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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.
|
||||
|
||||
|
||||
237
.github/workflows/build.yml
vendored
237
.github/workflows/build.yml
vendored
@@ -16,13 +16,21 @@ 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@v6
|
||||
with:
|
||||
path: ${{ github.workspace }}/imgui
|
||||
|
||||
# The VulkanSDK libs for Windows is manually generated using build_windows_vulkan_libs.ps1 + attached to issue #8925.
|
||||
# (we have a .yml workflow in commit history if it becomes ever useful to create this on CI too)
|
||||
@@ -61,7 +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)
|
||||
@@ -106,7 +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.
|
||||
@@ -257,10 +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@v6
|
||||
with:
|
||||
path: ${{ github.workspace }}/imgui
|
||||
|
||||
- name: Install Dependencies
|
||||
run: |
|
||||
@@ -327,7 +343,7 @@ jobs:
|
||||
EOF
|
||||
g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp
|
||||
|
||||
- name: Build example_null (with large ImDrawIdx + pointer ImTextureID)
|
||||
- name: Build example_null (with large ImDrawIdx + custom ImTextureID)
|
||||
run: |
|
||||
cat > example_single_file.cpp <<'EOF'
|
||||
|
||||
@@ -340,6 +356,21 @@ jobs:
|
||||
EOF
|
||||
g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp
|
||||
|
||||
cat > example_single_file.cpp <<'EOF'
|
||||
|
||||
// Test build ImTextureID defined as a struct
|
||||
struct SomeType { int a = 0; int b = 0; };
|
||||
#define ImTextureID SomeType
|
||||
#define ImTextureID_Invalid SomeType()
|
||||
inline bool operator==(const SomeType& lhs, const SomeType& rhs) { return lhs.a == rhs.a && lhs.b == rhs.b; }
|
||||
inline bool operator!=(const SomeType& lhs, const SomeType& rhs) { return lhs.a != rhs.a || lhs.b != rhs.b; }
|
||||
#define IMGUI_IMPLEMENTATION
|
||||
#include "misc/single_file/imgui_single_file.h"
|
||||
#include "examples/example_null/main.cpp"
|
||||
|
||||
EOF
|
||||
g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp
|
||||
|
||||
- name: Build example_null (with IMGUI_DISABLE_OBSOLETE_FUNCTIONS)
|
||||
run: |
|
||||
cat > example_single_file.cpp <<'EOF'
|
||||
@@ -474,10 +505,18 @@ 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@v6
|
||||
with:
|
||||
path: ${{ github.workspace }}/imgui
|
||||
|
||||
- name: Install Dependencies
|
||||
run: |
|
||||
@@ -486,7 +525,7 @@ jobs:
|
||||
- name: Build example_null (extra warnings, clang 64-bit)
|
||||
run: make -C examples/example_null WITH_EXTRA_WARNINGS=1
|
||||
|
||||
- name: Build example_null (single file build)
|
||||
- name: Build macOS example_null (single file build)
|
||||
run: |
|
||||
cat > example_single_file.cpp <<'EOF'
|
||||
|
||||
@@ -497,7 +536,7 @@ jobs:
|
||||
EOF
|
||||
clang++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp
|
||||
|
||||
- name: Build example_null (single file build, c++20)
|
||||
- name: Build macOS example_null (single file build, c++20)
|
||||
run: |
|
||||
cat > example_single_file.cpp <<'EOF'
|
||||
|
||||
@@ -508,7 +547,7 @@ jobs:
|
||||
EOF
|
||||
clang++ -I. -std=c++20 -Wall -Wformat -o example_single_file example_single_file.cpp
|
||||
|
||||
- name: Build example_null (without c++ runtime)
|
||||
- name: Build macOS example_null (without c++ runtime)
|
||||
run: |
|
||||
cat > example_single_file.cpp <<'EOF'
|
||||
|
||||
@@ -519,49 +558,57 @@ jobs:
|
||||
EOF
|
||||
clang++ -I. -std=c++11 -Wall -Wformat -nodefaultlibs -fno-rtti -fno-exceptions -fno-threadsafe-statics -lc -lm -o example_single_file example_single_file.cpp
|
||||
|
||||
- name: Build example_glfw_opengl2
|
||||
- name: Build macOS example_glfw_opengl2
|
||||
run: make -C examples/example_glfw_opengl2
|
||||
if: github.event_name == 'workflow_run'
|
||||
|
||||
- name: Build example_glfw_opengl3
|
||||
- name: Build macOS example_glfw_opengl3
|
||||
run: make -C examples/example_glfw_opengl3
|
||||
if: github.event_name == 'workflow_run'
|
||||
|
||||
- name: Build example_glfw_metal
|
||||
- name: Build macOS example_glfw_metal
|
||||
run: make -C examples/example_glfw_metal
|
||||
|
||||
- name: Build example_sdl2_metal
|
||||
- name: Build macOS example_sdl2_metal
|
||||
run: make -C examples/example_sdl2_metal
|
||||
|
||||
- name: Build example_sdl2_opengl2
|
||||
- name: Build macOS example_sdl2_opengl2
|
||||
run: make -C examples/example_sdl2_opengl2
|
||||
if: github.event_name == 'workflow_run'
|
||||
|
||||
- name: Build example_sdl2_opengl3
|
||||
- name: Build macOS example_sdl2_opengl3
|
||||
run: make -C examples/example_sdl2_opengl3
|
||||
if: github.event_name == 'workflow_run'
|
||||
|
||||
- name: Build example_sdl3_opengl3
|
||||
- name: Build macOS example_sdl3_opengl3
|
||||
run: make -C examples/example_sdl3_opengl3
|
||||
|
||||
- name: Build example_apple_metal
|
||||
- name: Build macOS example_apple_metal
|
||||
run: xcodebuild -project examples/example_apple_metal/example_apple_metal.xcodeproj -target example_apple_metal_macos
|
||||
if: github.event_name == 'workflow_run'
|
||||
|
||||
- name: Build example_apple_opengl2
|
||||
- name: Build macOS example_apple_opengl2
|
||||
run: xcodebuild -project examples/example_apple_opengl2/example_apple_opengl2.xcodeproj -target example_osx_opengl2
|
||||
if: github.event_name == 'workflow_run'
|
||||
|
||||
iOS:
|
||||
Build-iOS:
|
||||
runs-on: macos-14
|
||||
name: Build - iOS
|
||||
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
- uses: actions/checkout@v6
|
||||
|
||||
- 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@v6
|
||||
|
||||
- name: Install Dependencies
|
||||
run: |
|
||||
@@ -599,12 +646,148 @@ 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@v6
|
||||
|
||||
- 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@v6
|
||||
with:
|
||||
path: ${{ github.workspace }}/imgui
|
||||
|
||||
- uses: actions/checkout@v6
|
||||
continue-on-error: true
|
||||
with:
|
||||
fetch-depth: 1
|
||||
repository: ocornut/imgui_test_engine
|
||||
path: ${{ github.workspace }}/imgui_test_engine
|
||||
submodules: true
|
||||
|
||||
- name: Fix Tests Projects
|
||||
shell: powershell
|
||||
working-directory: ${{ github.workspace }}/imgui_test_engine
|
||||
run: |
|
||||
# WARNING: This will need updating if toolset/sdk change in project files!
|
||||
gci -recurse -filter "*.vcxproj" | ForEach-Object {
|
||||
# Fix SDK and toolset for most samples.
|
||||
(Get-Content $_.FullName) -Replace "<PlatformToolset>v110</PlatformToolset>","<PlatformToolset>v142</PlatformToolset>" | Set-Content -Path $_.FullName
|
||||
(Get-Content $_.FullName) -Replace "<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>","<WindowsTargetPlatformVersion>10.0.20348.0</WindowsTargetPlatformVersion>" | Set-Content -Path $_.FullName
|
||||
# Fix SDK and toolset for samples that require newer SDK/toolset. At the moment it is only dx12.
|
||||
(Get-Content $_.FullName) -Replace "<PlatformToolset>v140</PlatformToolset>","<PlatformToolset>v142</PlatformToolset>" | Set-Content -Path $_.FullName
|
||||
(Get-Content $_.FullName) -Replace "<WindowsTargetPlatformVersion>10.0.14393.0</WindowsTargetPlatformVersion>","<WindowsTargetPlatformVersion>10.0.20348.0</WindowsTargetPlatformVersion>" | Set-Content -Path $_.FullName
|
||||
}
|
||||
|
||||
- name: Build Tests
|
||||
shell: cmd
|
||||
working-directory: ${{ github.workspace }}/imgui_test_engine/imgui_test_suite
|
||||
run: '"%MSBUILD_PATH%\MSBuild.exe" imgui_test_suite.vcxproj /p:Platform=x64 /p:Configuration=Release /p:ClFlags=/WX -maxcpucount:%NUMBER_OF_PROCESSORS%'
|
||||
|
||||
- name: Run Tests
|
||||
working-directory: ${{ github.workspace }}/imgui_test_engine/imgui_test_suite
|
||||
run: Release/imgui_test_suite.exe -nogui -nopause -v2 -ve4 tests
|
||||
|
||||
- name: Check for Docking
|
||||
id: check_docking
|
||||
shell: bash
|
||||
working-directory: ${{ github.workspace }}/imgui
|
||||
run: echo "has_dock=$(grep -q "#define IMGUI_HAS_DOCK" imgui.h && echo true || echo false)" >> $GITHUB_OUTPUT
|
||||
|
||||
- name: Run Viewport Tests
|
||||
if: steps.check_docking.outputs.has_dock == 'true'
|
||||
working-directory: ${{ github.workspace }}/imgui_test_engine/imgui_test_suite
|
||||
run: Release/imgui_test_suite.exe -nogui -nopause -v2 -ve4 -viewport-mock viewport
|
||||
|
||||
Test-Linux:
|
||||
runs-on: ubuntu-latest
|
||||
name: Test - Linux
|
||||
|
||||
defaults:
|
||||
run:
|
||||
working-directory: ${{ github.workspace }}/imgui
|
||||
|
||||
steps:
|
||||
- uses: actions/checkout@v6
|
||||
with:
|
||||
path: ${{ github.workspace }}/imgui
|
||||
|
||||
- uses: actions/checkout@v6
|
||||
with:
|
||||
fetch-depth: 1
|
||||
repository: ocornut/imgui_test_engine
|
||||
path: ${{ github.workspace }}/imgui_test_engine
|
||||
submodules: true
|
||||
|
||||
- name: Build Tests
|
||||
working-directory: ${{ github.workspace }}/imgui_test_engine/imgui_test_suite
|
||||
run: make -j$(nproc)
|
||||
|
||||
- name: Run Tests
|
||||
working-directory: ${{ github.workspace }}/imgui_test_engine/imgui_test_suite
|
||||
run: ./imgui_test_suite -nogui -nopause -v2 -ve4 tests
|
||||
|
||||
- name: Check for Docking
|
||||
id: check_docking
|
||||
working-directory: ${{ github.workspace }}/imgui
|
||||
run: echo "has_dock=$(grep -q "#define IMGUI_HAS_DOCK" imgui.h && echo true || echo false)" >> $GITHUB_OUTPUT
|
||||
|
||||
- name: Run Viewport Tests
|
||||
if: steps.check_docking.outputs.has_dock == 'true'
|
||||
working-directory: ${{ github.workspace }}/imgui_test_engine/imgui_test_suite
|
||||
run: ./imgui_test_suite -nogui -nopause -v2 -ve4 -viewport-mock viewport
|
||||
|
||||
# Test-MacOS:
|
||||
# runs-on: macos-latest
|
||||
# name: Test - MacOS
|
||||
#
|
||||
# defaults:
|
||||
# run:
|
||||
# working-directory: ${{ github.workspace }}/imgui
|
||||
#
|
||||
# steps:
|
||||
# - uses: actions/checkout@v6
|
||||
# with:
|
||||
# path: ${{ github.workspace }}/imgui
|
||||
#
|
||||
# - uses: actions/checkout@v6
|
||||
# with:
|
||||
# fetch-depth: 1
|
||||
# repository: ocornut/imgui_test_engine
|
||||
# path: ${{ github.workspace }}/imgui_test_engine
|
||||
# submodules: true
|
||||
#
|
||||
# - name: Build Tests
|
||||
# working-directory: ${{ github.workspace }}/imgui_test_engine/imgui_test_suite
|
||||
# run: make -j$(nproc)
|
||||
#
|
||||
# - name: Run Tests
|
||||
# working-directory: ${{ github.workspace }}/imgui_test_engine/imgui_test_suite
|
||||
# run: ./imgui_test_suite -nogui -nopause -v2 -ve4 tests
|
||||
#
|
||||
# - name: Check for Docking
|
||||
# id: check_docking
|
||||
# working-directory: ${{ github.workspace }}/imgui
|
||||
# run: echo "has_dock=$(grep -q "#define IMGUI_HAS_DOCK" imgui.h && echo true || echo false)" >> $GITHUB_OUTPUT
|
||||
#
|
||||
# - name: Run Viewport Tests
|
||||
# if: steps.check_docking.outputs.has_dock == 'true'
|
||||
# working-directory: ${{ github.workspace }}/imgui_test_engine/imgui_test_suite
|
||||
# run: ./imgui_test_suite -nogui -nopause -v2 -ve4 -viewport-mock viewport
|
||||
|
||||
2
.github/workflows/static-analysis.yml
vendored
2
.github/workflows/static-analysis.yml
vendored
@@ -12,7 +12,7 @@ jobs:
|
||||
PVS-Studio:
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
- uses: actions/checkout@v6
|
||||
with:
|
||||
fetch-depth: 1
|
||||
|
||||
|
||||
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
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
The MIT License (MIT)
|
||||
|
||||
Copyright (c) 2014-2025 Omar Cornut
|
||||
Copyright (c) 2014-2026 Omar Cornut
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
|
||||
@@ -524,7 +524,7 @@ void ImGui_ImplAllegro5_SetDisplay(ALLEGRO_DISPLAY* display)
|
||||
if (bd->VertexDecl)
|
||||
{
|
||||
al_destroy_vertex_decl(bd->VertexDecl);
|
||||
bd->VertexDecl = NULL;
|
||||
bd->VertexDecl = nullptr;
|
||||
}
|
||||
|
||||
if (bd->Display && !bd->VertexDecl)
|
||||
|
||||
@@ -38,7 +38,7 @@ IMGUI_IMPL_API void ImGui_ImplAllegro5_SetDisplay(ALLEGRO_DISPLAY* display);
|
||||
IMGUI_IMPL_API bool ImGui_ImplAllegro5_CreateDeviceObjects();
|
||||
IMGUI_IMPL_API void ImGui_ImplAllegro5_InvalidateDeviceObjects();
|
||||
|
||||
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
|
||||
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually.
|
||||
IMGUI_IMPL_API void ImGui_ImplAllegro5_UpdateTexture(ImTextureData* tex);
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
|
||||
@@ -16,6 +16,7 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2026-01-19: DirectX11: Added 'SamplerNearest' in ImGui_ImplDX11_RenderState. Renamed 'SamplerDefault' to 'SamplerLinear'.
|
||||
// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
|
||||
// 2025-06-11: 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).
|
||||
@@ -75,6 +76,7 @@ struct ImGui_ImplDX10_Data
|
||||
ID3D10Buffer* pVertexConstantBuffer;
|
||||
ID3D10PixelShader* pPixelShader;
|
||||
ID3D10SamplerState* pTexSamplerLinear;
|
||||
ID3D10SamplerState* pTexSamplerNearest;
|
||||
ID3D10RasterizerState* pRasterizerState;
|
||||
ID3D10BlendState* pBlendState;
|
||||
ID3D10DepthStencilState* pDepthStencilState;
|
||||
@@ -258,7 +260,8 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
ImGui_ImplDX10_RenderState render_state;
|
||||
render_state.Device = bd->pd3dDevice;
|
||||
render_state.SamplerDefault = bd->pTexSamplerLinear;
|
||||
render_state.SamplerLinear = bd->pTexSamplerLinear;
|
||||
render_state.SamplerNearest = bd->pTexSamplerNearest;
|
||||
render_state.VertexConstantBuffer = bd->pVertexConstantBuffer;
|
||||
platform_io.Renderer_RenderState = &render_state;
|
||||
|
||||
@@ -565,6 +568,8 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
|
||||
desc.MinLOD = 0.f;
|
||||
desc.MaxLOD = 0.f;
|
||||
bd->pd3dDevice->CreateSamplerState(&desc, &bd->pTexSamplerLinear);
|
||||
desc.Filter = D3D10_FILTER_MIN_MAG_MIP_POINT;
|
||||
bd->pd3dDevice->CreateSamplerState(&desc, &bd->pTexSamplerNearest);
|
||||
}
|
||||
|
||||
return true;
|
||||
@@ -581,6 +586,7 @@ void ImGui_ImplDX10_InvalidateDeviceObjects()
|
||||
if (tex->RefCount == 1)
|
||||
ImGui_ImplDX10_DestroyTexture(tex);
|
||||
if (bd->pTexSamplerLinear) { bd->pTexSamplerLinear->Release(); bd->pTexSamplerLinear = nullptr; }
|
||||
if (bd->pTexSamplerNearest) { bd->pTexSamplerNearest->Release(); bd->pTexSamplerNearest = nullptr; }
|
||||
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
|
||||
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
|
||||
if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; }
|
||||
|
||||
@@ -32,7 +32,7 @@ IMGUI_IMPL_API void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data);
|
||||
IMGUI_IMPL_API bool ImGui_ImplDX10_CreateDeviceObjects();
|
||||
IMGUI_IMPL_API void ImGui_ImplDX10_InvalidateDeviceObjects();
|
||||
|
||||
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
|
||||
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually.
|
||||
IMGUI_IMPL_API void ImGui_ImplDX10_UpdateTexture(ImTextureData* tex);
|
||||
|
||||
// [BETA] Selected render state data shared with callbacks.
|
||||
@@ -41,7 +41,8 @@ IMGUI_IMPL_API void ImGui_ImplDX10_UpdateTexture(ImTextureData* tex);
|
||||
struct ImGui_ImplDX10_RenderState
|
||||
{
|
||||
ID3D10Device* Device;
|
||||
ID3D10SamplerState* SamplerDefault;
|
||||
ID3D10SamplerState* SamplerLinear;
|
||||
ID3D10SamplerState* SamplerNearest;
|
||||
ID3D10Buffer* VertexConstantBuffer;
|
||||
};
|
||||
|
||||
|
||||
@@ -17,6 +17,7 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2026-01-19: DirectX11: Added 'SamplerNearest' in ImGui_ImplDX11_RenderState. Renamed 'SamplerDefault' to 'SamplerLinear'.
|
||||
// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
|
||||
// 2025-06-11: DirectX11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas.
|
||||
// 2025-05-07: 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).
|
||||
@@ -78,6 +79,7 @@ struct ImGui_ImplDX11_Data
|
||||
ID3D11Buffer* pVertexConstantBuffer;
|
||||
ID3D11PixelShader* pPixelShader;
|
||||
ID3D11SamplerState* pTexSamplerLinear;
|
||||
ID3D11SamplerState* pTexSamplerNearest;
|
||||
ID3D11RasterizerState* pRasterizerState;
|
||||
ID3D11BlendState* pBlendState;
|
||||
ID3D11DepthStencilState* pDepthStencilState;
|
||||
@@ -272,7 +274,8 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
|
||||
ImGui_ImplDX11_RenderState render_state;
|
||||
render_state.Device = bd->pd3dDevice;
|
||||
render_state.DeviceContext = bd->pd3dDeviceContext;
|
||||
render_state.SamplerDefault = bd->pTexSamplerLinear;
|
||||
render_state.SamplerLinear = bd->pTexSamplerLinear;
|
||||
render_state.SamplerNearest = bd->pTexSamplerNearest;
|
||||
render_state.VertexConstantBuffer = bd->pVertexConstantBuffer;
|
||||
platform_io.Renderer_RenderState = &render_state;
|
||||
|
||||
@@ -580,6 +583,8 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
|
||||
desc.MinLOD = 0.f;
|
||||
desc.MaxLOD = 0.f;
|
||||
bd->pd3dDevice->CreateSamplerState(&desc, &bd->pTexSamplerLinear);
|
||||
desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
|
||||
bd->pd3dDevice->CreateSamplerState(&desc, &bd->pTexSamplerNearest);
|
||||
}
|
||||
|
||||
return true;
|
||||
@@ -597,6 +602,7 @@ void ImGui_ImplDX11_InvalidateDeviceObjects()
|
||||
ImGui_ImplDX11_DestroyTexture(tex);
|
||||
|
||||
if (bd->pTexSamplerLinear) { bd->pTexSamplerLinear->Release(); bd->pTexSamplerLinear = nullptr; }
|
||||
if (bd->pTexSamplerNearest) { bd->pTexSamplerNearest->Release(); bd->pTexSamplerNearest = nullptr; }
|
||||
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
|
||||
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
|
||||
if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; }
|
||||
|
||||
@@ -34,7 +34,7 @@ IMGUI_IMPL_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data);
|
||||
IMGUI_IMPL_API bool ImGui_ImplDX11_CreateDeviceObjects();
|
||||
IMGUI_IMPL_API void ImGui_ImplDX11_InvalidateDeviceObjects();
|
||||
|
||||
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
|
||||
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually.
|
||||
IMGUI_IMPL_API void ImGui_ImplDX11_UpdateTexture(ImTextureData* tex);
|
||||
|
||||
// [BETA] Selected render state data shared with callbacks.
|
||||
@@ -44,7 +44,8 @@ struct ImGui_ImplDX11_RenderState
|
||||
{
|
||||
ID3D11Device* Device;
|
||||
ID3D11DeviceContext* DeviceContext;
|
||||
ID3D11SamplerState* SamplerDefault;
|
||||
ID3D11SamplerState* SamplerLinear;
|
||||
ID3D11SamplerState* SamplerNearest;
|
||||
ID3D11Buffer* VertexConstantBuffer;
|
||||
};
|
||||
|
||||
|
||||
@@ -93,8 +93,10 @@ struct ImGui_ImplDX12_Data
|
||||
ImGui_ImplDX12_InitInfo InitInfo;
|
||||
IDXGIFactory5* pdxgiFactory;
|
||||
ID3D12Device* pd3dDevice;
|
||||
ID3D12RootSignature* pRootSignature;
|
||||
ID3D12PipelineState* pPipelineState;
|
||||
ID3D12RootSignature* pRootSignatureLinear;
|
||||
ID3D12RootSignature* pRootSignatureNearest;
|
||||
ID3D12PipelineState* pPipelineStateLinear;
|
||||
ID3D12PipelineState* pPipelineStateNearest;
|
||||
ID3D12CommandQueue* pCommandQueue;
|
||||
bool commandQueueOwned;
|
||||
DXGI_FORMAT RTVFormat;
|
||||
@@ -140,11 +142,27 @@ struct VERTEX_CONSTANT_BUFFER_DX12
|
||||
float mvp[4][4];
|
||||
};
|
||||
|
||||
// FIXME-WIP: Allow user to forward declare those two, for until we come up with a backend agnostic API to do this. (#9173)
|
||||
void ImGui_ImplDX12_SetupSamplerLinear(ID3D12GraphicsCommandList* command_list);
|
||||
void ImGui_ImplDX12_SetupSamplerNearest(ID3D12GraphicsCommandList* command_list);
|
||||
|
||||
// Functions
|
||||
static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* command_list, ImGui_ImplDX12_RenderBuffers* fr)
|
||||
void ImGui_ImplDX12_SetupSamplerLinear(ID3D12GraphicsCommandList* command_list)
|
||||
{
|
||||
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
||||
command_list->SetPipelineState(bd->pPipelineStateLinear);
|
||||
command_list->SetGraphicsRootSignature(bd->pRootSignatureLinear);
|
||||
}
|
||||
|
||||
void ImGui_ImplDX12_SetupSamplerNearest(ID3D12GraphicsCommandList* command_list)
|
||||
{
|
||||
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
||||
command_list->SetPipelineState(bd->pPipelineStateNearest);
|
||||
command_list->SetGraphicsRootSignature(bd->pRootSignatureNearest);
|
||||
}
|
||||
|
||||
static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* command_list, ImGui_ImplDX12_RenderBuffers* fr)
|
||||
{
|
||||
// Setup orthographic projection matrix into our constant buffer
|
||||
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
|
||||
VERTEX_CONSTANT_BUFFER_DX12 vertex_constant_buffer;
|
||||
@@ -186,8 +204,7 @@ static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12Graphic
|
||||
ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT;
|
||||
command_list->IASetIndexBuffer(&ibv);
|
||||
command_list->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||
command_list->SetPipelineState(bd->pPipelineState);
|
||||
command_list->SetGraphicsRootSignature(bd->pRootSignature);
|
||||
ImGui_ImplDX12_SetupSamplerLinear(command_list);
|
||||
command_list->SetGraphicsRoot32BitConstants(0, 16, &vertex_constant_buffer, 0);
|
||||
|
||||
// Setup blend factor
|
||||
@@ -555,7 +572,7 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
|
||||
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
||||
if (!bd || !bd->pd3dDevice)
|
||||
return false;
|
||||
if (bd->pPipelineState)
|
||||
if (bd->pPipelineStateLinear)
|
||||
ImGui_ImplDX12_InvalidateDeviceObjects();
|
||||
|
||||
HRESULT hr = ::CreateDXGIFactory1(IID_PPV_ARGS(&bd->pdxgiFactory));
|
||||
@@ -624,7 +641,7 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
|
||||
// (2) there exists a version of d3d12.dll for Windows 7 (D3D12On7) in one of the following directories.
|
||||
// See https://github.com/ocornut/imgui/pull/3696 for details.
|
||||
const char* localD3d12Paths[] = { ".\\d3d12.dll", ".\\d3d12on7\\d3d12.dll", ".\\12on7\\d3d12.dll" }; // A. current directory, B. used by some games, C. used in Microsoft D3D12On7 sample
|
||||
for (int i = 0; i < IM_ARRAYSIZE(localD3d12Paths); i++)
|
||||
for (int i = 0; i < IM_COUNTOF(localD3d12Paths); i++)
|
||||
if ((d3d12_dll = ::LoadLibraryA(localD3d12Paths[i])) != nullptr)
|
||||
break;
|
||||
|
||||
@@ -644,7 +661,15 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
|
||||
if (D3D12SerializeRootSignatureFn(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, nullptr) != S_OK)
|
||||
return false;
|
||||
|
||||
bd->pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&bd->pRootSignature));
|
||||
bd->pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&bd->pRootSignatureLinear));
|
||||
blob->Release();
|
||||
|
||||
// Root Signature for ImDrawCallback_SetSamplerNearest
|
||||
staticSampler[0].Filter = D3D12_FILTER_MIN_MAG_MIP_POINT;
|
||||
if (D3D12SerializeRootSignatureFn(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, nullptr) != S_OK)
|
||||
return false;
|
||||
|
||||
bd->pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&bd->pRootSignatureNearest));
|
||||
blob->Release();
|
||||
}
|
||||
|
||||
@@ -657,7 +682,7 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
|
||||
D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {};
|
||||
psoDesc.NodeMask = 1;
|
||||
psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
|
||||
psoDesc.pRootSignature = bd->pRootSignature;
|
||||
psoDesc.pRootSignature = bd->pRootSignatureLinear;
|
||||
psoDesc.SampleMask = UINT_MAX;
|
||||
psoDesc.NumRenderTargets = 1;
|
||||
psoDesc.RTVFormats[0] = bd->RTVFormat;
|
||||
@@ -780,7 +805,18 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
|
||||
desc.BackFace = desc.FrontFace;
|
||||
}
|
||||
|
||||
HRESULT result_pipeline_state = bd->pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&bd->pPipelineState));
|
||||
HRESULT result_pipeline_state = bd->pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&bd->pPipelineStateLinear));
|
||||
if (result_pipeline_state != S_OK)
|
||||
{
|
||||
vertexShaderBlob->Release();
|
||||
pixelShaderBlob->Release();
|
||||
return false;
|
||||
}
|
||||
|
||||
// Pipeline State for ImDrawCallback_SetSamplerNearest
|
||||
psoDesc.pRootSignature = bd->pRootSignatureNearest;
|
||||
|
||||
result_pipeline_state = bd->pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&bd->pPipelineStateNearest));
|
||||
vertexShaderBlob->Release();
|
||||
pixelShaderBlob->Release();
|
||||
if (result_pipeline_state != S_OK)
|
||||
@@ -813,8 +849,11 @@ void ImGui_ImplDX12_InvalidateDeviceObjects()
|
||||
if (bd->commandQueueOwned)
|
||||
SafeRelease(bd->pCommandQueue);
|
||||
bd->commandQueueOwned = false;
|
||||
SafeRelease(bd->pRootSignature);
|
||||
SafeRelease(bd->pPipelineState);
|
||||
SafeRelease(bd->pRootSignatureLinear);
|
||||
SafeRelease(bd->pRootSignatureNearest);
|
||||
SafeRelease(bd->pPipelineStateLinear);
|
||||
SafeRelease(bd->pPipelineStateNearest);
|
||||
|
||||
if (bd->pTexUploadBufferMapped)
|
||||
{
|
||||
D3D12_RANGE range = { 0, bd->pTexUploadBufferSize };
|
||||
@@ -875,7 +914,7 @@ bool ImGui_ImplDX12_Init(ImGui_ImplDX12_InitInfo* init_info)
|
||||
init_info = &bd->InitInfo;
|
||||
|
||||
bd->pd3dDevice = init_info->Device;
|
||||
IM_ASSERT(init_info->CommandQueue != NULL);
|
||||
IM_ASSERT(init_info->CommandQueue != nullptr);
|
||||
bd->pCommandQueue = init_info->CommandQueue;
|
||||
bd->RTVFormat = init_info->RTVFormat;
|
||||
bd->DSVFormat = init_info->DSVFormat;
|
||||
@@ -961,7 +1000,7 @@ void ImGui_ImplDX12_NewFrame()
|
||||
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX12_Init()?");
|
||||
|
||||
if (!bd->pPipelineState)
|
||||
if (!bd->pPipelineStateLinear)
|
||||
if (!ImGui_ImplDX12_CreateDeviceObjects())
|
||||
IM_ASSERT(0 && "ImGui_ImplDX12_CreateDeviceObjects() failed!");
|
||||
}
|
||||
|
||||
@@ -24,6 +24,12 @@
|
||||
#include <dxgiformat.h> // DXGI_FORMAT
|
||||
#include <d3d12.h> // D3D12_CPU_DESCRIPTOR_HANDLE
|
||||
|
||||
// Clang/GCC warnings with -Weverything
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic push
|
||||
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
|
||||
#endif
|
||||
|
||||
// Initialization data, for ImGui_ImplDX12_Init()
|
||||
struct ImGui_ImplDX12_InitInfo
|
||||
{
|
||||
@@ -64,7 +70,7 @@ IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames
|
||||
IMGUI_IMPL_API bool ImGui_ImplDX12_CreateDeviceObjects();
|
||||
IMGUI_IMPL_API void ImGui_ImplDX12_InvalidateDeviceObjects();
|
||||
|
||||
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
|
||||
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually.
|
||||
IMGUI_IMPL_API void ImGui_ImplDX12_UpdateTexture(ImTextureData* tex);
|
||||
|
||||
// [BETA] Selected render state data shared with callbacks.
|
||||
@@ -76,4 +82,8 @@ struct ImGui_ImplDX12_RenderState
|
||||
ID3D12GraphicsCommandList* CommandList;
|
||||
};
|
||||
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic pop
|
||||
#endif
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
|
||||
@@ -31,7 +31,7 @@ IMGUI_IMPL_API void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data);
|
||||
IMGUI_IMPL_API bool ImGui_ImplDX9_CreateDeviceObjects();
|
||||
IMGUI_IMPL_API void ImGui_ImplDX9_InvalidateDeviceObjects();
|
||||
|
||||
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
|
||||
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually.
|
||||
IMGUI_IMPL_API void ImGui_ImplDX9_UpdateTexture(ImTextureData* tex);
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
|
||||
@@ -1,18 +1,18 @@
|
||||
// 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] 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.
|
||||
// [ ] 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.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
@@ -29,6 +29,10 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2026-02-10: Try to set IMGUI_IMPL_GLFW_DISABLE_X11 / IMGUI_IMPL_GLFW_DISABLE_WAYLAND automatically if corresponding headers are not accessible. (#9225)
|
||||
// 2025-12-12: Added IMGUI_IMPL_GLFW_DISABLE_X11 / IMGUI_IMPL_GLFW_DISABLE_WAYLAND to forcefully disable either.
|
||||
// 2025-12-10: Avoid repeated glfwSetCursor()/glfwSetInputMode() calls when unnecessary. Lowers overhead for very high framerates (e.g. 10k+ FPS).
|
||||
// 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)
|
||||
// 2025-07-08: Made ImGui_ImplGlfw_GetContentScaleForWindow(), ImGui_ImplGlfw_GetContentScaleForMonitor() helpers return 1.0f on Emscripten and Android platforms, matching macOS logic. (#8742, #8733)
|
||||
@@ -100,15 +104,31 @@
|
||||
// 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.
|
||||
#endif
|
||||
|
||||
#if defined(__has_include)
|
||||
#if !__has_include(<X11/Xlib.h>) || !__has_include(<X11/extensions/Xrandr.h>)
|
||||
#define IMGUI_IMPL_GLFW_DISABLE_X11
|
||||
#endif
|
||||
#if !__has_include(<wayland-client.h>)
|
||||
#define IMGUI_IMPL_GLFW_DISABLE_WAYLAND
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// GLFW
|
||||
#if defined(__linux__) || defined(__FreeBSD__) || defined(__OpenBSD__) || defined(__NetBSD__) || defined(__DragonFly__)
|
||||
#define GLFW_HAS_X11_OR_WAYLAND 1
|
||||
#if !defined(IMGUI_IMPL_GLFW_DISABLE_X11) && (defined(__linux__) || defined(__FreeBSD__) || defined(__OpenBSD__) || defined(__NetBSD__) || defined(__DragonFly__))
|
||||
#define GLFW_HAS_X11 1
|
||||
#else
|
||||
#define GLFW_HAS_X11_OR_WAYLAND 0
|
||||
#define GLFW_HAS_X11 0
|
||||
#endif
|
||||
#if !defined(IMGUI_IMPL_GLFW_DISABLE_WAYLAND) && (defined(__linux__) || defined(__FreeBSD__) || defined(__OpenBSD__) || defined(__NetBSD__) || defined(__DragonFly__))
|
||||
#define GLFW_HAS_WAYLAND 1
|
||||
#else
|
||||
#define GLFW_HAS_WAYLAND 0
|
||||
#endif
|
||||
#include <GLFW/glfw3.h>
|
||||
#ifdef _WIN32
|
||||
@@ -122,13 +142,10 @@
|
||||
#define GLFW_EXPOSE_NATIVE_COCOA
|
||||
#endif
|
||||
#include <GLFW/glfw3native.h>
|
||||
#elif GLFW_HAS_X11_OR_WAYLAND
|
||||
#elif GLFW_HAS_X11
|
||||
#ifndef GLFW_EXPOSE_NATIVE_X11 // for glfwGetX11Display(), glfwGetX11Window() on Freedesktop (Linux, BSD, etc.)
|
||||
#define GLFW_EXPOSE_NATIVE_X11
|
||||
#endif
|
||||
#ifndef GLFW_EXPOSE_NATIVE_WAYLAND
|
||||
#define GLFW_EXPOSE_NATIVE_WAYLAND
|
||||
#endif
|
||||
#include <GLFW/glfw3native.h>
|
||||
#endif
|
||||
#undef Status // X11 headers are leaking this.
|
||||
@@ -149,6 +166,7 @@
|
||||
|
||||
// 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_PER_MONITOR_DPI (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetMonitorContentScale
|
||||
#ifdef GLFW_RESIZE_NESW_CURSOR // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2019-11-29 (cursors defines) // FIXME: Remove when GLFW 3.4 is released?
|
||||
#define GLFW_HAS_NEW_CURSORS (GLFW_VERSION_COMBINED >= 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GLFW_RESIZE_NWSE_CURSOR, GLFW_NOT_ALLOWED_CURSOR
|
||||
@@ -167,7 +185,7 @@
|
||||
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
|
||||
@@ -185,7 +203,10 @@ struct ImGui_ImplGlfw_Data
|
||||
GlfwClientApi ClientApi;
|
||||
double Time;
|
||||
GLFWwindow* MouseWindow;
|
||||
#if GLFW_HAS_CREATECURSOR
|
||||
GLFWcursor* MouseCursors[ImGuiMouseCursor_COUNT];
|
||||
GLFWcursor* LastMouseCursor;
|
||||
#endif
|
||||
ImVec2 LastValidMousePos;
|
||||
bool IsWayland;
|
||||
bool InstalledCallbacks;
|
||||
@@ -234,16 +255,16 @@ static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData(GLFWwindow* window)
|
||||
// Functions
|
||||
static bool ImGui_ImplGlfw_IsWayland()
|
||||
{
|
||||
#if !GLFW_HAS_X11_OR_WAYLAND
|
||||
#if !GLFW_HAS_WAYLAND
|
||||
return false;
|
||||
#elif GLFW_HAS_GETPLATFORM
|
||||
return glfwGetPlatform() == GLFW_PLATFORM_WAYLAND;
|
||||
#else
|
||||
const char* version = glfwGetVersionString();
|
||||
if (strstr(version, "Wayland") == NULL) // e.g. Ubuntu 22.04 ships with GLFW 3.3.6 compiled without Wayland
|
||||
if (strstr(version, "Wayland") == nullptr) // e.g. Ubuntu 22.04 ships with GLFW 3.3.6 compiled without Wayland
|
||||
return false;
|
||||
#ifdef GLFW_EXPOSE_NATIVE_X11
|
||||
if (glfwGetX11Display() != NULL)
|
||||
if (glfwGetX11Display() != nullptr)
|
||||
return false;
|
||||
#endif
|
||||
return true;
|
||||
@@ -443,7 +464,7 @@ static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode)
|
||||
{
|
||||
const char char_names[] = "`-=[]\\,;\'./";
|
||||
const int char_keys[] = { GLFW_KEY_GRAVE_ACCENT, GLFW_KEY_MINUS, GLFW_KEY_EQUAL, GLFW_KEY_LEFT_BRACKET, GLFW_KEY_RIGHT_BRACKET, GLFW_KEY_BACKSLASH, GLFW_KEY_COMMA, GLFW_KEY_SEMICOLON, GLFW_KEY_APOSTROPHE, GLFW_KEY_PERIOD, GLFW_KEY_SLASH, 0 };
|
||||
IM_ASSERT(IM_ARRAYSIZE(char_names) == IM_ARRAYSIZE(char_keys));
|
||||
IM_ASSERT(IM_COUNTOF(char_names) == IM_COUNTOF(char_keys));
|
||||
if (key_name[0] >= '0' && key_name[0] <= '9') { key = GLFW_KEY_0 + (key_name[0] - '0'); }
|
||||
else if (key_name[0] >= 'A' && key_name[0] <= 'Z') { key = GLFW_KEY_A + (key_name[0] - 'A'); }
|
||||
else if (key_name[0] >= 'a' && key_name[0] <= 'z') { key = GLFW_KEY_A + (key_name[0] - 'a'); }
|
||||
@@ -656,7 +677,9 @@ 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)
|
||||
|
||||
bd->Context = ImGui::GetCurrentContext();
|
||||
@@ -682,6 +705,7 @@ 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);
|
||||
@@ -700,6 +724,7 @@ 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
|
||||
@@ -778,10 +803,10 @@ void ImGui_ImplGlfw_Shutdown()
|
||||
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();
|
||||
@@ -842,14 +867,25 @@ static void ImGui_ImplGlfw_UpdateMouseCursor()
|
||||
GLFWwindow* window = bd->Window;
|
||||
if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
|
||||
{
|
||||
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
|
||||
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
|
||||
if (bd->LastMouseCursor != nullptr)
|
||||
{
|
||||
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
|
||||
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
|
||||
bd->LastMouseCursor = nullptr;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Show OS mouse cursor
|
||||
// FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here.
|
||||
glfwSetCursor(window, bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]);
|
||||
#if GLFW_HAS_CREATECURSOR
|
||||
GLFWcursor* cursor = bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow];
|
||||
if (bd->LastMouseCursor != cursor)
|
||||
{
|
||||
glfwSetCursor(window, cursor);
|
||||
bd->LastMouseCursor = cursor;
|
||||
}
|
||||
#endif
|
||||
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
|
||||
}
|
||||
}
|
||||
@@ -913,7 +949,7 @@ static void ImGui_ImplGlfw_UpdateGamepads()
|
||||
// - Some accessibility applications are declaring virtual monitors with a DPI of 0.0f, see #7902. We preserve this value for caller to handle.
|
||||
float ImGui_ImplGlfw_GetContentScaleForWindow(GLFWwindow* window)
|
||||
{
|
||||
#if GLFW_HAS_X11_OR_WAYLAND
|
||||
#if GLFW_HAS_WAYLAND
|
||||
if (ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window))
|
||||
if (bd->IsWayland)
|
||||
return 1.0f;
|
||||
@@ -930,7 +966,7 @@ float ImGui_ImplGlfw_GetContentScaleForWindow(GLFWwindow* window)
|
||||
|
||||
float ImGui_ImplGlfw_GetContentScaleForMonitor(GLFWmonitor* monitor)
|
||||
{
|
||||
#if GLFW_HAS_X11_OR_WAYLAND
|
||||
#if GLFW_HAS_WAYLAND
|
||||
if (ImGui_ImplGlfw_IsWayland()) // We can't access our bd->IsWayland cache for a monitor.
|
||||
return 1.0f;
|
||||
#endif
|
||||
@@ -950,9 +986,9 @@ 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;
|
||||
#if GLFW_HAS_X11_OR_WAYLAND
|
||||
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_WAYLAND
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
|
||||
if (!bd->IsWayland)
|
||||
fb_scale_x = fb_scale_y = 1.0f;
|
||||
|
||||
@@ -1,17 +1,18 @@
|
||||
// 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 3.0+. 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] 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.
|
||||
// [ ] 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.
|
||||
|
||||
// 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.
|
||||
@@ -47,7 +48,7 @@ IMGUI_IMPL_API void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow* wi
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window);
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window);
|
||||
|
||||
// GFLW callbacks options:
|
||||
// GLFW callbacks options:
|
||||
// - Set 'chain_for_all_windows=true' to enable chaining callbacks for all windows (including secondary viewports created by backends or by user)
|
||||
IMGUI_IMPL_API void ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows);
|
||||
|
||||
|
||||
@@ -39,7 +39,7 @@ IMGUI_IMPL_API void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData,
|
||||
IMGUI_IMPL_API bool ImGui_ImplMetal_CreateDeviceObjects(id<MTLDevice> device);
|
||||
IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects();
|
||||
|
||||
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
|
||||
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually.
|
||||
IMGUI_IMPL_API void ImGui_ImplMetal_UpdateTexture(ImTextureData* tex);
|
||||
|
||||
#endif
|
||||
@@ -67,7 +67,7 @@ IMGUI_IMPL_API void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data,
|
||||
IMGUI_IMPL_API bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device);
|
||||
IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects();
|
||||
|
||||
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
|
||||
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually.
|
||||
IMGUI_IMPL_API void ImGui_ImplMetal_UpdateTexture(ImTextureData* tex);
|
||||
|
||||
#endif
|
||||
|
||||
@@ -19,7 +19,7 @@
|
||||
// 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)
|
||||
// 2024-01-08: Metal: Fixed memory leaks when using metal-cpp (#8276, #8166) or when using multiple contexts (#7419).
|
||||
// 2025-01-08: Metal: Fixed memory leaks when using metal-cpp (#8276, #8166) or when using multiple contexts (#7419).
|
||||
// 2022-08-23: Metal: Update deprecated property 'sampleCount'->'rasterSampleCount'.
|
||||
// 2022-07-05: Metal: Add dispatch synchronization.
|
||||
// 2022-06-30: Metal: Use __bridge for ARC based systems.
|
||||
|
||||
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
|
||||
@@ -37,7 +37,7 @@ IMGUI_IMPL_API void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data);
|
||||
IMGUI_IMPL_API bool ImGui_ImplOpenGL2_CreateDeviceObjects();
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyDeviceObjects();
|
||||
|
||||
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
|
||||
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually.
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL2_UpdateTexture(ImTextureData* tex);
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
|
||||
@@ -23,6 +23,7 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2025-12-11: OpenGL: Fixed embedded loader multiple init/shutdown cycles broken on some platforms. (#8792, #9112)
|
||||
// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
|
||||
// 2025-07-22: OpenGL: Add and call embedded loader shutdown during ImGui_ImplOpenGL3_Shutdown() to facilitate multiple init/shutdown cycles in same process. (#8792)
|
||||
// 2025-07-15: OpenGL: Set GL_UNPACK_ALIGNMENT to 1 before updating textures (#8802) + restore non-WebGL/ES update path that doesn't require a CPU-side copy.
|
||||
@@ -40,7 +41,7 @@
|
||||
// 2023-05-09: OpenGL: Support for glBindSampler() backup/restore on ES3. (#6375)
|
||||
// 2023-04-18: OpenGL: Restore front and back polygon mode separately when supported by context. (#6333)
|
||||
// 2023-03-23: OpenGL: Properly restoring "no shader program bound" if it was the case prior to running the rendering function. (#6267, #6220, #6224)
|
||||
// 2023-03-15: OpenGL: Fixed GL loader crash when GL_VERSION returns NULL. (#6154, #4445, #3530)
|
||||
// 2023-03-15: OpenGL: Fixed GL loader crash when GL_VERSION returns nullptr. (#6154, #4445, #3530)
|
||||
// 2023-03-06: OpenGL: Fixed restoration of a potentially deleted OpenGL program, by calling glIsProgram(). (#6220, #6224)
|
||||
// 2022-11-09: OpenGL: Reverted use of glBufferSubData(), too many corruptions issues + old issues seemingly can't be reproed with Intel drivers nowadays (revert 2021-12-15 and 2022-05-23 changes).
|
||||
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
|
||||
@@ -290,7 +291,8 @@ struct ImGui_ImplOpenGL3_VtxAttribState
|
||||
bool ImGui_ImplOpenGL3_InitLoader();
|
||||
bool ImGui_ImplOpenGL3_InitLoader()
|
||||
{
|
||||
// Initialize our loader
|
||||
// Lazily initialize our loader if not already done
|
||||
// (to facilitate handling multiple DLL boundaries and multiple context shutdowns we call this from all main entry points)
|
||||
#ifdef IMGUI_IMPL_OPENGL_LOADER_IMGL3W
|
||||
if (glGetIntegerv == nullptr && imgl3wInit() != 0)
|
||||
{
|
||||
@@ -301,6 +303,13 @@ bool ImGui_ImplOpenGL3_InitLoader()
|
||||
return true;
|
||||
}
|
||||
|
||||
static void ImGui_ImplOpenGL3_ShutdownLoader()
|
||||
{
|
||||
#ifdef IMGUI_IMPL_OPENGL_LOADER_IMGL3W
|
||||
imgl3wShutdown();
|
||||
#endif
|
||||
}
|
||||
|
||||
// Functions
|
||||
bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
|
||||
{
|
||||
@@ -386,7 +395,7 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
|
||||
glsl_version = "#version 130";
|
||||
#endif
|
||||
}
|
||||
IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(bd->GlslVersionString));
|
||||
IM_ASSERT((int)strlen(glsl_version) + 2 < IM_COUNTOF(bd->GlslVersionString));
|
||||
strcpy(bd->GlslVersionString, glsl_version);
|
||||
strcat(bd->GlslVersionString, "\n");
|
||||
|
||||
@@ -432,9 +441,7 @@ void ImGui_ImplOpenGL3_Shutdown()
|
||||
platform_io.ClearRendererHandlers();
|
||||
IM_DELETE(bd);
|
||||
|
||||
#ifdef IMGUI_IMPL_OPENGL_LOADER_IMGL3W
|
||||
imgl3wShutdown();
|
||||
#endif
|
||||
ImGui_ImplOpenGL3_ShutdownLoader();
|
||||
}
|
||||
|
||||
void ImGui_ImplOpenGL3_NewFrame()
|
||||
@@ -442,8 +449,7 @@ void ImGui_ImplOpenGL3_NewFrame()
|
||||
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplOpenGL3_Init()?");
|
||||
|
||||
ImGui_ImplOpenGL3_InitLoader(); // Lazily init loader if not already done for e.g. DLL boundaries.
|
||||
|
||||
ImGui_ImplOpenGL3_InitLoader();
|
||||
if (!bd->ShaderHandle)
|
||||
if (!ImGui_ImplOpenGL3_CreateDeviceObjects())
|
||||
IM_ASSERT(0 && "ImGui_ImplOpenGL3_CreateDeviceObjects() failed!");
|
||||
@@ -534,7 +540,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
||||
if (fb_width <= 0 || fb_height <= 0)
|
||||
return;
|
||||
|
||||
ImGui_ImplOpenGL3_InitLoader(); // Lazily init loader if not already done for e.g. DLL boundaries.
|
||||
ImGui_ImplOpenGL3_InitLoader();
|
||||
|
||||
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
|
||||
|
||||
@@ -837,6 +843,7 @@ static bool CheckProgram(GLuint handle, const char* desc)
|
||||
|
||||
bool ImGui_ImplOpenGL3_CreateDeviceObjects()
|
||||
{
|
||||
ImGui_ImplOpenGL3_InitLoader();
|
||||
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
|
||||
|
||||
// Backup GL state
|
||||
@@ -1035,6 +1042,7 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
|
||||
|
||||
void ImGui_ImplOpenGL3_DestroyDeviceObjects()
|
||||
{
|
||||
ImGui_ImplOpenGL3_InitLoader();
|
||||
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
|
||||
if (bd->VboHandle) { glDeleteBuffers(1, &bd->VboHandle); bd->VboHandle = 0; }
|
||||
if (bd->ElementsHandle) { glDeleteBuffers(1, &bd->ElementsHandle); bd->ElementsHandle = 0; }
|
||||
|
||||
@@ -40,7 +40,7 @@ IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data);
|
||||
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects();
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
|
||||
|
||||
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
|
||||
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually.
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL3_UpdateTexture(ImTextureData* tex);
|
||||
|
||||
// Configuration flags to add in your imconfig file:
|
||||
|
||||
@@ -836,6 +836,7 @@ static int parse_version(void)
|
||||
}
|
||||
|
||||
static void load_procs(GL3WGetProcAddressProc proc);
|
||||
static void clear_procs();
|
||||
|
||||
int imgl3wInit(void)
|
||||
{
|
||||
@@ -855,6 +856,7 @@ int imgl3wInit2(GL3WGetProcAddressProc proc)
|
||||
void imgl3wShutdown(void)
|
||||
{
|
||||
close_libgl();
|
||||
clear_procs();
|
||||
}
|
||||
|
||||
int imgl3wIsSupported(int major, int minor)
|
||||
@@ -943,6 +945,13 @@ static void load_procs(GL3WGetProcAddressProc proc)
|
||||
imgl3wProcs.ptr[i] = proc(proc_names[i]);
|
||||
}
|
||||
|
||||
static void clear_procs()
|
||||
{
|
||||
size_t i;
|
||||
for (i = 0; i < GL3W_ARRAY_SIZE(proc_names); i++)
|
||||
imgl3wProcs.ptr[i] = nullptr;
|
||||
}
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
|
||||
@@ -148,9 +148,11 @@ static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view);
|
||||
NSWindow* window = view.window;
|
||||
if (!window)
|
||||
return;
|
||||
NSRect contentRect = [window contentRectForFrameRect:window.frame];
|
||||
NSRect rect = NSMakeRect(_posX, contentRect.size.height - _posY, 0, 0);
|
||||
_imeRect = [window convertRectToScreen:rect];
|
||||
{
|
||||
NSRect contentRect = [window contentRectForFrameRect:window.frame];
|
||||
NSRect rect = NSMakeRect(_posX, contentRect.size.height - _posY, 0, 0);
|
||||
_imeRect = [window convertRectToScreen:rect];
|
||||
}
|
||||
}
|
||||
|
||||
- (void)viewDidMoveToWindow
|
||||
@@ -629,9 +631,9 @@ void ImGui_ImplOSX_NewFrame(NSView* view)
|
||||
// Setup display size
|
||||
if (view)
|
||||
{
|
||||
const float dpi = (float)[view.window backingScaleFactor];
|
||||
const float fb_scale = (float)[view.window backingScaleFactor];
|
||||
io.DisplaySize = ImVec2((float)view.bounds.size.width, (float)view.bounds.size.height);
|
||||
io.DisplayFramebufferScale = ImVec2(dpi, dpi);
|
||||
io.DisplayFramebufferScale = ImVec2(fb_scale, fb_scale);
|
||||
}
|
||||
|
||||
// Setup time step
|
||||
|
||||
@@ -21,6 +21,8 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2026-02-13: Inputs: systems other than X11 are back to starting mouse capture on mouse down (reverts 2025-02-26 change). Only X11 requires waiting for a drag by default (not ideal, but a better default for X11 users). Added ImGui_ImplSDL2_SetMouseCaptureMode() for X11 debugger users. (#3650, #6410, #9235)
|
||||
// 2026-01-15: Changed GetClipboardText() handler to return nullptr on error aka clipboard contents is not text. Consistent with other backends. (#9168)
|
||||
// 2025-09-24: Skip using the SDL_GetGlobalMouseState() state when one of our window is hovered, as the SDL_MOUSEMOTION data is reliable. Fix macOS notch mouse coordinates issue in fullscreen mode + better perf on X11. (#7919, #7786)
|
||||
// 2025-09-18: Call platform_io.ClearPlatformHandlers() on shutdown.
|
||||
// 2025-09-15: Content Scales are always reported as 1.0 on Wayland. (#8921)
|
||||
@@ -29,7 +31,7 @@
|
||||
// 2025-04-09: Don't attempt to call SDL_CaptureMouse() on drivers where we don't call SDL_GetGlobalMouseState(). (#8561)
|
||||
// 2025-03-21: Fill gamepad inputs and set ImGuiBackendFlags_HasGamepad regardless of ImGuiConfigFlags_NavEnableGamepad being set.
|
||||
// 2025-03-10: When dealing with OEM keys, use scancodes instead of translated keycodes to choose ImGuiKey values. (#7136, #7201, #7206, #7306, #7670, #7672, #8468)
|
||||
// 2025-02-26: Only start SDL_CaptureMouse() when mouse is being dragged, to mitigate issues with e.g.Linux debuggers not claiming capture back. (#6410, #3650)
|
||||
// 2025-02-26: Only start SDL_CaptureMouse() when mouse is being dragged, to mitigate issues with e.g. Linux debuggers not claiming capture back. (#6410, #3650)
|
||||
// 2025-02-24: Avoid calling SDL_GetGlobalMouseState() when mouse is in relative mode.
|
||||
// 2025-02-18: Added ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress mouse cursor support.
|
||||
// 2025-02-10: Using SDL_OpenURL() in platform_io.Platform_OpenInShellFn handler.
|
||||
@@ -140,7 +142,7 @@
|
||||
struct ImGui_ImplSDL2_Data
|
||||
{
|
||||
SDL_Window* Window;
|
||||
Uint32 WindowID;
|
||||
Uint32 WindowID; // Stored in ImGuiViewport::PlatformHandle. Use SDL_GetWindowFromID() to get SDL_Window* from Uint32 WindowID.
|
||||
SDL_Renderer* Renderer;
|
||||
Uint64 Time;
|
||||
char* ClipboardTextData;
|
||||
@@ -153,7 +155,7 @@ struct ImGui_ImplSDL2_Data
|
||||
SDL_Cursor* MouseLastCursor;
|
||||
int MouseLastLeaveFrame;
|
||||
bool MouseCanUseGlobalState;
|
||||
bool MouseCanUseCapture;
|
||||
ImGui_ImplSDL2_MouseCaptureMode MouseCaptureMode;
|
||||
|
||||
// Gamepad handling
|
||||
ImVector<SDL_GameController*> Gamepads;
|
||||
@@ -178,7 +180,10 @@ static const char* ImGui_ImplSDL2_GetClipboardText(ImGuiContext*)
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
if (bd->ClipboardTextData)
|
||||
SDL_free(bd->ClipboardTextData);
|
||||
bd->ClipboardTextData = SDL_GetClipboardText();
|
||||
if (SDL_HasClipboardText())
|
||||
bd->ClipboardTextData = SDL_GetClipboardText();
|
||||
else
|
||||
bd->ClipboardTextData = nullptr;
|
||||
return bd->ClipboardTextData;
|
||||
}
|
||||
|
||||
@@ -368,7 +373,6 @@ static ImGuiViewport* ImGui_ImplSDL2_GetViewportForWindowID(Uint32 window_id)
|
||||
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
|
||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
|
||||
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
||||
// If you have multiple SDL events and some of them are not meant to be used by dear imgui, you may need to filter events based on their windowID field.
|
||||
bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
|
||||
{
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
@@ -462,7 +466,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
|
||||
bd->MouseLastLeaveFrame = ImGui::GetFrameCount() + 1;
|
||||
if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED)
|
||||
io.AddFocusEvent(true);
|
||||
else if (event->window.event == SDL_WINDOWEVENT_FOCUS_LOST)
|
||||
if (window_event == SDL_WINDOWEVENT_FOCUS_LOST)
|
||||
io.AddFocusEvent(false);
|
||||
return true;
|
||||
}
|
||||
@@ -487,6 +491,7 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IMGUI_CHECKVERSION();
|
||||
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
|
||||
//SDL_SetHint(SDL_HINT_EVENT_LOGGING, "2");
|
||||
|
||||
// Obtain compiled and runtime versions
|
||||
SDL_version ver_compiled;
|
||||
@@ -510,13 +515,16 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void
|
||||
// Check and store if we are on a SDL backend that supports SDL_GetGlobalMouseState() and SDL_CaptureMouse()
|
||||
// ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list)
|
||||
bd->MouseCanUseGlobalState = false;
|
||||
bd->MouseCanUseCapture = false;
|
||||
bd->MouseCaptureMode = ImGui_ImplSDL2_MouseCaptureMode_Disabled;
|
||||
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
|
||||
const char* sdl_backend = SDL_GetCurrentVideoDriver();
|
||||
const char* capture_and_global_state_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" };
|
||||
for (const char* item : capture_and_global_state_whitelist)
|
||||
if (strncmp(sdl_backend, item, strlen(item)) == 0)
|
||||
bd->MouseCanUseGlobalState = bd->MouseCanUseCapture = true;
|
||||
{
|
||||
bd->MouseCanUseGlobalState = true;
|
||||
bd->MouseCaptureMode = (strcmp(item, "x11") == 0) ? ImGui_ImplSDL2_MouseCaptureMode_EnabledAfterDrag : ImGui_ImplSDL2_MouseCaptureMode_Enabled;
|
||||
}
|
||||
#endif
|
||||
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
@@ -646,6 +654,14 @@ void ImGui_ImplSDL2_Shutdown()
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
void ImGui_ImplSDL2_SetMouseCaptureMode(ImGui_ImplSDL2_MouseCaptureMode mode)
|
||||
{
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
if (mode == ImGui_ImplSDL2_MouseCaptureMode_Disabled && bd->MouseCaptureMode != ImGui_ImplSDL2_MouseCaptureMode_Disabled)
|
||||
SDL_CaptureMouse(SDL_FALSE);
|
||||
bd->MouseCaptureMode = mode;
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL2_UpdateMouseData()
|
||||
{
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
@@ -654,8 +670,12 @@ static void ImGui_ImplSDL2_UpdateMouseData()
|
||||
// We forward mouse input when hovered or captured (via SDL_MOUSEMOTION) or when focused (below)
|
||||
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
|
||||
// - SDL_CaptureMouse() let the OS know e.g. that our drags can extend outside of parent boundaries (we want updated position) and shouldn't trigger other operations outside.
|
||||
// - Debuggers under Linux tends to leave captured mouse on break, which may be very inconvenient, so to mitigate the issue we wait until mouse has moved to begin capture.
|
||||
if (bd->MouseCanUseCapture)
|
||||
// - Debuggers under Linux tends to leave captured mouse on break, which may be very inconvenient, so to mitigate the issue on X11 we we wait until mouse has moved to begin capture.
|
||||
if (bd->MouseCaptureMode == ImGui_ImplSDL2_MouseCaptureMode_Enabled)
|
||||
{
|
||||
SDL_CaptureMouse((bd->MouseButtonsDown != 0) ? SDL_TRUE : SDL_FALSE);
|
||||
}
|
||||
else if (bd->MouseCaptureMode == ImGui_ImplSDL2_MouseCaptureMode_EnabledAfterDrag)
|
||||
{
|
||||
bool want_capture = false;
|
||||
for (int button_n = 0; button_n < ImGuiMouseButton_COUNT && !want_capture; button_n++)
|
||||
@@ -680,7 +700,7 @@ static void ImGui_ImplSDL2_UpdateMouseData()
|
||||
// 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 (hovered_window == NULL && bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0 && !is_relative_mouse_mode)
|
||||
if (hovered_window == nullptr && bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0 && !is_relative_mouse_mode)
|
||||
{
|
||||
// Single-viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
|
||||
int mouse_x, mouse_y;
|
||||
|
||||
@@ -47,4 +47,11 @@ IMGUI_IMPL_API float ImGui_ImplSDL2_GetContentScaleForDisplay(int display_ind
|
||||
enum ImGui_ImplSDL2_GamepadMode { ImGui_ImplSDL2_GamepadMode_AutoFirst, ImGui_ImplSDL2_GamepadMode_AutoAll, ImGui_ImplSDL2_GamepadMode_Manual };
|
||||
IMGUI_IMPL_API void ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_GameController** manual_gamepads_array = nullptr, int manual_gamepads_count = -1);
|
||||
|
||||
// (Advanced, for X11 users) Override Mouse Capture mode. Mouse capture allows receiving updated mouse position after clicking inside our window and dragging outside it.
|
||||
// Having this 'Enabled' is in theory always better. But, on X11 if you crash/break to debugger while capture is active you may temporarily lose access to your mouse.
|
||||
// The best solution is to setup your debugger to automatically release capture, e.g. 'setxkbmap -option grab:break_actions && xdotool key XF86Ungrab' or via a GDB script. See #3650.
|
||||
// But you may independently decide on X11, when a debugger is attached, to set this value to ImGui_ImplSDL2_MouseCaptureMode_Disabled.
|
||||
enum ImGui_ImplSDL2_MouseCaptureMode { ImGui_ImplSDL2_MouseCaptureMode_Enabled, ImGui_ImplSDL2_MouseCaptureMode_EnabledAfterDrag, ImGui_ImplSDL2_MouseCaptureMode_Disabled };
|
||||
IMGUI_IMPL_API void ImGui_ImplSDL2_SetMouseCaptureMode(ImGui_ImplSDL2_MouseCaptureMode mode);
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
|
||||
@@ -20,6 +20,10 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2026-02-13: Inputs: systems other than X11 are back to starting mouse capture on mouse down (reverts 2025-02-26 change). Only X11 requires waiting for a drag by default (not ideal, but a better default for X11 users). Added ImGui_ImplSDL3_SetMouseCaptureMode() for X11 debugger users. (#3650, #6410, #9235)
|
||||
// 2026-01-15: Changed GetClipboardText() handler to return nullptr on error aka clipboard contents is not text. Consistent with other backends. (#9168)
|
||||
// 2025-11-05: Fixed an issue with missing characters events when an already active text field changes viewports. (#9054)
|
||||
// 2025-10-22: Fixed Platform_OpenInShellFn() return value (unused in core).
|
||||
// 2025-09-24: Skip using the SDL_GetGlobalMouseState() state when one of our window is hovered, as the SDL_EVENT_MOUSE_MOTION data is reliable. Fix macOS notch mouse coordinates issue in fullscreen mode + better perf on X11. (#7919, #7786)
|
||||
// 2025-09-18: Call platform_io.ClearPlatformHandlers() on shutdown.
|
||||
// 2025-09-15: Use SDL_GetWindowDisplayScale() on Mac to output DisplayFrameBufferScale. The function is more reliable during resolution changes e.g. going fullscreen. (#8703, #4414)
|
||||
@@ -29,7 +33,7 @@
|
||||
// 2025-03-30: Update for SDL3 api changes: Revert SDL_GetClipboardText() memory ownership change. (#8530, #7801)
|
||||
// 2025-03-21: Fill gamepad inputs and set ImGuiBackendFlags_HasGamepad regardless of ImGuiConfigFlags_NavEnableGamepad being set.
|
||||
// 2025-03-10: When dealing with OEM keys, use scancodes instead of translated keycodes to choose ImGuiKey values. (#7136, #7201, #7206, #7306, #7670, #7672, #8468)
|
||||
// 2025-02-26: Only start SDL_CaptureMouse() when mouse is being dragged, to mitigate issues with e.g.Linux debuggers not claiming capture back. (#6410, #3650)
|
||||
// 2025-02-26: Only start SDL_CaptureMouse() when mouse is being dragged, to mitigate issues with e.g. Linux debuggers not claiming capture back. (#6410, #3650)
|
||||
// 2025-02-24: Avoid calling SDL_GetGlobalMouseState() when mouse is in relative mode.
|
||||
// 2025-02-18: Added ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress mouse cursor support.
|
||||
// 2025-02-10: Using SDL_OpenURL() in platform_io.Platform_OpenInShellFn handler.
|
||||
@@ -111,6 +115,8 @@ struct ImGui_ImplSDL3_Data
|
||||
|
||||
// IME handling
|
||||
SDL_Window* ImeWindow;
|
||||
ImGuiPlatformImeData ImeData;
|
||||
bool ImeDirty;
|
||||
|
||||
// Mouse handling
|
||||
Uint32 MouseWindowID;
|
||||
@@ -119,7 +125,7 @@ struct ImGui_ImplSDL3_Data
|
||||
SDL_Cursor* MouseLastCursor;
|
||||
int MousePendingLeaveFrame;
|
||||
bool MouseCanUseGlobalState;
|
||||
bool MouseCanUseCapture;
|
||||
ImGui_ImplSDL3_MouseCaptureMode MouseCaptureMode;
|
||||
|
||||
// Gamepad handling
|
||||
ImVector<SDL_Gamepad*> Gamepads;
|
||||
@@ -138,13 +144,19 @@ static ImGui_ImplSDL3_Data* ImGui_ImplSDL3_GetBackendData()
|
||||
return ImGui::GetCurrentContext() ? (ImGui_ImplSDL3_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
|
||||
}
|
||||
|
||||
// Forward Declarations
|
||||
static void ImGui_ImplSDL3_UpdateIme();
|
||||
|
||||
// Functions
|
||||
static const char* ImGui_ImplSDL3_GetClipboardText(ImGuiContext*)
|
||||
{
|
||||
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
|
||||
if (bd->ClipboardTextData)
|
||||
SDL_free(bd->ClipboardTextData);
|
||||
bd->ClipboardTextData = SDL_GetClipboardText();
|
||||
if (SDL_HasClipboardText())
|
||||
bd->ClipboardTextData = SDL_GetClipboardText();
|
||||
else
|
||||
bd->ClipboardTextData = nullptr;
|
||||
return bd->ClipboardTextData;
|
||||
}
|
||||
|
||||
@@ -153,16 +165,38 @@ 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)
|
||||
{
|
||||
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
|
||||
SDL_WindowID window_id = (SDL_WindowID)(intptr_t)viewport->PlatformHandle;
|
||||
SDL_Window* window = SDL_GetWindowFromID(window_id);
|
||||
return (window_id == bd->WindowID) ? ImGui::GetMainViewport() : nullptr;
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL3_PlatformSetImeData(ImGuiContext*, ImGuiViewport*, ImGuiPlatformImeData* data)
|
||||
{
|
||||
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
|
||||
bd->ImeData = *data;
|
||||
bd->ImeDirty = true;
|
||||
ImGui_ImplSDL3_UpdateIme();
|
||||
}
|
||||
|
||||
// We discard viewport passed via ImGuiPlatformImeData and always call SDL_StartTextInput() on SDL_GetKeyboardFocus().
|
||||
static void ImGui_ImplSDL3_UpdateIme()
|
||||
{
|
||||
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
|
||||
ImGuiPlatformImeData* data = &bd->ImeData;
|
||||
SDL_Window* window = SDL_GetKeyboardFocus();
|
||||
|
||||
// Stop previous input
|
||||
if ((!(data->WantVisible || data->WantTextInput) || bd->ImeWindow != window) && bd->ImeWindow != nullptr)
|
||||
{
|
||||
SDL_StopTextInput(bd->ImeWindow);
|
||||
bd->ImeWindow = nullptr;
|
||||
}
|
||||
if ((!bd->ImeDirty && bd->ImeWindow == window) || (window == nullptr))
|
||||
return;
|
||||
|
||||
// Start/update current input
|
||||
bd->ImeDirty = false;
|
||||
if (data->WantVisible)
|
||||
{
|
||||
SDL_Rect r;
|
||||
@@ -339,18 +373,10 @@ static void ImGui_ImplSDL3_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
|
||||
io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & SDL_KMOD_GUI) != 0);
|
||||
}
|
||||
|
||||
|
||||
static ImGuiViewport* ImGui_ImplSDL3_GetViewportForWindowID(SDL_WindowID window_id)
|
||||
{
|
||||
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
|
||||
return (window_id == bd->WindowID) ? ImGui::GetMainViewport() : nullptr;
|
||||
}
|
||||
|
||||
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
|
||||
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
|
||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
|
||||
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
||||
// If you have multiple SDL events and some of them are not meant to be used by dear imgui, you may need to filter events based on their windowID field.
|
||||
bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
|
||||
{
|
||||
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
|
||||
@@ -473,6 +499,7 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void
|
||||
IMGUI_CHECKVERSION();
|
||||
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
|
||||
IM_UNUSED(sdl_gl_context); // Unused in this branch
|
||||
//SDL_SetHint(SDL_HINT_EVENT_LOGGING, "2");
|
||||
|
||||
const int ver_linked = SDL_GetVersion();
|
||||
|
||||
@@ -492,20 +519,23 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void
|
||||
// Check and store if we are on a SDL backend that supports SDL_GetGlobalMouseState() and SDL_CaptureMouse()
|
||||
// ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list)
|
||||
bd->MouseCanUseGlobalState = false;
|
||||
bd->MouseCanUseCapture = false;
|
||||
bd->MouseCaptureMode = ImGui_ImplSDL3_MouseCaptureMode_Disabled;
|
||||
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
|
||||
const char* sdl_backend = SDL_GetCurrentVideoDriver();
|
||||
const char* capture_and_global_state_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" };
|
||||
for (const char* item : capture_and_global_state_whitelist)
|
||||
if (strncmp(sdl_backend, item, strlen(item)) == 0)
|
||||
bd->MouseCanUseGlobalState = bd->MouseCanUseCapture = true;
|
||||
{
|
||||
bd->MouseCanUseGlobalState = true;
|
||||
bd->MouseCaptureMode = (strcmp(item, "x11") == 0) ? ImGui_ImplSDL3_MouseCaptureMode_EnabledAfterDrag : ImGui_ImplSDL3_MouseCaptureMode_Enabled;
|
||||
}
|
||||
#endif
|
||||
|
||||
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); };
|
||||
|
||||
// Gamepad handling
|
||||
bd->GamepadMode = ImGui_ImplSDL3_GamepadMode_AutoFirst;
|
||||
@@ -533,22 +563,18 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void
|
||||
// Without this, when clicking to gain focus, our widgets wouldn't activate even though they showed as hovered.
|
||||
// (This is unfortunately a global SDL setting, so enabling it might have a side-effect on your application.
|
||||
// It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click:
|
||||
// you can ignore SDL_EVENT_MOUSE_BUTTON_DOWN events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED)
|
||||
#ifdef SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH
|
||||
// you can ignore SDL_EVENT_MOUSE_BUTTON_DOWN events coming right after a SDL_EVENT_WINDOW_FOCUS_GAINED)
|
||||
SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
|
||||
#endif
|
||||
|
||||
// From 2.0.22: Disable auto-capture, this is preventing drag and drop across multiple windows (see #5710)
|
||||
#ifdef SDL_HINT_MOUSE_AUTO_CAPTURE
|
||||
SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0");
|
||||
#endif
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
// Should technically be a SDL_GLContext but due to typedef it is sane to keep it void* in public interface.
|
||||
bool ImGui_ImplSDL3_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
|
||||
{
|
||||
IM_UNUSED(sdl_gl_context); // Viewport branch will need this.
|
||||
return ImGui_ImplSDL3_Init(window, nullptr, sdl_gl_context);
|
||||
}
|
||||
|
||||
@@ -607,6 +633,14 @@ void ImGui_ImplSDL3_Shutdown()
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
void ImGui_ImplSDL3_SetMouseCaptureMode(ImGui_ImplSDL3_MouseCaptureMode mode)
|
||||
{
|
||||
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
|
||||
if (mode == ImGui_ImplSDL3_MouseCaptureMode_Disabled && bd->MouseCaptureMode != ImGui_ImplSDL3_MouseCaptureMode_Disabled)
|
||||
SDL_CaptureMouse(false);
|
||||
bd->MouseCaptureMode = mode;
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL3_UpdateMouseData()
|
||||
{
|
||||
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
|
||||
@@ -615,8 +649,12 @@ static void ImGui_ImplSDL3_UpdateMouseData()
|
||||
// We forward mouse input when hovered or captured (via SDL_EVENT_MOUSE_MOTION) or when focused (below)
|
||||
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
|
||||
// - SDL_CaptureMouse() let the OS know e.g. that our drags can extend outside of parent boundaries (we want updated position) and shouldn't trigger other operations outside.
|
||||
// - Debuggers under Linux tends to leave captured mouse on break, which may be very inconvenient, so to mitigate the issue we wait until mouse has moved to begin capture.
|
||||
if (bd->MouseCanUseCapture)
|
||||
// - Debuggers under Linux tends to leave captured mouse on break, which may be very inconvenient, so to mitigate the issue on X11 we we wait until mouse has moved to begin capture.
|
||||
if (bd->MouseCaptureMode == ImGui_ImplSDL3_MouseCaptureMode_Enabled)
|
||||
{
|
||||
SDL_CaptureMouse(bd->MouseButtonsDown != 0);
|
||||
}
|
||||
else if (bd->MouseCaptureMode == ImGui_ImplSDL3_MouseCaptureMode_EnabledAfterDrag)
|
||||
{
|
||||
bool want_capture = false;
|
||||
for (int button_n = 0; button_n < ImGuiMouseButton_COUNT && !want_capture; button_n++)
|
||||
@@ -641,7 +679,7 @@ static void ImGui_ImplSDL3_UpdateMouseData()
|
||||
// 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 (hovered_window == NULL && bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0 && !is_relative_mouse_mode)
|
||||
if (hovered_window == nullptr && bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0 && !is_relative_mouse_mode)
|
||||
{
|
||||
// Single-viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
|
||||
float mouse_x, mouse_y;
|
||||
@@ -797,8 +835,8 @@ 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)
|
||||
@@ -834,6 +872,7 @@ void ImGui_ImplSDL3_NewFrame()
|
||||
|
||||
ImGui_ImplSDL3_UpdateMouseData();
|
||||
ImGui_ImplSDL3_UpdateMouseCursor();
|
||||
ImGui_ImplSDL3_UpdateIme();
|
||||
|
||||
// Update game controllers (if enabled and available)
|
||||
ImGui_ImplSDL3_UpdateGamepads();
|
||||
|
||||
@@ -44,4 +44,11 @@ IMGUI_IMPL_API bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event);
|
||||
enum ImGui_ImplSDL3_GamepadMode { ImGui_ImplSDL3_GamepadMode_AutoFirst, ImGui_ImplSDL3_GamepadMode_AutoAll, ImGui_ImplSDL3_GamepadMode_Manual };
|
||||
IMGUI_IMPL_API void ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode mode, SDL_Gamepad** manual_gamepads_array = nullptr, int manual_gamepads_count = -1);
|
||||
|
||||
// (Advanced, for X11 users) Override Mouse Capture mode. Mouse capture allows receiving updated mouse position after clicking inside our window and dragging outside it.
|
||||
// Having this 'Enabled' is in theory always better. But, on X11 if you crash/break to debugger while capture is active you may temporarily lose access to your mouse.
|
||||
// The best solution is to setup your debugger to automatically release capture, e.g. 'setxkbmap -option grab:break_actions && xdotool key XF86Ungrab' or via a GDB script. See #3650.
|
||||
// But you may independently decide on X11, when a debugger is attached, to set this value to ImGui_ImplSDL3_MouseCaptureMode_Disabled.
|
||||
enum ImGui_ImplSDL3_MouseCaptureMode { ImGui_ImplSDL3_MouseCaptureMode_Enabled, ImGui_ImplSDL3_MouseCaptureMode_EnabledAfterDrag, ImGui_ImplSDL3_MouseCaptureMode_Disabled };
|
||||
IMGUI_IMPL_API void ImGui_ImplSDL3_SetMouseCaptureMode(ImGui_ImplSDL3_MouseCaptureMode mode);
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
|
||||
@@ -22,6 +22,7 @@
|
||||
// Calling the function is MANDATORY, otherwise the ImGui will not upload neither the vertex nor the index buffer for the GPU. See imgui_impl_sdlgpu3.cpp for more info.
|
||||
|
||||
// CHANGELOG
|
||||
// 2025-11-26: macOS version can use MSL shaders in order to support macOS 10.14+ (vs Metallib shaders requiring macOS 14+). Requires calling SDL_CreateGPUDevice() with SDL_GPU_SHADERFORMAT_MSL.
|
||||
// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
|
||||
// 2025-08-20: Added ImGui_ImplSDLGPU3_InitInfo::SwapchainComposition and ImGui_ImplSDLGPU3_InitInfo::PresentMode to configure how secondary viewports are created.
|
||||
// 2025-08-08: *BREAKING* Changed ImTextureID type from SDL_GPUTextureSamplerBinding* to SDL_GPUTexture*, which is more natural and easier for user to manage. If you need to change the current sampler, you can access the ImGui_ImplSDLGPU3_RenderState struct. (#8866, #8163, #7998, #7988)
|
||||
@@ -61,6 +62,7 @@ struct ImGui_ImplSDLGPU3_Data
|
||||
SDL_GPUShader* FragmentShader = nullptr;
|
||||
SDL_GPUGraphicsPipeline* Pipeline = nullptr;
|
||||
SDL_GPUSampler* TexSamplerLinear = nullptr;
|
||||
SDL_GPUSampler* TexSamplerNearest = nullptr;
|
||||
SDL_GPUTransferBuffer* TexTransferBuffer = nullptr;
|
||||
uint32_t TexTransferBufferSize = 0;
|
||||
|
||||
@@ -235,7 +237,8 @@ void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffe
|
||||
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
||||
ImGui_ImplSDLGPU3_RenderState render_state;
|
||||
render_state.Device = bd->InitInfo.Device;
|
||||
render_state.SamplerDefault = render_state.SamplerCurrent = bd->TexSamplerLinear;
|
||||
render_state.SamplerLinear = render_state.SamplerCurrent = bd->TexSamplerLinear;
|
||||
render_state.SamplerNearest = bd->TexSamplerNearest;
|
||||
platform_io.Renderer_RenderState = &render_state;
|
||||
|
||||
ImGui_ImplSDLGPU3_SetupRenderState(draw_data, &render_state, pipeline, command_buffer, render_pass, fd, fb_width, fb_height);
|
||||
@@ -452,14 +455,31 @@ static void ImGui_ImplSDLGPU3_CreateShaders()
|
||||
#ifdef __APPLE__
|
||||
else
|
||||
{
|
||||
vertex_shader_info.entrypoint = "main0";
|
||||
vertex_shader_info.format = SDL_GPU_SHADERFORMAT_METALLIB;
|
||||
vertex_shader_info.code = metallib_vertex;
|
||||
vertex_shader_info.code_size = sizeof(metallib_vertex);
|
||||
fragment_shader_info.entrypoint = "main0";
|
||||
fragment_shader_info.format = SDL_GPU_SHADERFORMAT_METALLIB;
|
||||
fragment_shader_info.code = metallib_fragment;
|
||||
fragment_shader_info.code_size = sizeof(metallib_fragment);
|
||||
SDL_GPUShaderFormat supported_formats = SDL_GetGPUShaderFormats(v->Device);
|
||||
if (supported_formats & SDL_GPU_SHADERFORMAT_METALLIB)
|
||||
{
|
||||
// Using metallib blobs (macOS 14+, iOS)
|
||||
vertex_shader_info.entrypoint = "main0";
|
||||
vertex_shader_info.format = SDL_GPU_SHADERFORMAT_METALLIB;
|
||||
vertex_shader_info.code = metallib_vertex;
|
||||
vertex_shader_info.code_size = sizeof(metallib_vertex);
|
||||
fragment_shader_info.entrypoint = "main0";
|
||||
fragment_shader_info.format = SDL_GPU_SHADERFORMAT_METALLIB;
|
||||
fragment_shader_info.code = metallib_fragment;
|
||||
fragment_shader_info.code_size = sizeof(metallib_fragment);
|
||||
}
|
||||
else if (supported_formats & SDL_GPU_SHADERFORMAT_MSL)
|
||||
{
|
||||
// macOS: using MSL source
|
||||
vertex_shader_info.entrypoint = "main0";
|
||||
vertex_shader_info.format = SDL_GPU_SHADERFORMAT_MSL;
|
||||
vertex_shader_info.code = msl_vertex;
|
||||
vertex_shader_info.code_size = sizeof(msl_vertex);
|
||||
fragment_shader_info.entrypoint = "main0";
|
||||
fragment_shader_info.format = SDL_GPU_SHADERFORMAT_MSL;
|
||||
fragment_shader_info.code = msl_fragment;
|
||||
fragment_shader_info.code_size = sizeof(msl_fragment);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
bd->VertexShader = SDL_CreateGPUShader(v->Device, &vertex_shader_info);
|
||||
@@ -574,9 +594,14 @@ void ImGui_ImplSDLGPU3_CreateDeviceObjects()
|
||||
sampler_info.enable_anisotropy = false;
|
||||
sampler_info.max_anisotropy = 1.0f;
|
||||
sampler_info.enable_compare = false;
|
||||
|
||||
bd->TexSamplerLinear = SDL_CreateGPUSampler(v->Device, &sampler_info);
|
||||
IM_ASSERT(bd->TexSamplerLinear != nullptr && "Failed to create sampler, call SDL_GetError() for more information");
|
||||
|
||||
sampler_info.min_filter = SDL_GPU_FILTER_NEAREST;
|
||||
sampler_info.mag_filter = SDL_GPU_FILTER_NEAREST;
|
||||
sampler_info.mipmap_mode = SDL_GPU_SAMPLERMIPMAPMODE_NEAREST;
|
||||
bd->TexSamplerNearest = SDL_CreateGPUSampler(v->Device, &sampler_info);
|
||||
IM_ASSERT(bd->TexSamplerNearest != nullptr && "Failed to create sampler, call SDL_GetError() for more information");
|
||||
}
|
||||
|
||||
ImGui_ImplSDLGPU3_CreateGraphicsPipeline();
|
||||
@@ -612,6 +637,7 @@ void ImGui_ImplSDLGPU3_DestroyDeviceObjects()
|
||||
if (bd->VertexShader) { SDL_ReleaseGPUShader(v->Device, bd->VertexShader); bd->VertexShader = nullptr; }
|
||||
if (bd->FragmentShader) { SDL_ReleaseGPUShader(v->Device, bd->FragmentShader); bd->FragmentShader = nullptr; }
|
||||
if (bd->TexSamplerLinear) { SDL_ReleaseGPUSampler(v->Device, bd->TexSamplerLinear); bd->TexSamplerLinear = nullptr; }
|
||||
if (bd->TexSamplerNearest) { SDL_ReleaseGPUSampler(v->Device, bd->TexSamplerNearest); bd->TexSamplerNearest = nullptr; }
|
||||
if (bd->Pipeline) { SDL_ReleaseGPUGraphicsPipeline(v->Device, bd->Pipeline); bd->Pipeline = nullptr; }
|
||||
}
|
||||
|
||||
|
||||
@@ -48,7 +48,7 @@ IMGUI_IMPL_API void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data,
|
||||
IMGUI_IMPL_API void ImGui_ImplSDLGPU3_CreateDeviceObjects();
|
||||
IMGUI_IMPL_API void ImGui_ImplSDLGPU3_DestroyDeviceObjects();
|
||||
|
||||
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
|
||||
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually.
|
||||
IMGUI_IMPL_API void ImGui_ImplSDLGPU3_UpdateTexture(ImTextureData* tex);
|
||||
|
||||
// [BETA] Selected render state data shared with callbacks.
|
||||
@@ -57,7 +57,8 @@ IMGUI_IMPL_API void ImGui_ImplSDLGPU3_UpdateTexture(ImTextureData* tex);
|
||||
struct ImGui_ImplSDLGPU3_RenderState
|
||||
{
|
||||
SDL_GPUDevice* Device;
|
||||
SDL_GPUSampler* SamplerDefault; // Default sampler (bilinear filtering)
|
||||
SDL_GPUSampler* SamplerLinear; // Bilinear filtering sampler
|
||||
SDL_GPUSampler* SamplerNearest; // Nearest/point filtering sampler
|
||||
SDL_GPUSampler* SamplerCurrent; // Current sampler (may be changed by callback)
|
||||
};
|
||||
|
||||
|
||||
@@ -221,6 +221,40 @@ const uint8_t metallib_fragment[3787] = {
|
||||
148,161,0,0,0,0,109,97,105,110,48,97,105,114,46,115,97,109,112,108,101,95,116,101,120,116,117,114,101,95,50,100,46,118,52,102,51,50,51,50,48,50,51,46,51,54,56,97,105,114,54,52,45,97,
|
||||
112,112,108,101,45,109,97,99,111,115,120,49,52,46,48,46,48,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
};
|
||||
static uint8_t msl_vertex[800] =
|
||||
{
|
||||
35,105,110,99,108,117,100,101,32,60,109,101,116,97,108,95,115,116,100,108,105,98,62,10,35,105,110,99,108,117,100,101,32,60,115,105,109,100,47,115,105,109,100,46,104,62,10,10,117,115,
|
||||
105,110,103,32,110,97,109,101,115,112,97,99,101,32,109,101,116,97,108,59,10,10,115,116,114,117,99,116,32,95,57,10,123,10,32,32,32,32,102,108,111,97,116,52,32,67,111,108,111,114,59,
|
||||
10,32,32,32,32,102,108,111,97,116,50,32,85,86,59,10,125,59,10,10,115,116,114,117,99,116,32,85,66,79,10,123,10,32,32,32,32,102,108,111,97,116,50,32,117,83,99,97,108,101,59,10,32,32,
|
||||
32,32,102,108,111,97,116,50,32,117,84,114,97,110,115,108,97,116,101,59,10,125,59,10,10,115,116,114,117,99,116,32,109,97,105,110,48,95,111,117,116,10,123,10,32,32,32,32,102,108,111,
|
||||
97,116,52,32,79,117,116,95,67,111,108,111,114,32,91,91,117,115,101,114,40,108,111,99,110,48,41,93,93,59,10,32,32,32,32,102,108,111,97,116,50,32,79,117,116,95,85,86,32,91,91,117,115,
|
||||
101,114,40,108,111,99,110,49,41,93,93,59,10,32,32,32,32,102,108,111,97,116,52,32,103,108,95,80,111,115,105,116,105,111,110,32,91,91,112,111,115,105,116,105,111,110,93,93,59,10,125,
|
||||
59,10,10,115,116,114,117,99,116,32,109,97,105,110,48,95,105,110,10,123,10,32,32,32,32,102,108,111,97,116,50,32,97,80,111,115,32,91,91,97,116,116,114,105,98,117,116,101,40,48,41,93,
|
||||
93,59,10,32,32,32,32,102,108,111,97,116,50,32,97,85,86,32,91,91,97,116,116,114,105,98,117,116,101,40,49,41,93,93,59,10,32,32,32,32,102,108,111,97,116,52,32,97,67,111,108,111,114,32,
|
||||
91,91,97,116,116,114,105,98,117,116,101,40,50,41,93,93,59,10,125,59,10,10,118,101,114,116,101,120,32,109,97,105,110,48,95,111,117,116,32,109,97,105,110,48,40,109,97,105,110,48,95,105,
|
||||
110,32,105,110,32,91,91,115,116,97,103,101,95,105,110,93,93,44,32,99,111,110,115,116,97,110,116,32,85,66,79,38,32,117,98,111,32,91,91,98,117,102,102,101,114,40,48,41,93,93,41,10,123,
|
||||
10,32,32,32,32,109,97,105,110,48,95,111,117,116,32,111,117,116,32,61,32,123,125,59,10,32,32,32,32,95,57,32,79,117,116,32,61,32,123,125,59,10,32,32,32,32,79,117,116,46,67,111,108,111,
|
||||
114,32,61,32,105,110,46,97,67,111,108,111,114,59,10,32,32,32,32,79,117,116,46,85,86,32,61,32,105,110,46,97,85,86,59,10,32,32,32,32,111,117,116,46,103,108,95,80,111,115,105,116,105,
|
||||
111,110,32,61,32,102,108,111,97,116,52,40,40,105,110,46,97,80,111,115,32,42,32,117,98,111,46,117,83,99,97,108,101,41,32,43,32,117,98,111,46,117,84,114,97,110,115,108,97,116,101,44,
|
||||
32,48,46,48,44,32,49,46,48,41,59,10,32,32,32,32,111,117,116,46,103,108,95,80,111,115,105,116,105,111,110,46,121,32,42,61,32,40,45,49,46,48,41,59,10,32,32,32,32,111,117,116,46,79,117,
|
||||
116,95,67,111,108,111,114,32,61,32,79,117,116,46,67,111,108,111,114,59,10,32,32,32,32,111,117,116,46,79,117,116,95,85,86,32,61,32,79,117,116,46,85,86,59,10,32,32,32,32,114,101,116,
|
||||
117,114,110,32,111,117,116,59,10,125,10,10,
|
||||
};
|
||||
static uint8_t msl_fragment[580] =
|
||||
{
|
||||
35,105,110,99,108,117,100,101,32,60,109,101,116,97,108,95,115,116,100,108,105,98,62,10,35,105,110,99,108,117,100,101,32,60,115,105,109,100,47,115,105,109,100,46,104,62,10,10,117,115,
|
||||
105,110,103,32,110,97,109,101,115,112,97,99,101,32,109,101,116,97,108,59,10,10,115,116,114,117,99,116,32,95,49,49,10,123,10,32,32,32,32,102,108,111,97,116,52,32,67,111,108,111,114,
|
||||
59,10,32,32,32,32,102,108,111,97,116,50,32,85,86,59,10,125,59,10,10,115,116,114,117,99,116,32,109,97,105,110,48,95,111,117,116,10,123,10,32,32,32,32,102,108,111,97,116,52,32,102,67,
|
||||
111,108,111,114,32,91,91,99,111,108,111,114,40,48,41,93,93,59,10,125,59,10,10,115,116,114,117,99,116,32,109,97,105,110,48,95,105,110,10,123,10,32,32,32,32,102,108,111,97,116,52,32,
|
||||
73,110,95,67,111,108,111,114,32,91,91,117,115,101,114,40,108,111,99,110,48,41,93,93,59,10,32,32,32,32,102,108,111,97,116,50,32,73,110,95,85,86,32,91,91,117,115,101,114,40,108,111,99,
|
||||
110,49,41,93,93,59,10,125,59,10,10,102,114,97,103,109,101,110,116,32,109,97,105,110,48,95,111,117,116,32,109,97,105,110,48,40,109,97,105,110,48,95,105,110,32,105,110,32,91,91,115,116,
|
||||
97,103,101,95,105,110,93,93,44,32,116,101,120,116,117,114,101,50,100,60,102,108,111,97,116,62,32,115,84,101,120,116,117,114,101,32,91,91,116,101,120,116,117,114,101,40,48,41,93,93,
|
||||
44,32,115,97,109,112,108,101,114,32,115,84,101,120,116,117,114,101,83,109,112,108,114,32,91,91,115,97,109,112,108,101,114,40,48,41,93,93,41,10,123,10,32,32,32,32,109,97,105,110,48,
|
||||
95,111,117,116,32,111,117,116,32,61,32,123,125,59,10,32,32,32,32,95,49,49,32,73,110,32,61,32,123,125,59,10,32,32,32,32,73,110,46,67,111,108,111,114,32,61,32,105,110,46,73,110,95,67,
|
||||
111,108,111,114,59,10,32,32,32,32,73,110,46,85,86,32,61,32,105,110,46,73,110,95,85,86,59,10,32,32,32,32,111,117,116,46,102,67,111,108,111,114,32,61,32,73,110,46,67,111,108,111,114,
|
||||
32,42,32,115,84,101,120,116,117,114,101,46,115,97,109,112,108,101,40,115,84,101,120,116,117,114,101,83,109,112,108,114,44,32,73,110,46,85,86,41,59,10,32,32,32,32,114,101,116,117,114,
|
||||
110,32,111,117,116,59,10,125,10,10,
|
||||
};
|
||||
#elif TARGET_OS_IPHONE
|
||||
const uint8_t metallib_vertex[3876] = {
|
||||
77,84,76,66,1,0,2,0,7,0,0,130,18,0,1,0,36,15,0,0,0,0,0,0,88,0,0,0,0,0,0,0,123,0,0,0,0,0,0,0,219,0,0,0,0,0,0,0,49,0,0,0,0,0,0,0,12,1,0,0,0,0,0,0,8,0,0,0,0,0,0,0,20,1,0,0,0,0,0,0,16,
|
||||
|
||||
@@ -39,7 +39,7 @@ IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_d
|
||||
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_CreateDeviceObjects();
|
||||
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_DestroyDeviceObjects();
|
||||
|
||||
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
|
||||
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually.
|
||||
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_UpdateTexture(ImTextureData* tex);
|
||||
|
||||
// [BETA] Selected render state data shared with callbacks.
|
||||
|
||||
@@ -39,7 +39,7 @@ IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_d
|
||||
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_CreateDeviceObjects();
|
||||
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_DestroyDeviceObjects();
|
||||
|
||||
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
|
||||
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually.
|
||||
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_UpdateTexture(ImTextureData* tex);
|
||||
|
||||
// [BETA] Selected render state data shared with callbacks.
|
||||
|
||||
@@ -27,9 +27,13 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2025-09-26: [Helpers] *BREAKING CHANGE*: Vulkan: Helper ImGui_ImplVulkanH_DestroyWindow() does not call vkDestroySurfaceKHR(): as surface is created by caller of ImGui_ImplVulkanH_CreateOrResizeWindow(), it is more consistent that we don't destroy it. (#9163)
|
||||
// 2026-01-05: [Helpers] *BREAKING CHANGE*: Vulkan: Helper for creating render pass uses ImGui_ImplVulkanH_Window::AttachmentDesc to create render pass. Removed ClearEnabled. (#9152)
|
||||
// 2025-11-24: [Helpers] Vulkan: Helper for creating a swap-chain (used by examples and multi-viewports) selects VkSwapchainCreateInfoKHR's compositeAlpha based on cap.supportedCompositeAlpha. (#8784)
|
||||
// 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: [Helpers] *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)
|
||||
// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
|
||||
// 2025-09-04: Vulkan: Added ImGui_ImplVulkan_CreateMainPipeline(). (#8110, #8111)
|
||||
@@ -43,8 +47,8 @@
|
||||
// 2025-02-14: *BREAKING CHANGE*: Added uint32_t api_version to ImGui_ImplVulkan_LoadFunctions().
|
||||
// 2025-02-13: Vulkan: Added ApiVersion field in ImGui_ImplVulkan_InitInfo. Default to header version if unspecified. Dynamic rendering path loads "vkCmdBeginRendering/vkCmdEndRendering" (without -KHR suffix) on API 1.3. (#8326)
|
||||
// 2025-01-09: Vulkan: Added IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE to clarify how many image sampler descriptors are expected to be available in descriptor pool. (#6642)
|
||||
// 2025-01-06: Vulkan: Added more ImGui_ImplVulkanH_XXXX helper functions to simplify our examples.
|
||||
// 2024-12-11: Vulkan: Fixed setting VkSwapchainCreateInfoKHR::preTransform for platforms not supporting VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR. (#8222)
|
||||
// 2025-01-06: [Helpers] Vulkan: Added more ImGui_ImplVulkanH_XXXX helper functions to simplify our examples.
|
||||
// 2024-12-11: [Helpers] Vulkan: Fixed setting VkSwapchainCreateInfoKHR::preTransform for platforms not supporting VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR. (#8222)
|
||||
// 2024-11-27: Vulkan: Make user-provided descriptor pool optional. As a convenience, when setting init_info->DescriptorPoolSize the backend will create one itself. (#8172, #4867)
|
||||
// 2024-10-07: Vulkan: Changed default texture sampler to Clamp instead of Repeat/Wrap.
|
||||
// 2024-10-07: Vulkan: Expose selected render state in ImGui_ImplVulkan_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
|
||||
@@ -52,7 +56,7 @@
|
||||
// 2024-04-19: Vulkan: Added convenience support for Volk via IMGUI_IMPL_VULKAN_USE_VOLK define (you can also use IMGUI_IMPL_VULKAN_NO_PROTOTYPES + wrap Volk via ImGui_ImplVulkan_LoadFunctions().)
|
||||
// 2024-02-14: *BREAKING CHANGE*: Moved RenderPass parameter from ImGui_ImplVulkan_Init() function to ImGui_ImplVulkan_InitInfo structure. Not required when using dynamic rendering.
|
||||
// 2024-02-12: *BREAKING CHANGE*: Dynamic rendering now require filling PipelineRenderingCreateInfo structure.
|
||||
// 2024-01-19: Vulkan: Fixed vkAcquireNextImageKHR() validation errors in VulkanSDK 1.3.275 by allocating one extra semaphore than in-flight frames. (#7236)
|
||||
// 2024-01-19: [Helpers] Vulkan: Fixed vkAcquireNextImageKHR() validation errors in VulkanSDK 1.3.275 by allocating one extra semaphore than in-flight frames. (#7236)
|
||||
// 2024-01-11: Vulkan: Fixed vkMapMemory() calls unnecessarily using full buffer size (#3957). Fixed MinAllocationSize handing (#7189).
|
||||
// 2024-01-03: Vulkan: Added MinAllocationSize field in ImGui_ImplVulkan_InitInfo to workaround zealous "best practice" validation layer. (#7189, #4238)
|
||||
// 2024-01-03: Vulkan: Stopped creating command pools with VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT as we don't reset them.
|
||||
@@ -80,16 +84,16 @@
|
||||
// 2019-05-29: Vulkan: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
|
||||
// 2019-04-30: Vulkan: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
|
||||
// 2019-04-04: *BREAKING CHANGE*: Vulkan: Added ImageCount/MinImageCount fields in ImGui_ImplVulkan_InitInfo, required for initialization (was previously a hard #define IMGUI_VK_QUEUED_FRAMES 2). Added ImGui_ImplVulkan_SetMinImageCount().
|
||||
// 2019-04-04: Vulkan: Added VkInstance argument to ImGui_ImplVulkanH_CreateWindow() optional helper.
|
||||
// 2019-04-04: [Helpers] Vulkan: Added VkInstance argument to ImGui_ImplVulkanH_CreateWindow() optional helper.
|
||||
// 2019-04-04: Vulkan: Avoid passing negative coordinates to vkCmdSetScissor, which debug validation layers do not like.
|
||||
// 2019-04-01: Vulkan: Support for 32-bit index buffer (#define ImDrawIdx unsigned int).
|
||||
// 2019-02-16: Vulkan: Viewport and clipping rectangles correctly using draw_data->FramebufferScale to allow retina display.
|
||||
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
|
||||
// 2018-08-25: Vulkan: Fixed mishandled VkSurfaceCapabilitiesKHR::maxImageCount=0 case.
|
||||
// 2018-08-25: [Helpers] Vulkan: Fixed mishandled VkSurfaceCapabilitiesKHR::maxImageCount=0 case.
|
||||
// 2018-06-22: Inverted the parameters to ImGui_ImplVulkan_RenderDrawData() to be consistent with other backends.
|
||||
// 2018-06-08: Misc: Extracted imgui_impl_vulkan.cpp/.h away from the old combined GLFW+Vulkan example.
|
||||
// 2018-06-08: Vulkan: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
|
||||
// 2018-03-03: Vulkan: Various refactor, created a couple of ImGui_ImplVulkanH_XXX helper that the example can use and that viewport support will use.
|
||||
// 2018-03-03: [Helpers] Vulkan: Various refactor, created a couple of ImGui_ImplVulkanH_XXX helper that the example can use and that viewport support will use.
|
||||
// 2018-03-01: Vulkan: Renamed ImGui_ImplVulkan_Init_Info to ImGui_ImplVulkan_InitInfo and fields to match more closely Vulkan terminology.
|
||||
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback, ImGui_ImplVulkan_Render() calls ImGui_ImplVulkan_RenderDrawData() itself.
|
||||
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
|
||||
@@ -112,6 +116,14 @@
|
||||
#pragma warning (disable: 4127) // condition expression is constant
|
||||
#endif
|
||||
|
||||
// Clang/GCC warnings with -Weverything
|
||||
#if defined(__clang__)
|
||||
#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 "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
|
||||
#pragma clang diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader)
|
||||
#endif
|
||||
|
||||
// Forward Declarations
|
||||
struct ImGui_ImplVulkan_FrameRenderBuffers;
|
||||
struct ImGui_ImplVulkan_WindowRenderBuffers;
|
||||
@@ -258,7 +270,7 @@ struct ImGui_ImplVulkan_Data
|
||||
VkPipelineCreateFlags PipelineCreateFlags;
|
||||
VkDescriptorSetLayout DescriptorSetLayout;
|
||||
VkPipelineLayout PipelineLayout;
|
||||
VkPipeline Pipeline;
|
||||
VkPipeline Pipeline; // pipeline for main render pass (created by app)
|
||||
VkShaderModule ShaderModuleVert;
|
||||
VkShaderModule ShaderModuleFrag;
|
||||
VkDescriptorPool DescriptorPool;
|
||||
@@ -1000,7 +1012,7 @@ static VkPipeline ImGui_ImplVulkan_CreatePipeline(VkDevice device, const VkAlloc
|
||||
VkDynamicState dynamic_states[2] = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR };
|
||||
VkPipelineDynamicStateCreateInfo dynamic_state = {};
|
||||
dynamic_state.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO;
|
||||
dynamic_state.dynamicStateCount = (uint32_t)IM_ARRAYSIZE(dynamic_states);
|
||||
dynamic_state.dynamicStateCount = (uint32_t)IM_COUNTOF(dynamic_states);
|
||||
dynamic_state.pDynamicStates = dynamic_states;
|
||||
|
||||
VkGraphicsPipelineCreateInfo create_info = {};
|
||||
@@ -1152,7 +1164,7 @@ void ImGui_ImplVulkan_CreateMainPipeline(const ImGui_ImplVulkan_PipelineInfo* pi
|
||||
|
||||
#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
|
||||
VkPipelineRenderingCreateInfoKHR* pipeline_rendering_create_info = &pipeline_info->PipelineRenderingCreateInfo;
|
||||
if (v->UseDynamicRendering && pipeline_rendering_create_info->pColorAttachmentFormats != NULL)
|
||||
if (v->UseDynamicRendering && pipeline_rendering_create_info->pColorAttachmentFormats != nullptr)
|
||||
{
|
||||
// Deep copy buffer to reduce error-rate for end user (#8282)
|
||||
ImVector<VkFormat> formats;
|
||||
@@ -1633,10 +1645,15 @@ void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, V
|
||||
info.imageFormat = wd->SurfaceFormat.format;
|
||||
info.imageColorSpace = wd->SurfaceFormat.colorSpace;
|
||||
info.imageArrayLayers = 1;
|
||||
info.imageUsage = (image_usage != 0) ? image_usage : 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;
|
||||
if (cap.supportedCompositeAlpha & VK_COMPOSITE_ALPHA_OPAQUE_BIT_KHR)
|
||||
info.compositeAlpha = VK_COMPOSITE_ALPHA_OPAQUE_BIT_KHR;
|
||||
else if (cap.supportedCompositeAlpha & VK_COMPOSITE_ALPHA_INHERIT_BIT_KHR)
|
||||
info.compositeAlpha = VK_COMPOSITE_ALPHA_INHERIT_BIT_KHR;
|
||||
else
|
||||
IM_ASSERT(false && "No supported composite alpha mode found!");
|
||||
info.presentMode = wd->PresentMode;
|
||||
info.clipped = VK_TRUE;
|
||||
info.oldSwapchain = old_swapchain;
|
||||
@@ -1660,7 +1677,7 @@ void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, V
|
||||
check_vk_result(err);
|
||||
VkImage backbuffers[16] = {};
|
||||
IM_ASSERT(wd->ImageCount >= min_image_count);
|
||||
IM_ASSERT(wd->ImageCount < IM_ARRAYSIZE(backbuffers));
|
||||
IM_ASSERT(wd->ImageCount < IM_COUNTOF(backbuffers));
|
||||
err = vkGetSwapchainImagesKHR(device, wd->Swapchain, &wd->ImageCount, backbuffers);
|
||||
check_vk_result(err);
|
||||
|
||||
@@ -1678,15 +1695,9 @@ void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, V
|
||||
// Create the Render Pass
|
||||
if (wd->UseDynamicRendering == false)
|
||||
{
|
||||
VkAttachmentDescription attachment = {};
|
||||
attachment.format = wd->SurfaceFormat.format;
|
||||
attachment.samples = VK_SAMPLE_COUNT_1_BIT;
|
||||
attachment.loadOp = wd->ClearEnable ? VK_ATTACHMENT_LOAD_OP_CLEAR : VK_ATTACHMENT_LOAD_OP_DONT_CARE;
|
||||
attachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
|
||||
attachment.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
|
||||
attachment.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
|
||||
attachment.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
|
||||
attachment.finalLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
|
||||
VkAttachmentDescription attachment = wd->AttachmentDesc;
|
||||
if (attachment.format == VK_FORMAT_UNDEFINED)
|
||||
attachment.format = wd->SurfaceFormat.format;
|
||||
VkAttachmentReference color_attachment = {};
|
||||
color_attachment.attachment = 0;
|
||||
color_attachment.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
|
||||
@@ -1765,7 +1776,9 @@ void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, V
|
||||
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;
|
||||
IM_ASSERT(wd->Surface != VK_NULL_HANDLE);
|
||||
IM_UNUSED(instance);
|
||||
|
||||
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);
|
||||
|
||||
@@ -1848,6 +1861,7 @@ void ImGui_ImplVulkanH_CreateOrResizeWindow(VkInstance instance, VkPhysicalDevic
|
||||
|
||||
void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator)
|
||||
{
|
||||
IM_UNUSED(instance);
|
||||
vkDeviceWaitIdle(device); // FIXME: We could wait on the Queue if we had the queue in wd-> (otherwise VulkanH functions can't use globals)
|
||||
//vkQueueWaitIdle(bd->Queue);
|
||||
|
||||
@@ -1860,9 +1874,11 @@ void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui
|
||||
vkDestroyPipeline(device, wd->Pipeline, allocator);
|
||||
vkDestroyRenderPass(device, wd->RenderPass, allocator);
|
||||
vkDestroySwapchainKHR(device, wd->Swapchain, allocator);
|
||||
vkDestroySurfaceKHR(instance, wd->Surface, allocator);
|
||||
|
||||
*wd = ImGui_ImplVulkanH_Window();
|
||||
wd->RenderPass = VK_NULL_HANDLE;
|
||||
wd->Swapchain = VK_NULL_HANDLE;
|
||||
wd->Width = wd->Height = 0;
|
||||
wd->FrameIndex = wd->ImageCount = wd->SemaphoreCount = wd->SemaphoreIndex = 0;
|
||||
//vkDestroySurfaceKHR(instance, wd->Surface, allocator); // v1.92.6 (~2026-01-16): because wd->Surface is user provided we don't attempt to destroy it ourself.
|
||||
}
|
||||
|
||||
void ImGui_ImplVulkanH_DestroyFrame(VkDevice device, ImGui_ImplVulkanH_Frame* fd, const VkAllocationCallbacks* allocator)
|
||||
|
||||
@@ -41,9 +41,20 @@
|
||||
// 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!
|
||||
|
||||
// Clang/GCC warnings with -Weverything
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic push
|
||||
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
|
||||
#endif
|
||||
|
||||
#if defined(IMGUI_IMPL_VULKAN_NO_PROTOTYPES) && !defined(VK_NO_PROTOTYPES)
|
||||
#define VK_NO_PROTOTYPES
|
||||
@@ -54,7 +65,11 @@
|
||||
|
||||
// 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
|
||||
@@ -68,7 +83,6 @@
|
||||
// Specify settings to create pipeline and swapchain
|
||||
struct ImGui_ImplVulkan_PipelineInfo
|
||||
{
|
||||
// For Main and Secondary viewports
|
||||
VkRenderPass RenderPass; // Ignored if using dynamic rendering
|
||||
uint32_t Subpass; //
|
||||
VkSampleCountFlagBits MSAASamples = {}; // 0 defaults to VK_SAMPLE_COUNT_1_BIT
|
||||
@@ -84,7 +98,7 @@ struct ImGui_ImplVulkan_PipelineInfo
|
||||
// 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)
|
||||
@@ -134,7 +148,7 @@ IMGUI_IMPL_API void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_i
|
||||
// Else, the pipeline can be created, or re-created, using ImGui_ImplVulkan_CreateMainPipeline() before rendering.
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_CreateMainPipeline(const ImGui_ImplVulkan_PipelineInfo* info);
|
||||
|
||||
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
|
||||
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually.
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_UpdateTexture(ImTextureData* tex);
|
||||
|
||||
// Register a texture (VkDescriptorSet == ImTextureID)
|
||||
@@ -163,6 +177,7 @@ struct ImGui_ImplVulkan_RenderState
|
||||
// Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own engine/app.
|
||||
//
|
||||
// You probably do NOT need to use or care about those functions.
|
||||
// WE DO NOT PROVIDE STRONG GUARANTEES OF BACKWARD/FORWARD COMPATIBILITY.
|
||||
// Those functions only exist because:
|
||||
// 1) they facilitate the readability and maintenance of the multiple main.cpp examples files.
|
||||
// 2) the multi-viewport / platform window implementation needs them internally.
|
||||
@@ -173,8 +188,6 @@ struct ImGui_ImplVulkan_RenderState
|
||||
// render pass, frame buffers, etc.). You may read this code if you are curious, but
|
||||
// it is recommended you use your own custom tailored code to do equivalent work.
|
||||
//
|
||||
// We don't provide a strong guarantee that we won't change those functions API.
|
||||
//
|
||||
// The ImGui_ImplVulkanH_XXX functions should NOT interact with any of the state used
|
||||
// by the regular ImGui_ImplVulkan_XXX functions.
|
||||
//-------------------------------------------------------------------------
|
||||
@@ -214,30 +227,48 @@ struct ImGui_ImplVulkanH_FrameSemaphores
|
||||
// (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.)
|
||||
struct ImGui_ImplVulkanH_Window
|
||||
{
|
||||
int Width;
|
||||
int Height;
|
||||
VkSwapchainKHR Swapchain;
|
||||
VkSurfaceKHR Surface;
|
||||
VkSurfaceFormatKHR SurfaceFormat;
|
||||
VkPresentModeKHR PresentMode;
|
||||
VkRenderPass RenderPass;
|
||||
VkPipeline Pipeline; // The window pipeline may uses a different VkRenderPass than the one passed in ImGui_ImplVulkan_InitInfo
|
||||
bool UseDynamicRendering;
|
||||
bool ClearEnable;
|
||||
VkClearValue ClearValue;
|
||||
uint32_t FrameIndex; // Current frame being rendered to (0 <= FrameIndex < FrameInFlightCount)
|
||||
uint32_t ImageCount; // Number of simultaneous in-flight frames (returned by vkGetSwapchainImagesKHR, usually derived from min_image_count)
|
||||
uint32_t SemaphoreCount; // Number of simultaneous in-flight frames + 1, to be able to use it in vkAcquireNextImageKHR
|
||||
uint32_t SemaphoreIndex; // Current set of swapchain wait semaphores we're using (needs to be distinct from per frame data)
|
||||
// Input
|
||||
bool UseDynamicRendering;
|
||||
VkSurfaceKHR Surface; // Surface created and destroyed by caller.
|
||||
VkSurfaceFormatKHR SurfaceFormat;
|
||||
VkPresentModeKHR PresentMode;
|
||||
VkAttachmentDescription AttachmentDesc; // RenderPass creation: main attachment description.
|
||||
VkClearValue ClearValue; // RenderPass creation: clear value when using VK_ATTACHMENT_LOAD_OP_CLEAR.
|
||||
|
||||
// Internal
|
||||
int Width; // Generally same as passed to ImGui_ImplVulkanH_CreateOrResizeWindow()
|
||||
int Height;
|
||||
VkSwapchainKHR Swapchain;
|
||||
VkRenderPass RenderPass;
|
||||
VkPipeline Pipeline; // The window pipeline may uses a different VkRenderPass than the one passed in ImGui_ImplVulkan_InitInfo
|
||||
uint32_t FrameIndex; // Current frame being rendered to (0 <= FrameIndex < FrameInFlightCount)
|
||||
uint32_t ImageCount; // Number of simultaneous in-flight frames (returned by vkGetSwapchainImagesKHR, usually derived from min_image_count)
|
||||
uint32_t SemaphoreCount; // Number of simultaneous in-flight frames + 1, to be able to use it in vkAcquireNextImageKHR
|
||||
uint32_t SemaphoreIndex; // Current set of swapchain wait semaphores we're using (needs to be distinct from per frame data)
|
||||
ImVector<ImGui_ImplVulkanH_Frame> Frames;
|
||||
ImVector<ImGui_ImplVulkanH_FrameSemaphores> FrameSemaphores;
|
||||
|
||||
ImGui_ImplVulkanH_Window()
|
||||
{
|
||||
memset((void*)this, 0, sizeof(*this));
|
||||
PresentMode = (VkPresentModeKHR)~0; // Ensure we get an error if user doesn't set this.
|
||||
ClearEnable = true;
|
||||
|
||||
// Parameters to create SwapChain
|
||||
PresentMode = (VkPresentModeKHR)~0; // Ensure we get an error if user doesn't set this.
|
||||
|
||||
// Parameters to create RenderPass
|
||||
AttachmentDesc.format = VK_FORMAT_UNDEFINED; // Will automatically use wd->SurfaceFormat.format.
|
||||
AttachmentDesc.samples = VK_SAMPLE_COUNT_1_BIT;
|
||||
AttachmentDesc.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
|
||||
AttachmentDesc.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
|
||||
AttachmentDesc.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
|
||||
AttachmentDesc.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
|
||||
AttachmentDesc.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
|
||||
AttachmentDesc.finalLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
|
||||
}
|
||||
};
|
||||
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic pop
|
||||
#endif
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
|
||||
@@ -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!
|
||||
@@ -8,6 +8,8 @@
|
||||
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
|
||||
// [X] Renderer: Texture updates support for dynamic font system (ImGuiBackendFlags_RendererHasTextures).
|
||||
|
||||
// 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:
|
||||
@@ -18,6 +20,7 @@
|
||||
|
||||
// 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.
|
||||
@@ -46,22 +49,21 @@
|
||||
|
||||
#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)
|
||||
@@ -259,7 +261,7 @@ 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 };
|
||||
@@ -270,12 +272,12 @@ 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";
|
||||
@@ -398,9 +400,10 @@ 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),
|
||||
@@ -425,9 +428,10 @@ 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),
|
||||
@@ -560,7 +564,7 @@ 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";
|
||||
@@ -605,7 +609,7 @@ 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 = {};
|
||||
@@ -614,7 +618,7 @@ 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 = {};
|
||||
@@ -636,9 +640,10 @@ 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),
|
||||
@@ -751,7 +756,7 @@ 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;
|
||||
@@ -833,14 +838,18 @@ 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.
|
||||
@@ -905,6 +914,176 @@ 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 <TargetConditionals.h>
|
||||
#if TARGET_OS_OSX
|
||||
#include <Cocoa/Cocoa.h>
|
||||
#include <QuartzCore/CAMetalLayer.h>
|
||||
#endif
|
||||
#endif
|
||||
|
||||
WGPUSurface ImGui_ImplWGPU_CreateWGPUSurfaceHelper(ImGui_ImplWGPU_CreateSurfaceInfo* info)
|
||||
{
|
||||
WGPUSurfaceDescriptor surface_descriptor = {};
|
||||
WGPUSurface surface = {};
|
||||
#if defined(__APPLE__) && TARGET_OS_OSX
|
||||
if (strcmp(info->System, "cocoa") == 0)
|
||||
{
|
||||
IM_ASSERT(info->RawWindow != nullptr);
|
||||
NSWindow* ns_window = (NSWindow*)info->RawWindow;
|
||||
id metal_layer = [CAMetalLayer layer];
|
||||
[ns_window.contentView setWantsLayer : YES] ;
|
||||
[ns_window.contentView setLayer : metal_layer] ;
|
||||
WGPUSurfaceSourceMetalLayer surface_src_metal = {};
|
||||
surface_src_metal.chain.sType = WGPUSType_SurfaceSourceMetalLayer;
|
||||
surface_src_metal.layer = metal_layer;
|
||||
surface_descriptor.nextInChain = &surface_src_metal.chain;
|
||||
surface = wgpuInstanceCreateSurface(info->Instance, &surface_descriptor);
|
||||
}
|
||||
#elif defined(__linux__) || defined(__FreeBSD__) || defined(__OpenBSD__) || defined(__NetBSD__) || defined(__DragonFly__)
|
||||
if (strcmp(info->System, "wayland") == 0)
|
||||
{
|
||||
IM_ASSERT(info->RawDisplay != nullptr && info->RawSurface != nullptr);
|
||||
WGPUSurfaceSourceWaylandSurface surface_src_wayland = {};
|
||||
surface_src_wayland.chain.sType = WGPUSType_SurfaceSourceWaylandSurface;
|
||||
surface_src_wayland.display = info->RawDisplay;
|
||||
surface_src_wayland.surface = info->RawSurface;
|
||||
surface_descriptor.nextInChain = &surface_src_wayland.chain;
|
||||
surface = wgpuInstanceCreateSurface(info->Instance, &surface_descriptor);
|
||||
}
|
||||
else if (strcmp(info->System, "x11") == 0)
|
||||
{
|
||||
IM_ASSERT(info->RawDisplay != nullptr && info->RawWindow != nullptr);
|
||||
WGPUSurfaceSourceXlibWindow surface_src_xlib = {};
|
||||
surface_src_xlib.chain.sType = WGPUSType_SurfaceSourceXlibWindow;
|
||||
surface_src_xlib.display = info->RawDisplay;
|
||||
surface_src_xlib.window = (uint64_t)info->RawWindow;
|
||||
surface_descriptor.nextInChain = &surface_src_xlib.chain;
|
||||
surface = wgpuInstanceCreateSurface(info->Instance, &surface_descriptor);
|
||||
}
|
||||
#elif defined(_WIN32)
|
||||
if (strcmp(info->System, "win32") == 0)
|
||||
{
|
||||
IM_ASSERT(info->RawWindow != nullptr && info->RawInstance != nullptr);
|
||||
WGPUSurfaceSourceWindowsHWND surface_src_hwnd = {};
|
||||
surface_src_hwnd.chain.sType = WGPUSType_SurfaceSourceWindowsHWND;
|
||||
surface_src_hwnd.hinstance = info->RawInstance;
|
||||
surface_src_hwnd.hwnd = info->RawWindow;
|
||||
surface_descriptor.nextInChain = &surface_src_hwnd.chain;
|
||||
surface = wgpuInstanceCreateSurface(info->Instance, &surface_descriptor);
|
||||
}
|
||||
#else
|
||||
IM_ASSERT(0 && "Unsupported WebGPU native platform!");
|
||||
#endif
|
||||
return surface;
|
||||
}
|
||||
#endif // #ifndef __EMSCRIPTEN__
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -27,7 +30,29 @@
|
||||
#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>
|
||||
|
||||
#ifdef __EMSCRIPTEN_MAJOR__
|
||||
#if (__EMSCRIPTEN_MAJOR__ >= 4) && (__EMSCRIPTEN_MINOR__ >= 0) && (__EMSCRIPTEN_TINY__ >= 10)
|
||||
#define IMGUI_IMPL_WEBGPU_BACKEND_DAWN
|
||||
#else
|
||||
#define IMGUI_IMPL_WEBGPU_BACKEND_WGPU
|
||||
#endif
|
||||
#else
|
||||
#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
|
||||
#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
|
||||
@@ -56,7 +81,7 @@ IMGUI_IMPL_API void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURen
|
||||
IMGUI_IMPL_API bool ImGui_ImplWGPU_CreateDeviceObjects();
|
||||
IMGUI_IMPL_API void ImGui_ImplWGPU_InvalidateDeviceObjects();
|
||||
|
||||
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
|
||||
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually.
|
||||
IMGUI_IMPL_API void ImGui_ImplWGPU_UpdateTexture(ImTextureData* tex);
|
||||
|
||||
// [BETA] Selected render state data shared with callbacks.
|
||||
@@ -68,4 +93,38 @@ 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
|
||||
|
||||
@@ -21,6 +21,9 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2026-01-28: Inputs: Minor optimization not submitting gamepad input if packet number has not changed (reworked from 2025-09-23 attempt). (#9202, #8556)
|
||||
// 2025-12-03: Inputs: handle WM_IME_CHAR/WM_IME_COMPOSITION messages to support Unicode inputs on MBCS (non-Unicode) Windows. (#9099, #3653, #5961)
|
||||
// 2025-10-19: Inputs: Revert previous change to allow for io.ClearInputKeys() on focus-out not losing gamepad state.
|
||||
// 2025-09-23: Inputs: Minor optimization not submitting gamepad input if packet number has not changed.
|
||||
// 2025-09-18: Call platform_io.ClearPlatformHandlers() on shutdown.
|
||||
// 2025-04-30: Inputs: Fixed an issue where externally losing mouse capture (due to e.g. focus loss) would fail to claim it again the next subsequent click. (#8594)
|
||||
@@ -180,7 +183,7 @@ static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc)
|
||||
bd->LastMouseCursor = ImGuiMouseCursor_COUNT;
|
||||
ImGui_ImplWin32_UpdateKeyboardCodePage(io);
|
||||
|
||||
// Set platform dependent data in viewport
|
||||
// Our mouse update function expect PlatformHandle to be filled for the main viewport
|
||||
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
|
||||
main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (void*)bd->hWnd;
|
||||
IM_UNUSED(platform_has_own_dc); // Used in 'docking' branch
|
||||
@@ -196,7 +199,7 @@ static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc)
|
||||
"xinput1_2.dll", // DirectX SDK
|
||||
"xinput1_1.dll" // DirectX SDK
|
||||
};
|
||||
for (int n = 0; n < IM_ARRAYSIZE(xinput_dll_names); n++)
|
||||
for (int n = 0; n < IM_COUNTOF(xinput_dll_names); n++)
|
||||
if (HMODULE dll = ::LoadLibraryA(xinput_dll_names[n]))
|
||||
{
|
||||
bd->XInputDLL = dll;
|
||||
@@ -652,8 +655,8 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandlerEx(HWND hwnd, UINT msg, WPA
|
||||
bd->MouseTrackedArea = area;
|
||||
}
|
||||
POINT mouse_pos = { (LONG)GET_X_LPARAM(lParam), (LONG)GET_Y_LPARAM(lParam) };
|
||||
if (msg == WM_NCMOUSEMOVE && ::ScreenToClient(hwnd, &mouse_pos) == FALSE) // WM_NCMOUSEMOVE are provided in absolute coordinates.
|
||||
return 0;
|
||||
if (msg == WM_NCMOUSEMOVE) // WM_NCMOUSEMOVE are absolute coordinates.
|
||||
::ScreenToClient(hwnd, &mouse_pos);
|
||||
io.AddMouseSourceEvent(mouse_source);
|
||||
io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y);
|
||||
return 0;
|
||||
@@ -773,6 +776,9 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandlerEx(HWND hwnd, UINT msg, WPA
|
||||
case WM_SETFOCUS:
|
||||
case WM_KILLFOCUS:
|
||||
io.AddFocusEvent(msg == WM_SETFOCUS);
|
||||
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
||||
bd->XInputPacketNumber = 0; // FIXME: Technically, calling io.ClearInputKeys() directly would require this as well.
|
||||
#endif
|
||||
return 0;
|
||||
case WM_INPUTLANGCHANGE:
|
||||
ImGui_ImplWin32_UpdateKeyboardCodePage(io);
|
||||
@@ -787,10 +793,28 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandlerEx(HWND hwnd, UINT msg, WPA
|
||||
else
|
||||
{
|
||||
wchar_t wch = 0;
|
||||
::MultiByteToWideChar(bd->KeyboardCodePage, MB_PRECOMPOSED, (char*)&wParam, 1, &wch, 1);
|
||||
::MultiByteToWideChar(bd->KeyboardCodePage, MB_PRECOMPOSED, (char*)&wParam, 2, &wch, 1);
|
||||
io.AddInputCharacter(wch);
|
||||
}
|
||||
return 0;
|
||||
case WM_IME_COMPOSITION:
|
||||
{
|
||||
// Handling WM_IME_COMPOSITION ensure that WM_IME_CHAR value is correct even for MBCS apps.
|
||||
// (see #9099, #3653 and https://stackoverflow.com/questions/77450354 topics)
|
||||
LRESULT result = ::DefWindowProcW(hwnd, msg, wParam, lParam);
|
||||
return (lParam & GCS_RESULTSTR) ? 1 : result;
|
||||
}
|
||||
case WM_IME_CHAR:
|
||||
if (::IsWindowUnicode(hwnd) == FALSE)
|
||||
{
|
||||
if (::IsDBCSLeadByte(HIBYTE(wParam)))
|
||||
wParam = (WPARAM)MAKEWORD(HIBYTE(wParam), LOBYTE(wParam));
|
||||
wchar_t wch = 0;
|
||||
::MultiByteToWideChar(bd->KeyboardCodePage, MB_PRECOMPOSED, (char*)&wParam, 2, &wch, 1);
|
||||
io.AddInputCharacterUTF16(wch);
|
||||
return 1;
|
||||
}
|
||||
return 0;
|
||||
case WM_SETCURSOR:
|
||||
// This is required to restore cursor when transitioning from e.g resize borders to client area.
|
||||
if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor(io, bd->LastMouseCursor))
|
||||
@@ -814,7 +838,7 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandlerEx(HWND hwnd, UINT msg, WPA
|
||||
// - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps.
|
||||
// - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc.
|
||||
// but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime,
|
||||
// neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies.
|
||||
// neither of which we want to require the user to have. So we dynamically select and load those functions to avoid dependencies.
|
||||
//---------------------------------------------------------------------------------------------------------
|
||||
// This is the scheme successfully used by GLFW (from which we borrowed some of the code) and other apps aiming to be highly portable.
|
||||
// ImGui_ImplWin32_EnableDpiAwareness() is just a helper called by main.cpp, we don't call it automatically.
|
||||
|
||||
@@ -26,7 +26,7 @@ IMGUI_IMPL_API bool ImGui_ImplWin32_InitForOpenGL(void* hwnd);
|
||||
IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame();
|
||||
|
||||
// Win32 message handler your application need to call.
|
||||
// Win32 message handler your application needs to call.
|
||||
// - Intentionally commented out in a '#if 0' block to avoid dragging dependencies on <windows.h> from this helper.
|
||||
// - You should COPY the line below into your .cpp code to forward declare the function and then you can call it.
|
||||
// - Call from your application's message handler. Keep calling your message handler unless this function returns TRUE.
|
||||
@@ -40,7 +40,7 @@ extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg
|
||||
// - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps.
|
||||
// - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc.
|
||||
// but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime,
|
||||
// neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies.
|
||||
// neither of which we want to require the user to have. So we dynamically select and load those functions to avoid dependencies.
|
||||
IMGUI_IMPL_API void ImGui_ImplWin32_EnableDpiAwareness();
|
||||
IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd); // HWND hwnd
|
||||
IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor); // HMONITOR monitor
|
||||
|
||||
@@ -34,6 +34,8 @@ Instructions to rebuild imgui_impl_sdlgpu3_shaders.h
|
||||
xcrun -sdk macosx metallib -o vertex.metallib -c vertex.ir
|
||||
xcrun -sdk macosx metallib -o fragment.metallib -c fragment.ir
|
||||
|
||||
note: use .metal outputs for updating msl_vertex / msl_fragment variables, and use .metallib outputs for metallib_vertex / metallib_fragment variables
|
||||
|
||||
Proceed to step 4
|
||||
|
||||
|
||||
|
||||
@@ -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.
|
||||
@@ -336,7 +337,7 @@ void MyImGuiBackend_UpdateTexture(ImTextureData* tex)
|
||||
{
|
||||
// Create texture based on tex->Width, tex->Height.
|
||||
// - Most backends only support tex->Format == ImTextureFormat_RGBA32.
|
||||
// - Backends for particularly memory constrainted platforms may support tex->Format == ImTextureFormat_Alpha8.
|
||||
// - Backends for particularly memory constrained platforms may support tex->Format == ImTextureFormat_Alpha8.
|
||||
|
||||
// Upload all texture pixels
|
||||
// - Read from our CPU-side copy of the texture and copy to your graphics API.
|
||||
|
||||
@@ -35,6 +35,393 @@ 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 1.92.6 (2026-02-17)
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.92.6
|
||||
|
||||
Breaking Changes:
|
||||
|
||||
- Fonts:
|
||||
- `AddFontDefault()` now automatically selects an embedded font between:
|
||||
- `AddFontDefaultBitmap()`: classic pixel-clean font. Recommended at Size 13px with no scaling.
|
||||
- `AddFontDefaultVector()`: new scalable font. Recommended at any higher size.
|
||||
- The default selection is based on (style.FontSizeBase * FontScaleMain * FontScaleDpi)
|
||||
reaching a small threshold, but old codebases may not set any of them properly.
|
||||
As as a result, it is likely that old codebase may still default to AddFontDefaultBitmap().
|
||||
- Prefer explicitly calling either of them based on your own logic!
|
||||
You can call `AddFontDefaultBitmap()` to ensure legacy behavior.
|
||||
- Fixed handling of `ImFontConfig::FontDataOwnedByAtlas = false` which did
|
||||
erroneously make a copy of the font data, essentially defeating the purpose
|
||||
of this flag and wasting memory (undetected since July 2015 and now spotted
|
||||
by @TellowKrinkle, this is perhaps the oldest bug in Dear ImGui history,
|
||||
albeit for a rarely used feature!) (#9086, #8465)
|
||||
HOWEVER, fixing this bug is likely to surface bugs in user/app code:
|
||||
- Prior to 1.92, font data only needs to be available during the `atlas->AddFontXXX()` call.
|
||||
Since 1.92, font data needs to available until `atlas->RemoveFont()`, or more typically
|
||||
until a shutdown of the owning context or font atlas.
|
||||
- The fact that handling of `FontDataOwnedByAtlas = false` was broken bypassed
|
||||
the issue altogether.
|
||||
- Removed `ImFontConfig::PixelSnapV` added in 1.92 which turns out is unnecessary
|
||||
(and was mis-documented). Post-rescale `GlyphOffset` is always rounded.
|
||||
- Popups: changed compile-time `ImGuiPopupFlags popup_flags = 1` default value to be `= 0` for
|
||||
`BeginPopupContextItem()`, `BeginPopupContextWindow()`, `BeginPopupContextVoid()`, `OpenPopupOnItemClick()`.
|
||||
The default value has same meaning before and after. (#9157, #9146)
|
||||
- Before this version, those functions had a `ImGuiPopupFlags popup_flags = 1` default
|
||||
value in their function signature. This was introduced by a change on 2020/06/23 (1.77)
|
||||
while changing the signature from `int mouse_button` to `ImGuiPopupFlags popup_flags`
|
||||
and trying to preserve then-legacy behavior.
|
||||
- We have now changed this behavior to: cleanup a very old API quirk, facilitate use by
|
||||
bindings, and to remove the last and error-prone non-zero default value. Also because we
|
||||
deemed it extremely rare to use those helper functions with the Left mouse button!
|
||||
As using the LMB would generally be triggered via another widget,
|
||||
e.g. a Button() + a OpenPopup()/BeginPopup() call.
|
||||
- Before: The default = 1 means `ImGuiPopupFlags_MouseButtonRight`.
|
||||
Explicitly passing a literal 0 means `ImGuiPopupFlags_MouseButtonLeft`.
|
||||
- After: The default = 0 means `ImGuiPopupFlags_MouseButtonRight`.
|
||||
Explicitly passing a literal 1 also means `ImGuiPopupFlags_MouseButtonRight`.
|
||||
(if legacy behavior are enabled) or will assert (if legacy behavior are disabled).
|
||||
- TL;DR: if you don't want to use right mouse button for popups, always specify it
|
||||
explicitly using a named `ImGuiPopupFlags_MouseButtonXXXX` value.
|
||||
Recap:
|
||||
- BeginPopupContextItem("foo"); // Behavior unchanged (use Right button)
|
||||
- BeginPopupContextItem("foo", ImGuiPopupFlags_MouseButtonLeft); // Behavior unchanged (use Left button)
|
||||
- BeginPopupContextItem("foo", ImGuiPopupFlags_MouseButtonLeft | xxx); // Behavior unchanged (use Left button + flags)
|
||||
- BeginPopupContextItem("foo", ImGuiPopupFlags_MouseButtonRight | xxx); // Behavior unchanged (use Right button + flags)
|
||||
- BeginPopupContextItem("foo", 1); // Behavior unchanged (as a courtesy we legacy interpret 1 as ImGuiPopupFlags_MouseButtonRight, will assert if disabling legacy behaviors.
|
||||
- BeginPopupContextItem("foo", 0); // !! Behavior changed !! Was Left button. Now will defaults to Right button! --> Use ImGuiPopupFlags_MouseButtonLeft.
|
||||
- BeginPopupContextItem("foo", ImGuiPopupFlags_NoReopen); // !! Behavior changed !! Was Left button + flags. Now will defaults to Right button! --> Use ImGuiPopupFlags_MouseButtonLeft | xxx.
|
||||
- Commented out legacy names obsoleted in 1.90 (Sept 2023):
|
||||
- `BeginChildFrame()` --> `BeginChild()` with `ImGuiChildFlags_FrameStyle` flag.
|
||||
- `EndChildFrame()` --> `EndChild()`.
|
||||
- `ShowStackToolWindow()` --> `ShowIDStackToolWindow()`.
|
||||
- `IM_OFFSETOF()` --> `offsetof()`.
|
||||
- `IM_FLOOR()` --> `IM_TRUNC()` [internal, for positive values only]
|
||||
- Hashing: handling of "###" operator to reset to seed within a string identifier
|
||||
doesn't include the "###" characters in the output hash anymore:
|
||||
Before: `GetID("Hello###World") == GetID("###World") != GetID("World")`
|
||||
After: `GetID("Hello###World") == GetID("###World") == GetID("World")`
|
||||
- This has the property of facilitating concatenating and manipulating
|
||||
identifiers using "###", and will allow fixing other dangling issues.
|
||||
- This will invalidate hashes (stored in .ini data) for Tables and Windows
|
||||
that are using the "###" operators. (#713, #1698)
|
||||
- Renamed helper macro `IM_ARRAYSIZE()` -> `IM_COUNTOF()`. Kept redirection/legacy name.
|
||||
- Backends:
|
||||
- Vulkan: optional `ImGui_ImplVulkanH_DestroyWindow()` helper used by our example
|
||||
code does not call `vkDestroySurfaceKHR()`: because surface is created by caller
|
||||
of `ImGui_ImplVulkanH_CreateOrResizeWindow()`, it is more consistent. (#9163)
|
||||
|
||||
Other Changes:
|
||||
|
||||
- Fonts:
|
||||
- Added `AddFontDefaultVector()`: a new embedded monospace scalable font: ProggyForever!
|
||||
From https://github.com/ocornut/proggyforever:
|
||||
"ProggyForever is an MIT-licensed partial reimplementation of the ProggyVector
|
||||
font (originally by Tristan Grimmer), which itself is a vector-based
|
||||
reinterpretation of the ProggyClean bitmap font that happily served as
|
||||
Dear ImGui default font for over 10 years." [...]
|
||||
"I commissioned Thiebault Courot to recreate this, applied various minor tweaks
|
||||
and fixes, and reworked his editing pipeline toward shipping FontForge source
|
||||
files so we can allow and track future changes."
|
||||
- TL;DR; there was no strictly MIT-licensed matching font. We made it!
|
||||
- The font data was carefully subsetted, trimmed and compressed so the embedded
|
||||
data is ~14 KB. Embedding a scalable default font ensures that Dear ImGui can
|
||||
be easily and readily used in all contexts, even without file system access.
|
||||
- Expect minor fixes/improvements in following releases.
|
||||
- As always you can opt-out of the embedded font data if desired.
|
||||
- `AddFontDefault()` now automatically selects an embedded font between
|
||||
the classic pixel-looking one and the new scalable one.
|
||||
Prefer calling `AddFontDefaultVector()` or `AddFontDefaultBitmap()` explicitly.
|
||||
- Fixed a crash when trying to use `AddFont()` with `MergeMode==true` on a font that
|
||||
has already been rendered. (#9162) [@ocornut, @cyfewlp]
|
||||
- Fixed an issue where using `PushFont()` from the implicit/fallback "Debug" window
|
||||
when its recorded state is collapsed would incorrectly early out. This would break
|
||||
e.g. using direct draw-list calls such as `GetForegroundDrawList()` with current font.
|
||||
(#9210, #8865)
|
||||
- Fixed an issue related to `EllipsisChar` handling, while changing
|
||||
font loader or font loader flags dynamically in Style->Fonts menus.
|
||||
- imgui_freetype: fixed overwriting `ImFontConfig::PixelSnapH` when hinting
|
||||
is enabled, creating side-effects when later disabling hinting or
|
||||
dynamically switching to stb_truetype rasterizer.
|
||||
- Adding new fonts after removing all fonts mid-frame properly updates current state.
|
||||
- Textures:
|
||||
- Fixed a building issue when `ImTextureID` is defined as a struct.
|
||||
- Fixed displaying texture # in Metrics/Debugger window.
|
||||
- Menus:
|
||||
- Fixed `MenuItem()` label position and `BeginMenu()` arrow/icon/popup positions,
|
||||
when used inside a line with a baseline offset.
|
||||
- Made navigation into menu-bar auto wrap on X axis. (#9178)
|
||||
- TreeNode:
|
||||
- Fixed highlight position when used inside a line with a large text baseline offset.
|
||||
(it never quite worked in this situation; but then most of the time the text
|
||||
baseline offset ends up being zero or `FramePadding.y` for a given line).
|
||||
- Tables:
|
||||
- Fixed an issue where a very thin scrolling table would advance parent layout
|
||||
slightly differently depending on its visibility (caused by a mismatch
|
||||
between hard minimum window size and table minimum size).
|
||||
- Fixed an issue where submitting non-integer row heights would eventually
|
||||
advance table parent layout by +0/+1 depending on its visibility.
|
||||
- Fixed losing stored display order when reducing column count or when .ini
|
||||
data has missing or duplicate values. (#9108, #4046)
|
||||
- ColorEdit:
|
||||
- Added R/G/B/A color markers next to each component (enabled by default).
|
||||
- Added `ImGuiColorEditFlags_NoColorMarkers` to disable them.
|
||||
- Added `style.ColorMarkerSize` to configure width of color component markers.
|
||||
- Sliders, Drags:
|
||||
- Added `ImGuiSliderFlags_ColorMarkers` to opt-in adding R/G/B/A color markers
|
||||
next to each components, in multi-components functions.
|
||||
- Added a way to select a specific marker color.
|
||||
- InputText:
|
||||
- InputTextMultiline(): fixed a minor bug where Shift+Wheel would allow a small
|
||||
horizontal scroll offset when there should be none. (#9249)
|
||||
- ImGuiInputTextCallbackData: `SelectAll()` also sets `CursorPos` to `SelectionEnd`.
|
||||
- ImGuiInputTextCallbackData: Added `SetSelection()` helper.
|
||||
- ImGuiInputTextCallbackData: Added `ID` and `EventActivated` members. (#9174)
|
||||
- Text, InputText:
|
||||
- Reworked word-wrapping logic:
|
||||
- Try to not wrap in the middle of contiguous punctuation. (#8139, #8439, #9094)
|
||||
- Try to not wrap between a punctuation and a digit. (#8503)
|
||||
- Inside `InputTextMultiline()` with WordWrap enabled: prefer keeping blanks at
|
||||
the end of a line rather than at the beginning of next line. (#8990, #3237)
|
||||
- Fixed low-level word-wrapping function reading from `*text_end` when passed
|
||||
a string range. (#9107) [@achabense]
|
||||
- Changed `RenderTextEllipsis()` logic to not trim trailing blanks before
|
||||
the ellipsis, making ellipsis position more consistent and not arbitrary
|
||||
hiding the possibility of multiple blanks. (#9229)
|
||||
- Nav:
|
||||
- Fixed remote/shortcut InputText() not teleporting mouse cursor when
|
||||
nav cursor is visible and `io.ConfigNavMoveSetMousePos` is enabled.
|
||||
- Fixed a looping/wrapping issue when used in menu layer. (#9178)
|
||||
- Fixed speed scale for resizing/moving with keyboard/gamepad. We incorrectly
|
||||
used `io.DisplayFramebufferScale` as a scaling factor (very old code),
|
||||
effectively making those actions faster on macOS/iOS retina screens.
|
||||
(changed this to use a style scale factor that's not fully formalized yet)
|
||||
- Fixed an UBSan warning when using in a `ImGuiListClipper` region . (#9160)
|
||||
- Scrollbar: fixed a code-path leading to a divide-by-zero (which would not be
|
||||
noticeable by user but detected by sanitizers). (#9089) [@judicaelclair]
|
||||
- InvisibleButton: allow calling with size (0,0) to fit to available content
|
||||
size. (#9166, #7623)
|
||||
- Tooltips, Disabled: fixed `EndDisabledOverrideReenable()` assertion when
|
||||
nesting a tooltip in a disabled block. (#9180, #7640) [@RegimantasSimkus]
|
||||
- Added `GetItemFlags()` in public API for consistency and to expose generic
|
||||
flags of last submitted item. (#9127)
|
||||
- Misc: fixed build on ARM64/ARM64EC targets trying to use SSE/immintrin.h.
|
||||
(#9209, #5943, #4091) [@navvyswethgraphics]
|
||||
- Log/Capture:
|
||||
- Fixed erroneously injecting extra carriage returns in output text buffer
|
||||
when `ItemSpacing.y` > `FramePadding.y + 1` while emitting items.
|
||||
- Images:
|
||||
- Added `style.ImageRounding`, `ImGuiStyleVar_ImageRounding `to configure
|
||||
rounding of `Image()` widgets. (#2942, #845)
|
||||
- `ImageButton()` doesn't use a clamped `style.FrameRounding` value but instead
|
||||
adjust inner image rounding when `FramePadding > `FrameRounding`. (#2942, #845)
|
||||
- Shortcuts:
|
||||
- IsItemHovered() without `ImGuiHoveredFlags_AllowWhenBlockedByActiveItem`
|
||||
doesn't filter out the signal when activated item is a shortcut remote activation;
|
||||
(which mimics what's done internally in the `ItemHoverable()` function). (#9138)
|
||||
- Fixed tooltip placement being affected for a frame when located over an item
|
||||
activated by `SetNextItemShortcut()`. (#9138)
|
||||
- Error Handling:
|
||||
- Improved error handling and recovery for `EndMenu()`/`EndCombo()`. (#1651, #9165, #8499)
|
||||
- Improved error handling and recovery for `TableSetupColumn()`.
|
||||
- Debug Tools:
|
||||
- Debug Log: fixed incorrectly printing characters in IO log when submitting
|
||||
non-ASCII values to `io.AddInputCharacter()`. (#9099)
|
||||
- Debug Log: can output to debugger on Windows via Win32 `OutputDebugString()` (#5855)
|
||||
- Demo:
|
||||
- Slightly improve `Selectable()` demos. (#9193)
|
||||
- Backends:
|
||||
- DirectX10: added `SamplerNearest` in `ImGui_ImplDX10_RenderState`.
|
||||
(+renamed `SamplerDefault` to `SamplerLinear`, which was tagged as beta API)
|
||||
- DirectX11: added `SamplerNearest` in ImGui_ImplDX11_RenderState.
|
||||
(+renamed `SamplerDefault` to `SamplerLinear`, which was tagged as beta API)
|
||||
- GLFW: Avoid repeated `glfwSetCursor()` / `glfwSetInputMode()` unnecessary calls.
|
||||
Lowers overhead for very high framerates (e.g. 10k+ FPS). [@maxliani]
|
||||
- GLFW: Added `IMGUI_IMPL_GLFW_DISABLE_X11` / `IMGUI_IMPL_GLFW_DISABLE_WAYLAND` to
|
||||
forcefully disable either. (#9109, #9116)
|
||||
Try to set them automatically if headers are not accessible. (#9225)
|
||||
- OpenGL3: Fixed embedded loader multiple init/shutdown cycles broken on some
|
||||
platforms. (#8792, #9112)
|
||||
- SDL2, SDL3: changed `GetClipboardText()` handler to return NULL on error aka
|
||||
clipboard contents is not text. Consistent with other backends. (#9168)
|
||||
- SDL2, SDL3: systems other than X11 are back to starting mouse capture on mouse down
|
||||
(reverts 1.91.9 change). Only X11 requires waiting for a drag by default (not ideal,
|
||||
but a better default for X11 users). Waiting for a drag to start mouse capture leads to
|
||||
input drops when dragging after clicking on the edge of a window.
|
||||
(#3650, #6410, #9235, #3956, #3835)
|
||||
- SDL2, SDL3: added `ImGui_ImplSDL2_SetMouseCaptureMode()`/`ImGui_ImplSDL3_SetMouseCaptureMode()`
|
||||
function for X11 users to disable mouse capturing/grabbing. (#3650, #6410, #9235, #3956, #3835)
|
||||
- When attached to a debugger may want to call:
|
||||
- `ImGui_ImplSDL3_SetMouseCaptureMode(ImGui_ImplSDL3_MouseCaptureMode_Disabled);`
|
||||
- But you can also configure your system or debugger to automatically release
|
||||
mouse grab when crashing/breaking in debugger, e.g.
|
||||
- console: `setxkbmap -option grab:break_actions && xdotool key XF86Ungrab`
|
||||
- or use a GDB script to call `SDL_CaptureMouse(false)`. See #3650.
|
||||
- On platforms other than X11 this is unnecessary.
|
||||
- SDL_GPU3: added `SamplerNearest` in `ImGui_ImplSDLGPU3_RenderState`.
|
||||
- SDL_GPU3: macOS version can use MSL shaders in order to support macOS 10.14+
|
||||
(vs Metallib shaders requiring macOS 14+). Requires application calling
|
||||
`SDL_CreateGPUDevice()` with `SDL_GPU_SHADERFORMAT_MSL`. (#9076) [@Niminem]
|
||||
- Vulkan: helper for creating a swapchain (used by examples and multi-viewports)
|
||||
selects `VkSwapchainCreateInfoKHR`'s `compositeAlpha` value based on
|
||||
`cap.supportedCompositeAlpha`, which seems to be required on some Android
|
||||
devices. (#8784) [@FelixStach]
|
||||
- WebGPU: fixes for Emscripten 5.0.0 (note: current examples do not build with 5.0.1).
|
||||
- Win32: handle `WM_IME_CHAR`/`WM_IME_COMPOSITION` to support Unicode inputs on
|
||||
MBCS (non-Unicode) Windows. (#9099, #3653, #5961) [@ulhc, @ocornut, @Othereum]
|
||||
- Win32: minor optimization not submitting gamepad input if packet number has not
|
||||
changed (reworked previous 1.92.4). (#9202, #8556) [@AhmedSamyMousa, @MidTerm-CN]
|
||||
- Examples:
|
||||
- Win32+DirectX12: ignore seemingly incorrect `D3D12_MESSAGE_ID_FENCE_ZERO_WAIT`
|
||||
warning on startups on some setups. (#9084, #9093) [@RT2Code, @LeoGautheron]
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
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 output.
|
||||
- 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)
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.92.4 (Released 2025-10-14)
|
||||
-----------------------------------------------------------------------
|
||||
@@ -74,6 +461,8 @@ Other Changes:
|
||||
using ImGuiWindowFlags_UnsavedDocument/ImGuiTabItemFlags_UnsavedDocument. (#8983)
|
||||
- IO: added ImGuiPlatformIO::ClearPlatformHandlers(), ClearRendererHandlers()
|
||||
helpers to null all handlers. (#8945, #2769)
|
||||
- Tables: changed ImGuiTableFlags_NoBordersInBody behavior to not draw border in
|
||||
body even when resizing. (#8893)
|
||||
- Inputs:
|
||||
- Shortcuts: added support for combining ImGuiInputFlags_RouteFocused
|
||||
(which is the default route) with ImGuiInputFlags_RouteOverActive, allowing
|
||||
@@ -476,7 +865,7 @@ Breaking changes:
|
||||
which font input is providing which glyph.
|
||||
- Fonts: **IMPORTANT** on Thread Safety:
|
||||
- A few functions such as font->CalcTextSizeA() were by sheer luck (== accidentally)
|
||||
thread-safe even thou we had never provided that guarantee before. They are
|
||||
thread-safe even though we had never provided that guarantee before. They are
|
||||
definitively not thread-safe anymore as new glyphs may be loaded.
|
||||
|
||||
- Textures:
|
||||
@@ -1229,6 +1618,7 @@ Breaking changes:
|
||||
- Commented out pre-1.87 IO system (equivalent to using IMGUI_DISABLE_OBSOLETE_KEYIO or IMGUI_DISABLE_OBSOLETE_FUNCTIONS before).
|
||||
- io.KeyMap[] and io.KeysDown[] are removed (obsoleted February 2022). Use IsKeyDown() instead.
|
||||
- io.NavInputs[] and ImGuiNavInput are removed (obsoleted July 2022).
|
||||
- GetKeyIndex() is removed (obsoleted March 2022). The indirection is now unnecessary.
|
||||
- Pre-1.87 backends are not supported:
|
||||
- backends need to call io.AddKeyEvent(), io.AddMouseEvent() instead of writing to io.KeysDown[], io.MouseDown[] fields.
|
||||
- backends need to call io.AddKeyAnalogEvent() for gamepad values instead of writing to io.NavInputs[] fields.
|
||||
|
||||
@@ -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>
|
||||
@@ -149,6 +151,11 @@ 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>
|
||||
@@ -177,6 +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
|
||||
|
||||
20
docs/FAQ.md
20
docs/FAQ.md
@@ -658,22 +658,28 @@ Since 1.92 (June 2025) fonts may be dynamically used at any size.
|
||||
|
||||
**Scaling fonts**
|
||||
|
||||
Select default size:
|
||||
```cpp
|
||||
style.FontSizeBase = 20.0f;
|
||||
```
|
||||
Scale all fonts:
|
||||
```cpp
|
||||
style.FontScaleDpi = 2.0f;
|
||||
```
|
||||
|
||||
To change font size:
|
||||
```cpp
|
||||
ImGui::PushFont(NULL, 42.0f);
|
||||
ImGui::PushFont(NULL, 42.0f); // This will be multiplied by style.FontScaleDpi
|
||||
```
|
||||
To change font and font size:
|
||||
```cpp
|
||||
ImGui::PushFont(new_font, 42.0f);
|
||||
```
|
||||
To scale all fonts:
|
||||
```cpp
|
||||
style.FontScaleDpi = 2.0f;
|
||||
```
|
||||
|
||||
In `docking` branch or with multi-viewports:
|
||||
```cpp
|
||||
io.ConfigDpiScaleFonts = true; // [Experimental] Automatically overwrite style.FontScaleDpi in Begin() when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now.
|
||||
io.ConfigDpiScaleViewports = true; // [Experimental] Scale Dear ImGui and Platform Windows when Monitor DPI changes.
|
||||
io.ConfigDpiScaleFonts = true; // (Docking branch only) Automatically overwrite style.FontScaleDpi in Begin() when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now.
|
||||
io.ConfigDpiScaleViewports = true; // (Docking branch only) Scale Dear ImGui and Platform Windows when Monitor DPI changes.
|
||||
```
|
||||
|
||||
**Scaling style** (paddings, spacings, thicknesses)
|
||||
|
||||
@@ -2,10 +2,20 @@ _(You may browse this at https://github.com/ocornut/imgui/blob/master/docs/FONTS
|
||||
|
||||
## Dear ImGui: Using Fonts
|
||||
|
||||
The code in imgui.cpp embeds a copy of [ProggyClean.ttf](http://proggyfonts.net) (by Tristan Grimmer),
|
||||
a 13 pixels high, pixel-perfect font used by default. We embed it in the source code so you can use Dear ImGui without any file system access. ProggyClean does not scale smoothly, therefore it is recommended that you load your own file when using Dear ImGui in an application aiming to look nice and wanting to support multiple resolutions.
|
||||
The code in Dear ImGui embeds a copy of [ProggyClean.ttf](https://github.com/bluescan/proggyfonts) by Tristan Grimmer,
|
||||
a 13 pixels high, pixel-perfect font used by default. ProggyClean does not scale very nicely.
|
||||
|
||||
You may also load external .TTF/.OTF files.
|
||||
The code in Dear ImGui embeds a partial copy of [ProggyForever.ttf](https://github.com/ocornut/proggyforever) by Disco Hello & Tristan Grimmer,
|
||||
a new font mimicking ProggyClean which does scale nicely.
|
||||
|
||||
We embed fonts in the code so you can use Dear ImGui without any file system access.
|
||||
If you don't use them you can set `IMGUI_DISABLE_DEFAULT_FONT` in your [imconfig.h](https://github.com/ocornut/imgui/blob/master/imconfig.h) file to ship binaries without the fonts and save about ~26 KB.
|
||||
|
||||
Calling io.Fonts->AddFontDefaultVector() loads ProggyForever.
|
||||
Calling io.Fonts->AddFontDefaultBitmap() loads ProggyClean.
|
||||
Calling io.Fonts->AddFontDefault() selects one based on the expected default font size (when `style.FontSizeBase * style.FontScaleMain * style.FontSizeDpi >= 15` we use ProggyForever).
|
||||
|
||||
You may also load external .TTF/.OTF files, see instructions on this page.
|
||||
In the [misc/fonts/](https://github.com/ocornut/imgui/tree/master/misc/fonts) folder you can find a few suggested fonts, provided as a convenience.
|
||||
|
||||
**Also read the FAQ:** https://www.dearimgui.com/faq (there is a Fonts section!)
|
||||
@@ -89,7 +99,10 @@ See [#8465](https://github.com/ocornut/imgui/issues/8465) for more details.
|
||||
|
||||
## How should I handle DPI in my application?
|
||||
|
||||
See [FAQ entry](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#q-how-should-i-handle-dpi-in-my-application).
|
||||
Since 1.92, with an updated backend, you can set `style.FontScaleDpi = your_content_scale;` to scale all fonts.
|
||||
<BR>You can call `style.ScaleAllSizes(xxx)` at init time or every frame at the beginning of your main loop to scale sizes/paddings.
|
||||
<BR>Since 1.92, with an updated backend, macOS style pixel/backing style scale is automatically handled.
|
||||
<BR>See [FAQ entry](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#q-how-should-i-handle-dpi-in-my-application) for more details.
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
@@ -97,10 +110,22 @@ See [FAQ entry](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#q-how-s
|
||||
|
||||
## Fonts Loading Instructions
|
||||
|
||||
**Select base size**
|
||||
```cpp
|
||||
ImGuiStyle& style = ImGui::GetStyle();
|
||||
style.FontSizeBase = 20.0f;
|
||||
```
|
||||
|
||||
**Load default font:**
|
||||
```cpp
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.Fonts->AddFontDefault();
|
||||
io.Fonts->AddFontDefaultVector(); // Load embedded scalable font.
|
||||
```
|
||||
```cpp
|
||||
io.Fonts->AddFontDefaultBitmap(); // Load embedded bitmap font (legacy).
|
||||
```
|
||||
```cpp
|
||||
io.Fonts->AddFontDefault(); // Load embedded font (legacy: auto-selected between the two above).
|
||||
```
|
||||
|
||||
**Load .TTF/.OTF file with:**
|
||||
@@ -145,7 +170,7 @@ ImFont* font = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, &config);
|
||||
🆕 **Since 1.92, with an up to date backend: specifying glyph ranges is unnecessary.**
|
||||
```cpp
|
||||
// Load a first font
|
||||
ImFont* font = io.Fonts->AddFontDefault();
|
||||
ImFont* font = io.Fonts->AddFontDefaultVector();
|
||||
ImFontConfig config;
|
||||
config.MergeMode = true;
|
||||
io.Fonts->AddFontFromFileTTF("DroidSans.ttf", 0.0f, &config); // Merge into first font to add e.g. Asian characters
|
||||
@@ -202,7 +227,7 @@ if (ImGui::Button(u8"ロード"))
|
||||
{
|
||||
// do stuff
|
||||
}
|
||||
ImGui::InputText("string", buf, IM_ARRAYSIZE(buf));
|
||||
ImGui::InputText("string", buf, IM_COUNTOF(buf));
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
|
||||
```
|
||||
|
||||
@@ -228,6 +253,7 @@ ImFontConfig font_cfg;
|
||||
font_cfg.FontDataOwnedByAtlas = false;
|
||||
ImFont* font = io.Fonts->AddFontFromMemoryTTF(data, data_size, size_pixels, &font_cfg);
|
||||
```
|
||||
IMPORTANT: Since 1.92, when using `FontDataOwnedByAtlas = false`, font data needs to available until `atlas->RemoveFont()`, or more typically until a shutdown of the owning context or font atlas. It was not immediately noticeable in 1.92.0 due to a bug in handling `FontDataOwnedByAtlas = false`, which was fixed in 1.92.6.
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
@@ -268,7 +294,7 @@ Example Setup:
|
||||
// Merge icons into default tool font
|
||||
#include "IconsFontAwesome.h"
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.Fonts->AddFontDefault();
|
||||
io.Fonts->AddFontDefaultVector();
|
||||
ImFontConfig config;
|
||||
config.MergeMode = true;
|
||||
config.GlyphMinAdvanceX = 13.0f; // Use if you want to make the icon monospaced
|
||||
@@ -425,7 +451,7 @@ As an alternative to rendering colorful glyphs using imgui_freetype with `ImGuiF
|
||||
#### Pseudo-code:
|
||||
```cpp
|
||||
// Add font, then register two custom 13x13 rectangles mapped to glyph 'a' and 'b' of this font
|
||||
ImFont* font = io.Fonts->AddFontDefault();
|
||||
ImFont* font = io.Fonts->AddFontDefaultVector();
|
||||
int rect_ids[2];
|
||||
rect_ids[0] = io.Fonts->AddCustomRectFontGlyph(font, 'a', 13, 13, 13+1);
|
||||
rect_ids[1] = io.Fonts->AddCustomRectFontGlyph(font, 'b', 13, 13, 13+1);
|
||||
@@ -438,7 +464,7 @@ unsigned char* tex_pixels = nullptr;
|
||||
int tex_width, tex_height;
|
||||
io.Fonts->GetTexDataAsRGBA32(&tex_pixels, &tex_width, &tex_height);
|
||||
|
||||
for (int rect_n = 0; rect_n < IM_ARRAYSIZE(rect_ids); rect_n++)
|
||||
for (int rect_n = 0; rect_n < IM_COUNTOF(rect_ids); rect_n++)
|
||||
if (const ImTextureRect* rect = io.Fonts->GetCustomRect(rect_ids[rect_n]))
|
||||
{
|
||||
// Fill the custom rectangle with red pixels (in reality you would draw/copy your bitmap data here!)
|
||||
@@ -538,7 +564,20 @@ You can use the `UTF-8 Encoding viewer` in `Metrics/Debugger` to verify the cont
|
||||
|
||||
## Credits/Licenses For Fonts Included In Repository
|
||||
|
||||
Some fonts files are available in the `misc/fonts/` folder:
|
||||
Embedded in source code:
|
||||
|
||||
**ProggyClean.ttf**, by Tristan Grimmer
|
||||
<br>MIT License
|
||||
<br>(recommended loading setting: Size = 13.0, GlyphOffset.y = +1, PixelSnapH = true)
|
||||
<br>https://github.com/bluescan/proggyfonts
|
||||
|
||||
**ProggyForever.ttf**, by Disco Hello, Tristan Grimmer
|
||||
<BR>MIT License
|
||||
<BR>https://github.com/ocornut/proggyforever
|
||||
|
||||
Extra fonts files are available in the `misc/fonts/` folder.
|
||||
Compared to 2014 when they were first introduced, we now have better font support and we embed ProggyForever.
|
||||
I believe all the files here are unnecessary nowadays. You can find font yourself. They might eventually be removed.
|
||||
|
||||
**Roboto-Medium.ttf**, by Christian Robetson
|
||||
<br>Apache License 2.0
|
||||
@@ -553,15 +592,10 @@ Some fonts files are available in the `misc/fonts/` folder:
|
||||
<br>Apache License 2.0
|
||||
<br>https://www.fontsquirrel.com/fonts/droid-sans
|
||||
|
||||
**ProggyClean.ttf**, by Tristan Grimmer
|
||||
<br>MIT License
|
||||
<br>(recommended loading setting: Size = 13.0, GlyphOffset.y = +1)
|
||||
<br>http://www.proggyfonts.net/
|
||||
|
||||
**ProggyTiny.ttf**, by Tristan Grimmer
|
||||
<br>MIT License
|
||||
<br>(recommended loading setting: Size = 10.0, GlyphOffset.y = +1)
|
||||
<br>http://www.proggyfonts.net/
|
||||
<br>https://github.com/bluescan/proggyfonts
|
||||
|
||||
**Karla-Regular.ttf**, by Jonathan Pinhorn
|
||||
<br>SIL OPEN FONT LICENSE Version 1.1
|
||||
@@ -589,12 +623,8 @@ Some fonts files are available in the `misc/fonts/` folder:
|
||||
|
||||
<img width="1172" height="715" alt="image" src="https://github.com/user-attachments/assets/c9702534-4877-41c9-ae0d-252933c26ced" />
|
||||
|
||||
Pixel Perfect:
|
||||
- Proggy Fonts, by Tristan Grimmer http://www.proggyfonts.net or http://upperboundsinteractive.com/fonts.php
|
||||
- Sweet16, Sweet16 Mono, by Martin Sedlak (Latin + Supplemental + Extended A) https://github.com/kmar/Sweet16Font (also include an .inl file to use directly in dear imgui.)
|
||||
|
||||
Regular:
|
||||
- ProggyVector if you want the old school Dear ImGui font to scale: https://github.com/bluescan/proggyfonts
|
||||
- Proggy Fonts, by Tristan Grimmer https://github.com/bluescan/proggyfonts
|
||||
- Sweet16, Sweet16 Mono, by Martin Sedlak (Latin + Supplemental + Extended A) https://github.com/kmar/Sweet16Font
|
||||
- Google Noto Mono Fonts: https://www.google.com/get/noto/
|
||||
- Typefaces for source code beautification: https://github.com/chrissimpkins/codeface
|
||||
- Programmation fonts: http://s9w.github.io/font_compare/
|
||||
|
||||
@@ -39,10 +39,12 @@ Dear ImGui is particularly suited to integration in game engines (for tooling),
|
||||
|
||||
### Usage
|
||||
|
||||
**The core of Dear ImGui is self-contained within a few platform-agnostic files** which you can easily compile in your application/engine. They are all the files in the root folder of the repository (imgui*.cpp, imgui*.h). **No specific build process is required**. You can add the .cpp files into your existing project.
|
||||
**The core of Dear ImGui is self-contained within a few platform-agnostic files** which you can easily compile in your application/engine. They are all the files in the root folder of the repository (`imgui*.cpp`, `imgui*.h`). **No specific build process is required**: you can add all files into your existing project.
|
||||
|
||||
**Backends for a variety of graphics API and rendering platforms** are provided in the [backends/](https://github.com/ocornut/imgui/tree/master/backends) folder, along with example applications in the [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder. You may also create your own backend. Anywhere where you can render textured triangles, you can render Dear ImGui.
|
||||
|
||||
C++20 users wishing to use a module may the use [stripe2933/imgui-module](https://github.com/stripe2933/imgui-module) third-party extension.
|
||||
|
||||
See the [Getting Started & Integration](#getting-started--integration) section of this document for more details.
|
||||
|
||||
After Dear ImGui is set up in your application, you can use it from \_anywhere\_ in your program loop:
|
||||
@@ -50,7 +52,7 @@ After Dear ImGui is set up in your application, you can use it from \_anywhere\_
|
||||
ImGui::Text("Hello, world %d", 123);
|
||||
if (ImGui::Button("Save"))
|
||||
MySaveFunction();
|
||||
ImGui::InputText("string", buf, IM_ARRAYSIZE(buf));
|
||||
ImGui::InputText("string", buf, IM_COUNTOF(buf));
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
|
||||
```
|
||||

|
||||
@@ -207,7 +209,7 @@ Dear ImGui is using software and services provided free of charge for open sourc
|
||||
Credits
|
||||
-------
|
||||
|
||||
Developed by [Omar Cornut](https://www.miracleworld.net) and every direct or indirect [contributors](https://github.com/ocornut/imgui/graphs/contributors) to the GitHub. The early version of this library was developed with the support of [Media Molecule](https://www.mediamolecule.com) and first used internally on the game [Tearaway](https://tearaway.mediamolecule.com) (PS Vita).
|
||||
Developed by [Omar Cornut](https://www.miracleworld.net) and every direct or indirect [contributors](https://github.com/ocornut/imgui/graphs/contributors) to the GitHub. The early version of this library was developed with the support of [Media Molecule](https://www.mediamolecule.com) and first used internally on the game [Tearaway](https://youtu.be/w0oxBviRGlU) (PS Vita).
|
||||
|
||||
Recurring contributors include Rokas Kupstys [@rokups](https://github.com/rokups) (2020-2022): a good portion of work on automation system and regression tests now available in [Dear ImGui Test Engine](https://github.com/ocornut/imgui_test_engine).
|
||||
|
||||
@@ -215,7 +217,8 @@ Maintenance/support contracts, sponsoring invoices and other B2B transactions ar
|
||||
|
||||
Omar: "I first discovered the IMGUI paradigm at [Q-Games](https://www.q-games.com) where Atman Binstock had dropped his own simple implementation in the codebase, which I spent quite some time improving and thinking about. It turned out that Atman was exposed to the concept directly by working with Casey. When I moved to Media Molecule I rewrote a new library trying to overcome the flaws and limitations of the first one I've worked with. It became this library and since then I have spent an unreasonable amount of time iterating and improving it."
|
||||
|
||||
Embeds [ProggyClean.ttf](https://www.proggyfonts.net) font by Tristan Grimmer (MIT license).
|
||||
Embeds [ProggyClean](https://www.proggyfonts.net) font by Tristan Grimmer (MIT license).
|
||||
<br>Embeds [ProggyForever](https://github.com/ocornut/proggyforever) fonts by Disco Hello, Tristan Grimmer (MIT license).
|
||||
<br>Embeds [stb_textedit.h, stb_truetype.h, stb_rect_pack.h](https://github.com/nothings/stb/) by Sean Barrett (public domain).
|
||||
|
||||
Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. Special thanks to Alex Evans, Patrick Doane, Marco Koegler for kindly helping. Also thank you to everyone posting feedback, questions and patches on GitHub.
|
||||
|
||||
@@ -308,7 +308,7 @@ 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.
|
||||
|
||||
@@ -49,14 +49,16 @@ int main(int, char**)
|
||||
ImGui_ImplAllegro5_Init(display);
|
||||
|
||||
// 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!
|
||||
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
|
||||
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
|
||||
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
|
||||
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//style.FontSizeBase = 20.0f;
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontDefaultVector();
|
||||
//io.Fonts->AddFontDefaultBitmap();
|
||||
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
|
||||
|
||||
@@ -151,42 +151,45 @@ void Init(struct android_app* app)
|
||||
ImGui_ImplAndroid_Init(g_App->window);
|
||||
ImGui_ImplOpenGL3_Init("#version 300 es");
|
||||
|
||||
// Setup scaling
|
||||
float main_scale = 2.0f;
|
||||
ImGuiStyle& style = ImGui::GetStyle();
|
||||
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
|
||||
style.FontScaleDpi = main_scale; // Set initial font scale.
|
||||
|
||||
// Load Fonts
|
||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - If 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).
|
||||
// - 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!
|
||||
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
|
||||
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
|
||||
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
|
||||
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
// - Android: The TTF files have to be placed into the assets/ directory (android/app/src/main/assets), we use our GetAssetData() helper to retrieve them.
|
||||
//style.FontSizeBase = 20.0f;
|
||||
//io.Fonts->AddFontDefaultVector();
|
||||
//io.Fonts->AddFontDefaultBitmap();
|
||||
|
||||
// We load the default font with increased size to improve readability on many devices with "high" DPI.
|
||||
// FIXME: Put some effort into DPI awareness.
|
||||
// Important: when calling AddFontFromMemoryTTF(), ownership of font_data is transferred by Dear ImGui by default (deleted is handled by Dear ImGui), unless we set FontDataOwnedByAtlas=false in ImFontConfig
|
||||
ImFontConfig font_cfg;
|
||||
font_cfg.SizePixels = 22.0f;
|
||||
io.Fonts->AddFontDefault(&font_cfg);
|
||||
//void* font_data;
|
||||
//int font_data_size;
|
||||
//void* font_data;
|
||||
//int font_data_size;
|
||||
//ImFont* font;
|
||||
//font_data_size = GetAssetData("segoeui.ttf", &font_data);
|
||||
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 16.0f);
|
||||
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size);
|
||||
//IM_ASSERT(font != nullptr);
|
||||
//font_data_size = GetAssetData("DroidSans.ttf", &font_data);
|
||||
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 16.0f);
|
||||
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size);
|
||||
//IM_ASSERT(font != nullptr);
|
||||
//font_data_size = GetAssetData("Roboto-Medium.ttf", &font_data);
|
||||
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 16.0f);
|
||||
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size);
|
||||
//IM_ASSERT(font != nullptr);
|
||||
//font_data_size = GetAssetData("Cousine-Regular.ttf", &font_data);
|
||||
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 15.0f);
|
||||
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size);
|
||||
//IM_ASSERT(font != nullptr);
|
||||
//font_data_size = GetAssetData("ArialUni.ttf", &font_data);
|
||||
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 18.0f);
|
||||
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size);
|
||||
//IM_ASSERT(font != nullptr);
|
||||
|
||||
// Arbitrary scale-up
|
||||
// FIXME: Put some effort into DPI awareness
|
||||
ImGui::GetStyle().ScaleAllSizes(3.0f);
|
||||
|
||||
g_Initialized = true;
|
||||
}
|
||||
|
||||
|
||||
@@ -69,14 +69,16 @@
|
||||
ImGui_ImplMetal_Init(_device);
|
||||
|
||||
// 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!
|
||||
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
|
||||
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
|
||||
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
|
||||
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//style.FontSizeBase = 20.0f;
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontDefaultVector();
|
||||
//io.Fonts->AddFontDefaultBitmap();
|
||||
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
|
||||
|
||||
@@ -57,14 +57,16 @@
|
||||
ImGui_ImplOpenGL2_Init();
|
||||
|
||||
// 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!
|
||||
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
|
||||
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
|
||||
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
|
||||
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//style.FontSizeBase = 20.0f;
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontDefaultVector();
|
||||
//io.Fonts->AddFontDefaultBitmap();
|
||||
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
|
||||
@@ -169,7 +171,7 @@
|
||||
-(NSWindow*)window
|
||||
{
|
||||
if (_window != nil)
|
||||
return (_window);
|
||||
return _window;
|
||||
|
||||
NSRect viewRect = NSMakeRect(100.0, 100.0, 100.0 + 1280.0, 100 + 800.0);
|
||||
|
||||
@@ -179,7 +181,7 @@
|
||||
[_window setOpaque:YES];
|
||||
[_window makeKeyAndOrderFront:NSApp];
|
||||
|
||||
return (_window);
|
||||
return _window;
|
||||
}
|
||||
|
||||
-(void)setupMenu
|
||||
|
||||
@@ -52,7 +52,7 @@ int main(int, char**)
|
||||
// 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)
|
||||
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
|
||||
|
||||
id <MTLDevice> device = MTLCreateSystemDefaultDevice();
|
||||
id <MTLCommandQueue> commandQueue = [device newCommandQueue];
|
||||
@@ -62,14 +62,16 @@ int main(int, char**)
|
||||
ImGui_ImplMetal_Init(device);
|
||||
|
||||
// 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!
|
||||
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
|
||||
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
|
||||
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
|
||||
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//style.FontSizeBase = 20.0f;
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontDefaultVector();
|
||||
//io.Fonts->AddFontDefaultBitmap();
|
||||
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
|
||||
|
||||
@@ -21,6 +21,7 @@ SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui
|
||||
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glfw.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl2.cpp
|
||||
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
|
||||
UNAME_S := $(shell uname -s)
|
||||
LINUX_GL_LIBS = -lGL
|
||||
|
||||
CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
|
||||
CXXFLAGS += -g -Wall -Wformat
|
||||
@@ -32,7 +33,7 @@ LIBS =
|
||||
|
||||
ifeq ($(UNAME_S), Linux) #LINUX
|
||||
ECHO_MESSAGE = "Linux"
|
||||
LIBS += -lGL `pkg-config --static --libs glfw3`
|
||||
LIBS += $(LINUX_GL_LIBS) `pkg-config --static --libs glfw3`
|
||||
|
||||
CXXFLAGS += `pkg-config --cflags glfw3`
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
|
||||
@@ -61,21 +61,23 @@ int main(int, char**)
|
||||
// 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)
|
||||
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplGlfw_InitForOpenGL(window, true);
|
||||
ImGui_ImplOpenGL2_Init();
|
||||
|
||||
// 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!
|
||||
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
|
||||
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
|
||||
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
|
||||
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//style.FontSizeBase = 20.0f;
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontDefaultVector();
|
||||
//io.Fonts->AddFontDefaultBitmap();
|
||||
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
|
||||
|
||||
@@ -92,7 +92,7 @@ int main(int, char**)
|
||||
// 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)
|
||||
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplGlfw_InitForOpenGL(window, true);
|
||||
@@ -102,15 +102,17 @@ int main(int, char**)
|
||||
ImGui_ImplOpenGL3_Init(glsl_version);
|
||||
|
||||
// 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!
|
||||
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
|
||||
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
|
||||
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
|
||||
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
// - 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();
|
||||
//io.Fonts->AddFontDefaultVector();
|
||||
//io.Fonts->AddFontDefaultBitmap();
|
||||
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
|
||||
|
||||
@@ -54,7 +54,6 @@ static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE;
|
||||
static ImGui_ImplVulkanH_Window g_MainWindowData;
|
||||
static uint32_t g_MinImageCount = 2;
|
||||
static bool g_SwapChainRebuild = false;
|
||||
static VkImageUsageFlags g_SwapChainImageUsage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT;
|
||||
|
||||
static void glfw_error_callback(int error, const char* description)
|
||||
{
|
||||
@@ -202,7 +201,7 @@ static void SetupVulkan(ImVector<const char*> instance_extensions)
|
||||
pool_info.maxSets = 0;
|
||||
for (VkDescriptorPoolSize& pool_size : pool_sizes)
|
||||
pool_info.maxSets += pool_size.descriptorCount;
|
||||
pool_info.poolSizeCount = (uint32_t)IM_ARRAYSIZE(pool_sizes);
|
||||
pool_info.poolSizeCount = (uint32_t)IM_COUNTOF(pool_sizes);
|
||||
pool_info.pPoolSizes = pool_sizes;
|
||||
err = vkCreateDescriptorPool(g_Device, &pool_info, g_Allocator, &g_DescriptorPool);
|
||||
check_vk_result(err);
|
||||
@@ -213,11 +212,9 @@ static void SetupVulkan(ImVector<const char*> instance_extensions)
|
||||
// Your real engine/app may not use them.
|
||||
static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface, int width, int height)
|
||||
{
|
||||
wd->Surface = surface;
|
||||
|
||||
// Check for WSI support
|
||||
VkBool32 res;
|
||||
vkGetPhysicalDeviceSurfaceSupportKHR(g_PhysicalDevice, g_QueueFamily, wd->Surface, &res);
|
||||
vkGetPhysicalDeviceSurfaceSupportKHR(g_PhysicalDevice, g_QueueFamily, surface, &res);
|
||||
if (res != VK_TRUE)
|
||||
{
|
||||
fprintf(stderr, "Error no WSI support on physical device 0\n");
|
||||
@@ -227,7 +224,8 @@ static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface
|
||||
// Select Surface Format
|
||||
const VkFormat requestSurfaceImageFormat[] = { VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_B8G8R8_UNORM, VK_FORMAT_R8G8B8_UNORM };
|
||||
const VkColorSpaceKHR requestSurfaceColorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR;
|
||||
wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(g_PhysicalDevice, wd->Surface, requestSurfaceImageFormat, (size_t)IM_ARRAYSIZE(requestSurfaceImageFormat), requestSurfaceColorSpace);
|
||||
wd->Surface = surface;
|
||||
wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(g_PhysicalDevice, wd->Surface, requestSurfaceImageFormat, (size_t)IM_COUNTOF(requestSurfaceImageFormat), requestSurfaceColorSpace);
|
||||
|
||||
// Select Present Mode
|
||||
#ifdef APP_USE_UNLIMITED_FRAME_RATE
|
||||
@@ -235,12 +233,12 @@ static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface
|
||||
#else
|
||||
VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_FIFO_KHR };
|
||||
#endif
|
||||
wd->PresentMode = ImGui_ImplVulkanH_SelectPresentMode(g_PhysicalDevice, wd->Surface, &present_modes[0], IM_ARRAYSIZE(present_modes));
|
||||
wd->PresentMode = ImGui_ImplVulkanH_SelectPresentMode(g_PhysicalDevice, wd->Surface, &present_modes[0], IM_COUNTOF(present_modes));
|
||||
//printf("[vulkan] Selected PresentMode = %d\n", wd->PresentMode);
|
||||
|
||||
// Create SwapChain, RenderPass, Framebuffer, etc.
|
||||
IM_ASSERT(g_MinImageCount >= 2);
|
||||
ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, width, height, g_MinImageCount, g_SwapChainImageUsage);
|
||||
ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, width, height, g_MinImageCount, 0);
|
||||
}
|
||||
|
||||
static void CleanupVulkan()
|
||||
@@ -257,9 +255,10 @@ static void CleanupVulkan()
|
||||
vkDestroyInstance(g_Instance, g_Allocator);
|
||||
}
|
||||
|
||||
static void CleanupVulkanWindow()
|
||||
static void CleanupVulkanWindow(ImGui_ImplVulkanH_Window* wd)
|
||||
{
|
||||
ImGui_ImplVulkanH_DestroyWindow(g_Instance, g_Device, &g_MainWindowData, g_Allocator);
|
||||
ImGui_ImplVulkanH_DestroyWindow(g_Instance, g_Device, wd, g_Allocator);
|
||||
vkDestroySurfaceKHR(g_Instance, wd->Surface, g_Allocator);
|
||||
}
|
||||
|
||||
static void FrameRender(ImGui_ImplVulkanH_Window* wd, ImDrawData* draw_data)
|
||||
@@ -398,7 +397,7 @@ int main(int, char**)
|
||||
// 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)
|
||||
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplGlfw_InitForVulkan(window, true);
|
||||
@@ -421,14 +420,16 @@ int main(int, char**)
|
||||
ImGui_ImplVulkan_Init(&init_info);
|
||||
|
||||
// Load Fonts
|
||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - 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!
|
||||
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
|
||||
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
|
||||
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
|
||||
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//style.FontSizeBase = 20.0f;
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontDefaultVector();
|
||||
//io.Fonts->AddFontDefaultBitmap();
|
||||
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
|
||||
@@ -457,7 +458,7 @@ 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, wd, g_QueueFamily, g_Allocator, fb_width, fb_height, g_MinImageCount, g_SwapChainImageUsage);
|
||||
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;
|
||||
}
|
||||
@@ -531,7 +532,7 @@ int main(int, char**)
|
||||
ImGui_ImplGlfw_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
|
||||
CleanupVulkanWindow();
|
||||
CleanupVulkanWindow(&g_MainWindowData);
|
||||
CleanupVulkan();
|
||||
|
||||
glfwDestroyWindow(window);
|
||||
|
||||
@@ -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 ${OS_LIBRARIES})
|
||||
else()
|
||||
set(IMGUI_DAWN_DIR CACHE PATH "Path to Dawn repository")
|
||||
|
||||
option(DAWN_FETCH_DEPENDENCIES "Use fetch_dawn_dependencies.py as an alternative to using depot_tools" ON)
|
||||
set(DAWN_BUILD_MONOLITHIC_LIBRARY "STATIC" CACHE STRING "Build monolithic library: SHARED, STATIC, or OFF.")
|
||||
|
||||
option(DAWN_USE_GLFW OFF) # disable builtin GLFW in DAWN when we use SDL2 / SDL3
|
||||
|
||||
# Dawn builds many things by default - disable things we don't need
|
||||
option(DAWN_BUILD_SAMPLES "Enables building Dawn's samples" OFF)
|
||||
option(TINT_BUILD_CMD_TOOLS "Build the Tint command line tools" OFF)
|
||||
option(TINT_BUILD_DOCS "Build documentation" OFF)
|
||||
option(TINT_BUILD_TESTS "Build tests" OFF)
|
||||
if(NOT APPLE)
|
||||
option(TINT_BUILD_MSL_WRITER "Build the MSL output writer" OFF)
|
||||
endif()
|
||||
if(WIN32)
|
||||
option(DAWN_FORCE_SYSTEM_COMPONENT_LOAD "Allow system component fallback" ON)
|
||||
option(TINT_BUILD_SPV_READER "Build the SPIR-V input reader" OFF)
|
||||
option(TINT_BUILD_WGSL_READER "Build the WGSL input reader" ON)
|
||||
option(TINT_BUILD_GLSL_WRITER "Build the GLSL output writer" OFF)
|
||||
option(TINT_BUILD_GLSL_VALIDATOR "Build the GLSL output validator" OFF)
|
||||
option(TINT_BUILD_SPV_WRITER "Build the SPIR-V output writer" ON)
|
||||
option(TINT_BUILD_WGSL_WRITER "Build the WGSL output writer" ON)
|
||||
endif()
|
||||
# check if WAYLAND is the current Session Type and enable DAWN_USE_WAYLAND Wayland option @compile time
|
||||
# You can override this using: cmake -DDAWN_USE_WAYLAND=X (X = ON | OFF)
|
||||
if(LINUX)
|
||||
if($ENV{XDG_SESSION_TYPE} MATCHES wayland)
|
||||
option(DAWN_USE_WAYLAND "Enable support for Wayland surface" ON)
|
||||
endif()
|
||||
endif()
|
||||
|
||||
add_subdirectory("${IMGUI_DAWN_DIR}" "${CMAKE_CURRENT_BINARY_DIR}/dawn" EXCLUDE_FROM_ALL)
|
||||
|
||||
set(LIBRARIES webgpu_dawn glfw)
|
||||
endif()
|
||||
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** builder):
|
||||
- `-G Ninja` to build with __ninja__ builder
|
||||
- `-G "Unix Makefiles"` to build with __make__ builder
|
||||
- `-G "Visual Studio 17 2022" -A x64` to create a VS 2022 solution (.sln) file, Windows only
|
||||
- **Native build only**
|
||||
- Not **officially** supported to build Google Dawn
|
||||
|
||||
Example:
|
||||
- using **make** instead **ninja**:
|
||||
- `cmake -G "Unix Makefiles" -DIMGUI_DAWN_DIR=path_to_sdk_dir -B where_to_build_dir`
|
||||
|
||||
**Syntax is case sensitive and the "" are necessary in case of spaces between words*
|
||||
|
||||
#### Directories
|
||||
- The directory path can be absolute or relative (starting from the current directory)
|
||||
- It's necessary to use different `where_to_build_dir` for different CMake generations
|
||||
|
||||
|
||||
#### Build type
|
||||
The default build type is **Debug**
|
||||
It is possible to use a different build type using:
|
||||
- `-DCMAKE_BUILD_TYPE=Release`
|
||||
- `-DCMAKE_BUILD_TYPE=MinSizeRel`
|
||||
- `-DCMAKE_BUILD_TYPE=RelWithDebInfo`
|
||||
|
||||
Example:
|
||||
- building **Release**:
|
||||
- `cmake -G ninja -DIMGUI_WGPU_DIR=path_to_sdk_dir -DCMAKE_BUILD_TYPE=Release -B where_to_build_dir `
|
||||
|
||||
#### GLFW / SDL2 / SDL3 includes, libraries, search paths and package manager
|
||||
|
||||
Includes and libraries, by default, are searched in system/compiler paths (environment variables): you can add the path to your development tools to the environment variables without having to modify the `CMakeLists.txt` file.
|
||||
- e.g. CLang search in path specified from the following environment variables:
|
||||
- include files: CPATH, C_INCLUDE_PATH, CPLUS_INCLUDE_PATH
|
||||
- library files: LIBRARY_PATH
|
||||
|
||||
If you are using a package manager (**vcpkg** / **conan** / ... ) you need/can to specify it, adding to cmake command:
|
||||
- `-DCMAKE_TOOLCHAIN_FILE=path/to/package_manager.cmake`
|
||||
|
||||
Examples:
|
||||
|
||||
- using **vcpkg** package manager it's necessary adding:
|
||||
- `-DCMAKE_TOOLCHAIN_FILE=<vcpkg_root_dir>/scripts/buildsystems/vcpkg.cmake`
|
||||
|
||||
- full cmake command using **vcpkg** package manager:
|
||||
- `cmake -G Ninja -DIMGUI_DAWN_DIR=path_to_sdk_dir -DCMAKE_TOOLCHAIN_FILE=<vcpkg_root_dir>/scripts/buildsystems/vcpkg.cmake -B where_to_build_dir`
|
||||
|
||||
---
|
||||
|
||||
|
||||
### Using makefile
|
||||
|
||||
- You need to install Emscripten from https://emscripten.org/docs/getting_started/downloads.html, and have the environment variables set, as described in https://emscripten.org/docs/getting_started/downloads.html#installation-instructions
|
||||
|
||||
@@ -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:
|
||||
|
||||
@@ -12,50 +12,47 @@
|
||||
#include "imgui_impl_glfw.h"
|
||||
#include "imgui_impl_wgpu.h"
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
#include <GLFW/glfw3.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>
|
||||
#include "../libs/emscripten/emscripten_mainloop_stub.h"
|
||||
#else
|
||||
#include <webgpu/webgpu_glfw.h>
|
||||
#endif
|
||||
#include "../libs/emscripten/emscripten_mainloop_stub.h"
|
||||
#endif
|
||||
|
||||
#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 WGPUTextureFormat wgpu_preferred_fmt = WGPUTextureFormat_RGBA8Unorm;
|
||||
static WGPUSwapChain wgpu_swap_chain = nullptr;
|
||||
static int wgpu_surface_width = 1280;
|
||||
static int wgpu_surface_height = 800;
|
||||
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 ResizeSurface(int width, int height);
|
||||
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
|
||||
@@ -84,7 +81,7 @@ int main(int, char**)
|
||||
glfwTerminate();
|
||||
return 1;
|
||||
}
|
||||
ResizeSurface(wgpu_surface_width, wgpu_surface_height);
|
||||
|
||||
glfwShowWindow(window);
|
||||
|
||||
// Setup Dear ImGui context
|
||||
@@ -101,7 +98,7 @@ int main(int, char**)
|
||||
// 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)
|
||||
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplGlfw_InitForOther(window, true);
|
||||
@@ -111,20 +108,22 @@ 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);
|
||||
|
||||
// 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!
|
||||
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
|
||||
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
|
||||
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
|
||||
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
// - 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();
|
||||
//io.Fonts->AddFontDefaultVector();
|
||||
//io.Fonts->AddFontDefaultBitmap();
|
||||
#ifndef IMGUI_DISABLE_FILE_FUNCTIONS
|
||||
//io.Fonts->AddFontFromFileTTF("fonts/segoeui.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("fonts/DroidSans.ttf");
|
||||
@@ -165,10 +164,23 @@ int main(int, char**)
|
||||
int width, height;
|
||||
glfwGetFramebufferSize((GLFWwindow*)window, &width, &height);
|
||||
if (width != wgpu_surface_width || height != wgpu_surface_height)
|
||||
{
|
||||
ImGui_ImplWGPU_InvalidateDeviceObjects();
|
||||
ResizeSurface(width, height);
|
||||
ImGui_ImplWGPU_CreateDeviceObjects();
|
||||
|
||||
// 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
|
||||
@@ -216,17 +228,21 @@ 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;
|
||||
@@ -242,14 +258,16 @@ int main(int, char**)
|
||||
|
||||
WGPUCommandBufferDescriptor cmd_buffer_desc = {};
|
||||
WGPUCommandBuffer cmd_buffer = wgpuCommandEncoderFinish(encoder, &cmd_buffer_desc);
|
||||
WGPUQueue wgpu_queue = wgpuDeviceGetQueue(wgpu_device);
|
||||
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);
|
||||
@@ -263,93 +281,298 @@ 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)
|
||||
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 canvas_desc = {};
|
||||
wgpu::EmscriptenSurfaceSourceCanvasHTMLSelector canvas_desc = {};
|
||||
canvas_desc.selector = "#canvas";
|
||||
|
||||
wgpu::SurfaceDescriptor surface_desc = {};
|
||||
surface_desc.nextInChain = &canvas_desc;
|
||||
wgpu::Surface surface = instance.CreateSurface(&surface_desc);
|
||||
|
||||
wgpu::Adapter adapter = {};
|
||||
wgpu_preferred_fmt = (WGPUTextureFormat)surface.GetPreferredFormat(adapter);
|
||||
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 ResizeSurface(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_surface_width = width;
|
||||
wgpu_surface_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>
|
||||
@@ -78,16 +78,17 @@ int main(int argc, char** argv)
|
||||
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
||||
ImGui_ImplGLUT_InstallFuncs();
|
||||
|
||||
|
||||
// Load Fonts
|
||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - 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!
|
||||
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
|
||||
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
|
||||
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
|
||||
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//style.FontSizeBase = 20.0f;
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontDefaultVector();
|
||||
//io.Fonts->AddFontDefaultBitmap();
|
||||
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
@@ -83,21 +83,23 @@ int main(int, char**)
|
||||
// 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)
|
||||
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplSDL2_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!
|
||||
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
|
||||
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
|
||||
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
|
||||
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//style.FontSizeBase = 20.0f;
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontDefaultVector();
|
||||
//io.Fonts->AddFontDefaultBitmap();
|
||||
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
|
||||
@@ -210,6 +212,7 @@ 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;
|
||||
|
||||
@@ -30,14 +30,16 @@ int main(int, char**)
|
||||
//ImGui::StyleColorsLight();
|
||||
|
||||
// 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!
|
||||
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
|
||||
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
|
||||
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
|
||||
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//style.FontSizeBase = 20.0f;
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontDefaultVector();
|
||||
//io.Fonts->AddFontDefaultBitmap();
|
||||
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
|
||||
|
||||
@@ -72,21 +72,23 @@ int main(int, char**)
|
||||
// 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)
|
||||
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
|
||||
ImGui_ImplOpenGL2_Init();
|
||||
|
||||
// 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!
|
||||
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
|
||||
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
|
||||
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
|
||||
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//style.FontSizeBase = 20.0f;
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontDefaultVector();
|
||||
//io.Fonts->AddFontDefaultBitmap();
|
||||
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
|
||||
|
||||
@@ -112,22 +112,24 @@ int main(int, char**)
|
||||
// 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)
|
||||
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
|
||||
ImGui_ImplOpenGL3_Init(glsl_version);
|
||||
|
||||
// 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!
|
||||
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
|
||||
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
|
||||
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
|
||||
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
// - 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();
|
||||
//io.Fonts->AddFontDefaultVector();
|
||||
//io.Fonts->AddFontDefaultBitmap();
|
||||
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
|
||||
|
||||
@@ -74,21 +74,23 @@ int main(int, char**)
|
||||
// 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)
|
||||
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplSDL2_InitForSDLRenderer(window, renderer);
|
||||
ImGui_ImplSDLRenderer2_Init(renderer);
|
||||
|
||||
// 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!
|
||||
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
|
||||
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
|
||||
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
|
||||
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//style.FontSizeBase = 20.0f;
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontDefaultVector();
|
||||
//io.Fonts->AddFontDefaultBitmap();
|
||||
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
|
||||
|
||||
@@ -49,7 +49,6 @@ static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE;
|
||||
static ImGui_ImplVulkanH_Window g_MainWindowData;
|
||||
static uint32_t g_MinImageCount = 2;
|
||||
static bool g_SwapChainRebuild = false;
|
||||
static VkImageUsageFlags g_SwapChainImageUsage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT;
|
||||
|
||||
static void check_vk_result(VkResult err)
|
||||
{
|
||||
@@ -193,7 +192,7 @@ static void SetupVulkan(ImVector<const char*> instance_extensions)
|
||||
pool_info.maxSets = 0;
|
||||
for (VkDescriptorPoolSize& pool_size : pool_sizes)
|
||||
pool_info.maxSets += pool_size.descriptorCount;
|
||||
pool_info.poolSizeCount = (uint32_t)IM_ARRAYSIZE(pool_sizes);
|
||||
pool_info.poolSizeCount = (uint32_t)IM_COUNTOF(pool_sizes);
|
||||
pool_info.pPoolSizes = pool_sizes;
|
||||
err = vkCreateDescriptorPool(g_Device, &pool_info, g_Allocator, &g_DescriptorPool);
|
||||
check_vk_result(err);
|
||||
@@ -204,11 +203,9 @@ static void SetupVulkan(ImVector<const char*> instance_extensions)
|
||||
// Your real engine/app may not use them.
|
||||
static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface, int width, int height)
|
||||
{
|
||||
wd->Surface = surface;
|
||||
|
||||
// Check for WSI support
|
||||
VkBool32 res;
|
||||
vkGetPhysicalDeviceSurfaceSupportKHR(g_PhysicalDevice, g_QueueFamily, wd->Surface, &res);
|
||||
vkGetPhysicalDeviceSurfaceSupportKHR(g_PhysicalDevice, g_QueueFamily, surface, &res);
|
||||
if (res != VK_TRUE)
|
||||
{
|
||||
fprintf(stderr, "Error no WSI support on physical device 0\n");
|
||||
@@ -218,7 +215,8 @@ static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface
|
||||
// Select Surface Format
|
||||
const VkFormat requestSurfaceImageFormat[] = { VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_B8G8R8_UNORM, VK_FORMAT_R8G8B8_UNORM };
|
||||
const VkColorSpaceKHR requestSurfaceColorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR;
|
||||
wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(g_PhysicalDevice, wd->Surface, requestSurfaceImageFormat, (size_t)IM_ARRAYSIZE(requestSurfaceImageFormat), requestSurfaceColorSpace);
|
||||
wd->Surface = surface;
|
||||
wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(g_PhysicalDevice, wd->Surface, requestSurfaceImageFormat, (size_t)IM_COUNTOF(requestSurfaceImageFormat), requestSurfaceColorSpace);
|
||||
|
||||
// Select Present Mode
|
||||
#ifdef APP_USE_UNLIMITED_FRAME_RATE
|
||||
@@ -226,12 +224,12 @@ static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface
|
||||
#else
|
||||
VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_FIFO_KHR };
|
||||
#endif
|
||||
wd->PresentMode = ImGui_ImplVulkanH_SelectPresentMode(g_PhysicalDevice, wd->Surface, &present_modes[0], IM_ARRAYSIZE(present_modes));
|
||||
wd->PresentMode = ImGui_ImplVulkanH_SelectPresentMode(g_PhysicalDevice, wd->Surface, &present_modes[0], IM_COUNTOF(present_modes));
|
||||
//printf("[vulkan] Selected PresentMode = %d\n", wd->PresentMode);
|
||||
|
||||
// Create SwapChain, RenderPass, Framebuffer, etc.
|
||||
IM_ASSERT(g_MinImageCount >= 2);
|
||||
ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, width, height, g_MinImageCount, g_SwapChainImageUsage);
|
||||
ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, width, height, g_MinImageCount, 0);
|
||||
}
|
||||
|
||||
static void CleanupVulkan()
|
||||
@@ -248,9 +246,10 @@ static void CleanupVulkan()
|
||||
vkDestroyInstance(g_Instance, g_Allocator);
|
||||
}
|
||||
|
||||
static void CleanupVulkanWindow()
|
||||
static void CleanupVulkanWindow(ImGui_ImplVulkanH_Window* wd)
|
||||
{
|
||||
ImGui_ImplVulkanH_DestroyWindow(g_Instance, g_Device, &g_MainWindowData, g_Allocator);
|
||||
ImGui_ImplVulkanH_DestroyWindow(g_Instance, g_Device, wd, g_Allocator);
|
||||
vkDestroySurfaceKHR(g_Instance, wd->Surface, g_Allocator);
|
||||
}
|
||||
|
||||
static void FrameRender(ImGui_ImplVulkanH_Window* wd, ImDrawData* draw_data)
|
||||
@@ -404,7 +403,7 @@ int main(int, char**)
|
||||
// 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)
|
||||
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplSDL2_InitForVulkan(window);
|
||||
@@ -427,14 +426,16 @@ int main(int, char**)
|
||||
ImGui_ImplVulkan_Init(&init_info);
|
||||
|
||||
// Load Fonts
|
||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - 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!
|
||||
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
|
||||
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
|
||||
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
|
||||
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//style.FontSizeBase = 20.0f;
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontDefaultVector();
|
||||
//io.Fonts->AddFontDefaultBitmap();
|
||||
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
|
||||
@@ -477,7 +478,7 @@ 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, wd, g_QueueFamily, g_Allocator, fb_width, fb_height, g_MinImageCount, g_SwapChainImageUsage);
|
||||
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;
|
||||
}
|
||||
@@ -546,7 +547,7 @@ int main(int, char**)
|
||||
ImGui_ImplSDL2_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
|
||||
CleanupVulkanWindow();
|
||||
CleanupVulkanWindow(&g_MainWindowData);
|
||||
CleanupVulkan();
|
||||
|
||||
SDL_DestroyWindow(window);
|
||||
|
||||
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 ${OS_LIBRARIES})
|
||||
else()
|
||||
set(IMGUI_DAWN_DIR CACHE PATH "Path to Dawn repository")
|
||||
|
||||
option(DAWN_USE_GLFW OFF) # disable builtin GLFW in DAWN when we use SDL2 / SDL3
|
||||
|
||||
option(DAWN_FETCH_DEPENDENCIES "Use fetch_dawn_dependencies.py as an alternative to using depot_tools" ON)
|
||||
set(DAWN_BUILD_MONOLITHIC_LIBRARY "STATIC" CACHE STRING "Build monolithic library: SHARED, STATIC, or OFF.")
|
||||
|
||||
# Dawn builds many things by default - disable things we don't need
|
||||
option(DAWN_BUILD_SAMPLES "Enables building Dawn's samples" OFF)
|
||||
option(TINT_BUILD_CMD_TOOLS "Build the Tint command line tools" OFF)
|
||||
option(TINT_BUILD_DOCS "Build documentation" OFF)
|
||||
option(TINT_BUILD_TESTS "Build tests" OFF)
|
||||
if(NOT APPLE)
|
||||
option(TINT_BUILD_MSL_WRITER "Build the MSL output writer" OFF)
|
||||
endif()
|
||||
if(WIN32)
|
||||
option(DAWN_FORCE_SYSTEM_COMPONENT_LOAD "Allow system component fallback" ON)
|
||||
option(TINT_BUILD_SPV_READER "Build the SPIR-V input reader" OFF)
|
||||
option(TINT_BUILD_WGSL_READER "Build the WGSL input reader" ON)
|
||||
option(TINT_BUILD_GLSL_WRITER "Build the GLSL output writer" OFF)
|
||||
option(TINT_BUILD_GLSL_VALIDATOR "Build the GLSL output validator" OFF)
|
||||
option(TINT_BUILD_SPV_WRITER "Build the SPIR-V output writer" ON)
|
||||
option(TINT_BUILD_WGSL_WRITER "Build the WGSL output writer" ON)
|
||||
endif()
|
||||
# check if WAYLAND is the current Session Type and enable DAWN_USE_WAYLAND Wayland option @compile time
|
||||
# You can override this using: cmake -DDAWN_USE_WAYLAND=X (X = ON | OFF)
|
||||
if(LINUX)
|
||||
if($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** builder):
|
||||
- `-G Ninja` to build with __ninja__ builder
|
||||
- `-G "Unix Makefiles"` to build with __make__ builder
|
||||
- `-G "Visual Studio 17 2022" -A x64` to create a VS 2022 solution (.sln) file, Windows only
|
||||
- **Native build only**
|
||||
- Not **officially** supported to build Google Dawn
|
||||
|
||||
Example:
|
||||
- using **make** instead **ninja**:
|
||||
- `cmake -G "Unix Makefiles" -DIMGUI_DAWN_DIR=path_to_sdk_dir -B where_to_build_dir`
|
||||
|
||||
**Syntax is case sensitive and the "" are necessary in case of spaces between words*
|
||||
|
||||
#### Directories
|
||||
- The directory path can be absolute or relative (starting from the current directory)
|
||||
- It's necessary to use different `where_to_build_dir` for different CMake generations
|
||||
|
||||
|
||||
#### Build type
|
||||
The default build type is **Debug**
|
||||
It is possible to use a different build type using:
|
||||
- `-DCMAKE_BUILD_TYPE=Release`
|
||||
- `-DCMAKE_BUILD_TYPE=MinSizeRel`
|
||||
- `-DCMAKE_BUILD_TYPE=RelWithDebInfo`
|
||||
|
||||
Example:
|
||||
- building **Release**:
|
||||
- `cmake -G ninja -DIMGUI_WGPU_DIR=path_to_sdk_dir -DCMAKE_BUILD_TYPE=Release -B where_to_build_dir `
|
||||
|
||||
#### GLFW / SDL2 / SDL3 includes, libraries, search paths and package manager
|
||||
|
||||
Includes and libraries, by default, are searched in system/compiler paths (environment variables): you can add the path to your development tools to the environment variables without having to modify the `CMakeLists.txt` file.
|
||||
- e.g. CLang search in path specified from the following environment variables:
|
||||
- include files: CPATH, C_INCLUDE_PATH, CPLUS_INCLUDE_PATH
|
||||
- library files: LIBRARY_PATH
|
||||
|
||||
If you are using a package manager (**vcpkg** / **conan** / ... ) you need/can to specify it, adding to cmake command:
|
||||
- `-DCMAKE_TOOLCHAIN_FILE=path/to/package_manager.cmake`
|
||||
|
||||
Examples:
|
||||
|
||||
- using **vcpkg** package manager it's necessary adding:
|
||||
- `-DCMAKE_TOOLCHAIN_FILE=<vcpkg_root_dir>/scripts/buildsystems/vcpkg.cmake`
|
||||
|
||||
- full cmake command using **vcpkg** package manager:
|
||||
- `cmake -G Ninja -DIMGUI_DAWN_DIR=path_to_sdk_dir -DCMAKE_TOOLCHAIN_FILE=<vcpkg_root_dir>/scripts/buildsystems/vcpkg.cmake -B where_to_build_dir`
|
||||
|
||||
---
|
||||
|
||||
|
||||
### Using makefile
|
||||
|
||||
- You need to install Emscripten from https://emscripten.org/docs/getting_started/downloads.html, and have the environment variables set, as described in https://emscripten.org/docs/getting_started/downloads.html#installation-instructions
|
||||
|
||||
- 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).
|
||||
543
examples/example_sdl2_wgpu/main.cpp
Normal file
543
examples/example_sdl2_wgpu/main.cpp
Normal file
@@ -0,0 +1,543 @@
|
||||
// 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. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
|
||||
|
||||
// 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 fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
|
||||
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
|
||||
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
|
||||
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
// - 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->AddFontDefaultVector();
|
||||
//io.Fonts->AddFontDefaultBitmap();
|
||||
#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__
|
||||
@@ -48,7 +48,7 @@ int main(int, char**)
|
||||
}
|
||||
|
||||
SDL_PropertiesID props = SDL_GetWindowProperties(window);
|
||||
HWND hwnd = (HWND)SDL_GetPointerProperty(props, SDL_PROP_WINDOW_WIN32_HWND_POINTER, NULL);
|
||||
HWND hwnd = (HWND)SDL_GetPointerProperty(props, SDL_PROP_WINDOW_WIN32_HWND_POINTER, nullptr);
|
||||
|
||||
// Initialize Direct3D
|
||||
if (!CreateDeviceD3D(hwnd))
|
||||
@@ -74,21 +74,23 @@ int main(int, char**)
|
||||
// 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)
|
||||
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
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!
|
||||
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
|
||||
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
|
||||
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
|
||||
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//style.FontSizeBase = 20.0f;
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontDefaultVector();
|
||||
//io.Fonts->AddFontDefaultBitmap();
|
||||
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
|
||||
@@ -205,6 +207,7 @@ 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;
|
||||
|
||||
@@ -70,21 +70,23 @@ int main(int, char**)
|
||||
// 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)
|
||||
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplMetal_Init(layer.device);
|
||||
ImGui_ImplSDL3_InitForMetal(window);
|
||||
|
||||
// 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!
|
||||
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
|
||||
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
|
||||
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
|
||||
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//style.FontSizeBase = 20.0f;
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontDefaultVector();
|
||||
//io.Fonts->AddFontDefaultBitmap();
|
||||
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
|
||||
|
||||
@@ -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
|
||||
|
||||
|
||||
@@ -102,22 +102,24 @@ int main(int, char**)
|
||||
// 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)
|
||||
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplSDL3_InitForOpenGL(window, gl_context);
|
||||
ImGui_ImplOpenGL3_Init(glsl_version);
|
||||
|
||||
// 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!
|
||||
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
|
||||
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
|
||||
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
|
||||
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
// - 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();
|
||||
//io.Fonts->AddFontDefaultVector();
|
||||
//io.Fonts->AddFontDefaultBitmap();
|
||||
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
|
||||
|
||||
@@ -47,7 +47,7 @@ int main(int, char**)
|
||||
SDL_ShowWindow(window);
|
||||
|
||||
// Create GPU Device
|
||||
SDL_GPUDevice* gpu_device = SDL_CreateGPUDevice(SDL_GPU_SHADERFORMAT_SPIRV | SDL_GPU_SHADERFORMAT_DXIL | SDL_GPU_SHADERFORMAT_METALLIB,true,nullptr);
|
||||
SDL_GPUDevice* gpu_device = SDL_CreateGPUDevice(SDL_GPU_SHADERFORMAT_SPIRV | SDL_GPU_SHADERFORMAT_DXIL | SDL_GPU_SHADERFORMAT_MSL | SDL_GPU_SHADERFORMAT_METALLIB, true, nullptr);
|
||||
if (gpu_device == nullptr)
|
||||
{
|
||||
printf("Error: SDL_CreateGPUDevice(): %s\n", SDL_GetError());
|
||||
@@ -76,7 +76,7 @@ int main(int, char**)
|
||||
// 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)
|
||||
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplSDL3_InitForSDLGPU(window);
|
||||
@@ -89,14 +89,16 @@ int main(int, char**)
|
||||
ImGui_ImplSDLGPU3_Init(&init_info);
|
||||
|
||||
// Load Fonts
|
||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - 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!
|
||||
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
|
||||
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
|
||||
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
|
||||
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//style.FontSizeBase = 20.0f;
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontDefaultVector();
|
||||
//io.Fonts->AddFontDefaultBitmap();
|
||||
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
|
||||
|
||||
@@ -64,22 +64,23 @@ int main(int, char**)
|
||||
// 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)
|
||||
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplSDL3_InitForSDLRenderer(window, renderer);
|
||||
ImGui_ImplSDLRenderer3_Init(renderer);
|
||||
|
||||
// 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!
|
||||
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
|
||||
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
|
||||
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
|
||||
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
// - 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();
|
||||
//io.Fonts->AddFontDefaultVector();
|
||||
//io.Fonts->AddFontDefaultBitmap();
|
||||
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
|
||||
|
||||
@@ -51,7 +51,6 @@ static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE;
|
||||
static ImGui_ImplVulkanH_Window g_MainWindowData;
|
||||
static uint32_t g_MinImageCount = 2;
|
||||
static bool g_SwapChainRebuild = false;
|
||||
static VkImageUsageFlags g_SwapChainImageUsage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT;
|
||||
|
||||
static void check_vk_result(VkResult err)
|
||||
{
|
||||
@@ -195,7 +194,7 @@ static void SetupVulkan(ImVector<const char*> instance_extensions)
|
||||
pool_info.maxSets = 0;
|
||||
for (VkDescriptorPoolSize& pool_size : pool_sizes)
|
||||
pool_info.maxSets += pool_size.descriptorCount;
|
||||
pool_info.poolSizeCount = (uint32_t)IM_ARRAYSIZE(pool_sizes);
|
||||
pool_info.poolSizeCount = (uint32_t)IM_COUNTOF(pool_sizes);
|
||||
pool_info.pPoolSizes = pool_sizes;
|
||||
err = vkCreateDescriptorPool(g_Device, &pool_info, g_Allocator, &g_DescriptorPool);
|
||||
check_vk_result(err);
|
||||
@@ -206,11 +205,9 @@ static void SetupVulkan(ImVector<const char*> instance_extensions)
|
||||
// Your real engine/app may not use them.
|
||||
static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface, int width, int height)
|
||||
{
|
||||
wd->Surface = surface;
|
||||
|
||||
// Check for WSI support
|
||||
VkBool32 res;
|
||||
vkGetPhysicalDeviceSurfaceSupportKHR(g_PhysicalDevice, g_QueueFamily, wd->Surface, &res);
|
||||
vkGetPhysicalDeviceSurfaceSupportKHR(g_PhysicalDevice, g_QueueFamily, surface, &res);
|
||||
if (res != VK_TRUE)
|
||||
{
|
||||
fprintf(stderr, "Error no WSI support on physical device 0\n");
|
||||
@@ -220,7 +217,8 @@ static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface
|
||||
// Select Surface Format
|
||||
const VkFormat requestSurfaceImageFormat[] = { VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_B8G8R8_UNORM, VK_FORMAT_R8G8B8_UNORM };
|
||||
const VkColorSpaceKHR requestSurfaceColorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR;
|
||||
wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(g_PhysicalDevice, wd->Surface, requestSurfaceImageFormat, (size_t)IM_ARRAYSIZE(requestSurfaceImageFormat), requestSurfaceColorSpace);
|
||||
wd->Surface = surface;
|
||||
wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(g_PhysicalDevice, wd->Surface, requestSurfaceImageFormat, (size_t)IM_COUNTOF(requestSurfaceImageFormat), requestSurfaceColorSpace);
|
||||
|
||||
// Select Present Mode
|
||||
#ifdef APP_USE_UNLIMITED_FRAME_RATE
|
||||
@@ -228,12 +226,12 @@ static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface
|
||||
#else
|
||||
VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_FIFO_KHR };
|
||||
#endif
|
||||
wd->PresentMode = ImGui_ImplVulkanH_SelectPresentMode(g_PhysicalDevice, wd->Surface, &present_modes[0], IM_ARRAYSIZE(present_modes));
|
||||
wd->PresentMode = ImGui_ImplVulkanH_SelectPresentMode(g_PhysicalDevice, wd->Surface, &present_modes[0], IM_COUNTOF(present_modes));
|
||||
//printf("[vulkan] Selected PresentMode = %d\n", wd->PresentMode);
|
||||
|
||||
// Create SwapChain, RenderPass, Framebuffer, etc.
|
||||
IM_ASSERT(g_MinImageCount >= 2);
|
||||
ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, width, height, g_MinImageCount, g_SwapChainImageUsage);
|
||||
ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, width, height, g_MinImageCount, 0);
|
||||
}
|
||||
|
||||
static void CleanupVulkan()
|
||||
@@ -250,9 +248,10 @@ static void CleanupVulkan()
|
||||
vkDestroyInstance(g_Instance, g_Allocator);
|
||||
}
|
||||
|
||||
static void CleanupVulkanWindow()
|
||||
static void CleanupVulkanWindow(ImGui_ImplVulkanH_Window* wd)
|
||||
{
|
||||
ImGui_ImplVulkanH_DestroyWindow(g_Instance, g_Device, &g_MainWindowData, g_Allocator);
|
||||
ImGui_ImplVulkanH_DestroyWindow(g_Instance, g_Device, wd, g_Allocator);
|
||||
vkDestroySurfaceKHR(g_Instance, wd->Surface, g_Allocator);
|
||||
}
|
||||
|
||||
static void FrameRender(ImGui_ImplVulkanH_Window* wd, ImDrawData* draw_data)
|
||||
@@ -403,7 +402,7 @@ int main(int, char**)
|
||||
// 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)
|
||||
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplSDL3_InitForVulkan(window);
|
||||
@@ -426,14 +425,16 @@ int main(int, char**)
|
||||
ImGui_ImplVulkan_Init(&init_info);
|
||||
|
||||
// Load Fonts
|
||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - 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!
|
||||
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
|
||||
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
|
||||
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
|
||||
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//style.FontSizeBase = 20.0f;
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontDefaultVector();
|
||||
//io.Fonts->AddFontDefaultBitmap();
|
||||
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
|
||||
@@ -479,7 +480,7 @@ 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, wd, g_QueueFamily, g_Allocator, fb_height, fb_height, g_MinImageCount, g_SwapChainImageUsage);
|
||||
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;
|
||||
}
|
||||
@@ -549,7 +550,7 @@ int main(int, char**)
|
||||
ImGui_ImplSDL3_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
|
||||
CleanupVulkanWindow();
|
||||
CleanupVulkanWindow(&g_MainWindowData);
|
||||
CleanupVulkan();
|
||||
|
||||
SDL_DestroyWindow(window);
|
||||
|
||||
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 ${OS_LIBRARIES})
|
||||
else()
|
||||
set(IMGUI_DAWN_DIR CACHE PATH "Path to Dawn repository")
|
||||
|
||||
option(DAWN_USE_GLFW OFF) # disable builtin GLFW in DAWN when we use SDL2 / SDL3
|
||||
|
||||
option(DAWN_FETCH_DEPENDENCIES "Use fetch_dawn_dependencies.py as an alternative to using depot_tools" ON)
|
||||
set(DAWN_BUILD_MONOLITHIC_LIBRARY "STATIC" CACHE STRING "Build monolithic library: SHARED, STATIC, or OFF.")
|
||||
|
||||
# Dawn builds many things by default - disable things we don't need
|
||||
option(DAWN_BUILD_SAMPLES "Enables building Dawn's samples" OFF)
|
||||
option(TINT_BUILD_CMD_TOOLS "Build the Tint command line tools" OFF)
|
||||
option(TINT_BUILD_DOCS "Build documentation" OFF)
|
||||
option(TINT_BUILD_TESTS "Build tests" OFF)
|
||||
if(NOT APPLE)
|
||||
option(TINT_BUILD_MSL_WRITER "Build the MSL output writer" OFF)
|
||||
endif()
|
||||
if(WIN32)
|
||||
option(DAWN_FORCE_SYSTEM_COMPONENT_LOAD "Allow system component fallback" ON)
|
||||
option(TINT_BUILD_SPV_READER "Build the SPIR-V input reader" OFF)
|
||||
option(TINT_BUILD_WGSL_READER "Build the WGSL input reader" ON)
|
||||
option(TINT_BUILD_GLSL_WRITER "Build the GLSL output writer" OFF)
|
||||
option(TINT_BUILD_GLSL_VALIDATOR "Build the GLSL output validator" OFF)
|
||||
option(TINT_BUILD_SPV_WRITER "Build the SPIR-V output writer" ON)
|
||||
option(TINT_BUILD_WGSL_WRITER "Build the WGSL output writer" ON)
|
||||
endif()
|
||||
# check if WAYLAND is the current Session Type and enable DAWN_USE_WAYLAND Wayland option @compile time
|
||||
# You can override this using: cmake -DDAWN_USE_WAYLAND=X (X = ON | OFF)
|
||||
if(LINUX)
|
||||
if($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** builder):
|
||||
- `-G Ninja` to build with __ninja__ builder
|
||||
- `-G "Unix Makefiles"` to build with __make__ builder
|
||||
- `-G "Visual Studio 17 2022" -A x64` to create a VS 2022 solution (.sln) file, Windows only
|
||||
- **Native build only**
|
||||
- Not **officially** supported to build Google Dawn
|
||||
|
||||
Example:
|
||||
- using **make** instead **ninja**:
|
||||
- `cmake -G "Unix Makefiles" -DIMGUI_DAWN_DIR=path_to_sdk_dir -B where_to_build_dir`
|
||||
|
||||
**Syntax is case sensitive and the "" are necessary in case of spaces between words*
|
||||
|
||||
#### Directories
|
||||
- The directory path can be absolute or relative (starting from the current directory)
|
||||
- It's necessary to use different `where_to_build_dir` for different CMake generations
|
||||
|
||||
|
||||
#### Build type
|
||||
The default build type is **Debug**
|
||||
It is possible to use a different build type using:
|
||||
- `-DCMAKE_BUILD_TYPE=Release`
|
||||
- `-DCMAKE_BUILD_TYPE=MinSizeRel`
|
||||
- `-DCMAKE_BUILD_TYPE=RelWithDebInfo`
|
||||
|
||||
Example:
|
||||
- building **Release**:
|
||||
- `cmake -G ninja -DIMGUI_WGPU_DIR=path_to_sdk_dir -DCMAKE_BUILD_TYPE=Release -B where_to_build_dir `
|
||||
|
||||
#### GLFW / SDL2 / SDL3 includes, libraries, search paths and package manager
|
||||
|
||||
Includes and libraries, by default, are searched in system/compiler paths (environment variables): you can add the path to your development tools to the environment variables without having to modify the `CMakeLists.txt` file.
|
||||
- e.g. CLang search in path specified from the following environment variables:
|
||||
- include files: CPATH, C_INCLUDE_PATH, CPLUS_INCLUDE_PATH
|
||||
- library files: LIBRARY_PATH
|
||||
|
||||
If you are using a package manager (**vcpkg** / **conan** / ... ) you need/can to specify it, adding to cmake command:
|
||||
- `-DCMAKE_TOOLCHAIN_FILE=path/to/package_manager.cmake`
|
||||
|
||||
Examples:
|
||||
|
||||
- using **vcpkg** package manager it's necessary adding:
|
||||
- `-DCMAKE_TOOLCHAIN_FILE=<vcpkg_root_dir>/scripts/buildsystems/vcpkg.cmake`
|
||||
|
||||
- full cmake command using **vcpkg** package manager:
|
||||
- `cmake -G Ninja -DIMGUI_DAWN_DIR=path_to_sdk_dir -DCMAKE_TOOLCHAIN_FILE=<vcpkg_root_dir>/scripts/buildsystems/vcpkg.cmake -B where_to_build_dir`
|
||||
|
||||
---
|
||||
|
||||
|
||||
### Using makefile
|
||||
|
||||
- You need to install Emscripten from https://emscripten.org/docs/getting_started/downloads.html, and have the environment variables set, as described in https://emscripten.org/docs/getting_started/downloads.html#installation-instructions
|
||||
|
||||
- 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).
|
||||
555
examples/example_sdl3_wgpu/main.cpp
Normal file
555
examples/example_sdl3_wgpu/main.cpp
Normal file
@@ -0,0 +1,555 @@
|
||||
// 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);
|
||||
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. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
|
||||
|
||||
// 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 fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
|
||||
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
|
||||
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
|
||||
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
// - 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->AddFontDefaultVector();
|
||||
//io.Fonts->AddFontDefaultBitmap();
|
||||
#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__
|
||||
@@ -65,21 +65,23 @@ int main(int, char**)
|
||||
// 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)
|
||||
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplWin32_Init(hwnd);
|
||||
ImGui_ImplDX10_Init(g_pd3dDevice);
|
||||
|
||||
// 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!
|
||||
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
|
||||
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
|
||||
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
|
||||
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//style.FontSizeBase = 20.0f;
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontDefaultVector();
|
||||
//io.Fonts->AddFontDefaultBitmap();
|
||||
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
|
||||
@@ -198,6 +200,7 @@ 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;
|
||||
|
||||
@@ -65,21 +65,23 @@ int main(int, char**)
|
||||
// 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)
|
||||
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplWin32_Init(hwnd);
|
||||
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!
|
||||
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
|
||||
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
|
||||
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
|
||||
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//style.FontSizeBase = 20.0f;
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontDefaultVector();
|
||||
//io.Fonts->AddFontDefaultBitmap();
|
||||
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
|
||||
@@ -198,6 +200,7 @@ 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;
|
||||
|
||||
@@ -21,34 +21,34 @@
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{b4cf9797-519d-4afe-a8f4-5141a6b521d3}</ProjectGuid>
|
||||
<RootNamespace>example_win32_directx12</RootNamespace>
|
||||
<WindowsTargetPlatformVersion>10.0.20348.0</WindowsTargetPlatformVersion>
|
||||
<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
<PlatformToolset>v142</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
<PlatformToolset>v142</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>
|
||||
<PlatformToolset>v142</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>
|
||||
<PlatformToolset>v142</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
|
||||
@@ -145,7 +145,7 @@ int main(int, char**)
|
||||
// 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)
|
||||
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplWin32_Init(hwnd);
|
||||
@@ -167,14 +167,16 @@ int main(int, char**)
|
||||
//ImGui_ImplDX12_Init(g_pd3dDevice, APP_NUM_FRAMES_IN_FLIGHT, DXGI_FORMAT_R8G8B8A8_UNORM, g_pd3dSrvDescHeap, g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(), g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
|
||||
|
||||
// Load Fonts
|
||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - 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!
|
||||
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
|
||||
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
|
||||
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
|
||||
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//style.FontSizeBase = 20.0f;
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontDefaultVector();
|
||||
//io.Fonts->AddFontDefaultBitmap();
|
||||
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
|
||||
@@ -312,6 +314,7 @@ 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));
|
||||
@@ -350,6 +353,15 @@ bool CreateDeviceD3D(HWND hWnd)
|
||||
pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, true);
|
||||
pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION, true);
|
||||
pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, true);
|
||||
|
||||
// Disable breaking on this warning because of a suspected bug in the D3D12 SDK layer, see #9084 for details.
|
||||
const int D3D12_MESSAGE_ID_FENCE_ZERO_WAIT_ = 1424; // not in all copies of d3d12sdklayers.h
|
||||
D3D12_MESSAGE_ID disabledMessages[] = { (D3D12_MESSAGE_ID)D3D12_MESSAGE_ID_FENCE_ZERO_WAIT_ };
|
||||
D3D12_INFO_QUEUE_FILTER filter = {};
|
||||
filter.DenyList.NumIDs = 1;
|
||||
filter.DenyList.pIDList = disabledMessages;
|
||||
pInfoQueue->AddStorageFilterEntries(&filter);
|
||||
|
||||
pInfoQueue->Release();
|
||||
pdx12Debug->Release();
|
||||
}
|
||||
@@ -525,7 +537,7 @@ LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||
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);
|
||||
assert(SUCCEEDED(result) && "Failed to resize swapchain.");
|
||||
IM_ASSERT(SUCCEEDED(result) && "Failed to resize swapchain.");
|
||||
CreateRenderTarget();
|
||||
}
|
||||
return 0;
|
||||
|
||||
@@ -63,21 +63,23 @@ int main(int, char**)
|
||||
// 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)
|
||||
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplWin32_Init(hwnd);
|
||||
ImGui_ImplDX9_Init(g_pd3dDevice);
|
||||
|
||||
// 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!
|
||||
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
|
||||
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
|
||||
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
|
||||
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//style.FontSizeBase = 20.0f;
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontDefaultVector();
|
||||
//io.Fonts->AddFontDefaultBitmap();
|
||||
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
|
||||
|
||||
@@ -37,7 +37,7 @@ LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
||||
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
|
||||
@@ -73,21 +73,23 @@ int main(int, char**)
|
||||
// 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)
|
||||
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplWin32_InitForOpenGL(hwnd);
|
||||
ImGui_ImplOpenGL3_Init();
|
||||
|
||||
// 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!
|
||||
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
|
||||
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
|
||||
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
|
||||
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//style.FontSizeBase = 20.0f;
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontDefaultVector();
|
||||
//io.Fonts->AddFontDefaultBitmap();
|
||||
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
|
||||
|
||||
@@ -47,7 +47,6 @@ static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE;
|
||||
static ImGui_ImplVulkanH_Window g_MainWindowData;
|
||||
static uint32_t g_MinImageCount = 2;
|
||||
static bool g_SwapChainRebuild = false;
|
||||
static VkImageUsageFlags g_SwapChainImageUsage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT;
|
||||
|
||||
static void check_vk_result(VkResult err)
|
||||
{
|
||||
@@ -191,7 +190,7 @@ static void SetupVulkan(ImVector<const char*> instance_extensions)
|
||||
pool_info.maxSets = 0;
|
||||
for (VkDescriptorPoolSize& pool_size : pool_sizes)
|
||||
pool_info.maxSets += pool_size.descriptorCount;
|
||||
pool_info.poolSizeCount = (uint32_t)IM_ARRAYSIZE(pool_sizes);
|
||||
pool_info.poolSizeCount = (uint32_t)IM_COUNTOF(pool_sizes);
|
||||
pool_info.pPoolSizes = pool_sizes;
|
||||
err = vkCreateDescriptorPool(g_Device, &pool_info, g_Allocator, &g_DescriptorPool);
|
||||
check_vk_result(err);
|
||||
@@ -202,11 +201,9 @@ static void SetupVulkan(ImVector<const char*> instance_extensions)
|
||||
// Your real engine/app may not use them.
|
||||
static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface, int width, int height)
|
||||
{
|
||||
wd->Surface = surface;
|
||||
|
||||
// Check for WSI support
|
||||
VkBool32 res;
|
||||
vkGetPhysicalDeviceSurfaceSupportKHR(g_PhysicalDevice, g_QueueFamily, wd->Surface, &res);
|
||||
vkGetPhysicalDeviceSurfaceSupportKHR(g_PhysicalDevice, g_QueueFamily, surface, &res);
|
||||
if (res != VK_TRUE)
|
||||
{
|
||||
fprintf(stderr, "Error no WSI support on physical device 0\n");
|
||||
@@ -216,7 +213,8 @@ static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface
|
||||
// Select Surface Format
|
||||
const VkFormat requestSurfaceImageFormat[] = { VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_B8G8R8_UNORM, VK_FORMAT_R8G8B8_UNORM };
|
||||
const VkColorSpaceKHR requestSurfaceColorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR;
|
||||
wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(g_PhysicalDevice, wd->Surface, requestSurfaceImageFormat, (size_t)IM_ARRAYSIZE(requestSurfaceImageFormat), requestSurfaceColorSpace);
|
||||
wd->Surface = surface;
|
||||
wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(g_PhysicalDevice, wd->Surface, requestSurfaceImageFormat, (size_t)IM_COUNTOF(requestSurfaceImageFormat), requestSurfaceColorSpace);
|
||||
|
||||
// Select Present Mode
|
||||
#ifdef APP_USE_UNLIMITED_FRAME_RATE
|
||||
@@ -224,12 +222,12 @@ static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface
|
||||
#else
|
||||
VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_FIFO_KHR };
|
||||
#endif
|
||||
wd->PresentMode = ImGui_ImplVulkanH_SelectPresentMode(g_PhysicalDevice, wd->Surface, &present_modes[0], IM_ARRAYSIZE(present_modes));
|
||||
wd->PresentMode = ImGui_ImplVulkanH_SelectPresentMode(g_PhysicalDevice, wd->Surface, &present_modes[0], IM_COUNTOF(present_modes));
|
||||
//printf("[vulkan] Selected PresentMode = %d\n", wd->PresentMode);
|
||||
|
||||
// Create SwapChain, RenderPass, Framebuffer, etc.
|
||||
IM_ASSERT(g_MinImageCount >= 2);
|
||||
ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, width, height, g_MinImageCount, g_SwapChainImageUsage);
|
||||
ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, width, height, g_MinImageCount, 0);
|
||||
}
|
||||
|
||||
static void CleanupVulkan()
|
||||
@@ -246,9 +244,10 @@ static void CleanupVulkan()
|
||||
vkDestroyInstance(g_Instance, g_Allocator);
|
||||
}
|
||||
|
||||
static void CleanupVulkanWindow()
|
||||
static void CleanupVulkanWindow(ImGui_ImplVulkanH_Window* wd)
|
||||
{
|
||||
ImGui_ImplVulkanH_DestroyWindow(g_Instance, g_Device, &g_MainWindowData, g_Allocator);
|
||||
ImGui_ImplVulkanH_DestroyWindow(g_Instance, g_Device, wd, g_Allocator);
|
||||
vkDestroySurfaceKHR(g_Instance, wd->Surface, g_Allocator);
|
||||
}
|
||||
|
||||
static void FrameRender(ImGui_ImplVulkanH_Window* wd, ImDrawData* draw_data)
|
||||
@@ -391,7 +390,7 @@ int main(int, char**)
|
||||
// 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)
|
||||
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplWin32_Init(hwnd);
|
||||
@@ -414,14 +413,16 @@ int main(int, char**)
|
||||
ImGui_ImplVulkan_Init(&init_info);
|
||||
|
||||
// Load Fonts
|
||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - 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!
|
||||
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
|
||||
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
|
||||
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
|
||||
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//style.FontSizeBase = 20.0f;
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontDefaultVector();
|
||||
//io.Fonts->AddFontDefaultBitmap();
|
||||
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
|
||||
@@ -515,7 +516,7 @@ int main(int, char**)
|
||||
ImGui_ImplWin32_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
|
||||
CleanupVulkanWindow();
|
||||
CleanupVulkanWindow(&g_MainWindowData);
|
||||
CleanupVulkan();
|
||||
|
||||
::DestroyWindow(hwnd);
|
||||
@@ -550,7 +551,7 @@ 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, g_SwapChainImageUsage);
|
||||
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;
|
||||
}
|
||||
|
||||
@@ -41,6 +41,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl3_sdlgpu3", "exa
|
||||
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
|
||||
@@ -201,6 +203,14 @@ Global
|
||||
{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
|
||||
|
||||
@@ -48,7 +49,7 @@
|
||||
//#define IMGUI_DISABLE_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle at all (replace them with dummies)
|
||||
//#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle so you can implement them yourself if you don't want to link with fopen/fclose/fread/fwrite. This will also disable the LogToTTY() function.
|
||||
//#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions().
|
||||
//#define IMGUI_DISABLE_DEFAULT_FONT // Disable default embedded font (ProggyClean.ttf), remove ~9.5 KB from output binary. AddFontDefault() will assert.
|
||||
//#define IMGUI_DISABLE_DEFAULT_FONT // Disable default embedded fonts (ProggyClean/ProggyForever), remove ~9 KB + ~14 KB from output binary. AddFontDefaultXXX() functions will assert.
|
||||
//#define IMGUI_DISABLE_SSE // Disable use of SSE intrinsics even if available
|
||||
|
||||
//---- Enable Test Engine / Automation features.
|
||||
|
||||
344
imgui.h
344
imgui.h
@@ -1,35 +1,36 @@
|
||||
// dear imgui, v1.92.4
|
||||
// dear imgui, v1.92.6
|
||||
// (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 "1.92.4"
|
||||
#define IMGUI_VERSION_NUM 19240
|
||||
#define IMGUI_VERSION "1.92.6"
|
||||
#define IMGUI_VERSION_NUM 19261
|
||||
#define IMGUI_HAS_TABLE // Added BeginTable() - from IMGUI_VERSION_NUM >= 18000
|
||||
#define IMGUI_HAS_TEXTURES // Added ImGuiBackendFlags_RendererHasTextures - from IMGUI_VERSION_NUM >= 19198
|
||||
|
||||
@@ -89,12 +90,15 @@ 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_COUNTOF(_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))
|
||||
@@ -211,9 +215,9 @@ struct ImGuiViewport; // A Platform Window (always only one in 'ma
|
||||
// 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)
|
||||
@@ -228,9 +232,9 @@ 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!
|
||||
@@ -330,7 +334,7 @@ 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.
|
||||
@@ -345,7 +349,7 @@ typedef ImU64 ImTextureID; // Default: store up to 64-bits (any pointer or
|
||||
// The identifier is valid even before the texture has been uploaded to the GPU/graphics system.
|
||||
// This is what gets passed to functions such as `ImGui::Image()`, `ImDrawList::AddImage()`.
|
||||
// This is what gets stored in draw commands (`ImDrawCmd`) to identify a texture during rendering.
|
||||
// - When a texture is created by user code (e.g. custom images), we directly stores the low-level ImTextureID.
|
||||
// - When a texture is created by user code (e.g. custom images), we directly store the low-level ImTextureID.
|
||||
// Because of this, when displaying your own texture you are likely to ever only manage ImTextureID values on your side.
|
||||
// - When a texture is created by the backend, we stores a ImTextureData* which becomes an indirection
|
||||
// to extract the ImTextureID value during rendering, after texture upload has happened.
|
||||
@@ -659,13 +663,13 @@ 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.
|
||||
@@ -684,7 +688,7 @@ 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.
|
||||
@@ -705,7 +709,7 @@ 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);
|
||||
@@ -735,7 +739,7 @@ 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);
|
||||
@@ -760,7 +764,7 @@ 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,
|
||||
@@ -849,20 +853,23 @@ namespace ImGui
|
||||
// - CloseCurrentPopup() is called by default by Selectable()/MenuItem() when activated (FIXME: need some options).
|
||||
// - Use ImGuiPopupFlags_NoOpenOverExistingPopup to avoid opening a popup if there's already one at the same level. This is equivalent to e.g. testing for !IsAnyPopupOpen() prior to OpenPopup().
|
||||
// - Use IsWindowAppearing() after BeginPopup() to tell if a window just opened.
|
||||
// - IMPORTANT: Notice that for OpenPopupOnItemClick() we exceptionally default flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter
|
||||
IMGUI_API void OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags = 0); // call to mark popup as open (don't call every frame!).
|
||||
IMGUI_API void OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags = 0); // id overload to facilitate calling from nested stacks
|
||||
IMGUI_API void OpenPopupOnItemClick(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // helper to open popup when clicked on last item. Default to ImGuiPopupFlags_MouseButtonRight == 1. (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors)
|
||||
IMGUI_API void OpenPopupOnItemClick(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 0); // helper to open popup when clicked on last item. Default to ImGuiPopupFlags_MouseButtonRight == 1. (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors)
|
||||
IMGUI_API void CloseCurrentPopup(); // manually close the popup we have begin-ed into.
|
||||
|
||||
// Popups: open+begin combined functions helpers
|
||||
// Popups: Open+Begin popup combined functions helpers to create context menus.
|
||||
// - Helpers to do OpenPopup+BeginPopup where the Open action is triggered by e.g. hovering an item and right-clicking.
|
||||
// - They are convenient to easily create context menus, hence the name.
|
||||
// - IMPORTANT: Notice that BeginPopupContextXXX takes ImGuiPopupFlags just like OpenPopup() and unlike BeginPopup(). For full consistency, we may add ImGuiWindowFlags to the BeginPopupContextXXX functions in the future.
|
||||
// - IMPORTANT: Notice that we exceptionally default their flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter, so if you add other flags remember to re-add the ImGuiPopupFlags_MouseButtonRight.
|
||||
IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked on last item. Use str_id==NULL to associate the popup to previous item. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp!
|
||||
IMGUI_API bool BeginPopupContextWindow(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);// open+begin popup when clicked on current window.
|
||||
IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked in void (where there are no windows).
|
||||
// - IMPORTANT: If you ever used the left mouse button with BeginPopupContextXXX() helpers before 1.92.6:
|
||||
// - Before this version, OpenPopupOnItemClick(), BeginPopupContextItem(), BeginPopupContextWindow(), BeginPopupContextVoid() had 'a ImGuiPopupFlags popup_flags = 1' default value in their function signature.
|
||||
// - Before: Explicitly passing a literal 0 meant ImGuiPopupFlags_MouseButtonLeft. The default = 1 meant ImGuiPopupFlags_MouseButtonRight.
|
||||
// - After: The default = 0 means ImGuiPopupFlags_MouseButtonRight. Explicitly passing a literal 1 also means ImGuiPopupFlags_MouseButtonRight (if legacy behavior are enabled) or will assert (if legacy behavior are disabled).
|
||||
// - TL;DR: if you don't want to use right mouse button for popups, always specify it explicitly using a named ImGuiPopupFlags_MouseButtonXXXX value.
|
||||
// - Read "API BREAKING CHANGES" 2026/01/07 (1.92.6) entry in imgui.cpp or GitHub topic #9157 for all details.
|
||||
IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 0); // open+begin popup when clicked on last item. Use str_id==NULL to associate the popup to previous item. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp!
|
||||
IMGUI_API bool BeginPopupContextWindow(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 0);// open+begin popup when clicked on current window.
|
||||
IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 0); // open+begin popup when clicked in void (where there are no windows).
|
||||
|
||||
// Popups: query functions
|
||||
// - IsPopupOpen(): return true if the popup is open at the current BeginPopup() level of the popup stack.
|
||||
@@ -893,7 +900,7 @@ namespace ImGui
|
||||
// - 5. Call EndTable()
|
||||
IMGUI_API bool BeginTable(const char* str_id, int columns, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0.0f, 0.0f), float inner_width = 0.0f);
|
||||
IMGUI_API void EndTable(); // only call EndTable() if BeginTable() returns true!
|
||||
IMGUI_API void TableNextRow(ImGuiTableRowFlags row_flags = 0, float min_row_height = 0.0f); // append into the first cell of a new row.
|
||||
IMGUI_API void TableNextRow(ImGuiTableRowFlags row_flags = 0, float min_row_height = 0.0f); // append into the first cell of a new row. 'min_row_height' include the minimum top and bottom padding aka CellPadding.y * 2.0f.
|
||||
IMGUI_API bool TableNextColumn(); // append into the next column (or first column of next row if currently in last column). Return true when column is visible.
|
||||
IMGUI_API bool TableSetColumnIndex(int column_n); // append into the specified column. Return true when column is visible.
|
||||
|
||||
@@ -973,7 +980,7 @@ 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();
|
||||
@@ -1013,6 +1020,7 @@ namespace ImGui
|
||||
IMGUI_API ImVec2 GetItemRectMin(); // get upper-left bounding rectangle of the last item (screen space)
|
||||
IMGUI_API ImVec2 GetItemRectMax(); // get lower-right bounding rectangle of the last item (screen space)
|
||||
IMGUI_API ImVec2 GetItemRectSize(); // get size of last item
|
||||
IMGUI_API ImGuiItemFlags GetItemFlags(); // get generic flags of last item
|
||||
|
||||
// Viewports
|
||||
// - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.
|
||||
@@ -1043,19 +1051,22 @@ namespace ImGui
|
||||
IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v);
|
||||
IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b);
|
||||
|
||||
// Inputs Utilities: Keyboard/Mouse/Gamepad
|
||||
// Inputs Utilities: Raw Keyboard/Mouse/Gamepad Access
|
||||
// - Consider using the Shortcut() function instead of IsKeyPressed()/IsKeyChordPressed()! Shortcut() is easier to use and better featured (can do focus routing check).
|
||||
// - the ImGuiKey enum contains all possible keyboard, mouse and gamepad inputs (e.g. ImGuiKey_A, ImGuiKey_MouseLeft, ImGuiKey_GamepadDpadUp...).
|
||||
// - (legacy: before v1.87, we used ImGuiKey to carry native/user indices as defined by each backends. This was obsoleted in 1.87 (2022-02) and completely removed in 1.91.5 (2024-11). See https://github.com/ocornut/imgui/issues/4921)
|
||||
// - (legacy: any use of ImGuiKey will assert when key < 512 to detect passing legacy native/user indices)
|
||||
// - (legacy: before v1.87 (2022-02), we used ImGuiKey < 512 values to carry native/user indices as defined by each backends. This was obsoleted in 1.87 (2022-02) and completely removed in 1.91.5 (2024-11). See https://github.com/ocornut/imgui/issues/4921)
|
||||
IMGUI_API bool IsKeyDown(ImGuiKey key); // is key being held.
|
||||
IMGUI_API bool IsKeyPressed(ImGuiKey key, bool repeat = true); // was key pressed (went from !Down to Down)? if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate
|
||||
IMGUI_API bool IsKeyPressed(ImGuiKey key, bool repeat = true); // was key pressed (went from !Down to Down)? Repeat rate uses io.KeyRepeatDelay / KeyRepeatRate.
|
||||
IMGUI_API bool IsKeyReleased(ImGuiKey key); // was key released (went from Down to !Down)?
|
||||
IMGUI_API bool IsKeyChordPressed(ImGuiKeyChord key_chord); // was key chord (mods + key) pressed, e.g. you can pass 'ImGuiMod_Ctrl | ImGuiKey_S' as a key-chord. This doesn't do any routing or focus check, please consider using Shortcut() function instead.
|
||||
IMGUI_API int GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float rate); // uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate
|
||||
IMGUI_API const char* GetKeyName(ImGuiKey key); // [DEBUG] returns English name of the key. Those names are provided for debugging purpose and are not meant to be saved persistently nor compared.
|
||||
IMGUI_API void SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard); // Override io.WantCaptureKeyboard flag next frame (said flag is left for your application to handle, typically when true it instructs your app to ignore inputs). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard"; after the next NewFrame() call.
|
||||
|
||||
// Inputs Utilities: Shortcut Testing & Routing [BETA]
|
||||
// Inputs Utilities: Shortcut Testing & Routing
|
||||
// - Typical use is e.g.: 'if (ImGui::Shortcut(ImGuiMod_Ctrl | ImGuiKey_S)) { ... }'.
|
||||
// - Flags: Default route use ImGuiInputFlags_RouteFocused, but see ImGuiInputFlags_RouteGlobal and other options in ImGuiInputFlags_!
|
||||
// - Flags: Use ImGuiInputFlags_Repeat to support repeat.
|
||||
// - ImGuiKeyChord = a ImGuiKey + optional ImGuiMod_Alt/ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Super.
|
||||
// ImGuiKey_C // Accepted by functions taking ImGuiKey or ImGuiKeyChord arguments
|
||||
// ImGuiMod_Ctrl | ImGuiKey_C // Accepted by functions taking ImGuiKeyChord arguments
|
||||
@@ -1067,8 +1078,10 @@ namespace ImGui
|
||||
// The whole system is order independent, so if Child1 makes its calls before Parent, results will be identical.
|
||||
// This is an important property as it facilitate working with foreign code or larger codebase.
|
||||
// - To understand the difference:
|
||||
// - IsKeyChordPressed() compares mods and call IsKeyPressed() -> function has no side-effect.
|
||||
// - Shortcut() submits a route, routes are resolved, if it currently can be routed it calls IsKeyChordPressed() -> function has (desirable) side-effects as it can prevents another call from getting the route.
|
||||
// - IsKeyChordPressed() compares mods and call IsKeyPressed()
|
||||
// -> the function has no side-effect.
|
||||
// - Shortcut() submits a route, routes are resolved, if it currently can be routed it calls IsKeyChordPressed()
|
||||
// -> the function has (desirable) side-effects as it can prevents another call from getting the route.
|
||||
// - Visualize registered routes in 'Metrics/Debugger->Inputs'.
|
||||
IMGUI_API bool Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0);
|
||||
IMGUI_API void SetNextItemShortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0);
|
||||
@@ -1118,7 +1131,9 @@ namespace ImGui
|
||||
IMGUI_API const char* SaveIniSettingsToMemory(size_t* out_ini_size = NULL); // return a zero-terminated string with the .ini data which you can save by your own mean. call when io.WantSaveIniSettings is set, then save data by your own mean and clear io.WantSaveIniSettings.
|
||||
|
||||
// Debug Utilities
|
||||
// - Your main debugging friend is the ShowMetricsWindow() function, which is also accessible from Demo->Tools->Metrics Debugger
|
||||
// - Your main debugging friend is the ShowMetricsWindow() function.
|
||||
// - Interactive tools are all accessible from the 'Dear ImGui Demo->Tools' menu.
|
||||
// - Read https://github.com/ocornut/imgui/wiki/Debug-Tools for a description of all available debug tools.
|
||||
IMGUI_API void DebugTextEncoding(const char* text);
|
||||
IMGUI_API void DebugFlashStyleColor(ImGuiCol idx);
|
||||
IMGUI_API void DebugStartItemPicker();
|
||||
@@ -1165,7 +1180,7 @@ 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_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
|
||||
ImGuiWindowFlags_NoDecoration = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse,
|
||||
@@ -1180,8 +1195,8 @@ 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
|
||||
};
|
||||
|
||||
@@ -1209,12 +1224,12 @@ 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
|
||||
};
|
||||
|
||||
// Flags for ImGui::PushItemFlag()
|
||||
// (Those are shared by all items)
|
||||
// (Those are shared by all submitted items)
|
||||
enum ImGuiItemFlags_
|
||||
{
|
||||
ImGuiItemFlags_None = 0, // (Default)
|
||||
@@ -1224,6 +1239,7 @@ enum ImGuiItemFlags_
|
||||
ImGuiItemFlags_ButtonRepeat = 1 << 3, // false // Any button-like behavior will have repeat mode enabled (based on io.KeyRepeatDelay and io.KeyRepeatRate values). Note that you can also call IsItemActive() after any button to tell if it is being held.
|
||||
ImGuiItemFlags_AutoClosePopups = 1 << 4, // true // MenuItem()/Selectable() automatically close their parent popup window.
|
||||
ImGuiItemFlags_AllowDuplicateId = 1 << 5, // false // Allow submitting an item with the same identifier as an item already submitted this frame without triggering a warning tooltip if io.ConfigDebugHighlightIdConflicts is set.
|
||||
ImGuiItemFlags_Disabled = 1 << 6, // false // [Internal] Disable interactions. DOES NOT affect visuals. This is used by BeginDisabled()/EndDisabled() and only provided here so you can read back via GetItemFlags().
|
||||
};
|
||||
|
||||
// Flags for ImGui::InputText()
|
||||
@@ -1272,7 +1288,7 @@ 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
|
||||
@@ -1299,7 +1315,7 @@ 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.
|
||||
@@ -1316,21 +1332,14 @@ enum ImGuiTreeNodeFlags_
|
||||
};
|
||||
|
||||
// Flags for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() functions.
|
||||
// - To be backward compatible with older API which took an 'int mouse_button = 1' argument instead of 'ImGuiPopupFlags flags',
|
||||
// we need to treat small flags values as a mouse button index, so we encode the mouse button in the first few bits of the flags.
|
||||
// It is therefore guaranteed to be legal to pass a mouse button index in ImGuiPopupFlags.
|
||||
// - For the same reason, we exceptionally default the ImGuiPopupFlags argument of BeginPopupContextXXX functions to 1 instead of 0.
|
||||
// IMPORTANT: because the default parameter is 1 (==ImGuiPopupFlags_MouseButtonRight), if you rely on the default parameter
|
||||
// and want to use another flag, you need to pass in the ImGuiPopupFlags_MouseButtonRight flag explicitly.
|
||||
// - IMPORTANT: If you ever used the left mouse button with BeginPopupContextXXX() helpers before 1.92.6: Read "API BREAKING CHANGES" 2026/01/07 (1.92.6) entry in imgui.cpp or GitHub topic #9157.
|
||||
// - Multiple buttons currently cannot be combined/or-ed in those functions (we could allow it later).
|
||||
enum ImGuiPopupFlags_
|
||||
{
|
||||
ImGuiPopupFlags_None = 0,
|
||||
ImGuiPopupFlags_MouseButtonLeft = 0, // For BeginPopupContext*(): open on Left Mouse release. Guaranteed to always be == 0 (same as ImGuiMouseButton_Left)
|
||||
ImGuiPopupFlags_MouseButtonRight = 1, // For BeginPopupContext*(): open on Right Mouse release. Guaranteed to always be == 1 (same as ImGuiMouseButton_Right)
|
||||
ImGuiPopupFlags_MouseButtonMiddle = 2, // For BeginPopupContext*(): open on Middle Mouse release. Guaranteed to always be == 2 (same as ImGuiMouseButton_Middle)
|
||||
ImGuiPopupFlags_MouseButtonMask_ = 0x1F,
|
||||
ImGuiPopupFlags_MouseButtonDefault_ = 1,
|
||||
ImGuiPopupFlags_MouseButtonLeft = 1 << 2, // For BeginPopupContext*(): open on Left Mouse release. Only one button allowed!
|
||||
ImGuiPopupFlags_MouseButtonRight = 2 << 2, // For BeginPopupContext*(): open on Right Mouse release. Only one button allowed! (default)
|
||||
ImGuiPopupFlags_MouseButtonMiddle = 3 << 2, // For BeginPopupContext*(): open on Middle Mouse release. Only one button allowed!
|
||||
ImGuiPopupFlags_NoReopen = 1 << 5, // For OpenPopup*(), BeginPopupContext*(): don't reopen same popup if already open (won't reposition, won't reinitialize navigation)
|
||||
//ImGuiPopupFlags_NoReopenAlwaysNavInit = 1 << 6, // For OpenPopup*(), BeginPopupContext*(): focus and initialize navigation even when not reopening.
|
||||
ImGuiPopupFlags_NoOpenOverExistingPopup = 1 << 7, // For OpenPopup*(), BeginPopupContext*(): don't open if there's already a popup at the same level of the popup stack
|
||||
@@ -1338,6 +1347,9 @@ enum ImGuiPopupFlags_
|
||||
ImGuiPopupFlags_AnyPopupId = 1 << 10, // For IsPopupOpen(): ignore the ImGuiID parameter and test for any popup.
|
||||
ImGuiPopupFlags_AnyPopupLevel = 1 << 11, // For IsPopupOpen(): search/test at any level of the popup stack (default test in the current level)
|
||||
ImGuiPopupFlags_AnyPopup = ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel,
|
||||
ImGuiPopupFlags_MouseButtonShift_ = 2, // [Internal]
|
||||
ImGuiPopupFlags_MouseButtonMask_ = 0x0C, // [Internal]
|
||||
ImGuiPopupFlags_InvalidMask_ = 0x03, // [Internal] Reserve legacy bits 0-1 to detect incorrectly passing 1 or 2 to the function.
|
||||
};
|
||||
|
||||
// Flags for ImGui::Selectable()
|
||||
@@ -1449,7 +1461,7 @@ 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.
|
||||
@@ -1481,6 +1493,7 @@ 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
|
||||
@@ -1533,7 +1546,7 @@ enum ImGuiSortDirection : ImU8
|
||||
// All our named keys are >= 512. Keys value 0 to 511 are left unused and were legacy native/opaque key values (< 1.87).
|
||||
// Support for legacy keys was completely removed in 1.91.5.
|
||||
// Read details about the 1.87+ transition : https://github.com/ocornut/imgui/issues/4921
|
||||
// Note that "Keys" related to physical keys and are not the same concept as input "Characters", the later are submitted via io.AddInputCharacter().
|
||||
// Note that "Keys" related to physical keys and are not the same concept as input "Characters", the latter are submitted via io.AddInputCharacter().
|
||||
// The keyboard key enum values are named after the keys on a standard US keyboard, and on other keyboard types the keys reported may not match the keycaps.
|
||||
enum ImGuiKey : int
|
||||
{
|
||||
@@ -1654,9 +1667,9 @@ 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
|
||||
};
|
||||
@@ -1678,7 +1691,7 @@ 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.
|
||||
|
||||
@@ -1690,7 +1703,7 @@ enum ImGuiInputFlags_
|
||||
enum ImGuiConfigFlags_
|
||||
{
|
||||
ImGuiConfigFlags_None = 0,
|
||||
ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. Enable full Tabbing + directional arrows + space/enter to activate.
|
||||
ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. Enable full Tabbing + directional arrows + Space/Enter to activate. Note: some features such as basic Tabbing and CtrL+Tab are enabled by regardless of this flag (and may be disabled via other means, see #4828, #9218).
|
||||
ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. Backend also needs to set ImGuiBackendFlags_HasGamepad.
|
||||
ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct dear imgui to disable mouse inputs and interactions.
|
||||
ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, // Instruct backend to not alter mouse cursor shape and visibility. Use if the backend cursor changes are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You may want to honor requests from imgui by reading GetMouseCursor() yourself instead.
|
||||
@@ -1773,11 +1786,12 @@ 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,
|
||||
|
||||
@@ -1793,9 +1807,9 @@ 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_
|
||||
{
|
||||
@@ -1823,6 +1837,7 @@ enum ImGuiStyleVar_
|
||||
ImGuiStyleVar_ScrollbarPadding, // float ScrollbarPadding
|
||||
ImGuiStyleVar_GrabMinSize, // float GrabMinSize
|
||||
ImGuiStyleVar_GrabRounding, // float GrabRounding
|
||||
ImGuiStyleVar_ImageRounding, // float ImageRounding
|
||||
ImGuiStyleVar_ImageBorderSize, // float ImageBorderSize
|
||||
ImGuiStyleVar_TabRounding, // float TabRounding
|
||||
ImGuiStyleVar_TabBorderSize, // float TabBorderSize
|
||||
@@ -1865,19 +1880,20 @@ enum ImGuiColorEditFlags_
|
||||
ImGuiColorEditFlags_NoTooltip = 1 << 6, // // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview.
|
||||
ImGuiColorEditFlags_NoLabel = 1 << 7, // // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker).
|
||||
ImGuiColorEditFlags_NoSidePreview = 1 << 8, // // ColorPicker: disable bigger color preview on right side of the picker, use small color square preview instead.
|
||||
ImGuiColorEditFlags_NoDragDrop = 1 << 9, // // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source.
|
||||
ImGuiColorEditFlags_NoDragDrop = 1 << 9, // // ColorEdit: disable drag and drop target/source. ColorButton: disable drag and drop source.
|
||||
ImGuiColorEditFlags_NoBorder = 1 << 10, // // ColorButton: disable border (which is enforced by default)
|
||||
ImGuiColorEditFlags_NoColorMarkers = 1 << 11, // // ColorEdit: disable rendering R/G/B/A color marker. May also be disabled globally by setting style.ColorMarkerSize = 0.
|
||||
|
||||
// Alpha preview
|
||||
// - Prior to 1.91.8 (2025/01/21): alpha was made opaque in the preview by default using old name ImGuiColorEditFlags_AlphaPreview.
|
||||
// - We now display the preview as transparent by default. You can use ImGuiColorEditFlags_AlphaOpaque to use old behavior.
|
||||
// - The new flags may be combined better and allow finer controls.
|
||||
ImGuiColorEditFlags_AlphaOpaque = 1 << 11, // // ColorEdit, ColorPicker, ColorButton: disable alpha in the preview,. Contrary to _NoAlpha it may still be edited when calling ColorEdit4()/ColorPicker4(). For ColorButton() this does the same as _NoAlpha.
|
||||
ImGuiColorEditFlags_AlphaNoBg = 1 << 12, // // ColorEdit, ColorPicker, ColorButton: disable rendering a checkerboard background behind transparent color.
|
||||
ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 13, // // ColorEdit, ColorPicker, ColorButton: display half opaque / half transparent preview.
|
||||
ImGuiColorEditFlags_AlphaOpaque = 1 << 12, // // ColorEdit, ColorPicker, ColorButton: disable alpha in the preview,. Contrary to _NoAlpha it may still be edited when calling ColorEdit4()/ColorPicker4(). For ColorButton() this does the same as _NoAlpha.
|
||||
ImGuiColorEditFlags_AlphaNoBg = 1 << 13, // // ColorEdit, ColorPicker, ColorButton: disable rendering a checkerboard background behind transparent color.
|
||||
ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 14, // // ColorEdit, ColorPicker, ColorButton: display half opaque / half transparent preview.
|
||||
|
||||
// User Options (right-click on widget to change some of them).
|
||||
ImGuiColorEditFlags_AlphaBar = 1 << 16, // // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker.
|
||||
ImGuiColorEditFlags_AlphaBar = 1 << 18, // // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker.
|
||||
ImGuiColorEditFlags_HDR = 1 << 19, // // (WIP) ColorEdit: Currently only disable 0.0f..1.0f limits in RGBA edition (note: you probably want to use ImGuiColorEditFlags_Float flag as well).
|
||||
ImGuiColorEditFlags_DisplayRGB = 1 << 20, // [Display] // ColorEdit: override _display_ type among RGB/HSV/Hex. ColorPicker: select any combination using one or more of RGB/HSV/Hex.
|
||||
ImGuiColorEditFlags_DisplayHSV = 1 << 21, // [Display] // "
|
||||
@@ -1902,7 +1918,7 @@ 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]
|
||||
};
|
||||
@@ -1915,13 +1931,14 @@ 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_ColorMarkers = 1 << 12, // DragScalarN(), SliderScalarN(): Draw R/G/B/A color markers on each component.
|
||||
ImGuiSliderFlags_AlwaysClamp = ImGuiSliderFlags_ClampOnInput | ImGuiSliderFlags_ClampZeroRange,
|
||||
ImGuiSliderFlags_InvalidMask_ = 0x7000000F, // [Internal] We treat using those bits as being potentially a 'float power' argument from the previous API that has got miscast to this enum, and will trigger an assert if needed.
|
||||
ImGuiSliderFlags_InvalidMask_ = 0x7000000F, // [Internal] We treat using those bits as being potentially a 'float power' argument from legacy API (obsoleted 2020-08) that has got miscast to this enum, and will trigger an assert if needed.
|
||||
};
|
||||
|
||||
// Identify a mouse button.
|
||||
@@ -2011,7 +2028,7 @@ enum ImGuiTableFlags_
|
||||
ImGuiTableFlags_Reorderable = 1 << 1, // Enable reordering columns in header row (need calling TableSetupColumn() + TableHeadersRow() to display headers)
|
||||
ImGuiTableFlags_Hideable = 1 << 2, // Enable hiding/disabling columns in context menu.
|
||||
ImGuiTableFlags_Sortable = 1 << 3, // Enable sorting. Call TableGetSortSpecs() to obtain sort specs. Also see ImGuiTableFlags_SortMulti and ImGuiTableFlags_SortTristate.
|
||||
ImGuiTableFlags_NoSavedSettings = 1 << 4, // Disable persisting columns order, width and sort settings in the .ini file.
|
||||
ImGuiTableFlags_NoSavedSettings = 1 << 4, // Disable persisting columns order, width, visibility and sort settings in the .ini file.
|
||||
ImGuiTableFlags_ContextMenuInBody = 1 << 5, // Right-click on columns body/contents will display table context menu. By default it is available in TableHeadersRow().
|
||||
// Decorations
|
||||
ImGuiTableFlags_RowBg = 1 << 6, // Set each RowBg color with ImGuiCol_TableRowBg or ImGuiCol_TableRowBgAlt (equivalent of calling TableSetBgColor with ImGuiTableBgFlags_RowBg0 on each row manually)
|
||||
@@ -2127,7 +2144,7 @@ struct ImGuiTableSortSpecs
|
||||
int SpecsCount; // Sort spec count. Most often 1. May be > 1 when ImGuiTableFlags_SortMulti is enabled. May be == 0 when ImGuiTableFlags_SortTristate is enabled.
|
||||
bool SpecsDirty; // Set to true when specs have changed since last time! Use this to sort again, then clear the flag.
|
||||
|
||||
ImGuiTableSortSpecs() { memset(this, 0, sizeof(*this)); }
|
||||
ImGuiTableSortSpecs() { memset((void*)this, 0, sizeof(*this)); }
|
||||
};
|
||||
|
||||
// Sorting specification for one column of a table (sizeof == 12 bytes)
|
||||
@@ -2138,7 +2155,7 @@ struct ImGuiTableColumnSortSpecs
|
||||
ImS16 SortOrder; // Index within parent ImGuiTableSortSpecs (always stored in order starting from 0, tables sorted on a single criteria will always have a 0 here)
|
||||
ImGuiSortDirection SortDirection; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending
|
||||
|
||||
ImGuiTableColumnSortSpecs() { memset(this, 0, sizeof(*this)); }
|
||||
ImGuiTableColumnSortSpecs() { memset((void*)this, 0, sizeof(*this)); }
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
@@ -2261,7 +2278,7 @@ struct ImGuiStyle
|
||||
// - recap: ImGui::GetFontSize() == FontSizeBase * (FontScaleMain * FontScaleDpi * other_scaling_factors)
|
||||
float FontSizeBase; // Current base font size before external global factors are applied. Use PushFont(NULL, size) to modify. Use ImGui::GetFontSize() to obtain scaled value.
|
||||
float FontScaleMain; // Main global scale factor. May be set by application once, or exposed to end-user.
|
||||
float FontScaleDpi; // Additional global scale factor from viewport/monitor contents scale. When io.ConfigDpiScaleFonts is enabled, this is automatically overwritten when changing monitor DPI.
|
||||
float FontScaleDpi; // Additional global scale factor from viewport/monitor contents scale. In docking branch: when io.ConfigDpiScaleFonts is enabled, this is automatically overwritten when changing monitor DPI.
|
||||
|
||||
float Alpha; // Global alpha applies to everything in Dear ImGui.
|
||||
float DisabledAlpha; // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha.
|
||||
@@ -2287,10 +2304,11 @@ 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.
|
||||
float ImageRounding; // Rounding of Image() calls.
|
||||
float ImageBorderSize; // Thickness of border around Image() calls.
|
||||
float TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
|
||||
float TabBorderSize; // Thickness of border around tabs.
|
||||
@@ -2305,6 +2323,10 @@ 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.
|
||||
float ColorMarkerSize; // Size of R/G/B/A color markers for ColorEdit4() and for Drags/Sliders when using ImGuiSliderFlags_ColorMarkers.
|
||||
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.
|
||||
@@ -2386,7 +2408,7 @@ 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.
|
||||
@@ -2407,7 +2429,7 @@ 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.
|
||||
|
||||
@@ -2425,7 +2447,7 @@ struct ImGuiIO
|
||||
|
||||
// Options to configure Error Handling and how we handle recoverable errors [EXPERIMENTAL]
|
||||
// - Error recovery is provided as a way to facilitate:
|
||||
// - Recovery after a programming error (native code or scripting language - the later tends to facilitate iterating on code while running).
|
||||
// - Recovery after a programming error (native code or scripting language - the latter tends to facilitate iterating on code while running).
|
||||
// - Recovery after running an exception handler or any error processing which may skip code after an error has been detected.
|
||||
// - Error recovery is not perfect nor guaranteed! It is a feature to ease development.
|
||||
// You not are not supposed to rely on it in the course of a normal application run.
|
||||
@@ -2504,9 +2526,6 @@ 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()
|
||||
@@ -2539,7 +2558,7 @@ 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).
|
||||
bool KeyCtrl; // Keyboard modifier down: Ctrl (non-macOS), Cmd (macOS)
|
||||
@@ -2562,8 +2581,8 @@ 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
|
||||
float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point (used for moving thresholds)
|
||||
@@ -2591,6 +2610,8 @@ 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();
|
||||
@@ -2615,18 +2636,20 @@ struct ImGuiInputTextCallbackData
|
||||
ImGuiInputTextFlags EventFlag; // One ImGuiInputTextFlags_Callback* // Read-only
|
||||
ImGuiInputTextFlags Flags; // What user passed to InputText() // Read-only
|
||||
void* UserData; // What user passed to InputText() // Read-only
|
||||
ImGuiID ID; // Widget ID // Read-only
|
||||
|
||||
// Arguments for the different callback events
|
||||
// - During Resize callback, Buf will be same as your input buffer.
|
||||
// - However, during Completion/History/Always callback, Buf always points to our own internal data (it is not the same as your buffer)! Changes to it will be reflected into your own buffer shortly after the callback.
|
||||
// - To modify the text buffer in a callback, prefer using the InsertChars() / DeleteChars() function. InsertChars() will take care of calling the resize callback if necessary.
|
||||
// - If you know your edits are not going to resize the underlying buffer allocation, you may modify the contents of 'Buf[]' directly. You need to update 'BufTextLen' accordingly (0 <= BufTextLen < BufSize) and set 'BufDirty'' to true so InputText can update its internal state.
|
||||
ImWchar EventChar; // Character input // Read-write // [CharFilter] Replace character with another one, or set to zero to drop. return 1 is equivalent to setting EventChar=0;
|
||||
ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only // [Completion,History]
|
||||
ImWchar EventChar; // Character input // Read-write // [CharFilter] Replace character with another one, or set to zero to drop. return 1 is equivalent to setting EventChar=0;
|
||||
bool EventActivated; // Input field just got activated // Read-only // [Always]
|
||||
bool BufDirty; // Set if you modify Buf/BufTextLen! // Write // [Completion,History,Always]
|
||||
char* Buf; // Text buffer // Read-write // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer!
|
||||
int BufTextLen; // Text length (in bytes) // Read-write // [Resize,Completion,History,Always] Exclude zero-terminator storage. In C land: == strlen(some_text), in C++ land: string.length()
|
||||
int BufSize; // Buffer size (in bytes) = capacity+1 // Read-only // [Resize,Completion,History,Always] Include zero-terminator storage. In C land: == ARRAYSIZE(my_char_array), in C++ land: string.capacity()+1
|
||||
bool BufDirty; // Set if you modify Buf/BufTextLen! // Write // [Completion,History,Always]
|
||||
int CursorPos; // // Read-write // [Completion,History,Always]
|
||||
int SelectionStart; // // Read-write // [Completion,History,Always] == to SelectionEnd when no selection
|
||||
int SelectionEnd; // // Read-write // [Completion,History,Always]
|
||||
@@ -2636,9 +2659,10 @@ struct ImGuiInputTextCallbackData
|
||||
IMGUI_API ImGuiInputTextCallbackData();
|
||||
IMGUI_API void DeleteChars(int pos, int bytes_count);
|
||||
IMGUI_API void InsertChars(int pos, const char* text, const char* text_end = NULL);
|
||||
void SelectAll() { SelectionStart = 0; SelectionEnd = BufTextLen; }
|
||||
void ClearSelection() { SelectionStart = SelectionEnd = BufTextLen; }
|
||||
bool HasSelection() const { return SelectionStart != SelectionEnd; }
|
||||
void SelectAll() { SelectionStart = 0; CursorPos = SelectionEnd = BufTextLen; }
|
||||
void SetSelection(int s, int e) { IM_ASSERT(s >= 0 && s <= BufTextLen); IM_ASSERT(e >= 0 && e <= BufTextLen); SelectionStart = s; CursorPos = SelectionEnd = e; }
|
||||
void ClearSelection() { SelectionStart = SelectionEnd = BufTextLen; }
|
||||
bool HasSelection() const { return SelectionStart != SelectionEnd; }
|
||||
};
|
||||
|
||||
// Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin().
|
||||
@@ -2857,7 +2881,7 @@ struct ImGuiListClipper
|
||||
#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 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]
|
||||
//inline ImGuiListClipper(int items_count, float items_height = -1.0f) { memset((void*)this, 0, sizeof(*this)); ItemsCount = -1; Begin(items_count, items_height); } // [removed in 1.79]
|
||||
#endif
|
||||
};
|
||||
|
||||
@@ -2949,7 +2973,7 @@ 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,
|
||||
@@ -2987,7 +3011,7 @@ 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).
|
||||
@@ -3003,6 +3027,7 @@ 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().
|
||||
@@ -3141,7 +3166,7 @@ struct ImDrawCmd
|
||||
int UserCallbackDataSize; // 4 // Size of callback user data when using storage, otherwise 0.
|
||||
int UserCallbackDataOffset;// 4 // [Internal] Offset of callback user data when using storage, otherwise -1.
|
||||
|
||||
ImDrawCmd() { memset(this, 0, sizeof(*this)); } // Also ensure our padding fields are zeroed
|
||||
ImDrawCmd() { memset((void*)this, 0, sizeof(*this)); } // Also ensure our padding fields are zeroed
|
||||
|
||||
// Since 1.83: returns ImTextureID associated with this draw call. Warning: DO NOT assume this is always same as 'TextureId' (we will change this function for an upcoming feature)
|
||||
// Since 1.92: removed ImDrawCmd::TextureId field, the getter function must be used!
|
||||
@@ -3187,7 +3212,7 @@ struct ImDrawListSplitter
|
||||
int _Count; // Number of active channels (1+)
|
||||
ImVector<ImDrawChannel> _Channels; // Draw channels (not resized down so _Count might be < Channels.Size)
|
||||
|
||||
inline ImDrawListSplitter() { memset(this, 0, sizeof(*this)); }
|
||||
inline ImDrawListSplitter() { memset((void*)this, 0, sizeof(*this)); }
|
||||
inline ~ImDrawListSplitter() { ClearFreeMemory(); }
|
||||
inline void Clear() { _Current = 0; _Count = 1; } // Do not clear Channels[] so our allocations are reused next frame
|
||||
IMGUI_API void ClearFreeMemory();
|
||||
@@ -3367,8 +3392,8 @@ 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)
|
||||
@@ -3405,7 +3430,7 @@ 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(); }
|
||||
@@ -3480,7 +3505,7 @@ struct ImTextureData
|
||||
bool WantDestroyNextFrame; // rw - // [Internal] Queued to set ImTextureStatus_WantDestroy next frame. May still be used in the current frame.
|
||||
|
||||
// Functions
|
||||
ImTextureData() { memset(this, 0, sizeof(*this)); Status = ImTextureStatus_Destroyed; TexID = ImTextureID_Invalid; }
|
||||
ImTextureData() { memset((void*)this, 0, sizeof(*this)); Status = ImTextureStatus_Destroyed; TexID = ImTextureID_Invalid; }
|
||||
~ImTextureData() { DestroyPixels(); }
|
||||
IMGUI_API void Create(ImTextureFormat format, int w, int h);
|
||||
IMGUI_API void DestroyPixels();
|
||||
@@ -3495,7 +3520,7 @@ struct ImTextureData
|
||||
// - 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; }
|
||||
void SetStatus(ImTextureStatus status) { Status = status; if (status == ImTextureStatus_Destroyed && !WantDestroyNextFrame && Pixels != nullptr) Status = ImTextureStatus_WantCreate; }
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
@@ -3509,16 +3534,15 @@ 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). SINCE 1.92, THE DATA NEEDS TO PERSIST FOR WHOLE DURATION OF ATLAS.
|
||||
|
||||
// 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.
|
||||
bool PixelSnapH; // false // Align every glyph AdvanceX to pixel boundaries. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1.
|
||||
bool PixelSnapV; // true // Align Scaled GlyphOffset.y to pixel boundaries.
|
||||
bool PixelSnapH; // false // Align every glyph AdvanceX to pixel boundaries. Prevents fractional font size from working correctly! Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, OversampleH/V will default to 1.
|
||||
ImS8 OversampleH; // 0 (2) // Rasterize at higher quality for sub-pixel positioning. 0 == auto == 1 or 2 depending on size. Note the difference between 2 and 3 is minimal. You can reduce this to 1 for large glyphs save memory. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details.
|
||||
ImS8 OversampleV; // 0 (1) // Rasterize at higher quality for sub-pixel positioning. 0 == auto == 1. This is not really useful as we don't use sub-pixel positions on the Y axis.
|
||||
ImWchar EllipsisChar; // 0 // Explicitly specify Unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used.
|
||||
float SizePixels; // // Size in pixels for rasterizer (more or less maps to the resulting font height).
|
||||
float SizePixels; // // Output size in pixels for rasterizer (more or less maps to the resulting font height).
|
||||
const ImWchar* GlyphRanges; // NULL // *LEGACY* THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE. Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list).
|
||||
const ImWchar* GlyphExcludeRanges; // NULL // Pointer to a small user-provided list of Unicode ranges (2 value per range, values are inclusive, zero-terminated list). This is very close to GlyphRanges[] but designed to exclude ranges from a font source, when merging fonts with overlapping glyphs. Use "Input Glyphs Overlap Detection Tool" to find about your overlapping ranges.
|
||||
//ImVec2 GlyphExtraSpacing; // 0, 0 // (REMOVED AT IT SEEMS LARGELY OBSOLETE. PLEASE REPORT IF YOU WERE USING THIS). Extra spacing (in pixels) between glyphs when rendered: essentially add to glyph->AdvanceX. Only X axis is supported for now.
|
||||
@@ -3528,9 +3552,10 @@ struct ImFontConfig
|
||||
float GlyphExtraAdvanceX; // 0 // Extra spacing (in pixels) between glyphs. Please contact us if you are using this. // FIXME-NEWATLAS: Intentionally unscaled
|
||||
ImU32 FontNo; // 0 // Index of font within TTF/OTF file
|
||||
unsigned int FontLoaderFlags; // 0 // Settings for custom font builder. THIS IS BUILDER IMPLEMENTATION DEPENDENT. Leave as zero if unsure.
|
||||
//unsigned int FontBuilderFlags; // -- // [Renamed in 1.92] Ue FontLoaderFlags.
|
||||
//unsigned int FontBuilderFlags; // -- // [Renamed in 1.92] Use FontLoaderFlags.
|
||||
float RasterizerMultiply; // 1.0f // Linearly brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable. This is a silly thing we may remove in the future.
|
||||
float RasterizerDensity; // 1.0f // [LEGACY: this only makes sense when ImGuiBackendFlags_RendererHasTextures is not supported] DPI scale multiplier for rasterization. Not altering other font metrics: makes it easy to swap between e.g. a 100% and a 400% fonts for a zooming display, or handle Retina screen. IMPORTANT: If you change this it is expected that you increase/decrease font scale roughly to the inverse of this, otherwise quality may look lowered.
|
||||
float ExtraSizeScale; // 1.0f // Extra rasterizer scale over SizePixels.
|
||||
|
||||
// [Internal]
|
||||
ImFontFlags Flags; // Font flags (don't use just yet, will be exposed in upcoming 1.92.X updates)
|
||||
@@ -3538,6 +3563,9 @@ struct ImFontConfig
|
||||
const ImFontLoader* FontLoader; // Custom font backend for this source (default source is the one stored in ImFontAtlas)
|
||||
void* FontLoaderData; // Font loader opaque storage (per font config)
|
||||
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
bool PixelSnapV; // true // [Obsoleted in 1.91.6] Align Scaled GlyphOffset.y to pixel boundaries.
|
||||
#endif
|
||||
IMGUI_API ImFontConfig();
|
||||
};
|
||||
|
||||
@@ -3554,7 +3582,7 @@ struct ImFontGlyph
|
||||
float U0, V0, U1, V1; // Texture coordinates for the current value of ImFontAtlas->TexRef. Cached equivalent of calling GetCustomRect() with PackId.
|
||||
int PackId; // [Internal] ImFontAtlasRectId value (FIXME: Cold data, could be moved elsewhere?)
|
||||
|
||||
ImFontGlyph() { memset(this, 0, sizeof(*this)); PackId = -1; }
|
||||
ImFontGlyph() { memset((void*)this, 0, sizeof(*this)); PackId = -1; }
|
||||
};
|
||||
|
||||
// Helper to build glyph ranges from text/string data. Feed your application strings/characters to it then call BuildRanges().
|
||||
@@ -3587,7 +3615,7 @@ struct ImFontAtlasRect
|
||||
unsigned short w, h; // Size
|
||||
ImVec2 uv0, uv1; // UV coordinates (in current texture)
|
||||
|
||||
ImFontAtlasRect() { memset(this, 0, sizeof(*this)); }
|
||||
ImFontAtlasRect() { memset((void*)this, 0, sizeof(*this)); }
|
||||
};
|
||||
|
||||
// Flags for ImFontAtlas build
|
||||
@@ -3623,14 +3651,16 @@ struct ImFontAtlas
|
||||
IMGUI_API ImFontAtlas();
|
||||
IMGUI_API ~ImFontAtlas();
|
||||
IMGUI_API ImFont* AddFont(const ImFontConfig* font_cfg);
|
||||
IMGUI_API ImFont* AddFontDefault(const ImFontConfig* font_cfg = NULL);
|
||||
IMGUI_API ImFont* AddFontDefault(const ImFontConfig* font_cfg = NULL); // Selects between AddFontDefaultVector() and AddFontDefaultBitmap().
|
||||
IMGUI_API ImFont* AddFontDefaultVector(const ImFontConfig* font_cfg = NULL); // Embedded scalable font. Recommended at any higher size.
|
||||
IMGUI_API ImFont* AddFontDefaultBitmap(const ImFontConfig* font_cfg = NULL); // Embedded classic pixel-clean font. Recommended at Size 13px with no scaling.
|
||||
IMGUI_API ImFont* AddFontFromFileTTF(const char* filename, float size_pixels = 0.0f, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);
|
||||
IMGUI_API ImFont* AddFontFromMemoryTTF(void* font_data, int font_data_size, float size_pixels = 0.0f, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // Note: Transfer ownership of 'ttf_data' to ImFontAtlas! Will be deleted after destruction of the atlas. Set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed.
|
||||
IMGUI_API ImFont* AddFontFromMemoryCompressedTTF(const void* compressed_font_data, int compressed_font_data_size, float size_pixels = 0.0f, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data' still owned by caller. Compress with binary_to_compressed_c.cpp.
|
||||
IMGUI_API ImFont* AddFontFromMemoryCompressedBase85TTF(const char* compressed_font_data_base85, float size_pixels = 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.
|
||||
|
||||
@@ -3683,7 +3713,7 @@ 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.
|
||||
@@ -3722,7 +3752,7 @@ 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.
|
||||
|
||||
@@ -3752,15 +3782,15 @@ 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+
|
||||
};
|
||||
@@ -3785,10 +3815,10 @@ struct ImFontBaked
|
||||
unsigned int MetricsTotalSurface:26;// 3 // out // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs)
|
||||
unsigned int WantDestroy:1; // 0 // // Queued for destroy
|
||||
unsigned int LoadNoFallback:1; // 0 // // Disable loading fallback in lower-level calls.
|
||||
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.
|
||||
unsigned int LoadNoRenderOnLayout:1;// 0 // // Enable a two-steps mode where CalcTextSize() calls will load AdvanceX *without* rendering/packing glyphs. Only advantageous 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
|
||||
@@ -3812,14 +3842,14 @@ 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.
|
||||
|
||||
@@ -3827,11 +3857,11 @@ 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[]
|
||||
ImWchar EllipsisChar; // 2-4 // out // Character used for ellipsis rendering ('...').
|
||||
ImVector<ImFontConfig*> Sources; // 16 // in // List of sources. Pointers within OwnerAtlas->Sources[]
|
||||
ImWchar EllipsisChar; // 2-4 // out // Character used for ellipsis rendering ('...'). If you ever want to temporarily swap this for an alternative/dummy char, make sure to clear EllipsisAutoBake.
|
||||
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.
|
||||
bool EllipsisAutoBake; // 1 // // Mark when the "..." glyph needs to be generated.
|
||||
ImU8 Used8kPagesMap[(IM_UNICODE_CODEPOINT_MAX+1)/8192/8]; // 1 bytes if ImWchar=ImWchar16, 17 bytes if ImWchar==ImWchar32. Store 1-bit for each block of 8K codepoints that has one active glyph. This is mainly used to facilitate iterations across all used codepoints.
|
||||
bool EllipsisAutoBake; // 1 // // Mark when the "..." glyph (== EllipsisChar) needs to be generated by combining multiple '.'.
|
||||
ImGuiStorage RemapPairs; // 16 // // Remapping pairs when using AddRemapChar(), otherwise empty.
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
float Scale; // 4 // in // Legacy base font scale (~1.0f), multiplied by the per-window font scale which you can adjust with SetWindowFontScale()
|
||||
@@ -3841,7 +3871,7 @@ 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!
|
||||
@@ -3914,7 +3944,7 @@ struct ImGuiViewport
|
||||
void* PlatformHandle; // void* to hold higher-level, platform window handle (e.g. HWND, GLFWWindow*, SDL_Window*)
|
||||
void* PlatformHandleRaw; // void* to hold lower-level, platform-native window handle (under Win32 this is expected to be a HWND, unused for other platforms)
|
||||
|
||||
ImGuiViewport() { memset(this, 0, sizeof(*this)); }
|
||||
ImGuiViewport() { memset((void*)this, 0, sizeof(*this)); }
|
||||
|
||||
// Helpers
|
||||
ImVec2 GetCenter() const { return ImVec2(Pos.x + Size.x * 0.5f, Pos.y + Size.y * 0.5f); }
|
||||
@@ -3936,12 +3966,12 @@ struct ImGuiPlatformIO
|
||||
|
||||
// Optional: Access OS clipboard
|
||||
// (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures)
|
||||
const char* (*Platform_GetClipboardTextFn)(ImGuiContext* ctx);
|
||||
const char* (*Platform_GetClipboardTextFn)(ImGuiContext* ctx); // Should return NULL on failure (e.g. clipboard data is not text).
|
||||
void (*Platform_SetClipboardTextFn)(ImGuiContext* ctx, const char* text);
|
||||
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;
|
||||
|
||||
@@ -3978,8 +4008,8 @@ struct ImGuiPlatformIO
|
||||
// Functions
|
||||
//------------------------------------------------------------------
|
||||
|
||||
void ClearPlatformHandlers(); // Clear all Platform_XXX fields. Typically called on Platform Backend shutdown.
|
||||
void ClearRendererHandlers(); // Clear all Renderer_XXX fields. Typically called on Renderer Backend shutdown.
|
||||
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) Support for IME (Input Method Editor) via the platform_io.Platform_SetImeDataFn() function. Handler is called during EndFrame().
|
||||
@@ -3991,7 +4021,7 @@ struct ImGuiPlatformImeData
|
||||
float InputLineHeight; // Line height (for IME).
|
||||
ImGuiID ViewportId; // ID of platform window/viewport.
|
||||
|
||||
ImGuiPlatformImeData() { memset(this, 0, sizeof(*this)); }
|
||||
ImGuiPlatformImeData() { memset((void*)this, 0, sizeof(*this)); }
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
@@ -4013,21 +4043,23 @@ namespace ImGui
|
||||
inline void PopButtonRepeat() { PopItemFlag(); }
|
||||
inline void PushTabStop(bool tab_stop) { PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop); }
|
||||
inline void PopTabStop() { PopItemFlag(); }
|
||||
// You do not need those functions! See #7838 on GitHub for more info.
|
||||
IMGUI_API ImVec2 GetContentRegionMax(); // Content boundaries max (e.g. window boundaries including scrolling, or current column boundaries). You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()!
|
||||
IMGUI_API ImVec2 GetWindowContentRegionMin(); // Content boundaries min for the window (roughly (0,0)-Scroll), in window-local coordinates. You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()!
|
||||
IMGUI_API ImVec2 GetWindowContentRegionMax(); // Content boundaries max for the window (roughly (0,0)+Size-Scroll), in window-local coordinates. You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()!
|
||||
// OBSOLETED in 1.90.0 (from September 2023)
|
||||
inline bool BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags window_flags = 0) { return BeginChild(id, size, ImGuiChildFlags_FrameStyle, window_flags); }
|
||||
inline void EndChildFrame() { EndChild(); }
|
||||
//inline bool BeginChild(const char* str_id, const ImVec2& size_arg, bool borders, ImGuiWindowFlags window_flags){ return BeginChild(str_id, size_arg, borders ? ImGuiChildFlags_Borders : ImGuiChildFlags_None, window_flags); } // Unnecessary as true == ImGuiChildFlags_Borders
|
||||
//inline bool BeginChild(ImGuiID id, const ImVec2& size_arg, bool borders, ImGuiWindowFlags window_flags) { return BeginChild(id, size_arg, borders ? ImGuiChildFlags_Borders : ImGuiChildFlags_None, window_flags); } // Unnecessary as true == ImGuiChildFlags_Borders
|
||||
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 1.90.0 (from September 2023)
|
||||
//inline bool BeginChild(const char* str_id, const ImVec2& size_arg, bool borders, ImGuiWindowFlags window_flags) { return BeginChild(str_id, size_arg, borders ? ImGuiChildFlags_Borders : ImGuiChildFlags_None, window_flags); } // Unnecessary as true == ImGuiChildFlags_Borders
|
||||
//inline bool BeginChild(ImGuiID id, const ImVec2& size_arg, bool borders, ImGuiWindowFlags window_flags) { return BeginChild(id, size_arg, borders ? ImGuiChildFlags_Borders : ImGuiChildFlags_None, window_flags); } // Unnecessary as true == ImGuiChildFlags_Borders
|
||||
//inline bool BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags flags = 0) { return BeginChild(id, size, ImGuiChildFlags_FrameStyle, flags); }
|
||||
//inline void EndChildFrame() { EndChild(); }
|
||||
//inline void ShowStackToolWindow(bool* p_open = NULL) { ShowIDStackToolWindow(p_open); }
|
||||
// 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(); }
|
||||
@@ -4093,7 +4125,7 @@ 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()
|
||||
@@ -4129,16 +4161,18 @@ 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
|
||||
//enum ImGuiKeyModFlags_ { ImGuiKeyModFlags_None = 0, ImGuiKeyModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiKeyModFlags_Shift = ImGuiMod_Shift, ImGuiKeyModFlags_Alt = ImGuiMod_Alt, ImGuiKeyModFlags_Super = ImGuiMod_Super };
|
||||
|
||||
#define IM_OFFSETOF(_TYPE,_MEMBER) offsetof(_TYPE, _MEMBER) // OBSOLETED IN 1.90 (now using C++11 standard version)
|
||||
//#define IM_OFFSETOF(_TYPE,_MEMBER) offsetof(_TYPE, _MEMBER) // OBSOLETED IN 1.90 (now using C++11 standard version)
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
|
||||
#define IM_ARRAYSIZE IM_COUNTOF // RENAMED IN 1.92.6: IM_ARRAYSIZE -> IM_COUNTOF
|
||||
|
||||
// RENAMED IMGUI_DISABLE_METRICS_WINDOW > IMGUI_DISABLE_DEBUG_TOOLS in 1.88 (from June 2022)
|
||||
#ifdef IMGUI_DISABLE_METRICS_WINDOW
|
||||
#error IMGUI_DISABLE_METRICS_WINDOW was renamed to IMGUI_DISABLE_DEBUG_TOOLS, please use new name.
|
||||
|
||||
507
imgui_demo.cpp
507
imgui_demo.cpp
File diff suppressed because it is too large
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Reference in New Issue
Block a user