@ void ImGui::MultiSelectItemFooter(ImGuiID id, bool* p_selected, bool* p_pressed)
|
||||
MultiSelectAddSetRange(ms, range_selected, range_direction, storage->RangeSrcItem, item_data);
|
||||
}
|
||||
|
||||
// Update/store the selection state of the Source item (used by CTRL+SHIFT, when Source is unselected we perform a range unselect)
|
||||
// Update/store the selection state of the Source item (used by Ctrl+Shift, when Source is unselected we perform a range unselect)
|
||||
if (storage->RangeSrcItem == item_data)
|
||||
storage->RangeSelected = selected ? 1 : 0;
|
||||
|
||||
@@ -8519,7 +8542,7 @@ void ImGuiSelectionBasicStorage::ApplyRequests(ImGuiMultiSelectIO* ms_io)
|
||||
else
|
||||
{
|
||||
// Append insertion + single sort likely be faster.
|
||||
// Use req.RangeDirection to set order field so that shift+clicking from 1 to 5 is different than shift+clicking from 5 to 1
|
||||
// Use req.RangeDirection to set order field so that Shift+Clicking from 1 to 5 is different than Shift+Clicking from 5 to 1
|
||||
const int size_before_amends = _Storage.Data.Size;
|
||||
int selection_order = _SelectionOrder + ((req.RangeDirection < 0) ? selection_changes - 1 : 0);
|
||||
for (int idx = (int)req.RangeFirstItem; idx <= (int)req.RangeLastItem; idx++, selection_order += req.RangeDirection)
|
||||
@@ -10498,7 +10521,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
|
||||
}
|
||||
|
||||
// Lock visibility
|
||||
// (Note: tab_contents_visible != tab_selected... because CTRL+TAB operations may preview some tabs without selecting them!)
|
||||
// (Note: tab_contents_visible != tab_selected... because Ctrl+Tab operations may preview some tabs without selecting them!)
|
||||
bool tab_contents_visible = (tab_bar->VisibleTabId == id);
|
||||
if (tab_contents_visible)
|
||||
tab_bar->VisibleTabWasSubmitted = true;
|
||||
@@ -10840,8 +10863,8 @@ void ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb,
|
||||
const bool unsaved_marker_visible = (flags & ImGuiTabItemFlags_UnsavedDocument) != 0 && (button_pos.x + button_sz <= bb.Max.x) && (!close_button_visible || !is_hovered);
|
||||
if (unsaved_marker_visible)
|
||||
{
|
||||
const ImRect bullet_bb(button_pos, button_pos + ImVec2(button_sz, button_sz));
|
||||
RenderBullet(draw_list, bullet_bb.GetCenter(), GetColorU32(ImGuiCol_Text));
|
||||
ImVec2 bullet_pos = button_pos + ImVec2(button_sz, button_sz) * 0.5f;
|
||||
RenderBullet(draw_list, bullet_pos, GetColorU32(ImGuiCol_UnsavedMarker));
|
||||
}
|
||||
else if (close_button_visible)
|
||||
{
|
||||
|
||||
@@ -5,7 +5,8 @@
|
||||
// - Fix in stb_textedit_find_charpos to handle last line (see https://github.com/ocornut/imgui/issues/6000 + #6783)
|
||||
// - Added name to struct or it may be forward declared in our code.
|
||||
// - Added UTF-8 support (see https://github.com/nothings/stb/issues/188 + https://github.com/ocornut/imgui/pull/7925)
|
||||
// Grep for [DEAR IMGUI] to find the changes.
|
||||
// - Changed STB_TEXTEDIT_INSERTCHARS() to return inserted count (instead of 0/1 bool), allowing partial insertion.
|
||||
// Grep for [DEAR IMGUI] to find some changes.
|
||||
// - Also renamed macros used or defined outside of IMSTB_TEXTEDIT_IMPLEMENTATION block from STB_TEXTEDIT_* to IMSTB_TEXTEDIT_*
|
||||
|
||||
// stb_textedit.h - v1.14 - public domain - Sean Barrett
|
||||
@@ -39,6 +40,7 @@
|
||||
//
|
||||
// VERSION HISTORY
|
||||
//
|
||||
// !!!! (2025-10-23) changed STB_TEXTEDIT_INSERTCHARS() to return inserted count (instead of 0/1 bool), allowing partial insertion.
|
||||
// 1.14 (2021-07-11) page up/down, various fixes
|
||||
// 1.13 (2019-02-07) fix bug in undo size management
|
||||
// 1.12 (2018-01-29) user can change STB_TEXTEDIT_KEYTYPE, fix redo to avoid crash
|
||||
@@ -147,7 +149,8 @@
|
||||
// as manually wordwrapping for end-of-line positioning
|
||||
//
|
||||
// STB_TEXTEDIT_DELETECHARS(obj,i,n) delete n characters starting at i
|
||||
// STB_TEXTEDIT_INSERTCHARS(obj,i,c*,n) insert n characters at i (pointed to by STB_TEXTEDIT_CHARTYPE*)
|
||||
// STB_TEXTEDIT_INSERTCHARS(obj,i,c*,n) try to insert n characters at i (pointed to by STB_TEXTEDIT_CHARTYPE*)
|
||||
// returns number of characters actually inserted. [DEAR IMGUI]
|
||||
//
|
||||
// STB_TEXTEDIT_K_SHIFT a power of two that is or'd in to a keyboard input to represent the shift key
|
||||
//
|
||||
@@ -775,7 +778,8 @@ static int stb_textedit_paste_internal(IMSTB_TEXTEDIT_STRING *str, STB_TexteditS
|
||||
stb_textedit_clamp(str, state);
|
||||
stb_textedit_delete_selection(str,state);
|
||||
// try to insert the characters
|
||||
if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, len)) {
|
||||
len = STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, len);
|
||||
if (len) {
|
||||
stb_text_makeundo_insert(state, state->cursor, len);
|
||||
state->cursor += len;
|
||||
state->has_preferred_x = 0;
|
||||
@@ -800,13 +804,15 @@ static void stb_textedit_text(IMSTB_TEXTEDIT_STRING* str, STB_TexteditState* sta
|
||||
if (state->insert_mode && !STB_TEXT_HAS_SELECTION(state) && state->cursor < STB_TEXTEDIT_STRINGLEN(str)) {
|
||||
stb_text_makeundo_replace(str, state, state->cursor, 1, 1);
|
||||
STB_TEXTEDIT_DELETECHARS(str, state->cursor, 1);
|
||||
if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, text_len)) {
|
||||
text_len = STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, text_len);
|
||||
if (text_len) {
|
||||
state->cursor += text_len;
|
||||
state->has_preferred_x = 0;
|
||||
}
|
||||
} else {
|
||||
stb_textedit_delete_selection(str, state); // implicitly clamps
|
||||
if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, text_len)) {
|
||||
text_len = STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, text_len);
|
||||
if (text_len) {
|
||||
stb_text_makeundo_insert(state, state->cursor, text_len);
|
||||
state->cursor += text_len;
|
||||
state->has_preferred_x = 0;
|
||||
@@ -1352,7 +1358,7 @@ static void stb_text_undo(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state)
|
||||
// check type of recorded action:
|
||||
if (u.insert_length) {
|
||||
// easy case: was a deletion, so we need to insert n characters
|
||||
STB_TEXTEDIT_INSERTCHARS(str, u.where, &s->undo_char[u.char_storage], u.insert_length);
|
||||
u.insert_length = STB_TEXTEDIT_INSERTCHARS(str, u.where, &s->undo_char[u.char_storage], u.insert_length);
|
||||
s->undo_char_point -= u.insert_length;
|
||||
}
|
||||
|
||||
@@ -1403,7 +1409,7 @@ static void stb_text_redo(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state)
|
||||
|
||||
if (r.insert_length) {
|
||||
// easy case: need to insert n characters
|
||||
STB_TEXTEDIT_INSERTCHARS(str, r.where, &s->undo_char[r.char_storage], r.insert_length);
|
||||
r.insert_length = STB_TEXTEDIT_INSERTCHARS(str, r.where, &s->undo_char[r.char_storage], r.insert_length);
|
||||
s->redo_char_point += r.insert_length;
|
||||
}
|
||||
|
||||
|
||||
@@ -4,8 +4,8 @@ misc/cpp/
|
||||
This is also an example of how you may wrap your own similar types.
|
||||
|
||||
misc/debuggers/
|
||||
Helper files for popular debuggers.
|
||||
With the .natvis file, types like ImVector<> will be displayed nicely in Visual Studio debugger.
|
||||
Helper files for popular debuggers (Visual Studio, GDB, LLDB).
|
||||
e.g. With the .natvis file, types like ImVector<> will be displayed nicely in Visual Studio debugger.
|
||||
|
||||
misc/fonts/
|
||||
Fonts loading/merging instructions (e.g. How to handle glyph ranges, how to merge icons fonts).
|
||||
|
||||
@@ -9,5 +9,9 @@ imgui_scoped.h
|
||||
Try by merging: https://github.com/ocornut/imgui/pull/2197
|
||||
Discuss at: https://github.com/ocornut/imgui/issues/2096
|
||||
|
||||
See more C++ related extension (fmt, RAII, syntaxis sugar) on Wiki:
|
||||
imgui-module:
|
||||
C++20 module binding
|
||||
https://github.com/stripe2933/imgui-module
|
||||
|
||||
See more C++ related extension (fmt, RAII, syntactic sugar) on Wiki:
|
||||
https://github.com/ocornut/imgui/wiki/Useful-Extensions#cness
|
||||
|
||||
@@ -1,10 +1,22 @@
|
||||
// dear imgui: wrappers for C++ standard library (STL) types (std::string, etc.)
|
||||
|
||||
// This is also an example of how you may wrap your own similar types.
|
||||
// TL;DR; this is using the ImGuiInputTextFlags_CallbackResize facility,
|
||||
// which also demonstrated in 'Dear ImGui Demo->Widgets->Text Input->Resize Callback'.
|
||||
|
||||
// Changelog:
|
||||
// - v0.10: Initial version. Added InputText() / InputTextMultiline() calls with std::string
|
||||
|
||||
// See more C++ related extension (fmt, RAII, syntaxis sugar) on Wiki:
|
||||
// Usage:
|
||||
// {
|
||||
// #include "misc/cpp/imgui_stdlib.h"
|
||||
// #include "misc/cpp/imgui_stdlib.cpp" // <-- If you want to include implementation without messing with your project/build.
|
||||
// [...]
|
||||
// std::string my_string;
|
||||
// ImGui::InputText("my string", &my_string);
|
||||
// }
|
||||
|
||||
// See more C++ related extension (fmt, RAII, syntactic sugar) on Wiki:
|
||||
// https://github.com/ocornut/imgui/wiki/Useful-Extensions#cness
|
||||
|
||||
#include "imgui.h"
|
||||
|
||||
@@ -1,9 +1,21 @@
|
||||
// dear imgui: wrappers for C++ standard library (STL) types (std::string, etc.)
|
||||
|
||||
// This is also an example of how you may wrap your own similar types.
|
||||
// TL;DR; this is using the ImGuiInputTextFlags_CallbackResize facility,
|
||||
// which also demonstrated in 'Dear ImGui Demo->Widgets->Text Input->Resize Callback'.
|
||||
|
||||
// Changelog:
|
||||
// - v0.10: Initial version. Added InputText() / InputTextMultiline() calls with std::string
|
||||
|
||||
// Usage:
|
||||
// {
|
||||
// #include "misc/cpp/imgui_stdlib.h"
|
||||
// #include "misc/cpp/imgui_stdlib.cpp" // <-- If you want to include implementation without messing with your project/build.
|
||||
// [...]
|
||||
// std::string my_string;
|
||||
// ImGui::InputText("my string", &my_string);
|
||||
// }
|
||||
|
||||
// See more C++ related extension (fmt, RAII, syntaxis sugar) on Wiki:
|
||||
// https://github.com/ocornut/imgui/wiki/Useful-Extensions#cness
|
||||
|
||||
|
||||
@@ -14,3 +14,8 @@ imgui.natvis
|
||||
With this, types like ImVector<> will be displayed nicely in the debugger.
|
||||
(read comments inside file for details)
|
||||
|
||||
imgui_lldb.py
|
||||
LLDB-based debuggers (*): synthetic children provider and summaries for Dear ImGui types.
|
||||
With this, types like ImVector<> will be displayed nicely in the debugger.
|
||||
(read comments inside file for details)
|
||||
(*) Xcode, Android Studio, may be used from VS Code, C++Builder, CLion, Eclipse etc.
|
||||
|
||||
189
misc/debuggers/imgui_lldb.py
Normal file
189
misc/debuggers/imgui_lldb.py
Normal file
@@ -0,0 +1,189 @@
|
||||
# This file implements synthetic children providers and summaries for various Dear ImGui types for LLDB.
|
||||
# LLDB is used by Xcode, Android Studio, and may be used from VS Code, C++Builder, CLion, Eclipse etc.
|
||||
|
||||
#
|
||||
# Useful links/documentation related to the feature:
|
||||
# - https://lldb.llvm.org/use/variable.html#summary-strings
|
||||
# - https://lldb.llvm.org/use/variable.html#synthetic-children
|
||||
# - https://lldb.llvm.org/python_reference/lldb-module.html
|
||||
#
|
||||
# To use it in a debug session:
|
||||
# > (lldb) command script import <path-to-this-file>
|
||||
#
|
||||
# Alternatively you may include the above command in your ~/.lldbinit file to have the formatters
|
||||
# available in all future sessions
|
||||
|
||||
import lldb
|
||||
|
||||
class ArraySynthBase(object):
|
||||
"""
|
||||
Helper baseclass aimed to reduce the boilerplate needed for "array-like" containers
|
||||
"""
|
||||
|
||||
def __init__(self, valobj, internal_dict):
|
||||
self.valobj = valobj
|
||||
|
||||
def bind_to(self, pointer, size):
|
||||
array_p = pointer.GetType().GetPointeeType().GetArrayType(size).GetPointerType()
|
||||
self.array = pointer.Cast(array_p).Dereference()
|
||||
|
||||
def update(self):
|
||||
self.array = self.valobj
|
||||
|
||||
def num_children(self, max_children):
|
||||
return self.array.GetNumChildren(max_children)
|
||||
|
||||
def get_child_index(self, name):
|
||||
return self.array.GetIndexOfChildWithName(name)
|
||||
|
||||
def get_child_at_index(self, index):
|
||||
return self.array.GetChildAtIndex(index)
|
||||
|
||||
def has_children(self):
|
||||
return self.array.MightHaveChildren()
|
||||
|
||||
def get_value(self):
|
||||
return self.array
|
||||
|
||||
class ImVectorSynth(ArraySynthBase):
|
||||
def update(self):
|
||||
self.size = self.valobj.GetChildMemberWithName("Size").GetValueAsUnsigned()
|
||||
self.capacity = self.valobj.GetChildMemberWithName("Capacity").GetValueAsUnsigned()
|
||||
|
||||
data = self.valobj.GetChildMemberWithName("Data")
|
||||
|
||||
self.bind_to(data, self.size)
|
||||
|
||||
def get_summary(self):
|
||||
return f"Size={self.size} Capacity={self.capacity}"
|
||||
|
||||
class ImSpanSynth(ArraySynthBase):
|
||||
def update(self):
|
||||
data = self.valobj.GetChildMemberWithName("Data")
|
||||
end = self.valobj.GetChildMemberWithName("DataEnd")
|
||||
|
||||
element_size = data.GetType().GetPointeeType().GetByteSize()
|
||||
array_size = end.GetValueAsUnsigned() - data.GetValueAsUnsigned()
|
||||
|
||||
self.size = int(array_size / element_size)
|
||||
|
||||
self.bind_to(data, self.size)
|
||||
|
||||
def get_summary(self):
|
||||
return f"Size={self.size}"
|
||||
|
||||
class ImRectSummary(object):
|
||||
def __init__(self, valobj, internal_dict):
|
||||
self.valobj = valobj
|
||||
|
||||
def update(self):
|
||||
pass
|
||||
|
||||
def get_summary(self):
|
||||
min = self.valobj.GetChildMemberWithName("Min")
|
||||
max = self.valobj.GetChildMemberWithName("Max")
|
||||
|
||||
minX = float(min.GetChildMemberWithName("x").GetValue())
|
||||
minY = float(min.GetChildMemberWithName("y").GetValue())
|
||||
|
||||
maxX = float(max.GetChildMemberWithName("x").GetValue())
|
||||
maxY = float(max.GetChildMemberWithName("y").GetValue())
|
||||
|
||||
return f"Min=({minX}, {minY}) Max=({maxX}, {maxY}) Size=({maxX - minX}, {maxY - minY})"
|
||||
|
||||
def get_active_enum_flags(valobj):
|
||||
flag_set = set()
|
||||
|
||||
enum_name = valobj.GetType().GetName() + "_"
|
||||
enum_type = valobj.GetTarget().FindFirstType(enum_name)
|
||||
|
||||
if not enum_type.IsValid():
|
||||
return flag_set
|
||||
|
||||
enum_members = enum_type.GetEnumMembers()
|
||||
value = valobj.GetValueAsUnsigned()
|
||||
|
||||
for i in range(0, enum_members.GetSize()):
|
||||
member = enum_members.GetTypeEnumMemberAtIndex(i)
|
||||
|
||||
if value & member.GetValueAsUnsigned():
|
||||
flag_set.add(member.GetName().removeprefix(enum_name))
|
||||
|
||||
return flag_set
|
||||
|
||||
class ImGuiWindowSummary(object):
|
||||
def __init__(self, valobj, internal_dict):
|
||||
self.valobj = valobj
|
||||
|
||||
def update(self):
|
||||
pass
|
||||
|
||||
def get_summary(self):
|
||||
name = self.valobj.GetChildMemberWithName("Name").GetSummary()
|
||||
|
||||
active = self.valobj.GetChildMemberWithName("Active").GetValueAsUnsigned() != 0
|
||||
was_active = self.valobj.GetChildMemberWithName("WasActive").GetValueAsUnsigned() != 0
|
||||
hidden = self.valobj.GetChildMemberWithName("Hidden") != 0
|
||||
|
||||
flags = get_active_enum_flags(self.valobj.GetChildMemberWithName("Flags"))
|
||||
|
||||
active = 1 if active or was_active else 0
|
||||
child = 1 if "ChildWindow" in flags else 0
|
||||
popup = 1 if "Popup" in flags else 0
|
||||
hidden = 1 if hidden else 0
|
||||
|
||||
return f"Name {name} Active {active} Child {child} Popup {popup} Hidden {hidden}"
|
||||
|
||||
|
||||
def __lldb_init_module(debugger, internal_dict):
|
||||
"""
|
||||
This function will be automatically called by LLDB when the module is loaded, here
|
||||
we register the various synthetics/summaries we have build before
|
||||
"""
|
||||
|
||||
category_name = "imgui"
|
||||
category = debugger.GetCategory(category_name)
|
||||
|
||||
# Make sure we don't accidentally keep accumulating languages or override the user's
|
||||
# category enablement in Xcode, where lldb-rpc-server loads this file once for eac
|
||||
# debugging session
|
||||
if not category.IsValid():
|
||||
category = debugger.CreateCategory(category_name)
|
||||
category.AddLanguage(lldb.eLanguageTypeC_plus_plus)
|
||||
category.SetEnabled(True)
|
||||
|
||||
def add_summary(typename, impl):
|
||||
summary = None
|
||||
|
||||
if isinstance(impl, str):
|
||||
summary = lldb.SBTypeSummary.CreateWithSummaryString(impl)
|
||||
summary.SetOptions(lldb.eTypeOptionCascade)
|
||||
else:
|
||||
# Unfortunately programmatic summary string generation is an entirely different codepath
|
||||
# in LLDB. Register a convenient trampoline function which makes it look like it's part
|
||||
# of the SyntheticChildrenProvider contract
|
||||
summary = lldb.SBTypeSummary.CreateWithScriptCode(f'''
|
||||
synth = {impl.__module__}.{impl.__qualname__}(valobj.GetNonSyntheticValue(), internal_dict)
|
||||
synth.update()
|
||||
|
||||
return synth.get_summary()
|
||||
''')
|
||||
summary.SetOptions(lldb.eTypeOptionCascade | lldb.eTypeOptionFrontEndWantsDereference)
|
||||
|
||||
category.AddTypeSummary(lldb.SBTypeNameSpecifier(typename, True), summary)
|
||||
|
||||
def add_synthetic(typename, impl):
|
||||
add_summary(typename, impl)
|
||||
|
||||
synthetic = lldb.SBTypeSynthetic.CreateWithClassName(f"{impl.__module__}.{impl.__qualname__}")
|
||||
synthetic.SetOptions(lldb.eTypeOptionCascade | lldb.eTypeOptionFrontEndWantsDereference)
|
||||
|
||||
category.AddTypeSynthetic(lldb.SBTypeNameSpecifier(typename, True), synthetic)
|
||||
|
||||
add_synthetic("^ImVector<.+>$", ImVectorSynth)
|
||||
add_synthetic("^ImSpan<.+>$", ImSpanSynth)
|
||||
|
||||
add_summary("^ImVec2$", "x=${var.x} y=${var.y}")
|
||||
add_summary("^ImVec4$", "x=${var.x} y=${var.y} z=${var.z} w=${var.w}")
|
||||
add_summary("^ImRect$", ImRectSummary)
|
||||
add_summary("^ImGuiWindow$", ImGuiWindowSummary)
|
||||
@@ -7,7 +7,7 @@ Build font atlases using FreeType instead of stb_truetype (which is the default
|
||||
|
||||
1. Get latest FreeType binaries or build yourself (under Windows you may use vcpkg with `vcpkg install freetype --triplet=x64-windows`, `vcpkg integrate install`).
|
||||
2. Add imgui_freetype.h/cpp alongside your project files.
|
||||
3. Add `#define IMGUI_ENABLE_FREETYPE` in your [imconfig.h](https://github.com/ocornut/imgui/blob/master/imconfig.h) file
|
||||
3. Add `#define IMGUI_ENABLE_FREETYPE` in your [imconfig.h](https://github.com/ocornut/imgui/blob/master/imconfig.h) file to make Dear ImGui automatically use the imgui_freetype loader. If your copy Dear ImGui is precompiled, you can always enable imgui_freetype by calling ImFontAtlas::SetFontLoader().
|
||||
|
||||
### About Gamma Correct Blending
|
||||
|
||||
|
||||
@@ -423,7 +423,7 @@ static bool ImGui_ImplFreeType_FontBakedInit(ImFontAtlas* atlas, ImFontConfig* s
|
||||
IM_UNUSED(atlas);
|
||||
float size = baked->Size;
|
||||
if (src->MergeMode && src->SizePixels != 0.0f)
|
||||
size *= (src->SizePixels / baked->ContainerFont->Sources[0]->SizePixels);
|
||||
size *= (src->SizePixels / baked->OwnerFont->Sources[0]->SizePixels);
|
||||
|
||||
ImGui_ImplFreeType_FontSrcData* bd_font_data = (ImGui_ImplFreeType_FontSrcData*)src->FontLoaderData;
|
||||
bd_font_data->BakedLastActivated = baked;
|
||||
@@ -539,7 +539,7 @@ static bool ImGui_ImplFreeType_FontBakedLoadGlyph(ImFontAtlas* atlas, ImFontConf
|
||||
uint32_t* temp_buffer = (uint32_t*)atlas->Builder->TempBuffer.Data;
|
||||
ImGui_ImplFreeType_BlitGlyph(ft_bitmap, temp_buffer, w);
|
||||
|
||||
const float ref_size = baked->ContainerFont->Sources[0]->SizePixels;
|
||||
const float ref_size = baked->OwnerFont->Sources[0]->SizePixels;
|
||||
const float offsets_scale = (ref_size != 0.0f) ? (baked->Size / ref_size) : 1.0f;
|
||||
float font_off_x = (src->GlyphOffset.x * offsets_scale);
|
||||
float font_off_y = (src->GlyphOffset.y * offsets_scale) + baked->Ascent;
|
||||
|
||||
Reference in New Issue
Block a user