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3 Commits

Author SHA1 Message Date
Mark Jansen
ef229bc351 Premake: Only build example_sdl2_vulkan with both sdl2 and vulkan (7852) 2026-04-23 22:40:49 +02:00
Mark Jansen
33803c9883 Premake: Add example_sdl2_sdlrenderer2 (7862) 2026-04-23 22:40:49 +02:00
ocornut
2f3ac76c1b Premake: experimental premake5 script.
(neater vs project output but certainly less standard than cmake)
(amended 2022-09-28)
(amended 2023-02-07)
2026-04-23 22:40:48 +02:00
85 changed files with 1045 additions and 13390 deletions

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@@ -11,7 +11,6 @@
// [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert vertices manually.
// [ ] Renderer: Missing support for DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest callbacks: Allegro5 cannot enable/disable LINEAR bitmap flags after creation.
// [ ] Platform: Missing gamepad support.
// [ ] Renderer: Multi-viewport support (multiple windows).
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.

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@@ -11,7 +11,6 @@
// [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert vertices manually.
// [ ] Renderer: Missing support for DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest callbacks: Allegro5 cannot enable/disable LINEAR bitmap flags after creation.
// [ ] Platform: Missing gamepad support.
// [ ] Renderer: Multi-viewport support (multiple windows).
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.

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

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

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@@ -5,7 +5,6 @@
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@@ -17,7 +16,6 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2026-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2026-04-23: DirectX10: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. Obsoleting samplers from ImGui_ImplDX10_RenderState. (#9378)
// 2026-01-19: DirectX10: Added 'SamplerNearest' in ImGui_ImplDX10_RenderState. Renamed 'SamplerDefault' to 'SamplerLinear'.
// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
@@ -101,10 +99,6 @@ static ImGui_ImplDX10_Data* ImGui_ImplDX10_GetBackendData()
return ImGui::GetCurrentContext() ? (ImGui_ImplDX10_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
}
// Forward Declarations
static void ImGui_ImplDX10_InitMultiViewportSupport();
static void ImGui_ImplDX10_ShutdownMultiViewportSupport();
// Functions
static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device* device)
{
@@ -619,7 +613,6 @@ bool ImGui_ImplDX10_Init(ID3D10Device* device)
io.BackendRendererName = "imgui_impl_dx10";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION;
@@ -642,8 +635,6 @@ bool ImGui_ImplDX10_Init(ID3D10Device* device)
if (pDXGIAdapter) pDXGIAdapter->Release();
bd->pd3dDevice->AddRef();
ImGui_ImplDX10_InitMultiViewportSupport();
return true;
}
@@ -654,14 +645,13 @@ void ImGui_ImplDX10_Shutdown()
ImGuiIO& io = ImGui::GetIO();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
ImGui_ImplDX10_ShutdownMultiViewportSupport();
ImGui_ImplDX10_InvalidateDeviceObjects();
if (bd->pFactory) { bd->pFactory->Release(); }
if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports);
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
platform_io.ClearRendererHandlers();
IM_DELETE(bd);
}
@@ -676,131 +666,6 @@ void ImGui_ImplDX10_NewFrame()
IM_ASSERT(0 && "ImGui_ImplDX10_CreateDeviceObjects() failed!");
}
//--------------------------------------------------------------------------------------------------------
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
//--------------------------------------------------------------------------------------------------------
// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
struct ImGui_ImplDX10_ViewportData
{
IDXGISwapChain* SwapChain;
ID3D10RenderTargetView* RTView;
ImGui_ImplDX10_ViewportData() { SwapChain = nullptr; RTView = nullptr; }
~ImGui_ImplDX10_ViewportData() { IM_ASSERT(SwapChain == nullptr && RTView == nullptr); }
};
static void ImGui_ImplDX10_CreateWindow(ImGuiViewport* viewport)
{
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
ImGui_ImplDX10_ViewportData* vd = IM_NEW(ImGui_ImplDX10_ViewportData)();
viewport->RendererUserData = vd;
// PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL's WindowID).
// Some backends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the HWND.
HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle;
IM_ASSERT(hwnd != 0);
// Create swap chain
DXGI_SWAP_CHAIN_DESC sd;
ZeroMemory(&sd, sizeof(sd));
sd.BufferDesc.Width = (UINT)viewport->Size.x;
sd.BufferDesc.Height = (UINT)viewport->Size.y;
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.SampleDesc.Count = 1;
sd.SampleDesc.Quality = 0;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.BufferCount = 1;
sd.OutputWindow = hwnd;
sd.Windowed = TRUE;
sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
sd.Flags = 0;
IM_ASSERT(vd->SwapChain == nullptr && vd->RTView == nullptr);
bd->pFactory->CreateSwapChain(bd->pd3dDevice, &sd, &vd->SwapChain);
bd->pFactory->MakeWindowAssociation(hwnd, DXGI_MWA_NO_ALT_ENTER | DXGI_MWA_NO_WINDOW_CHANGES); // Disable e.g. Alt+Enter
// Create the render target
if (vd->SwapChain)
{
ID3D10Texture2D* pBackBuffer;
vd->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &vd->RTView);
pBackBuffer->Release();
}
}
static void ImGui_ImplDX10_DestroyWindow(ImGuiViewport* viewport)
{
// The main viewport (owned by the application) will always have RendererUserData == 0 here since we didn't create the data for it.
if (ImGui_ImplDX10_ViewportData* vd = (ImGui_ImplDX10_ViewportData*)viewport->RendererUserData)
{
if (vd->SwapChain)
vd->SwapChain->Release();
vd->SwapChain = nullptr;
if (vd->RTView)
vd->RTView->Release();
vd->RTView = nullptr;
IM_DELETE(vd);
}
viewport->RendererUserData = nullptr;
}
static void ImGui_ImplDX10_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
{
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
ImGui_ImplDX10_ViewportData* vd = (ImGui_ImplDX10_ViewportData*)viewport->RendererUserData;
if (vd->RTView)
{
vd->RTView->Release();
vd->RTView = nullptr;
}
if (vd->SwapChain)
{
ID3D10Texture2D* pBackBuffer = nullptr;
vd->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0);
vd->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
if (pBackBuffer == nullptr) { fprintf(stderr, "ImGui_ImplDX10_SetWindowSize() failed creating buffers.\n"); return; }
bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &vd->RTView);
pBackBuffer->Release();
}
}
static void ImGui_ImplDX10_RenderViewport(ImGuiViewport* viewport, void*)
{
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
ImGui_ImplDX10_ViewportData* vd = (ImGui_ImplDX10_ViewportData*)viewport->RendererUserData;
ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
bd->pd3dDevice->OMSetRenderTargets(1, &vd->RTView, nullptr);
if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
bd->pd3dDevice->ClearRenderTargetView(vd->RTView, (float*)&clear_color);
ImGui_ImplDX10_RenderDrawData(viewport->DrawData);
}
static void ImGui_ImplDX10_SwapBuffers(ImGuiViewport* viewport, void*)
{
ImGui_ImplDX10_ViewportData* vd = (ImGui_ImplDX10_ViewportData*)viewport->RendererUserData;
if (vd->SwapChain)
vd->SwapChain->Present(0, 0); // Present without vsync
}
void ImGui_ImplDX10_InitMultiViewportSupport()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Renderer_CreateWindow = ImGui_ImplDX10_CreateWindow;
platform_io.Renderer_DestroyWindow = ImGui_ImplDX10_DestroyWindow;
platform_io.Renderer_SetWindowSize = ImGui_ImplDX10_SetWindowSize;
platform_io.Renderer_RenderWindow = ImGui_ImplDX10_RenderViewport;
platform_io.Renderer_SwapBuffers = ImGui_ImplDX10_SwapBuffers;
}
void ImGui_ImplDX10_ShutdownMultiViewportSupport()
{
ImGui::DestroyPlatformWindows();
}
//-----------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE

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@@ -5,7 +5,6 @@
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.

View File

@@ -6,7 +6,6 @@
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@@ -18,13 +17,11 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2026-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2026-04-23: DirectX11: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. Obsoleting samplers from ImGui_ImplDX11_RenderState. (#9378)
// 2026-01-19: DirectX11: Added 'SamplerNearest' in ImGui_ImplDX11_RenderState. Renamed 'SamplerDefault' to 'SamplerLinear'.
// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
// 2025-06-11: DirectX11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas.
// 2025-05-07: DirectX11: Honor draw_data->FramebufferScale to allow for custom backends and experiment using it (consistently with other renderer backends, even though in normal condition it is not set under Windows).
// 2025-02-24: [Docking] Added undocumented ImGui_ImplDX11_SetSwapChainDescs() to configure swap chain creation for secondary viewports.
// 2025-01-06: DirectX11: Expose VertexConstantBuffer in ImGui_ImplDX11_RenderState. Reset projection matrix in ImDrawCallback_ResetRenderState handler.
// 2024-10-07: DirectX11: Changed default texture sampler to Clamp instead of Repeat/Wrap.
// 2024-10-07: DirectX11: Expose selected render state in ImGui_ImplDX11_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
@@ -90,7 +87,6 @@ struct ImGui_ImplDX11_Data
int VertexBufferSize;
int IndexBufferSize;
ImGui_ImplDX11_RenderState* RenderState; // == (ImGui_ImplDX11_RenderState*)ImGui::GetPlatformIO().Renderer_RenderState during rendering.
ImVector<DXGI_SWAP_CHAIN_DESC> SwapChainDescsForViewports;
ImGui_ImplDX11_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
};
@@ -107,10 +103,6 @@ static ImGui_ImplDX11_Data* ImGui_ImplDX11_GetBackendData()
return ImGui::GetCurrentContext() ? (ImGui_ImplDX11_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
}
// Forward Declarations
static void ImGui_ImplDX11_InitMultiViewportSupport();
static void ImGui_ImplDX11_ShutdownMultiViewportSupport();
// Functions
static void ImGui_ImplDX11_SetupRenderState(const ImDrawData* draw_data, ID3D11DeviceContext* device_ctx)
{
@@ -638,7 +630,6 @@ bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_co
io.BackendRendererName = "imgui_impl_dx11";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
@@ -664,8 +655,6 @@ bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_co
bd->pd3dDevice->AddRef();
bd->pd3dDeviceContext->AddRef();
ImGui_ImplDX11_InitMultiViewportSupport();
return true;
}
@@ -676,7 +665,6 @@ void ImGui_ImplDX11_Shutdown()
ImGuiIO& io = ImGui::GetIO();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
ImGui_ImplDX11_ShutdownMultiViewportSupport();
ImGui_ImplDX11_InvalidateDeviceObjects();
if (bd->pFactory) { bd->pFactory->Release(); }
if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
@@ -684,7 +672,7 @@ void ImGui_ImplDX11_Shutdown()
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports);
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
platform_io.ClearRendererHandlers();
IM_DELETE(bd);
}
@@ -699,152 +687,6 @@ void ImGui_ImplDX11_NewFrame()
IM_ASSERT(0 && "ImGui_ImplDX11_CreateDeviceObjects() failed!");
}
//--------------------------------------------------------------------------------------------------------
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
//--------------------------------------------------------------------------------------------------------
// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
struct ImGui_ImplDX11_ViewportData
{
IDXGISwapChain* SwapChain;
ID3D11RenderTargetView* RTView;
ImGui_ImplDX11_ViewportData() { SwapChain = nullptr; RTView = nullptr; }
~ImGui_ImplDX11_ViewportData() { IM_ASSERT(SwapChain == nullptr && RTView == nullptr); }
};
// Multi-Viewports: configure templates used when creating swapchains for secondary viewports. Will try them in order.
// This is intentionally not declared in the .h file yet, so you will need to copy this declaration:
void ImGui_ImplDX11_SetSwapChainDescs(const DXGI_SWAP_CHAIN_DESC* desc_templates, int desc_templates_count);
void ImGui_ImplDX11_SetSwapChainDescs(const DXGI_SWAP_CHAIN_DESC* desc_templates, int desc_templates_count)
{
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
bd->SwapChainDescsForViewports.resize(desc_templates_count);
memcpy(bd->SwapChainDescsForViewports.Data, desc_templates, sizeof(DXGI_SWAP_CHAIN_DESC));
}
static void ImGui_ImplDX11_CreateWindow(ImGuiViewport* viewport)
{
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
ImGui_ImplDX11_ViewportData* vd = IM_NEW(ImGui_ImplDX11_ViewportData)();
viewport->RendererUserData = vd;
// PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL's WindowID).
// Some backends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the HWND.
HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle;
IM_ASSERT(hwnd != 0);
IM_ASSERT(vd->SwapChain == nullptr && vd->RTView == nullptr);
// Create swap chain
HRESULT hr = DXGI_ERROR_UNSUPPORTED;
for (const DXGI_SWAP_CHAIN_DESC& sd_template : bd->SwapChainDescsForViewports)
{
IM_ASSERT(sd_template.BufferDesc.Width == 0 && sd_template.BufferDesc.Height == 0 && sd_template.OutputWindow == nullptr);
DXGI_SWAP_CHAIN_DESC sd = sd_template;
sd.BufferDesc.Width = (UINT)viewport->Size.x;
sd.BufferDesc.Height = (UINT)viewport->Size.y;
sd.OutputWindow = hwnd;
hr = bd->pFactory->CreateSwapChain(bd->pd3dDevice, &sd, &vd->SwapChain);
if (SUCCEEDED(hr))
break;
}
IM_ASSERT(SUCCEEDED(hr));
bd->pFactory->MakeWindowAssociation(hwnd, DXGI_MWA_NO_ALT_ENTER | DXGI_MWA_NO_WINDOW_CHANGES); // Disable e.g. Alt+Enter
// Create the render target
if (vd->SwapChain != nullptr)
{
ID3D11Texture2D* pBackBuffer;
vd->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &vd->RTView);
pBackBuffer->Release();
}
}
static void ImGui_ImplDX11_DestroyWindow(ImGuiViewport* viewport)
{
// The main viewport (owned by the application) will always have RendererUserData == nullptr since we didn't create the data for it.
if (ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData)
{
if (vd->SwapChain)
vd->SwapChain->Release();
vd->SwapChain = nullptr;
if (vd->RTView)
vd->RTView->Release();
vd->RTView = nullptr;
IM_DELETE(vd);
}
viewport->RendererUserData = nullptr;
}
static void ImGui_ImplDX11_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
{
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData;
if (vd->RTView)
{
vd->RTView->Release();
vd->RTView = nullptr;
}
if (vd->SwapChain)
{
ID3D11Texture2D* pBackBuffer = nullptr;
vd->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0);
vd->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
if (pBackBuffer == nullptr) { fprintf(stderr, "ImGui_ImplDX11_SetWindowSize() failed creating buffers.\n"); return; }
bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &vd->RTView);
pBackBuffer->Release();
}
}
static void ImGui_ImplDX11_RenderWindow(ImGuiViewport* viewport, void*)
{
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData;
ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
bd->pd3dDeviceContext->OMSetRenderTargets(1, &vd->RTView, nullptr);
if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
bd->pd3dDeviceContext->ClearRenderTargetView(vd->RTView, (float*)&clear_color);
ImGui_ImplDX11_RenderDrawData(viewport->DrawData);
}
static void ImGui_ImplDX11_SwapBuffers(ImGuiViewport* viewport, void*)
{
ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData;
if (vd->SwapChain)
vd->SwapChain->Present(0, 0); // Present without vsync
}
static void ImGui_ImplDX11_InitMultiViewportSupport()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Renderer_CreateWindow = ImGui_ImplDX11_CreateWindow;
platform_io.Renderer_DestroyWindow = ImGui_ImplDX11_DestroyWindow;
platform_io.Renderer_SetWindowSize = ImGui_ImplDX11_SetWindowSize;
platform_io.Renderer_RenderWindow = ImGui_ImplDX11_RenderWindow;
platform_io.Renderer_SwapBuffers = ImGui_ImplDX11_SwapBuffers;
// Default swapchain format
DXGI_SWAP_CHAIN_DESC sd;
ZeroMemory(&sd, sizeof(sd));
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.SampleDesc.Count = 1;
sd.SampleDesc.Quality = 0;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.BufferCount = 1;
sd.Windowed = TRUE;
sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
sd.Flags = 0;
ImGui_ImplDX11_SetSwapChainDescs(&sd, 1);
}
static void ImGui_ImplDX11_ShutdownMultiViewportSupport()
{
ImGui::DestroyPlatformWindows();
}
//-----------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE

View File

@@ -6,7 +6,6 @@
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.

View File

@@ -6,8 +6,6 @@
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// FIXME: The transition from removing a viewport and moving the window in an existing hosted viewport tends to flicker.
// The aim of imgui_impl_dx12.h/.cpp is to be usable in your engine without any modification.
// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
@@ -22,9 +20,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2026-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2026-04-23: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. (#9378)
// 2025-10-23: [Docking] DirectX12: Fixed an issue in synchronization logic improving rendering throughput for secondary viewports. (#8961, #9025)
// 2025-10-11: DirectX12: Reuse texture upload buffer and grow it only when necessary. (#9002)
// 2025-09-29: DirectX12: Rework synchronization logic. (#8961)
// 2025-09-29: DirectX12: Enable swapchain tearing to eliminate viewports framerate throttling. (#8965)
@@ -122,6 +118,9 @@ struct ImGui_ImplDX12_Data
UINT pTexUploadBufferSize;
void* pTexUploadBufferMapped;
ImGui_ImplDX12_RenderBuffers* pFrameResources;
UINT frameIndex;
ImGui_ImplDX12_Data() { memset((void*)this, 0, sizeof(*this)); }
};
@@ -141,85 +140,11 @@ struct ImGui_ImplDX12_RenderBuffers
int VertexBufferSize;
};
// Buffers used for secondary viewports created by the multi-viewports systems
struct ImGui_ImplDX12_FrameContext
{
UINT64 FenceValue;
ID3D12CommandAllocator* CommandAllocator;
ID3D12Resource* RenderTarget;
D3D12_CPU_DESCRIPTOR_HANDLE RenderTargetCpuDescriptors;
};
// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
// Main viewport created by application will only use the Resources field.
// Secondary viewports created by this backend will use all the fields (including Window fields),
struct ImGui_ImplDX12_ViewportData
{
// Window
ID3D12CommandQueue* CommandQueue;
ID3D12GraphicsCommandList* CommandList;
ID3D12DescriptorHeap* RtvDescHeap;
IDXGISwapChain3* SwapChain;
HANDLE SwapChainWaitableObject;
UINT NumFramesInFlight;
ImGui_ImplDX12_FrameContext* FrameCtx;
// Render buffers
UINT FrameIndex;
ImGui_ImplDX12_RenderBuffers* FrameRenderBuffers;
ImGui_ImplDX12_ViewportData(UINT num_frames_in_flight)
{
CommandQueue = nullptr;
CommandList = nullptr;
RtvDescHeap = nullptr;
SwapChain = nullptr;
SwapChainWaitableObject = nullptr;
NumFramesInFlight = num_frames_in_flight;
FrameCtx = new ImGui_ImplDX12_FrameContext[NumFramesInFlight];
FrameIndex = 0;
FrameRenderBuffers = new ImGui_ImplDX12_RenderBuffers[NumFramesInFlight];
for (UINT i = 0; i < NumFramesInFlight; ++i)
{
FrameCtx[i].FenceValue = 0;
FrameCtx[i].CommandAllocator = nullptr;
FrameCtx[i].RenderTarget = nullptr;
// Create buffers with a default size (they will later be grown as needed)
FrameRenderBuffers[i].IndexBuffer = nullptr;
FrameRenderBuffers[i].VertexBuffer = nullptr;
FrameRenderBuffers[i].VertexBufferSize = 5000;
FrameRenderBuffers[i].IndexBufferSize = 10000;
}
}
~ImGui_ImplDX12_ViewportData()
{
IM_ASSERT(CommandQueue == nullptr && CommandList == nullptr);
IM_ASSERT(RtvDescHeap == nullptr);
IM_ASSERT(SwapChain == nullptr);
IM_ASSERT(SwapChainWaitableObject == nullptr);
for (UINT i = 0; i < NumFramesInFlight; ++i)
{
IM_ASSERT(FrameCtx[i].CommandAllocator == nullptr && FrameCtx[i].RenderTarget == nullptr);
IM_ASSERT(FrameRenderBuffers[i].IndexBuffer == nullptr && FrameRenderBuffers[i].VertexBuffer == nullptr);
}
delete[] FrameCtx; FrameCtx = nullptr;
delete[] FrameRenderBuffers; FrameRenderBuffers = nullptr;
}
};
struct VERTEX_CONSTANT_BUFFER_DX12
{
float mvp[4][4];
};
// Forward Declarations
static void ImGui_ImplDX12_InitMultiViewportSupport();
static void ImGui_ImplDX12_ShutdownMultiViewportSupport();
// Functions
static void ImGui_ImplDX12_SetupSamplerLinear(ID3D12GraphicsCommandList* command_list)
{
@@ -315,9 +240,8 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
// FIXME: We are assuming that this only gets called once per frame!
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)draw_data->OwnerViewport->RendererUserData;
ImGui_ImplDX12_RenderBuffers* fr = &vd->FrameRenderBuffers[vd->FrameIndex % bd->numFramesInFlight];
vd->FrameIndex++;
bd->frameIndex = bd->frameIndex + 1;
ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[bd->frameIndex % bd->numFramesInFlight];
// Create and grow vertex/index buffers if needed
if (fr->VertexBuffer == nullptr || fr->VertexBufferSize < draw_data->TotalVtxCount)
@@ -918,13 +842,6 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
return true;
}
static void ImGui_ImplDX12_DestroyRenderBuffers(ImGui_ImplDX12_RenderBuffers* render_buffers)
{
SafeRelease(render_buffers->IndexBuffer);
SafeRelease(render_buffers->VertexBuffer);
render_buffers->IndexBufferSize = render_buffers->VertexBufferSize = 0;
}
void ImGui_ImplDX12_InvalidateDeviceObjects()
{
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
@@ -957,6 +874,13 @@ void ImGui_ImplDX12_InvalidateDeviceObjects()
for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
if (tex->RefCount == 1)
ImGui_ImplDX12_DestroyTexture(tex);
for (UINT i = 0; i < bd->numFramesInFlight; i++)
{
ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[i];
SafeRelease(fr->IndexBuffer);
SafeRelease(fr->VertexBuffer);
}
}
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
@@ -1005,15 +929,6 @@ bool ImGui_ImplDX12_Init(ImGui_ImplDX12_InitInfo* init_info)
io.BackendRendererName = "imgui_impl_dx12";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
ImGui_ImplDX12_InitMultiViewportSupport();
// Create a dummy ImGui_ImplDX12_ViewportData holder for the main viewport,
// Since this is created and managed by the application, we will only use the ->Resources[] fields.
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
main_viewport->RendererUserData = IM_NEW(ImGui_ImplDX12_ViewportData)(bd->numFramesInFlight);
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.DrawCallback_ResetRenderState = ImGui_ImplDX12_DrawCallback_ResetRenderState;
@@ -1026,6 +941,18 @@ bool ImGui_ImplDX12_Init(ImGui_ImplDX12_InitInfo* init_info)
#endif
IM_ASSERT(init_info->SrvDescriptorAllocFn != nullptr && init_info->SrvDescriptorFreeFn != nullptr);
// Create buffers with a default size (they will later be grown as needed)
bd->frameIndex = UINT_MAX;
bd->pFrameResources = new ImGui_ImplDX12_RenderBuffers[bd->numFramesInFlight];
for (int i = 0; i < (int)bd->numFramesInFlight; i++)
{
ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[i];
fr->IndexBuffer = nullptr;
fr->VertexBuffer = nullptr;
fr->IndexBufferSize = 10000;
fr->VertexBufferSize = 5000;
}
return true;
}
@@ -1067,23 +994,12 @@ void ImGui_ImplDX12_Shutdown()
ImGuiIO& io = ImGui::GetIO();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
// Manually delete main viewport render resources in-case we haven't initialized for viewports
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
if (ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)main_viewport->RendererUserData)
{
// We could just call ImGui_ImplDX12_DestroyWindow(main_viewport) as a convenience but that would be misleading since we only use data->Resources[]
for (UINT i = 0; i < bd->numFramesInFlight; i++)
ImGui_ImplDX12_DestroyRenderBuffers(&vd->FrameRenderBuffers[i]);
IM_DELETE(vd);
main_viewport->RendererUserData = nullptr;
}
ImGui_ImplDX12_ShutdownMultiViewportSupport();
ImGui_ImplDX12_InvalidateDeviceObjects();
delete[] bd->pFrameResources;
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports);
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
platform_io.ClearRendererHandlers();
IM_DELETE(bd);
}
@@ -1098,254 +1014,6 @@ void ImGui_ImplDX12_NewFrame()
IM_ASSERT(0 && "ImGui_ImplDX12_CreateDeviceObjects() failed!");
}
//--------------------------------------------------------------------------------------------------------
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
//--------------------------------------------------------------------------------------------------------
static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport)
{
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
ImGui_ImplDX12_ViewportData* vd = IM_NEW(ImGui_ImplDX12_ViewportData)(bd->numFramesInFlight);
viewport->RendererUserData = vd;
// PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL's WindowID).
// Some backends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the HWND.
HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle;
IM_ASSERT(hwnd != 0);
// Use shared command queue from init info
vd->FrameIndex = 0;
vd->CommandQueue = bd->pCommandQueue;
// Create command allocator.
HRESULT res = S_OK;
for (UINT i = 0; i < bd->numFramesInFlight; ++i)
{
res = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&vd->FrameCtx[i].CommandAllocator));
IM_ASSERT(res == S_OK);
}
// Create command list.
res = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, vd->FrameCtx[0].CommandAllocator, nullptr, IID_PPV_ARGS(&vd->CommandList));
IM_ASSERT(res == S_OK);
vd->CommandList->Close();
// Create swap chain
// FIXME-VIEWPORT: May want to copy/inherit swap chain settings from the user/application.
DXGI_SWAP_CHAIN_DESC1 sd1;
ZeroMemory(&sd1, sizeof(sd1));
sd1.BufferCount = bd->numFramesInFlight;
sd1.Width = (UINT)viewport->Size.x;
sd1.Height = (UINT)viewport->Size.y;
sd1.Format = bd->RTVFormat;
sd1.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd1.SampleDesc.Count = 1;
sd1.SampleDesc.Quality = 0;
sd1.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
sd1.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
sd1.Scaling = DXGI_SCALING_NONE;
sd1.Stereo = FALSE;
sd1.Flags = DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT;
if (bd->tearingSupport)
sd1.Flags |= DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING;
IDXGISwapChain1* swap_chain = nullptr;
res = bd->pdxgiFactory->CreateSwapChainForHwnd(vd->CommandQueue, hwnd, &sd1, nullptr, nullptr, &swap_chain);
IM_ASSERT(res == S_OK);
res = bd->pdxgiFactory->MakeWindowAssociation(hwnd, DXGI_MWA_NO_ALT_ENTER | DXGI_MWA_NO_WINDOW_CHANGES); // Disable e.g. Alt+Enter
IM_ASSERT(res == S_OK);
// Or swapChain.As(&mSwapChain)
IM_ASSERT(vd->SwapChain == nullptr);
swap_chain->QueryInterface(IID_PPV_ARGS(&vd->SwapChain));
swap_chain->Release();
// Create the render targets and waitable object
if (vd->SwapChain)
{
D3D12_DESCRIPTOR_HEAP_DESC desc = {};
desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
desc.NumDescriptors = bd->numFramesInFlight;
desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
desc.NodeMask = 1;
HRESULT hr = bd->pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&vd->RtvDescHeap));
IM_ASSERT(hr == S_OK);
SIZE_T rtv_descriptor_size = bd->pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
D3D12_CPU_DESCRIPTOR_HANDLE rtv_handle = vd->RtvDescHeap->GetCPUDescriptorHandleForHeapStart();
for (UINT i = 0; i < bd->numFramesInFlight; i++)
{
vd->FrameCtx[i].RenderTargetCpuDescriptors = rtv_handle;
rtv_handle.ptr += rtv_descriptor_size;
}
ID3D12Resource* back_buffer;
for (UINT i = 0; i < bd->numFramesInFlight; i++)
{
IM_ASSERT(vd->FrameCtx[i].RenderTarget == nullptr);
vd->SwapChain->GetBuffer(i, IID_PPV_ARGS(&back_buffer));
bd->pd3dDevice->CreateRenderTargetView(back_buffer, nullptr, vd->FrameCtx[i].RenderTargetCpuDescriptors);
vd->FrameCtx[i].RenderTarget = back_buffer;
}
hr = vd->SwapChain->SetMaximumFrameLatency(bd->numFramesInFlight);
IM_ASSERT(hr == S_OK);
vd->SwapChainWaitableObject = vd->SwapChain->GetFrameLatencyWaitableObject();
}
for (UINT i = 0; i < bd->numFramesInFlight; i++)
ImGui_ImplDX12_DestroyRenderBuffers(&vd->FrameRenderBuffers[i]);
}
static void ImGui_WaitForPendingOperations(ImGui_ImplDX12_ViewportData* vd)
{
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
HRESULT hr = vd->CommandQueue->Signal(bd->Fence, ++bd->FenceLastSignaledValue);
IM_ASSERT(hr == S_OK);
hr = bd->Fence->SetEventOnCompletion(bd->FenceLastSignaledValue, bd->FenceEvent);
IM_ASSERT(hr == S_OK);
::WaitForSingleObject(bd->FenceEvent, INFINITE);
}
static ImGui_ImplDX12_FrameContext* ImGui_WaitForNextFrameContext(ImGui_ImplDX12_ViewportData* vd)
{
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
ImGui_ImplDX12_FrameContext* frame_context = &vd->FrameCtx[vd->FrameIndex % vd->NumFramesInFlight];
if (bd->Fence->GetCompletedValue() < frame_context->FenceValue)
{
HRESULT hr = bd->Fence->SetEventOnCompletion(frame_context->FenceValue, bd->FenceEvent);
IM_ASSERT(hr == S_OK);
HANDLE waitableObjects[] = { vd->SwapChainWaitableObject, bd->FenceEvent };
::WaitForMultipleObjects(2, waitableObjects, TRUE, INFINITE);
}
else
{
::WaitForSingleObject(vd->SwapChainWaitableObject, INFINITE);
}
return frame_context;
}
static void ImGui_ImplDX12_DestroyWindow(ImGuiViewport* viewport)
{
// The main viewport (owned by the application) will always have RendererUserData == 0 since we didn't create the data for it.
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
if (ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData)
{
ImGui_WaitForPendingOperations(vd);
vd->CommandQueue = nullptr;
::CloseHandle(vd->SwapChainWaitableObject);
vd->SwapChainWaitableObject = nullptr;
SafeRelease(vd->CommandList);
SafeRelease(vd->SwapChain);
SafeRelease(vd->RtvDescHeap);
for (UINT i = 0; i < bd->numFramesInFlight; i++)
{
SafeRelease(vd->FrameCtx[i].RenderTarget);
SafeRelease(vd->FrameCtx[i].CommandAllocator);
ImGui_ImplDX12_DestroyRenderBuffers(&vd->FrameRenderBuffers[i]);
}
IM_DELETE(vd);
}
viewport->RendererUserData = nullptr;
}
static void ImGui_ImplDX12_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
{
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData;
ImGui_WaitForPendingOperations(vd);
for (UINT i = 0; i < bd->numFramesInFlight; i++)
SafeRelease(vd->FrameCtx[i].RenderTarget);
if (vd->SwapChain)
{
ID3D12Resource* back_buffer = nullptr;
DXGI_SWAP_CHAIN_DESC1 desc = {};
vd->SwapChain->GetDesc1(&desc);
vd->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, desc.Format, desc.Flags);
for (UINT i = 0; i < bd->numFramesInFlight; i++)
{
vd->SwapChain->GetBuffer(i, IID_PPV_ARGS(&back_buffer));
bd->pd3dDevice->CreateRenderTargetView(back_buffer, nullptr, vd->FrameCtx[i].RenderTargetCpuDescriptors);
vd->FrameCtx[i].RenderTarget = back_buffer;
}
}
}
static void ImGui_ImplDX12_RenderWindow(ImGuiViewport* viewport, void*)
{
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData;
ImGui_ImplDX12_FrameContext* frame_context = ImGui_WaitForNextFrameContext(vd);
UINT back_buffer_idx = vd->SwapChain->GetCurrentBackBufferIndex();
const ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
D3D12_RESOURCE_BARRIER barrier = {};
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
barrier.Transition.pResource = vd->FrameCtx[back_buffer_idx].RenderTarget;
barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
// Draw
ID3D12GraphicsCommandList* cmd_list = vd->CommandList;
frame_context->CommandAllocator->Reset();
cmd_list->Reset(frame_context->CommandAllocator, nullptr);
cmd_list->ResourceBarrier(1, &barrier);
cmd_list->OMSetRenderTargets(1, &vd->FrameCtx[back_buffer_idx].RenderTargetCpuDescriptors, FALSE, nullptr);
if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
cmd_list->ClearRenderTargetView(vd->FrameCtx[back_buffer_idx].RenderTargetCpuDescriptors, (const float*)&clear_color, 0, nullptr);
cmd_list->SetDescriptorHeaps(1, &bd->pd3dSrvDescHeap);
ImGui_ImplDX12_RenderDrawData(viewport->DrawData, cmd_list);
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT;
cmd_list->ResourceBarrier(1, &barrier);
cmd_list->Close();
vd->CommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmd_list);
HRESULT hr = vd->CommandQueue->Signal(bd->Fence, ++bd->FenceLastSignaledValue);
IM_ASSERT(hr == S_OK);
frame_context->FenceValue = bd->FenceLastSignaledValue;
}
static void ImGui_ImplDX12_SwapBuffers(ImGuiViewport* viewport, void*)
{
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData;
vd->SwapChain->Present(0, bd->tearingSupport ? DXGI_PRESENT_ALLOW_TEARING : 0);
}
void ImGui_ImplDX12_InitMultiViewportSupport()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Renderer_CreateWindow = ImGui_ImplDX12_CreateWindow;
platform_io.Renderer_DestroyWindow = ImGui_ImplDX12_DestroyWindow;
platform_io.Renderer_SetWindowSize = ImGui_ImplDX12_SetWindowSize;
platform_io.Renderer_RenderWindow = ImGui_ImplDX12_RenderWindow;
platform_io.Renderer_SwapBuffers = ImGui_ImplDX12_SwapBuffers;
}
void ImGui_ImplDX12_ShutdownMultiViewportSupport()
{
ImGui::DestroyPlatformWindows();
}
//-----------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE

View File

@@ -6,7 +6,6 @@
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// The aim of imgui_impl_dx12.h/.cpp is to be usable in your engine without any modification.
// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/

View File

@@ -6,7 +6,6 @@
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// [X] Renderer: IMGUI_USE_BGRA_PACKED_COLOR support, as this is the optimal color encoding for DirectX9.
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@@ -18,7 +17,6 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2026-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2026-04-23: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. (#9378)
// 2026-03-19: Fixed issue in ImGui_ImplDX9_UpdateTexture() if ImTextureID_Invalid is defined to be != 0, which became the default since 2026-03-12. (#9295, #9310)
// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
@@ -91,12 +89,6 @@ static ImGui_ImplDX9_Data* ImGui_ImplDX9_GetBackendData()
return ImGui::GetCurrentContext() ? (ImGui_ImplDX9_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
}
// Forward Declarations
static void ImGui_ImplDX9_InitMultiViewportSupport();
static void ImGui_ImplDX9_ShutdownMultiViewportSupport();
static void ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows();
static void ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows();
// Functions
static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
{
@@ -310,11 +302,6 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
global_vtx_offset += draw_list->VtxBuffer.Size;
}
// When using multi-viewports, it appears that there's an odd logic in DirectX9 which prevent subsequent windows
// from rendering until the first window submits at least one draw call, even once. That's our workaround. (see #2560)
if (global_vtx_offset == 0)
bd->pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 0, 0, 0);
// Restore the DX9 transform
device->SetTransform(D3DTS_WORLD, &last_world);
device->SetTransform(D3DTS_VIEW, &last_view);
@@ -428,7 +415,6 @@ bool ImGui_ImplDX9_CreateDeviceObjects()
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
if (!bd || !bd->pd3dDevice)
return false;
ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows();
return true;
}
@@ -447,7 +433,6 @@ void ImGui_ImplDX9_InvalidateDeviceObjects()
}
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows();
}
void ImGui_ImplDX9_NewFrame()
@@ -457,6 +442,7 @@ void ImGui_ImplDX9_NewFrame()
IM_UNUSED(bd);
}
bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
{
ImGuiIO& io = ImGui::GetIO();
@@ -469,7 +455,6 @@ bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
io.BackendRendererName = "imgui_impl_dx9";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = 4096;
@@ -481,8 +466,6 @@ bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
bd->pd3dDevice->AddRef();
bd->HasRgbaSupport = ImGui_ImplDX9_CheckFormatSupport(bd->pd3dDevice, D3DFMT_A8B8G8R8);
ImGui_ImplDX9_InitMultiViewportSupport();
return true;
}
@@ -493,159 +476,16 @@ void ImGui_ImplDX9_Shutdown()
ImGuiIO& io = ImGui::GetIO();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
ImGui_ImplDX9_ShutdownMultiViewportSupport();
ImGui_ImplDX9_InvalidateDeviceObjects();
if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports);
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
platform_io.ClearRendererHandlers();
IM_DELETE(bd);
}
//--------------------------------------------------------------------------------------------------------
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
//--------------------------------------------------------------------------------------------------------
// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
struct ImGui_ImplDX9_ViewportData
{
IDirect3DSwapChain9* SwapChain;
D3DPRESENT_PARAMETERS d3dpp;
ImGui_ImplDX9_ViewportData() { SwapChain = nullptr; ZeroMemory(&d3dpp, sizeof(D3DPRESENT_PARAMETERS)); }
~ImGui_ImplDX9_ViewportData() { IM_ASSERT(SwapChain == nullptr); }
};
static void ImGui_ImplDX9_CreateWindow(ImGuiViewport* viewport)
{
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
ImGui_ImplDX9_ViewportData* vd = IM_NEW(ImGui_ImplDX9_ViewportData)();
viewport->RendererUserData = vd;
// PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL's WindowID).
// Some backends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the HWND.
HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle;
IM_ASSERT(hwnd != 0);
ZeroMemory(&vd->d3dpp, sizeof(D3DPRESENT_PARAMETERS));
vd->d3dpp.Windowed = TRUE;
vd->d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
vd->d3dpp.BackBufferWidth = (UINT)viewport->Size.x;
vd->d3dpp.BackBufferHeight = (UINT)viewport->Size.y;
vd->d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
vd->d3dpp.hDeviceWindow = hwnd;
vd->d3dpp.EnableAutoDepthStencil = FALSE;
vd->d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
vd->d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync
HRESULT hr = bd->pd3dDevice->CreateAdditionalSwapChain(&vd->d3dpp, &vd->SwapChain); IM_UNUSED(hr);
IM_ASSERT(hr == D3D_OK);
IM_ASSERT(vd->SwapChain != nullptr);
}
static void ImGui_ImplDX9_DestroyWindow(ImGuiViewport* viewport)
{
// The main viewport (owned by the application) will always have RendererUserData == 0 since we didn't create the data for it.
if (ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData)
{
if (vd->SwapChain)
vd->SwapChain->Release();
vd->SwapChain = nullptr;
ZeroMemory(&vd->d3dpp, sizeof(D3DPRESENT_PARAMETERS));
IM_DELETE(vd);
}
viewport->RendererUserData = nullptr;
}
static void ImGui_ImplDX9_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
{
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData;
if (vd->SwapChain)
{
vd->SwapChain->Release();
vd->SwapChain = nullptr;
vd->d3dpp.BackBufferWidth = (UINT)size.x;
vd->d3dpp.BackBufferHeight = (UINT)size.y;
HRESULT hr = bd->pd3dDevice->CreateAdditionalSwapChain(&vd->d3dpp, &vd->SwapChain); IM_UNUSED(hr);
IM_ASSERT(hr == D3D_OK);
}
}
static void ImGui_ImplDX9_RenderWindow(ImGuiViewport* viewport, void*)
{
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData;
ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
LPDIRECT3DSURFACE9 render_target = nullptr;
LPDIRECT3DSURFACE9 last_render_target = nullptr;
LPDIRECT3DSURFACE9 last_depth_stencil = nullptr;
vd->SwapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &render_target);
bd->pd3dDevice->GetRenderTarget(0, &last_render_target);
bd->pd3dDevice->GetDepthStencilSurface(&last_depth_stencil);
bd->pd3dDevice->SetRenderTarget(0, render_target);
bd->pd3dDevice->SetDepthStencilSurface(nullptr);
if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
{
D3DCOLOR clear_col_dx = D3DCOLOR_RGBA((int)(clear_color.x*255.0f), (int)(clear_color.y*255.0f), (int)(clear_color.z*255.0f), (int)(clear_color.w*255.0f));
bd->pd3dDevice->Clear(0, nullptr, D3DCLEAR_TARGET, clear_col_dx, 1.0f, 0);
}
ImGui_ImplDX9_RenderDrawData(viewport->DrawData);
// Restore render target
bd->pd3dDevice->SetRenderTarget(0, last_render_target);
bd->pd3dDevice->SetDepthStencilSurface(last_depth_stencil);
render_target->Release();
last_render_target->Release();
if (last_depth_stencil) last_depth_stencil->Release();
}
static void ImGui_ImplDX9_SwapBuffers(ImGuiViewport* viewport, void*)
{
ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData;
HRESULT hr = vd->SwapChain->Present(nullptr, nullptr, vd->d3dpp.hDeviceWindow, nullptr, 0);
// Let main application handle D3DERR_DEVICELOST by resetting the device.
IM_ASSERT(SUCCEEDED(hr) || hr == D3DERR_DEVICELOST);
}
static void ImGui_ImplDX9_InitMultiViewportSupport()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Renderer_CreateWindow = ImGui_ImplDX9_CreateWindow;
platform_io.Renderer_DestroyWindow = ImGui_ImplDX9_DestroyWindow;
platform_io.Renderer_SetWindowSize = ImGui_ImplDX9_SetWindowSize;
platform_io.Renderer_RenderWindow = ImGui_ImplDX9_RenderWindow;
platform_io.Renderer_SwapBuffers = ImGui_ImplDX9_SwapBuffers;
}
static void ImGui_ImplDX9_ShutdownMultiViewportSupport()
{
ImGui::DestroyPlatformWindows();
}
static void ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
for (int i = 1; i < platform_io.Viewports.Size; i++)
if (!platform_io.Viewports[i]->RendererUserData)
ImGui_ImplDX9_CreateWindow(platform_io.Viewports[i]);
}
static void ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
for (int i = 1; i < platform_io.Viewports.Size; i++)
if (platform_io.Viewports[i]->RendererUserData)
ImGui_ImplDX9_DestroyWindow(platform_io.Viewports[i]);
}
//-----------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE

View File

@@ -6,7 +6,6 @@
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// [X] Renderer: IMGUI_USE_BGRA_PACKED_COLOR support, as this is the optimal color encoding for DirectX9.
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.

View File

@@ -9,12 +9,10 @@
// [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) with GLFW 3.1+. Resizing cursors requires GLFW 3.4+! Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// [X] Multiple Dear ImGui contexts support.
// Missing features or Issues:
// [ ] Platform: Touch events are only correctly identified as Touch on Windows. This create issues with some interactions. GLFW doesn't provide a way to identify touch inputs from mouse inputs, we cannot call io.AddMouseSourceEvent() to identify the source. We provide a Windows-specific workaround.
// [ ] Platform: Missing ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress cursors.
// [ ] Platform: Multi-viewport: Missing ImGuiBackendFlags_HasParentViewport support. The viewport->ParentViewportID field is ignored, and therefore io.ConfigViewportsNoDefaultParent has no effect either.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@@ -31,27 +29,19 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2026-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2026-04-21: Added a Win32-specific implementation of ImGui_ImplGlfw_GetContentScaleXXXX functions for legacy GLFW 3.2.
// 2026-03-25: Mouse cursor is properly restored if changed by user app/code while using glfwSetInputMode(..., GLFW_CURSOR_DISABLED) or ImGuiConfigFlags_NoMouseCursorChange. Amend change from 2025-12-10.
// 2026-02-10: Try to set IMGUI_IMPL_GLFW_DISABLE_X11 / IMGUI_IMPL_GLFW_DISABLE_WAYLAND automatically if corresponding headers are not accessible. (#9225)
// 2026-01-25: [Docking] Improve workarounds for cases where GLFW is unable to provide any reliable monitor info. Preserve existing monitor list when none of the new one is valid. (#9195, #7902, #5683)
// 2026-01-18: [Docking] Dynamically load X11 functions to avoid -lx11 linking requirement introduced on 2025-09-10.
// 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)
// 2025-09-10: [Docking] Improve multi-viewport behavior in tiling WMs on X11 via the ImGui_ImplGlfw_SetWindowFloating() function. Note: using GLFW backend on Linux/BSD etc. requires linking with -lX11. (#8884, #8474, #8289)
// 2025-07-08: Made ImGui_ImplGlfw_GetContentScaleForWindow(), ImGui_ImplGlfw_GetContentScaleForMonitor() helpers return 1.0f on Emscripten and Android platforms, matching macOS logic. (#8742, #8733)
// 2025-06-18: Added support for multiple Dear ImGui contexts. (#8676, #8239, #8069)
// 2025-06-11: Added ImGui_ImplGlfw_GetContentScaleForWindow(GLFWwindow* window) and ImGui_ImplGlfw_GetContentScaleForMonitor(GLFWmonitor* monitor) helper to facilitate making DPI-aware apps.
// 2025-05-15: [Docking] Add Platform_GetWindowFramebufferScale() handler, to allow varying Retina display density on multiple monitors.
// 2025-04-26: [Docking] Disable multi-viewports under Wayland. (#8587)
// 2025-03-10: Map GLFW_KEY_WORLD_1 and GLFW_KEY_WORLD_2 into ImGuiKey_Oem102.
// 2025-03-03: Fixed clipboard handler assertion when using GLFW <= 3.2.1 compiled with asserts enabled.
// 2025-02-21: [Docking] Update monitors and work areas information every frame, as the later may change regardless of monitor changes. (#8415)
// 2024-11-05: [Docking] Added Linux workaround for spurious mouse up events emitted while dragging and creating new viewport. (#3158, #7733, #7922)
// 2024-08-22: Moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
// - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn
// - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn
@@ -68,7 +58,6 @@
// 2023-03-16: Inputs: Fixed key modifiers handling on secondary viewports (docking branch). Broken on 2023/01/04. (#6248, #6034)
// 2023-03-14: Emscripten: Avoid using glfwGetError() and glfwGetGamepadState() which are not correctly implemented in Emscripten emulation. (#6240)
// 2023-02-03: Emscripten: Registering custom low-level mouse wheel handler to get more accurate scrolling impulses on Emscripten. (#4019, #6096)
// 2023-01-18: Handle unsupported glfwGetVideoMode() call on e.g. Emscripten.
// 2023-01-04: Inputs: Fixed mods state on Linux when using Alt-GR text input (e.g. German keyboard layout), could lead to broken text input. Revert a 2022/01/17 change were we resumed using mods provided by GLFW, turns out they were faulty.
// 2022-11-22: Perform a dummy glfwGetError() read to cancel missing names with glfwGetKeyName(). (#5908)
// 2022-10-18: Perform a dummy glfwGetError() read to cancel missing mouse cursors errors. Using GLFW_VERSION_COMBINED directly. (#5785)
@@ -121,8 +110,6 @@
#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
#pragma clang diagnostic ignored "-Wexit-time-destructors" // warning: declaration requires an exit-time destructor // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals.
#pragma clang diagnostic ignored "-Wglobal-constructors" // warning: declaration requires a global destructor // similar to above, not sure what the exact difference is.
#elif defined(__GNUC__)
#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe
#endif
#if defined(__has_include)
@@ -160,13 +147,10 @@
#elif GLFW_HAS_X11
#ifndef GLFW_EXPOSE_NATIVE_X11 // for glfwGetX11Display(), glfwGetX11Window() on Freedesktop (Linux, BSD, etc.)
#define GLFW_EXPOSE_NATIVE_X11
#include <X11/Xatom.h>
#include <dlfcn.h> // for dlopen()
#endif
#include <GLFW/glfw3native.h>
#undef Status // X11 headers are leaking this.
#endif
#undef Status // X11 headers are leaking this.
#ifndef _WIN32
#include <unistd.h> // for usleep()
#endif
@@ -185,29 +169,12 @@
// We gather version tests as define in order to easily see which features are version-dependent.
#define GLFW_VERSION_COMBINED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 + GLFW_VERSION_REVISION)
#define GLFW_HAS_CREATECURSOR (GLFW_VERSION_COMBINED >= 3100) // 3.1+ glfwCreateCursor()
#define GLFW_HAS_WINDOW_TOPMOST (GLFW_VERSION_COMBINED >= 3200) // 3.2+ GLFW_FLOATING
#define GLFW_HAS_WINDOW_HOVERED (GLFW_VERSION_COMBINED >= 3300) // 3.3+ GLFW_HOVERED
#define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwSetWindowOpacity
#define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetMonitorContentScale
#if defined(__EMSCRIPTEN__) || defined(__SWITCH__) // no Vulkan support in GLFW for Emscripten or homebrew Nintendo Switch
#define GLFW_HAS_VULKAN (0)
#else
#define GLFW_HAS_VULKAN (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwCreateWindowSurface
#endif
#define GLFW_HAS_FOCUS_WINDOW (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwFocusWindow
#define GLFW_HAS_FOCUS_ON_SHOW (GLFW_VERSION_COMBINED >= 3300) // 3.3+ GLFW_FOCUS_ON_SHOW
#define GLFW_HAS_MONITOR_WORK_AREA (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetMonitorWorkarea
#define GLFW_HAS_OSX_WINDOW_POS_FIX (GLFW_VERSION_COMBINED >= 3301) // 3.3.1+ Fixed: Resizing window repositions it on MacOS #1553
#ifdef GLFW_RESIZE_NESW_CURSOR // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2019-11-29 (cursors defines) // FIXME: Remove when GLFW 3.4 is released?
#define GLFW_HAS_NEW_CURSORS (GLFW_VERSION_COMBINED >= 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GLFW_RESIZE_NWSE_CURSOR, GLFW_NOT_ALLOWED_CURSOR
#else
#define GLFW_HAS_NEW_CURSORS (0)
#endif
#ifdef GLFW_MOUSE_PASSTHROUGH // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2020-07-17 (passthrough)
#define GLFW_HAS_MOUSE_PASSTHROUGH (GLFW_VERSION_COMBINED >= 3400) // 3.4+ GLFW_MOUSE_PASSTHROUGH
#else
#define GLFW_HAS_MOUSE_PASSTHROUGH (0)
#endif
#define GLFW_HAS_GAMEPAD_API (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetGamepadState() new api
#define GLFW_HAS_GETKEYNAME (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwGetKeyName()
#define GLFW_HAS_GETERROR (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetError()
@@ -230,13 +197,6 @@ enum GlfwClientApi
GlfwClientApi_Unknown, // Anything else fits here.
};
#if GLFW_HAS_X11
typedef Atom (*PFN_XInternAtom)(Display*, const char* ,Bool);
typedef int (*PFN_XChangeProperty)(Display*, Window, Atom, Atom, int, int, const unsigned char*, int);
typedef int (*PFN_XChangeWindowAttributes)(Display*, Window, unsigned long, XSetWindowAttributes*);
typedef int (*PFN_XFlush)(Display*);
#endif
// GLFW data
struct ImGui_ImplGlfw_Data
{
@@ -249,10 +209,7 @@ struct ImGui_ImplGlfw_Data
GLFWcursor* MouseCursors[ImGuiMouseCursor_COUNT];
GLFWcursor* LastMouseCursor;
#endif
bool MouseIgnoreButtonUpWaitForFocusLoss;
bool MouseIgnoreButtonUp;
ImVec2 LastValidMousePos;
GLFWwindow* KeyOwnerWindows[GLFW_KEY_LAST];
bool IsWayland;
bool InstalledCallbacks;
bool CallbacksChainForAllWindows;
@@ -274,15 +231,6 @@ struct ImGui_ImplGlfw_Data
WNDPROC PrevWndProc;
#endif
#if GLFW_HAS_X11
// Module and function pointers loaded at initialization to avoid linking statically with X11.
void* X11Module;
PFN_XInternAtom XInternAtom;
PFN_XChangeProperty XChangeProperty;
PFN_XChangeWindowAttributes XChangeWindowAttributes;
PFN_XFlush XFlush;
#endif
ImGui_ImplGlfw_Data() { memset((void*)this, 0, sizeof(*this)); }
};
@@ -306,11 +254,6 @@ static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData(GLFWwindow* window)
return (ImGui_ImplGlfw_Data*)ImGui::GetIO(ctx).BackendPlatformUserData;
}
// Forward Declarations
static void ImGui_ImplGlfw_UpdateMonitors();
static void ImGui_ImplGlfw_InitMultiViewportSupport();
static void ImGui_ImplGlfw_ShutdownMultiViewportSupport();
// Functions
static bool ImGui_ImplGlfw_IsWayland()
{
@@ -481,10 +424,6 @@ void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int acti
if (bd->PrevUserCallbackMousebutton != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))
bd->PrevUserCallbackMousebutton(window, button, action, mods);
// Workaround for Linux: ignore mouse up events which are following an focus loss following a viewport creation
if (bd->MouseIgnoreButtonUp && action == GLFW_RELEASE)
return;
ImGuiIO& io = ImGui::GetIO(bd->Context);
ImGui_ImplGlfw_UpdateKeyModifiers(io, window);
if (button >= 0 && button < ImGuiMouseButton_COUNT)
@@ -552,9 +491,6 @@ void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int keycode, int scancode, i
ImGuiIO& io = ImGui::GetIO(bd->Context);
ImGui_ImplGlfw_UpdateKeyModifiers(io, window);
if (keycode >= 0 && keycode < IM_COUNTOF(bd->KeyOwnerWindows))
bd->KeyOwnerWindows[keycode] = (action == GLFW_PRESS) ? window : nullptr;
keycode = ImGui_ImplGlfw_TranslateUntranslatedKey(keycode, scancode);
ImGuiKey imgui_key = ImGui_ImplGlfw_KeyToImGuiKey(keycode, scancode);
@@ -568,10 +504,6 @@ void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused)
if (bd->PrevUserCallbackWindowFocus != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))
bd->PrevUserCallbackWindowFocus(window, focused);
// Workaround for Linux: when losing focus with MouseIgnoreButtonUpWaitForFocusLoss set, we will temporarily ignore subsequent Mouse Up events
bd->MouseIgnoreButtonUp = (bd->MouseIgnoreButtonUpWaitForFocusLoss && focused == 0);
bd->MouseIgnoreButtonUpWaitForFocusLoss = false;
ImGuiIO& io = ImGui::GetIO(bd->Context);
io.AddFocusEvent(focused != 0);
}
@@ -583,13 +515,6 @@ void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y)
bd->PrevUserCallbackCursorPos(window, x, y);
ImGuiIO& io = ImGui::GetIO(bd->Context);
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
int window_x, window_y;
glfwGetWindowPos(window, &window_x, &window_y);
x += window_x;
y += window_y;
}
io.AddMousePosEvent((float)x, (float)y);
bd->LastValidMousePos = ImVec2((float)x, (float)y);
}
@@ -628,7 +553,7 @@ void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int)
{
// This function is technically part of the API even if we stopped using the callback, so leaving it around.
// Unused in 'master' branch but 'docking' branch will use this, so we declare it ahead of it so if you have to install callbacks you can install this one too.
}
#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
@@ -651,7 +576,35 @@ static EM_BOOL ImGui_ImplEmscripten_WheelCallback(int, const EmscriptenWheelEven
#endif
#ifdef _WIN32
static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
// GLFW doesn't allow to distinguish Mouse vs TouchScreen vs Pen.
// Add support for Win32 (based on imgui_impl_win32), because we rely on _TouchScreen info to trickle inputs differently.
static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo()
{
LPARAM extra_info = ::GetMessageExtraInfo();
if ((extra_info & 0xFFFFFF80) == 0xFF515700)
return ImGuiMouseSource_Pen;
if ((extra_info & 0xFFFFFF80) == 0xFF515780)
return ImGuiMouseSource_TouchScreen;
return ImGuiMouseSource_Mouse;
}
static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)::GetPropA(hWnd, "IMGUI_BACKEND_DATA");
ImGuiIO& io = ImGui::GetIO(bd->Context);
switch (msg)
{
case WM_MOUSEMOVE: case WM_NCMOUSEMOVE:
case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: case WM_LBUTTONUP:
case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: case WM_RBUTTONUP:
case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: case WM_MBUTTONUP:
case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: case WM_XBUTTONUP:
io.AddMouseSourceEvent(GetMouseSourceFromMessageExtraInfo());
break;
default: break;
}
return ::CallWindowProcW(bd->PrevWndProc, hWnd, msg, wParam, lParam);
}
#endif
void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window)
@@ -731,20 +684,6 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
#endif
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
bool has_viewports = false;
#ifndef __EMSCRIPTEN__
has_viewports = true;
#if GLFW_HAS_GETPLATFORM
if (glfwGetPlatform() == GLFW_PLATFORM_WAYLAND)
has_viewports = false;
#endif
if (has_viewports)
io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
#endif
#if GLFW_HAS_MOUSE_PASSTHROUGH || GLFW_HAS_WINDOW_HOVERED
io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can call io.AddMouseViewportEvent() with correct data (optional)
#endif
bd->Context = ImGui::GetCurrentContext();
bd->Window = window;
bd->Time = 0.0;
@@ -796,11 +735,6 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
if (install_callbacks)
ImGui_ImplGlfw_InstallCallbacks(window);
// Update monitor a first time during init
// (note: monitor callback are broken in GLFW 3.2 and earlier, see github.com/glfw/glfw/issues/784)
ImGui_ImplGlfw_UpdateMonitors();
glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback);
// Set platform dependent data in viewport
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
main_viewport->PlatformHandle = (void*)bd->Window;
@@ -811,8 +745,6 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
#else
IM_UNUSED(main_viewport);
#endif
if (has_viewports)
ImGui_ImplGlfw_InitMultiViewportSupport();
// Windows: register a WndProc hook so we can intercept some messages.
#ifdef _WIN32
@@ -823,26 +755,6 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
::SetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc);
#endif
#if GLFW_HAS_X11
if (!bd->IsWayland)
{
// Load X11 module dynamically. Copied from the way that GLFW does it in x11_init.c
#if defined(__CYGWIN__)
const char* x11_module_path = "libX11-6.so";
#elif defined(__OpenBSD__) || defined(__NetBSD__)
const char* x11_module_path = "libX11.so";
#else
const char* x11_module_path = "libX11.so.6";
#endif
bd->X11Module = dlopen(x11_module_path, RTLD_LAZY | RTLD_LOCAL);
bd->XInternAtom = (PFN_XInternAtom)dlsym(bd->X11Module, "XInternAtom");
bd->XChangeProperty = (PFN_XChangeProperty)dlsym(bd->X11Module, "XChangeProperty");
bd->XChangeWindowAttributes = (PFN_XChangeWindowAttributes)dlsym(bd->X11Module, "XChangeWindowAttributes");
bd->XFlush = (PFN_XFlush)dlsym(bd->X11Module, "XFlush");
IM_ASSERT(bd->XInternAtom != nullptr && bd->XChangeProperty != nullptr && bd->XChangeWindowAttributes != nullptr && bd->XFlush != nullptr);
}
#endif
// Emscripten: the same application can run on various platforms, so we detect the Apple platform at runtime
// to override io.ConfigMacOSXBehaviors from its default (which is always false in Emscripten).
#ifdef __EMSCRIPTEN__
@@ -887,7 +799,6 @@ void ImGui_ImplGlfw_Shutdown()
ImGuiIO& io = ImGui::GetIO();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
ImGui_ImplGlfw_ShutdownMultiViewportSupport();
if (bd->InstalledCallbacks)
ImGui_ImplGlfw_RestoreCallbacks(bd->Window);
#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
@@ -906,14 +817,9 @@ void ImGui_ImplGlfw_Shutdown()
bd->PrevWndProc = nullptr;
#endif
#if GLFW_HAS_X11
if (bd->X11Module != nullptr)
dlclose(bd->X11Module);
#endif
io.BackendPlatformName = nullptr;
io.BackendPlatformUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport);
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad);
platform_io.ClearPlatformHandlers();
ImGui_ImplGlfw_ContextMap_Remove(bd->Window);
IM_DELETE(bd);
@@ -923,15 +829,10 @@ static void ImGui_ImplGlfw_UpdateMouseData()
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
ImGuiIO& io = ImGui::GetIO();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
ImGuiID mouse_viewport_id = 0;
const ImVec2 mouse_pos_prev = io.MousePos;
for (int n = 0; n < platform_io.Viewports.Size; n++)
// (those braces are here to reduce diff with multi-viewports support in 'docking' branch)
{
ImGuiViewport* viewport = platform_io.Viewports[n];
GLFWwindow* window = (GLFWwindow*)viewport->PlatformHandle;
GLFWwindow* window = bd->Window;
#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
const bool is_window_focused = true;
#else
@@ -940,54 +841,19 @@ static void ImGui_ImplGlfw_UpdateMouseData()
if (is_window_focused)
{
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos is enabled by user)
// When multi-viewports are enabled, all Dear ImGui positions are same as OS positions.
if (io.WantSetMousePos)
glfwSetCursorPos(window, (double)(mouse_pos_prev.x - viewport->Pos.x), (double)(mouse_pos_prev.y - viewport->Pos.y));
glfwSetCursorPos(window, (double)io.MousePos.x, (double)io.MousePos.y);
// (Optional) Fallback to provide mouse position when focused (ImGui_ImplGlfw_CursorPosCallback already provides this when hovered or captured)
if (bd->MouseWindow == nullptr)
{
double mouse_x, mouse_y;
glfwGetCursorPos(window, &mouse_x, &mouse_y);
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
// Single viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
// Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor)
int window_x, window_y;
glfwGetWindowPos(window, &window_x, &window_y);
mouse_x += window_x;
mouse_y += window_y;
}
bd->LastValidMousePos = ImVec2((float)mouse_x, (float)mouse_y);
io.AddMousePosEvent((float)mouse_x, (float)mouse_y);
}
}
// (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering.
// If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic.
// - [X] GLFW >= 3.3 backend ON WINDOWS ONLY does correctly ignore viewports with the _NoInputs flag (since we implement hit via our WndProc hook)
// On other platforms we rely on the library fallbacking to its own search when reporting a viewport with _NoInputs flag.
// - [!] GLFW <= 3.2 backend CANNOT correctly ignore viewports with the _NoInputs flag, and CANNOT reported Hovered Viewport because of mouse capture.
// Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window
// for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported
// by the backend, and use its flawed heuristic to guess the viewport behind.
// - [X] GLFW backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target).
// FIXME: This is currently only correct on Win32. See what we do below with the WM_NCHITTEST, missing an equivalent for other systems.
// See https://github.com/glfw/glfw/issues/1236 if you want to help in making this a GLFW feature.
#if GLFW_HAS_MOUSE_PASSTHROUGH
const bool window_no_input = (viewport->Flags & ImGuiViewportFlags_NoInputs) != 0;
glfwSetWindowAttrib(window, GLFW_MOUSE_PASSTHROUGH, window_no_input);
#endif
#if GLFW_HAS_MOUSE_PASSTHROUGH || GLFW_HAS_WINDOW_HOVERED
if (glfwGetWindowAttrib(window, GLFW_HOVERED))
mouse_viewport_id = viewport->ID;
#else
// We cannot use bd->MouseWindow maintained from CursorEnter/Leave callbacks, because it is locked to the window capturing mouse.
#endif
}
if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)
io.AddMouseViewportEvent(mouse_viewport_id);
}
static void ImGui_ImplGlfw_UpdateMouseCursor()
@@ -1001,10 +867,9 @@ static void ImGui_ImplGlfw_UpdateMouseCursor()
}
ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
for (int n = 0; n < platform_io.Viewports.Size; n++)
// (those braces are here to reduce diff with multi-viewports support in 'docking' branch)
{
GLFWwindow* window = (GLFWwindow*)platform_io.Viewports[n]->PlatformHandle;
GLFWwindow* window = bd->Window;
if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
{
if (bd->LastMouseCursor != nullptr)
@@ -1084,49 +949,6 @@ static void ImGui_ImplGlfw_UpdateGamepads()
#undef MAP_ANALOG
}
static void ImGui_ImplGlfw_UpdateMonitors()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
int monitors_count = 0;
GLFWmonitor** glfw_monitors = glfwGetMonitors(&monitors_count);
bool updated_monitors = false;
for (int n = 0; n < monitors_count; n++)
{
ImGuiPlatformMonitor monitor;
int x, y;
glfwGetMonitorPos(glfw_monitors[n], &x, &y);
const GLFWvidmode* vid_mode = glfwGetVideoMode(glfw_monitors[n]);
if (vid_mode == nullptr)
continue; // Failed to get Video mode (e.g. Emscripten does not support this function)
if (vid_mode->width <= 0 || vid_mode->height <= 0)
continue; // Failed to query suitable monitor info (#9195)
monitor.MainPos = monitor.WorkPos = ImVec2((float)x, (float)y);
monitor.MainSize = monitor.WorkSize = ImVec2((float)vid_mode->width, (float)vid_mode->height);
#if GLFW_HAS_MONITOR_WORK_AREA
int w, h;
glfwGetMonitorWorkarea(glfw_monitors[n], &x, &y, &w, &h);
if (w > 0 && h > 0) // Workaround a small GLFW issue reporting zero on monitor changes: https://github.com/glfw/glfw/pull/1761
{
monitor.WorkPos = ImVec2((float)x, (float)y);
monitor.WorkSize = ImVec2((float)w, (float)h);
}
#endif
float scale = ImGui_ImplGlfw_GetContentScaleForMonitor(glfw_monitors[n]);
if (scale == 0.0f)
continue; // Some accessibility applications are declaring virtual monitors with a DPI of 0 (#7902)
monitor.DpiScale = scale;
monitor.PlatformHandle = (void*)glfw_monitors[n]; // [...] GLFW doc states: "guaranteed to be valid only until the monitor configuration changes"
// Preserve existing monitor list until a valid one is added.
// Happens on macOS sleeping (#5683) and seemingly occasionally on Windows (#9195)
if (!updated_monitors)
platform_io.Monitors.resize(0);
updated_monitors = true;
platform_io.Monitors.push_back(monitor);
}
}
// For GFLW 3.2 + Windows: include a simplified non-monitor aware version of ImGui_ImplWin32_GetDpiScaleForMonitor().
// This is merely a band-aid to make using GLFW 3.2 a little bit nicer, but prefer to use GLFW 3.3+ or the full correct functions from the Win32 backend.
#if !GLFW_HAS_PER_MONITOR_DPI && defined(_WIN32) && !defined(NOGDI)
@@ -1200,7 +1022,6 @@ void ImGui_ImplGlfw_NewFrame()
// Setup main viewport size (every frame to accommodate for window resizing)
ImGui_ImplGlfw_GetWindowSizeAndFramebufferScale(bd->Window, &io.DisplaySize, &io.DisplayFramebufferScale);
ImGui_ImplGlfw_UpdateMonitors();
// Setup time step
// (Accept glfwGetTime() not returning a monotonically increasing value. Seems to happens on disconnecting peripherals and probably on VMs and Emscripten, see #6491, #6189, #6114, #3644)
@@ -1210,7 +1031,6 @@ void ImGui_ImplGlfw_NewFrame()
io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f);
bd->Time = current_time;
bd->MouseIgnoreButtonUp = false;
ImGui_ImplGlfw_UpdateMouseData();
ImGui_ImplGlfw_UpdateMouseCursor();
@@ -1280,444 +1100,6 @@ void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow* window, const char* c
}
#endif // #ifdef EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3
//--------------------------------------------------------------------------------------------------------
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
//--------------------------------------------------------------------------------------------------------
// Helper structure we store in the void* PlatformUserData field of each ImGuiViewport to easily retrieve our backend data.
struct ImGui_ImplGlfw_ViewportData
{
GLFWwindow* Window; // Stored in ImGuiViewport::PlatformHandle
bool WindowOwned;
int IgnoreWindowPosEventFrame;
int IgnoreWindowSizeEventFrame;
#ifdef _WIN32
WNDPROC PrevWndProc;
#endif
ImGui_ImplGlfw_ViewportData() { memset((void*)this, 0, sizeof(*this)); IgnoreWindowSizeEventFrame = IgnoreWindowPosEventFrame = -1; }
~ImGui_ImplGlfw_ViewportData() { IM_ASSERT(Window == nullptr); }
};
static void ImGui_ImplGlfw_WindowCloseCallback(GLFWwindow* window)
{
if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window))
viewport->PlatformRequestClose = true;
}
// GLFW may dispatch window pos/size events after calling glfwSetWindowPos()/glfwSetWindowSize().
// However: depending on the platform the callback may be invoked at different time:
// - on Windows it appears to be called within the glfwSetWindowPos()/glfwSetWindowSize() call
// - on Linux it is queued and invoked during glfwPollEvents()
// Because the event doesn't always fire on glfwSetWindowXXX() we use a frame counter tag to only
// ignore recent glfwSetWindowXXX() calls.
static void ImGui_ImplGlfw_WindowPosCallback(GLFWwindow* window, int, int)
{
if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window))
{
if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData)
{
bool ignore_event = (ImGui::GetFrameCount() <= vd->IgnoreWindowPosEventFrame + 1);
//data->IgnoreWindowPosEventFrame = -1;
if (ignore_event)
return;
}
viewport->PlatformRequestMove = true;
}
}
static void ImGui_ImplGlfw_WindowSizeCallback(GLFWwindow* window, int, int)
{
if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window))
{
if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData)
{
bool ignore_event = (ImGui::GetFrameCount() <= vd->IgnoreWindowSizeEventFrame + 1);
//data->IgnoreWindowSizeEventFrame = -1;
if (ignore_event)
return;
}
viewport->PlatformRequestResize = true;
}
}
#if !defined(__APPLE__) && !defined(_WIN32) && !defined(__EMSCRIPTEN__) && GLFW_HAS_GETPLATFORM
#define IMGUI_GLFW_HAS_SETWINDOWFLOATING
static void ImGui_ImplGlfw_SetWindowFloating(ImGui_ImplGlfw_Data* bd, GLFWwindow* window)
{
#ifdef GLFW_EXPOSE_NATIVE_X11
if (glfwGetPlatform() == GLFW_PLATFORM_X11)
{
Display* display = glfwGetX11Display();
Window xwindow = glfwGetX11Window(window);
Atom wm_type = bd->XInternAtom(display, "_NET_WM_WINDOW_TYPE", False);
Atom wm_type_dialog = bd->XInternAtom(display, "_NET_WM_WINDOW_TYPE_DIALOG", False);
bd->XChangeProperty(display, xwindow, wm_type, XA_ATOM, 32, PropModeReplace, (unsigned char*)&wm_type_dialog, 1);
XSetWindowAttributes attrs;
attrs.override_redirect = False;
bd->XChangeWindowAttributes(display, xwindow, CWOverrideRedirect, &attrs);
bd->XFlush(display);
}
#endif // GLFW_EXPOSE_NATIVE_X11
#ifdef GLFW_EXPOSE_NATIVE_WAYLAND
// FIXME: Help needed, see #8884, #8474 for discussions about this.
#endif // GLFW_EXPOSE_NATIVE_X11
}
#endif // IMGUI_GLFW_HAS_SETWINDOWFLOATING
static void ImGui_ImplGlfw_CreateWindow(ImGuiViewport* viewport)
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
ImGui_ImplGlfw_ViewportData* vd = IM_NEW(ImGui_ImplGlfw_ViewportData)();
viewport->PlatformUserData = vd;
// Workaround for Linux: ignore mouse up events corresponding to losing focus of the previously focused window (#7733, #3158, #7922)
#ifdef __linux__
bd->MouseIgnoreButtonUpWaitForFocusLoss = true;
#endif
// GLFW 3.2 unfortunately always set focus on glfwCreateWindow() if GLFW_VISIBLE is set, regardless of GLFW_FOCUSED
// With GLFW 3.3, the hint GLFW_FOCUS_ON_SHOW fixes this problem
glfwWindowHint(GLFW_VISIBLE, false);
glfwWindowHint(GLFW_FOCUSED, false);
#if GLFW_HAS_FOCUS_ON_SHOW
glfwWindowHint(GLFW_FOCUS_ON_SHOW, false);
#endif
glfwWindowHint(GLFW_DECORATED, (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? false : true);
#if GLFW_HAS_WINDOW_TOPMOST
glfwWindowHint(GLFW_FLOATING, (viewport->Flags & ImGuiViewportFlags_TopMost) ? true : false);
#endif
GLFWwindow* share_window = (bd->ClientApi == GlfwClientApi_OpenGL) ? bd->Window : nullptr;
vd->Window = glfwCreateWindow((int)viewport->Size.x, (int)viewport->Size.y, "No Title Yet", nullptr, share_window);
vd->WindowOwned = true;
ImGui_ImplGlfw_ContextMap_Add(vd->Window, bd->Context);
viewport->PlatformHandle = (void*)vd->Window;
#ifdef IMGUI_GLFW_HAS_SETWINDOWFLOATING
ImGui_ImplGlfw_SetWindowFloating(bd, vd->Window);
#endif
#ifdef _WIN32
viewport->PlatformHandleRaw = glfwGetWin32Window(vd->Window);
::SetPropA((HWND)viewport->PlatformHandleRaw, "IMGUI_BACKEND_DATA", bd);
#elif defined(__APPLE__)
viewport->PlatformHandleRaw = (void*)glfwGetCocoaWindow(vd->Window);
#endif
glfwSetWindowPos(vd->Window, (int)viewport->Pos.x, (int)viewport->Pos.y);
// Install GLFW callbacks for secondary viewports
glfwSetWindowFocusCallback(vd->Window, ImGui_ImplGlfw_WindowFocusCallback);
glfwSetCursorEnterCallback(vd->Window, ImGui_ImplGlfw_CursorEnterCallback);
glfwSetCursorPosCallback(vd->Window, ImGui_ImplGlfw_CursorPosCallback);
glfwSetMouseButtonCallback(vd->Window, ImGui_ImplGlfw_MouseButtonCallback);
glfwSetScrollCallback(vd->Window, ImGui_ImplGlfw_ScrollCallback);
glfwSetKeyCallback(vd->Window, ImGui_ImplGlfw_KeyCallback);
glfwSetCharCallback(vd->Window, ImGui_ImplGlfw_CharCallback);
glfwSetWindowCloseCallback(vd->Window, ImGui_ImplGlfw_WindowCloseCallback);
glfwSetWindowPosCallback(vd->Window, ImGui_ImplGlfw_WindowPosCallback);
glfwSetWindowSizeCallback(vd->Window, ImGui_ImplGlfw_WindowSizeCallback);
if (bd->ClientApi == GlfwClientApi_OpenGL)
{
glfwMakeContextCurrent(vd->Window);
glfwSwapInterval(0);
}
}
static void ImGui_ImplGlfw_DestroyWindow(ImGuiViewport* viewport)
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData)
{
if (vd->WindowOwned)
{
#if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32)
HWND hwnd = (HWND)viewport->PlatformHandleRaw;
::RemovePropA(hwnd, "IMGUI_VIEWPORT");
#endif
// Release any keys that were pressed in the window being destroyed and are still held down,
// because we will not receive any release events after window is destroyed.
for (int i = 0; i < IM_COUNTOF(bd->KeyOwnerWindows); i++)
if (bd->KeyOwnerWindows[i] == vd->Window)
ImGui_ImplGlfw_KeyCallback(vd->Window, i, 0, GLFW_RELEASE, 0); // Later params are only used for main viewport, on which this function is never called.
ImGui_ImplGlfw_ContextMap_Remove(vd->Window);
glfwDestroyWindow(vd->Window);
}
vd->Window = nullptr;
IM_DELETE(vd);
}
viewport->PlatformUserData = viewport->PlatformHandle = nullptr;
}
static void ImGui_ImplGlfw_ShowWindow(ImGuiViewport* viewport)
{
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
#if defined(_WIN32)
// GLFW hack: Hide icon from task bar
HWND hwnd = (HWND)viewport->PlatformHandleRaw;
if (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon)
{
LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE);
ex_style &= ~WS_EX_APPWINDOW;
ex_style |= WS_EX_TOOLWINDOW;
::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style);
}
// GLFW hack: install WndProc for mouse source event and WM_NCHITTEST message handler.
::SetPropA(hwnd, "IMGUI_VIEWPORT", viewport);
vd->PrevWndProc = (WNDPROC)::GetWindowLongPtrW(hwnd, GWLP_WNDPROC);
::SetWindowLongPtrW(hwnd, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc);
#if !GLFW_HAS_FOCUS_ON_SHOW
// GLFW hack: GLFW 3.2 has a bug where glfwShowWindow() also activates/focus the window.
// The fix was pushed to GLFW repository on 2018/01/09 and should be included in GLFW 3.3 via a GLFW_FOCUS_ON_SHOW window attribute.
// See https://github.com/glfw/glfw/issues/1189
// FIXME-VIEWPORT: Implement same work-around for Linux/OSX in the meanwhile.
if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
{
::ShowWindow(hwnd, SW_SHOWNA);
return;
}
#endif
#endif
glfwShowWindow(vd->Window);
}
static ImVec2 ImGui_ImplGlfw_GetWindowPos(ImGuiViewport* viewport)
{
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
int x = 0, y = 0;
glfwGetWindowPos(vd->Window, &x, &y);
return ImVec2((float)x, (float)y);
}
static void ImGui_ImplGlfw_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
{
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
vd->IgnoreWindowPosEventFrame = ImGui::GetFrameCount();
glfwSetWindowPos(vd->Window, (int)pos.x, (int)pos.y);
}
static ImVec2 ImGui_ImplGlfw_GetWindowSize(ImGuiViewport* viewport)
{
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
int w = 0, h = 0;
glfwGetWindowSize(vd->Window, &w, &h);
return ImVec2((float)w, (float)h);
}
static void ImGui_ImplGlfw_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
{
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
#if defined(__APPLE__) && !GLFW_HAS_OSX_WINDOW_POS_FIX
// Native OS windows are positioned from the bottom-left corner on macOS, whereas on other platforms they are
// positioned from the upper-left corner. GLFW makes an effort to convert macOS style coordinates, however it
// doesn't handle it when changing size. We are manually moving the window in order for changes of size to be based
// on the upper-left corner.
int x, y, width, height;
glfwGetWindowPos(vd->Window, &x, &y);
glfwGetWindowSize(vd->Window, &width, &height);
glfwSetWindowPos(vd->Window, x, y - height + size.y);
#endif
vd->IgnoreWindowSizeEventFrame = ImGui::GetFrameCount();
glfwSetWindowSize(vd->Window, (int)size.x, (int)size.y);
}
static ImVec2 ImGui_ImplGlfw_GetWindowFramebufferScale(ImGuiViewport* viewport)
{
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
ImVec2 framebuffer_scale;
ImGui_ImplGlfw_GetWindowSizeAndFramebufferScale(vd->Window, nullptr, &framebuffer_scale);
return framebuffer_scale;
}
static void ImGui_ImplGlfw_SetWindowTitle(ImGuiViewport* viewport, const char* title)
{
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
glfwSetWindowTitle(vd->Window, title);
}
static void ImGui_ImplGlfw_SetWindowFocus(ImGuiViewport* viewport)
{
#if GLFW_HAS_FOCUS_WINDOW
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
glfwFocusWindow(vd->Window);
#else
// FIXME: What are the effect of not having this function? At the moment imgui doesn't actually call SetWindowFocus - we set that up ahead, will answer that question later.
(void)viewport;
#endif
}
static bool ImGui_ImplGlfw_GetWindowFocus(ImGuiViewport* viewport)
{
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
return glfwGetWindowAttrib(vd->Window, GLFW_FOCUSED) != 0;
}
static bool ImGui_ImplGlfw_GetWindowMinimized(ImGuiViewport* viewport)
{
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
return glfwGetWindowAttrib(vd->Window, GLFW_ICONIFIED) != 0;
}
#if GLFW_HAS_WINDOW_ALPHA
static void ImGui_ImplGlfw_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
{
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
glfwSetWindowOpacity(vd->Window, alpha);
}
#endif
static void ImGui_ImplGlfw_RenderWindow(ImGuiViewport* viewport, void*)
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
if (bd->ClientApi == GlfwClientApi_OpenGL)
glfwMakeContextCurrent(vd->Window);
}
static void ImGui_ImplGlfw_SwapBuffers(ImGuiViewport* viewport, void*)
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
if (bd->ClientApi == GlfwClientApi_OpenGL)
{
glfwMakeContextCurrent(vd->Window);
glfwSwapBuffers(vd->Window);
}
}
//--------------------------------------------------------------------------------------------------------
// Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface)
//--------------------------------------------------------------------------------------------------------
// Avoid including <vulkan.h> so we can build without it
#if GLFW_HAS_VULKAN
#ifndef VULKAN_H_
#define VK_DEFINE_HANDLE(object) typedef struct object##_T* object;
#if defined(__LP64__) || defined(_WIN64) || defined(__x86_64__) || defined(_M_X64) || defined(__ia64) || defined (_M_IA64) || defined(__aarch64__) || defined(__powerpc64__)
#define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef struct object##_T *object;
#else
#define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef uint64_t object;
#endif
VK_DEFINE_HANDLE(VkInstance)
VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkSurfaceKHR)
struct VkAllocationCallbacks;
enum VkResult { VK_RESULT_MAX_ENUM = 0x7FFFFFFF };
#endif // VULKAN_H_
extern "C" { extern GLFWAPI VkResult glfwCreateWindowSurface(VkInstance instance, GLFWwindow* window, const VkAllocationCallbacks* allocator, VkSurfaceKHR* surface); }
static int ImGui_ImplGlfw_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface)
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
IM_UNUSED(bd);
IM_ASSERT(bd->ClientApi == GlfwClientApi_Vulkan);
VkResult err = glfwCreateWindowSurface((VkInstance)vk_instance, vd->Window, (const VkAllocationCallbacks*)vk_allocator, (VkSurfaceKHR*)out_vk_surface);
return (int)err;
}
#endif // GLFW_HAS_VULKAN
static void ImGui_ImplGlfw_InitMultiViewportSupport()
{
// Register platform interface (will be coupled with a renderer interface)
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Platform_CreateWindow = ImGui_ImplGlfw_CreateWindow;
platform_io.Platform_DestroyWindow = ImGui_ImplGlfw_DestroyWindow;
platform_io.Platform_ShowWindow = ImGui_ImplGlfw_ShowWindow;
platform_io.Platform_SetWindowPos = ImGui_ImplGlfw_SetWindowPos;
platform_io.Platform_GetWindowPos = ImGui_ImplGlfw_GetWindowPos;
platform_io.Platform_SetWindowSize = ImGui_ImplGlfw_SetWindowSize;
platform_io.Platform_GetWindowSize = ImGui_ImplGlfw_GetWindowSize;
platform_io.Platform_GetWindowFramebufferScale = ImGui_ImplGlfw_GetWindowFramebufferScale;
platform_io.Platform_SetWindowFocus = ImGui_ImplGlfw_SetWindowFocus;
platform_io.Platform_GetWindowFocus = ImGui_ImplGlfw_GetWindowFocus;
platform_io.Platform_GetWindowMinimized = ImGui_ImplGlfw_GetWindowMinimized;
platform_io.Platform_SetWindowTitle = ImGui_ImplGlfw_SetWindowTitle;
platform_io.Platform_RenderWindow = ImGui_ImplGlfw_RenderWindow;
platform_io.Platform_SwapBuffers = ImGui_ImplGlfw_SwapBuffers;
#if GLFW_HAS_WINDOW_ALPHA
platform_io.Platform_SetWindowAlpha = ImGui_ImplGlfw_SetWindowAlpha;
#endif
#if GLFW_HAS_VULKAN
platform_io.Platform_CreateVkSurface = ImGui_ImplGlfw_CreateVkSurface;
#endif
// Register main window handle (which is owned by the main application, not by us)
// This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports.
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
ImGui_ImplGlfw_ViewportData* vd = IM_NEW(ImGui_ImplGlfw_ViewportData)();
vd->Window = bd->Window;
vd->WindowOwned = false;
main_viewport->PlatformUserData = vd;
main_viewport->PlatformHandle = (void*)bd->Window;
}
static void ImGui_ImplGlfw_ShutdownMultiViewportSupport()
{
ImGui::DestroyPlatformWindows();
}
//-----------------------------------------------------------------------------
// WndProc hook (declared here because we will need access to ImGui_ImplGlfw_ViewportData)
#ifdef _WIN32
static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo()
{
LPARAM extra_info = ::GetMessageExtraInfo();
if ((extra_info & 0xFFFFFF80) == 0xFF515700)
return ImGuiMouseSource_Pen;
if ((extra_info & 0xFFFFFF80) == 0xFF515780)
return ImGuiMouseSource_TouchScreen;
return ImGuiMouseSource_Mouse;
}
static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)::GetPropA(hWnd, "IMGUI_BACKEND_DATA");
ImGuiIO& io = ImGui::GetIO(bd->Context);
WNDPROC prev_wndproc = bd->PrevWndProc;
ImGuiViewport* viewport = (ImGuiViewport*)::GetPropA(hWnd, "IMGUI_VIEWPORT");
if (viewport != NULL)
if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData)
prev_wndproc = vd->PrevWndProc;
switch (msg)
{
// GLFW doesn't allow to distinguish Mouse vs TouchScreen vs Pen.
// Add support for Win32 (based on imgui_impl_win32), because we rely on _TouchScreen info to trickle inputs differently.
case WM_MOUSEMOVE: case WM_NCMOUSEMOVE:
case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: case WM_LBUTTONUP:
case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: case WM_RBUTTONUP:
case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: case WM_MBUTTONUP:
case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: case WM_XBUTTONUP:
io.AddMouseSourceEvent(GetMouseSourceFromMessageExtraInfo());
break;
// We have submitted https://github.com/glfw/glfw/pull/1568 to allow GLFW to support "transparent inputs".
// In the meanwhile we implement custom per-platform workarounds here (FIXME-VIEWPORT: Implement same work-around for Linux/OSX!)
#if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED
case WM_NCHITTEST:
{
// Let mouse pass-through the window. This will allow the backend to call io.AddMouseViewportEvent() properly (which is OPTIONAL).
// The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging.
// If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in
// your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system.
if (viewport && (viewport->Flags & ImGuiViewportFlags_NoInputs))
return HTTRANSPARENT;
break;
}
#endif
default: break;
}
return ::CallWindowProcW(prev_wndproc, hWnd, msg, wParam, lParam);
}
#endif // #ifdef _WIN32
//-----------------------------------------------------------------------------
#if defined(__clang__)

View File

@@ -9,12 +9,10 @@
// [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) with GLFW 3.1+. Resizing cursors requires GLFW 3.4+! Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// [X] Multiple Dear ImGui contexts support.
// Missing features or Issues:
// [ ] Platform: Touch events are only correctly identified as Touch on Windows. This create issues with some interactions. GLFW doesn't provide a way to identify touch inputs from mouse inputs, we cannot call io.AddMouseSourceEvent() to identify the source. We provide a Windows-specific workaround.
// [ ] Platform: Missing ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress cursors.
// [ ] Platform: Multi-viewport: Missing ImGuiBackendFlags_HasParentViewport support. The viewport->ParentViewportID field is ignored, and therefore io.ConfigViewportsNoDefaultParent has no effect either.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.

View File

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

View File

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

View File

@@ -5,7 +5,8 @@
// [X] Renderer: User texture binding. Use 'MTLTexture' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// Missing features or Issues:
// [ ] Renderer: Missing support for DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest callbacks.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.

View File

@@ -5,7 +5,8 @@
// [X] Renderer: User texture binding. Use 'MTLTexture' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// Missing features or Issues:
// [ ] Renderer: Missing support for DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest callbacks.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@@ -17,8 +18,6 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2026-XX-XX: Metal: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2026-04-28: Added support for standard draw callbacks (in platform_io): DrawCallback_SetSamplerLinear and DrawCallback_SetSamplerNearest. (#9378, #9381)
// 2026-04-23: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState (others are not yet supported). (#9378)
// 2026-04-14: Metal: use a dedicated bufferCacheLock to avoid crashing when bufferCache is replaced by a new object while being used for @synchronize(). (#9367)
// 2026-04-03: Metal: avoid redundant vertex buffer bind in SetupRenderState. (#9343)
@@ -50,12 +49,6 @@
#import <time.h>
#import <Metal/Metal.h>
// Forward Declarations
static void ImGui_ImplMetal_InitMultiViewportSupport();
static void ImGui_ImplMetal_ShutdownMultiViewportSupport();
static void ImGui_ImplMetal_CreateDeviceObjectsForPlatformWindows();
static void ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows();
#pragma mark - Support classes
// A wrapper around a MTLBuffer object that knows the last time it was reused
@@ -86,8 +79,6 @@ static void ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows();
@interface MetalContext : NSObject
@property (nonatomic, strong) id<MTLDevice> device;
@property (nonatomic, strong) id<MTLDepthStencilState> depthStencilState;
@property (nonatomic, strong) id<MTLSamplerState> samplerStateLinear;
@property (nonatomic, strong) id<MTLSamplerState> samplerStateNearest;
@property (nonatomic, strong) FramebufferDescriptor* framebufferDescriptor; // framebuffer descriptor for current frame; transient
@property (nonatomic, strong) NSMutableDictionary* renderPipelineStateCache; // pipeline cache; keyed on framebuffer descriptors
@property (nonatomic, strong) NSMutableArray<MetalBuffer*>* bufferCache;
@@ -100,7 +91,6 @@ static void ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows();
struct ImGui_ImplMetal_Data
{
MetalContext* SharedMetalContext;
id<MTLRenderCommandEncoder> RenderCommandEncoder;
ImGui_ImplMetal_Data() { memset((void*)this, 0, sizeof(*this)); }
};
@@ -195,15 +185,12 @@ static void ImGui_ImplMetal_SetupRenderState(ImDrawData* draw_data, id<MTLComman
[commandEncoder setVertexBytes:&ortho_projection length:sizeof(ortho_projection) atIndex:1];
[commandEncoder setRenderPipelineState:renderPipelineState];
[commandEncoder setFragmentSamplerState:bd->SharedMetalContext.samplerStateLinear atIndex:0];
[commandEncoder setVertexBuffer:vertexBuffer.buffer offset:vertexBufferOffset atIndex:0];
}
// Draw callbacks
static void ImGui_ImplMetal_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way.
static void ImGui_ImplMetal_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); [bd->RenderCommandEncoder setFragmentSamplerState:bd->SharedMetalContext.samplerStateLinear atIndex:0]; }
static void ImGui_ImplMetal_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); [bd->RenderCommandEncoder setFragmentSamplerState:bd->SharedMetalContext.samplerStateNearest atIndex:0]; }
static void ImGui_ImplMetal_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way.
// Metal Render function.
void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, id<MTLCommandBuffer> commandBuffer, id<MTLRenderCommandEncoder> commandEncoder)
@@ -241,7 +228,6 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, id<MTLCommandBuffer>
MetalBuffer* vertexBuffer = [ctx dequeueReusableBufferOfLength:vertexBufferLength device:commandBuffer.device];
MetalBuffer* indexBuffer = [ctx dequeueReusableBufferOfLength:indexBufferLength device:commandBuffer.device];
bd->RenderCommandEncoder = commandEncoder;
ImGui_ImplMetal_SetupRenderState(draw_data, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, 0);
// Will project scissor/clipping rectangles into framebuffer space
@@ -320,7 +306,6 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, id<MTLCommandBuffer>
[sharedMetalContext.bufferCache addObject:indexBuffer];
}
}];
bd->RenderCommandEncoder = nil;
}
static void ImGui_ImplMetal_DestroyTexture(ImTextureData* tex)
@@ -397,19 +382,7 @@ bool ImGui_ImplMetal_CreateDeviceObjects(id<MTLDevice> device)
depthStencilDescriptor.depthWriteEnabled = NO;
depthStencilDescriptor.depthCompareFunction = MTLCompareFunctionAlways;
bd->SharedMetalContext.depthStencilState = [device newDepthStencilStateWithDescriptor:depthStencilDescriptor];
MTLSamplerDescriptor* samplerDescriptor = [[MTLSamplerDescriptor alloc] init];
samplerDescriptor.minFilter = MTLSamplerMinMagFilterLinear;
samplerDescriptor.magFilter = MTLSamplerMinMagFilterLinear;
samplerDescriptor.mipFilter = MTLSamplerMipFilterLinear;
bd->SharedMetalContext.samplerStateLinear = [device newSamplerStateWithDescriptor:samplerDescriptor];
samplerDescriptor.minFilter = MTLSamplerMinMagFilterNearest;
samplerDescriptor.magFilter = MTLSamplerMinMagFilterNearest;
samplerDescriptor.mipFilter = MTLSamplerMipFilterNearest;
bd->SharedMetalContext.samplerStateNearest = [device newSamplerStateWithDescriptor:samplerDescriptor];
ImGui_ImplMetal_CreateDeviceObjectsForPlatformWindows();
#ifdef IMGUI_IMPL_METAL_CPP
[samplerDescriptor release];
[depthStencilDescriptor release];
#endif
@@ -425,10 +398,7 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
if (tex->RefCount == 1)
ImGui_ImplMetal_DestroyTexture(tex);
ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows();
[bd->SharedMetalContext.renderPipelineStateCache removeAllObjects];
bd->SharedMetalContext.samplerStateLinear = nil;
bd->SharedMetalContext.samplerStateNearest = nil;
}
bool ImGui_ImplMetal_Init(id<MTLDevice> device)
@@ -442,18 +412,13 @@ bool ImGui_ImplMetal_Init(id<MTLDevice> device)
io.BackendRendererName = "imgui_impl_metal";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.DrawCallback_ResetRenderState = ImGui_ImplMetal_DrawCallback_ResetRenderState;
platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplMetal_DrawCallback_SetSamplerLinear;
platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplMetal_DrawCallback_SetSamplerNearest;
bd->SharedMetalContext = [[MetalContext alloc] init];
bd->SharedMetalContext.device = device;
ImGui_ImplMetal_InitMultiViewportSupport();
return true;
}
@@ -465,160 +430,15 @@ void ImGui_ImplMetal_Shutdown()
ImGuiIO& io = ImGui::GetIO();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
ImGui_ImplMetal_ShutdownMultiViewportSupport();
ImGui_ImplMetal_DestroyDeviceObjects();
ImGui_ImplMetal_DestroyBackendData();
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports);
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
platform_io.ClearRendererHandlers();
}
#pragma mark - Multi-viewport support
#import <QuartzCore/CAMetalLayer.h>
#if TARGET_OS_OSX
#import <Cocoa/Cocoa.h>
#endif
//--------------------------------------------------------------------------------------------------------
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
// This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously.
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
//--------------------------------------------------------------------------------------------------------
struct ImGuiViewportDataMetal
{
CAMetalLayer* MetalLayer;
id<MTLCommandQueue> CommandQueue;
MTLRenderPassDescriptor* RenderPassDescriptor;
void* Handle = nullptr;
bool FirstFrame = true;
};
static void ImGui_ImplMetal_CreateWindow(ImGuiViewport* viewport)
{
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
ImGuiViewportDataMetal* data = IM_NEW(ImGuiViewportDataMetal)();
viewport->RendererUserData = data;
// PlatformHandleRaw should always be a NSWindow*, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
// Some back-ends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the NSWindow*.
void* handle = viewport->PlatformHandleRaw ? viewport->PlatformHandleRaw : viewport->PlatformHandle;
IM_ASSERT(handle != nullptr);
id<MTLDevice> device = bd->SharedMetalContext.device;
CAMetalLayer* layer = [CAMetalLayer layer];
layer.device = device;
layer.framebufferOnly = YES;
layer.pixelFormat = bd->SharedMetalContext.framebufferDescriptor.colorPixelFormat;
#if TARGET_OS_OSX
NSWindow* window = (__bridge NSWindow*)handle;
NSView* view = window.contentView;
view.layer = layer;
view.wantsLayer = YES;
#endif
data->MetalLayer = layer;
data->CommandQueue = [device newCommandQueue];
data->RenderPassDescriptor = [[MTLRenderPassDescriptor alloc] init];
data->Handle = handle;
}
static void ImGui_ImplMetal_DestroyWindow(ImGuiViewport* viewport)
{
// The main viewport (owned by the application) will always have RendererUserData == 0 since we didn't create the data for it.
if (ImGuiViewportDataMetal* data = (ImGuiViewportDataMetal*)viewport->RendererUserData)
IM_DELETE(data);
viewport->RendererUserData = nullptr;
}
inline static CGSize MakeScaledSize(CGSize size, CGFloat scale)
{
return CGSizeMake(size.width * scale, size.height * scale);
}
static void ImGui_ImplMetal_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
{
ImGuiViewportDataMetal* data = (ImGuiViewportDataMetal*)viewport->RendererUserData;
data->MetalLayer.drawableSize = MakeScaledSize(CGSizeMake(size.x, size.y), viewport->DpiScale);
}
static void ImGui_ImplMetal_RenderWindow(ImGuiViewport* viewport, void*)
{
ImGuiViewportDataMetal* data = (ImGuiViewportDataMetal*)viewport->RendererUserData;
#if TARGET_OS_OSX
void* handle = viewport->PlatformHandleRaw ? viewport->PlatformHandleRaw : viewport->PlatformHandle;
NSWindow* window = (__bridge NSWindow*)handle;
// Always render the first frame, regardless of occlusionState, to avoid an initial flicker
if ((window.occlusionState & NSWindowOcclusionStateVisible) == 0 && !data->FirstFrame)
{
// Do not render windows which are completely occluded. Calling -[CAMetalLayer nextDrawable] will hang for
// approximately 1 second if the Metal layer is completely occluded.
return;
}
data->FirstFrame = false;
float fb_scale = (float)window.backingScaleFactor;
if (data->MetalLayer.contentsScale != fb_scale)
{
data->MetalLayer.contentsScale = fb_scale;
data->MetalLayer.drawableSize = MakeScaledSize(window.frame.size, fb_scale);
}
#endif
id <CAMetalDrawable> drawable = [data->MetalLayer nextDrawable];
if (drawable == nil)
return;
MTLRenderPassDescriptor* renderPassDescriptor = data->RenderPassDescriptor;
renderPassDescriptor.colorAttachments[0].texture = drawable.texture;
renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(0, 0, 0, 0);
if ((viewport->Flags & ImGuiViewportFlags_NoRendererClear) == 0)
renderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionClear;
id <MTLCommandBuffer> commandBuffer = [data->CommandQueue commandBuffer];
id <MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor];
ImGui_ImplMetal_RenderDrawData(viewport->DrawData, commandBuffer, renderEncoder);
[renderEncoder endEncoding];
[commandBuffer presentDrawable:drawable];
[commandBuffer commit];
}
static void ImGui_ImplMetal_InitMultiViewportSupport()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Renderer_CreateWindow = ImGui_ImplMetal_CreateWindow;
platform_io.Renderer_DestroyWindow = ImGui_ImplMetal_DestroyWindow;
platform_io.Renderer_SetWindowSize = ImGui_ImplMetal_SetWindowSize;
platform_io.Renderer_RenderWindow = ImGui_ImplMetal_RenderWindow;
}
static void ImGui_ImplMetal_ShutdownMultiViewportSupport()
{
ImGui::DestroyPlatformWindows();
}
static void ImGui_ImplMetal_CreateDeviceObjectsForPlatformWindows()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
for (int i = 1; i < platform_io.Viewports.Size; i++)
if (!platform_io.Viewports[i]->RendererUserData)
ImGui_ImplMetal_CreateWindow(platform_io.Viewports[i]);
}
static void ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
for (int i = 1; i < platform_io.Viewports.Size; i++)
if (platform_io.Viewports[i]->RendererUserData)
ImGui_ImplMetal_DestroyWindow(platform_io.Viewports[i]);
}
#pragma mark - MetalBuffer implementation
@implementation MetalBuffer
@@ -779,9 +599,9 @@ static void ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows()
"}\n"
"\n"
"fragment half4 fragment_main(VertexOut in [[stage_in]],\n"
" texture2d<half, access::sample> texture [[texture(0)]],\n"
" sampler textureSampler [[sampler(0)]]) {\n"
" half4 texColor = texture.sample(textureSampler, in.texCoords);\n"
" texture2d<half, access::sample> texture [[texture(0)]]) {\n"
" constexpr sampler linearSampler(coord::normalized, min_filter::linear, mag_filter::linear, mip_filter::linear);\n"
" half4 texColor = texture.sample(linearSampler, in.texCoords);\n"
" return half4(in.color) * texColor;\n"
"}\n";

View File

@@ -4,7 +4,6 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// Missing features or Issues:
// [ ] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [ ] Renderer: Use of DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest is emulated by poking to glTexParameter(), as legacy OpenGL doesn't have glBindSampler().
@@ -27,7 +26,6 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2026-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2026-04-23: OpenGL: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. (#9378)
// 2026-03-12: OpenGL: Fixed invalid assert in ImGui_ImplOpenGL3_UpdateTexture() if ImTextureID_Invalid is defined to be != 0, which became the default since 2026-03-12. (#9295)
// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
@@ -103,10 +101,6 @@ static ImGui_ImplOpenGL2_Data* ImGui_ImplOpenGL2_GetBackendData()
return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL2_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
}
// Forward Declarations
static void ImGui_ImplOpenGL2_InitMultiViewportSupport();
static void ImGui_ImplOpenGL2_ShutdownMultiViewportSupport();
// Functions
void ImGui_ImplOpenGL2_NewFrame()
{
@@ -352,9 +346,6 @@ bool ImGui_ImplOpenGL2_Init()
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_opengl2";
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
ImGui_ImplOpenGL2_InitMultiViewportSupport();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.DrawCallback_ResetRenderState = ImGui_ImplOpenGL2_DrawCallback_ResetRenderState;
@@ -371,44 +362,15 @@ void ImGui_ImplOpenGL2_Shutdown()
ImGuiIO& io = ImGui::GetIO();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
ImGui_ImplOpenGL2_ShutdownMultiViewportSupport();
ImGui_ImplOpenGL2_DestroyDeviceObjects();
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports);
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasTextures);
platform_io.ClearRendererHandlers();
IM_DELETE(bd);
}
//--------------------------------------------------------------------------------------------------------
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
//--------------------------------------------------------------------------------------------------------
static void ImGui_ImplOpenGL2_RenderWindow(ImGuiViewport* viewport, void*)
{
if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
{
ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT);
}
ImGui_ImplOpenGL2_RenderDrawData(viewport->DrawData);
}
static void ImGui_ImplOpenGL2_InitMultiViewportSupport()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL2_RenderWindow;
}
static void ImGui_ImplOpenGL2_ShutdownMultiViewportSupport()
{
ImGui::DestroyPlatformWindows();
}
//-----------------------------------------------------------------------------
#if defined(__clang__)

View File

@@ -4,7 +4,6 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// Missing features or Issues:
// [ ] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [ ] Renderer: Use of DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest is emulated by poking to glTexParameter(), as legacy OpenGL doesn't have glBindSampler().

View File

@@ -7,7 +7,6 @@
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
// [x] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset) [Desktop OpenGL only!]
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// About WebGL/ES:
// - You need to '#define IMGUI_IMPL_OPENGL_ES2' or '#define IMGUI_IMPL_OPENGL_ES3' to use WebGL or OpenGL ES.
@@ -24,7 +23,6 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2026-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2026-04-23: OpenGL: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. (#9378)
// 2026-03-12: OpenGL: Fixed invalid assert in ImGui_ImplOpenGL3_UpdateTexture() if ImTextureID_Invalid is defined to be != 0, which became the default since 2026-03-12. (#9295)
// 2025-12-11: OpenGL: Fixed embedded loader multiple init/shutdown cycles broken on some platforms. (#8792, #9112)
@@ -257,9 +255,7 @@ struct ImGui_ImplOpenGL3_Data
bool UseBufferSubData;
bool UseTexParameterToSetSampler;
GLuint NextSampler; // Used if !HasBindSampler && UseTexParameterToSetSampler.
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
GLuint TexSamplers[2]; // Used if HasBindSimpler. (0=linear, 1=nearest)
#endif
GLuint TexSamplers[2]; // Used if IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER && HasBindSimpler (0=linear, 1=nearest).
ImVector<char> TempBuffer;
@@ -273,10 +269,6 @@ static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_GetBackendData()
return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
}
// Forward Declarations
static void ImGui_ImplOpenGL3_InitMultiViewportSupport();
static void ImGui_ImplOpenGL3_ShutdownMultiViewportSupport();
// OpenGL vertex attribute state (for ES 1.0 and ES 2.0 only)
#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
struct ImGui_ImplOpenGL3_VtxAttribState
@@ -412,13 +404,8 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
// Draw callbacks
static void ImGui_ImplOpenGL3_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way.
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
static void ImGui_ImplOpenGL3_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); if (bd->HasBindSampler) { glBindSampler(0, bd->TexSamplers[0]); } else { bd->UseTexParameterToSetSampler = true; bd->NextSampler = GL_LINEAR; } }
static void ImGui_ImplOpenGL3_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); if (bd->HasBindSampler) { glBindSampler(0, bd->TexSamplers[1]); } else { bd->UseTexParameterToSetSampler = true; bd->NextSampler = GL_NEAREST; } }
#else
static void ImGui_ImplOpenGL3_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); bd->UseTexParameterToSetSampler = true; bd->NextSampler = GL_LINEAR; }
static void ImGui_ImplOpenGL3_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); bd->UseTexParameterToSetSampler = true; bd->NextSampler = GL_NEAREST; }
#endif
// OpenGL3 Render function.
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly.
@@ -957,9 +944,7 @@ void ImGui_ImplOpenGL3_DestroyDeviceObjects()
{
ImGui_ImplOpenGL3_InitLoader();
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
if (bd->TexSamplers[0]) { glDeleteSamplers(2, &bd->TexSamplers[0]); bd->TexSamplers[0] = bd->TexSamplers[1] = 0; }
#endif
if (bd->VboHandle) { glDeleteBuffers(1, &bd->VboHandle); bd->VboHandle = 0; }
if (bd->ElementsHandle) { glDeleteBuffers(1, &bd->ElementsHandle); bd->ElementsHandle = 0; }
if (bd->ShaderHandle) { glDeleteProgram(bd->ShaderHandle); bd->ShaderHandle = 0; }
@@ -1036,7 +1021,6 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
#endif
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = (int)bd->MaxTextureSize;
@@ -1086,8 +1070,6 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
}
#endif
ImGui_ImplOpenGL3_InitMultiViewportSupport();
return true;
}
@@ -1098,46 +1080,17 @@ void ImGui_ImplOpenGL3_Shutdown()
ImGuiIO& io = ImGui::GetIO();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
ImGui_ImplOpenGL3_ShutdownMultiViewportSupport();
ImGui_ImplOpenGL3_DestroyDeviceObjects();
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports);
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
platform_io.ClearRendererHandlers();
IM_DELETE(bd);
ImGui_ImplOpenGL3_ShutdownLoader();
}
//--------------------------------------------------------------------------------------------------------
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
//--------------------------------------------------------------------------------------------------------
static void ImGui_ImplOpenGL3_RenderWindow(ImGuiViewport* viewport, void*)
{
if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
{
ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT);
}
ImGui_ImplOpenGL3_RenderDrawData(viewport->DrawData);
}
static void ImGui_ImplOpenGL3_InitMultiViewportSupport()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL3_RenderWindow;
}
static void ImGui_ImplOpenGL3_ShutdownMultiViewportSupport()
{
ImGui::DestroyPlatformWindows();
}
//-----------------------------------------------------------------------------
#if defined(__GNUC__)

View File

@@ -7,7 +7,6 @@
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
// [x] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset) [Desktop OpenGL only!]
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// About WebGL/ES:
// - You need to '#define IMGUI_IMPL_OPENGL_ES2' or '#define IMGUI_IMPL_OPENGL_ES3' to use WebGL or OpenGL ES.

View File

@@ -10,10 +10,6 @@
// [X] Platform: Gamepad support.
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: IME support.
// [x] Platform: Multi-viewport / platform windows.
// Missing features or Issues:
// [ ] Platform: Multi-viewport: Window size not correctly reported when enabling io.ConfigViewportsNoDecoration
// [ ] Platform: Multi-viewport: Missing ImGuiBackendFlags_HasParentViewport support. The viewport->ParentViewportID field is ignored, and therefore io.ConfigViewportsNoDefaultParent has no effect either.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.

View File

@@ -10,10 +10,6 @@
// [X] Platform: Gamepad support.
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: IME support.
// [x] Platform: Multi-viewport / platform windows.
// Missing features or Issues:
// [ ] Platform: Multi-viewport: Window size not correctly reported when enabling io.ConfigViewportsNoDecoration
// [ ] Platform: Multi-viewport: Missing ImGuiBackendFlags_HasParentViewport support. The viewport->ParentViewportID field is ignored, and therefore io.ConfigViewportsNoDefaultParent has no effect either.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@@ -33,12 +29,9 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2026-XX-XX: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2025-09-18: Call platform_io.ClearPlatformHandlers() on shutdown.
// 2025-07-08: [Docking] Fixed multi-viewport handling broken on 2025-06-02. (#8644, #8777)
// 2025-06-27: Added ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress mouse cursor support.
// 2025-06-12: ImGui_ImplOSX_HandleEvent() only process event for window containing our view. (#8644)
// 2025-05-15: [Docking] Add Platform_GetWindowFramebufferScale() handler, to allow varying Retina display density on multiple monitors.
// 2025-03-21: Fill gamepad inputs and set ImGuiBackendFlags_HasGamepad regardless of ImGuiConfigFlags_NavEnableGamepad being set.
// 2025-01-20: Removed notification observer when shutting down. (#8331)
// 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
@@ -108,9 +101,6 @@ static void ImGui_ImplOSX_DestroyBackendData() { IM_DELETE(
static inline CFTimeInterval GetMachAbsoluteTimeInSeconds() { return (CFTimeInterval)(double)(clock_gettime_nsec_np(CLOCK_UPTIME_RAW) / 1e9); }
// Forward Declarations
static void ImGui_ImplOSX_InitMultiViewportSupport();
static void ImGui_ImplOSX_ShutdownMultiViewportSupport();
static void ImGui_ImplOSX_UpdateMonitors();
static void ImGui_ImplOSX_AddTrackingArea(NSView* _Nonnull view);
static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view);
@@ -158,20 +148,6 @@ static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view);
NSWindow* window = view.window;
if (!window)
return;
ImGuiIO& io = ImGui::GetIO();
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
NSRect frame = window.frame;
NSRect contentRect = window.contentLayoutRect;
if (window.styleMask & NSWindowStyleMaskFullSizeContentView) // No title bar windows should be considered.
contentRect = frame;
NSRect firstScreenFrame = NSScreen.screens[0].frame;
_imeRect = NSMakeRect(_posX, _posY, 0, 0);
_imeRect.origin.y = firstScreenFrame.size.height - _imeRect.size.height - _imeRect.origin.y; // Opposite of ConvertNSRect()
}
else
{
NSRect contentRect = [window contentRectForFrameRect:window.frame];
NSRect rect = NSMakeRect(_posX, contentRect.size.height - _posY, 0, 0);
@@ -271,7 +247,6 @@ static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view);
- (void)onApplicationBecomeActive:(NSNotification*)aNotification;
- (void)onApplicationBecomeInactive:(NSNotification*)aNotification;
- (void)displaysDidChange:(NSNotification*)aNotification;
@end
@@ -289,11 +264,6 @@ static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view);
io.AddFocusEvent(false);
}
- (void)displaysDidChange:(NSNotification*)aNotification
{
ImGui_ImplOSX_UpdateMonitors();
}
@end
// Functions
@@ -448,15 +418,11 @@ bool ImGui_ImplOSX_Init(NSView* view)
io.BackendPlatformName = "imgui_impl_osx";
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
//io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
//io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can call io.AddMouseViewportEvent() with correct data (optional)
bd->Observer = [ImGuiObserver new];
bd->Window = view.window ?: NSApp.orderedWindows.firstObject;
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (__bridge_retained void*)bd->Window;
ImGui_ImplOSX_UpdateMonitors();
ImGui_ImplOSX_InitMultiViewportSupport();
// Load cursors. Some of them are undocumented.
bd->MouseCursorHidden = false;
@@ -548,14 +514,14 @@ void ImGui_ImplOSX_Shutdown()
bd->Monitor = nullptr;
}
ImGui_ImplOSX_ShutdownMultiViewportSupport();
ImGui_ImplOSX_DestroyBackendData();
ImGuiIO& io = ImGui::GetIO();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
io.BackendPlatformName = nullptr;
io.BackendPlatformUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports);
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasGamepad);
platform_io.ClearPlatformHandlers();
}
@@ -706,10 +672,10 @@ static ImGuiMouseSource GetMouseSource(NSEvent* event)
static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view)
{
// Only process events from the window containing ImGui view
if (!ImGui::FindViewportByPlatformHandle((__bridge void*)event.window))
if (event.window != view.window)
return false;
ImGuiIO& io = ImGui::GetIO();
if (event.type == NSEventTypeLeftMouseDown || event.type == NSEventTypeRightMouseDown || event.type == NSEventTypeOtherMouseDown)
{
int button = (int)[event buttonNumber];
@@ -734,23 +700,14 @@ static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view)
if (event.type == NSEventTypeMouseMoved || event.type == NSEventTypeLeftMouseDragged || event.type == NSEventTypeRightMouseDragged || event.type == NSEventTypeOtherMouseDragged)
{
NSPoint mousePoint;
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
mousePoint = NSEvent.mouseLocation;
mousePoint.y = CGDisplayPixelsHigh(kCGDirectMainDisplay) - mousePoint.y; // Normalize y coordinate to top-left of main display.
}
NSPoint mousePoint = event.locationInWindow;
if (event.window == nil)
mousePoint = [[view window] convertPointFromScreen:mousePoint];
mousePoint = [view convertPoint:mousePoint fromView:nil];
if ([view isFlipped])
mousePoint = NSMakePoint(mousePoint.x, mousePoint.y);
else
{
mousePoint = event.locationInWindow;
if (event.window == nil)
mousePoint = [[view window] convertPointFromScreen:mousePoint];
mousePoint = [view convertPoint:mousePoint fromView:nil]; // Convert to local coordinates of view
if ([view isFlipped])
mousePoint = NSMakePoint(mousePoint.x, mousePoint.y);
else
mousePoint = NSMakePoint(mousePoint.x, view.bounds.size.height - mousePoint.y);
}
mousePoint = NSMakePoint(mousePoint.x, view.bounds.size.height - mousePoint.y);
io.AddMouseSourceEvent(GetMouseSource(event));
io.AddMousePosEvent((float)mousePoint.x, (float)mousePoint.y);
return io.WantCaptureMouse;
@@ -876,300 +833,6 @@ static void ImGui_ImplOSX_AddTrackingArea(NSView* _Nonnull view)
}];
}
//--------------------------------------------------------------------------------------------------------
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
// This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously.
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
//--------------------------------------------------------------------------------------------------------
struct ImGui_ImplOSX_ViewportData
{
NSWindow* Window;
bool WindowOwned;
ImGui_ImplOSX_ViewportData() { WindowOwned = false; }
~ImGui_ImplOSX_ViewportData() { IM_ASSERT(Window == nil); }
};
@interface ImGui_ImplOSX_Window: NSWindow
@end
@implementation ImGui_ImplOSX_Window
- (BOOL)canBecomeKeyWindow
{
return YES;
}
@end
static void ConvertNSRect(NSRect* r)
{
NSRect firstScreenFrame = NSScreen.screens[0].frame;
IM_ASSERT(firstScreenFrame.origin.x == 0 && firstScreenFrame.origin.y == 0);
r->origin.y = firstScreenFrame.size.height - r->origin.y - r->size.height;
}
static void ImGui_ImplOSX_CreateWindow(ImGuiViewport* viewport)
{
ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData();
ImGui_ImplOSX_ViewportData* vd = IM_NEW(ImGui_ImplOSX_ViewportData)();
viewport->PlatformUserData = vd;
NSScreen* screen = bd->Window.screen;
NSRect rect = NSMakeRect(viewport->Pos.x, viewport->Pos.y, viewport->Size.x, viewport->Size.y);
ConvertNSRect(&rect);
NSWindowStyleMask styleMask = 0;
if (viewport->Flags & ImGuiViewportFlags_NoDecoration)
styleMask |= NSWindowStyleMaskBorderless;
else
styleMask |= NSWindowStyleMaskTitled | NSWindowStyleMaskResizable | NSWindowStyleMaskClosable | NSWindowStyleMaskMiniaturizable;
NSWindow* window = [[ImGui_ImplOSX_Window alloc] initWithContentRect:rect
styleMask:styleMask
backing:NSBackingStoreBuffered
defer:YES
screen:screen];
if (viewport->Flags & ImGuiViewportFlags_TopMost)
[window setLevel:NSFloatingWindowLevel];
window.title = @"Untitled";
window.opaque = YES;
KeyEventResponder* view = [[KeyEventResponder alloc] initWithFrame:rect];
if (floor(NSAppKitVersionNumber) > NSAppKitVersionNumber10_6 && ceil(NSAppKitVersionNumber) < NSAppKitVersionNumber10_15)
[view setWantsBestResolutionOpenGLSurface:YES];
window.contentView = view;
vd->Window = window;
vd->WindowOwned = true;
viewport->PlatformRequestResize = false;
viewport->PlatformHandle = viewport->PlatformHandleRaw = (__bridge_retained void*)window;
}
static void ImGui_ImplOSX_DestroyWindow(ImGuiViewport* viewport)
{
if (ImGui_ImplOSX_ViewportData* vd = (ImGui_ImplOSX_ViewportData*)viewport->PlatformUserData)
{
NSWindow* window = vd->Window;
if (window != nil && vd->WindowOwned)
{
window.contentView = nil;
window.contentViewController = nil;
[window orderOut:nil];
}
vd->Window = nil;
IM_DELETE(vd);
}
viewport->PlatformUserData = viewport->PlatformHandle = viewport->PlatformHandleRaw = nullptr;
}
static void ImGui_ImplOSX_ShowWindow(ImGuiViewport* viewport)
{
ImGui_ImplOSX_ViewportData* vd = (ImGui_ImplOSX_ViewportData*)viewport->PlatformUserData;
IM_ASSERT(vd->Window != 0);
if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
[vd->Window orderFront:nil];
else
[vd->Window makeKeyAndOrderFront:nil];
[vd->Window setIsVisible:YES];
}
static ImVec2 ImGui_ImplOSX_GetWindowPos(ImGuiViewport* viewport)
{
ImGui_ImplOSX_ViewportData* vd = (ImGui_ImplOSX_ViewportData*)viewport->PlatformUserData;
IM_ASSERT(vd->Window != 0);
NSWindow* window = vd->Window;
NSRect frame = window.frame;
NSRect contentRect = window.contentLayoutRect;
if (window.styleMask & NSWindowStyleMaskFullSizeContentView) // No title bar windows should be considered.
contentRect = frame;
NSRect firstScreenFrame = NSScreen.screens[0].frame;
return ImVec2(frame.origin.x, firstScreenFrame.size.height - frame.origin.y - contentRect.size.height);
}
static void ImGui_ImplOSX_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
{
ImGui_ImplOSX_ViewportData* vd = (ImGui_ImplOSX_ViewportData*)viewport->PlatformUserData;
IM_ASSERT(vd->Window != 0);
NSWindow* window = vd->Window;
NSSize size = window.frame.size;
NSRect r = NSMakeRect(pos.x, pos.y, size.width, size.height);
ConvertNSRect(&r);
[window setFrameOrigin:r.origin];
}
static ImVec2 ImGui_ImplOSX_GetWindowSize(ImGuiViewport* viewport)
{
ImGui_ImplOSX_ViewportData* vd = (ImGui_ImplOSX_ViewportData*)viewport->PlatformUserData;
IM_ASSERT(vd->Window != 0);
NSWindow* window = vd->Window;
NSSize size = window.contentLayoutRect.size;
return ImVec2(size.width, size.height);
}
static void ImGui_ImplOSX_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
{
ImGui_ImplOSX_ViewportData* vd = (ImGui_ImplOSX_ViewportData*)viewport->PlatformUserData;
IM_ASSERT(vd->Window != 0);
NSWindow* window = vd->Window;
NSRect rect = window.frame;
rect.origin.y -= (size.y - rect.size.height);
rect.size.width = size.x;
rect.size.height = size.y;
[window setFrame:rect display:YES];
}
static ImVec2 ImGui_ImplOSX_GetWindowFramebufferScale(ImGuiViewport* viewport)
{
ImGui_ImplOSX_ViewportData* vd = (ImGui_ImplOSX_ViewportData*)viewport->PlatformUserData;
NSWindow* window = vd->Window;
const float fb_scale = (float)[window backingScaleFactor];
return ImVec2(fb_scale, fb_scale);
}
static void ImGui_ImplOSX_SetWindowFocus(ImGuiViewport* viewport)
{
ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData();
ImGui_ImplOSX_ViewportData* vd = (ImGui_ImplOSX_ViewportData*)viewport->PlatformUserData;
IM_ASSERT(vd->Window != 0);
[vd->Window makeKeyAndOrderFront:bd->Window];
}
static bool ImGui_ImplOSX_GetWindowFocus(ImGuiViewport* viewport)
{
ImGui_ImplOSX_ViewportData* vd = (ImGui_ImplOSX_ViewportData*)viewport->PlatformUserData;
IM_ASSERT(vd->Window != 0);
return vd->Window.isKeyWindow;
}
static bool ImGui_ImplOSX_GetWindowMinimized(ImGuiViewport* viewport)
{
ImGui_ImplOSX_ViewportData* vd = (ImGui_ImplOSX_ViewportData*)viewport->PlatformUserData;
IM_ASSERT(vd->Window != 0);
return vd->Window.isMiniaturized;
}
static void ImGui_ImplOSX_SetWindowTitle(ImGuiViewport* viewport, const char* title)
{
ImGui_ImplOSX_ViewportData* vd = (ImGui_ImplOSX_ViewportData*)viewport->PlatformUserData;
IM_ASSERT(vd->Window != 0);
vd->Window.title = [NSString stringWithUTF8String:title];
}
static void ImGui_ImplOSX_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
{
ImGui_ImplOSX_ViewportData* vd = (ImGui_ImplOSX_ViewportData*)viewport->PlatformUserData;
IM_ASSERT(vd->Window != 0);
IM_ASSERT(alpha >= 0.0f && alpha <= 1.0f);
vd->Window.alphaValue = alpha;
}
static float ImGui_ImplOSX_GetWindowDpiScale(ImGuiViewport* viewport)
{
ImGui_ImplOSX_ViewportData* vd = (ImGui_ImplOSX_ViewportData*)viewport->PlatformUserData;
IM_ASSERT(vd->Window != 0);
return vd->Window.backingScaleFactor;
}
static void ImGui_ImplOSX_UpdateMonitors()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Monitors.resize(0);
NSRect firstScreenFrame = NSScreen.screens[0].frame;
IM_ASSERT(firstScreenFrame.origin.x == 0 && firstScreenFrame.origin.y == 0);
for (NSScreen* screen in NSScreen.screens)
{
NSRect frame = screen.frame;
NSRect visibleFrame = screen.visibleFrame;
ConvertNSRect(&frame);
ConvertNSRect(&visibleFrame);
ImGuiPlatformMonitor imgui_monitor;
imgui_monitor.MainPos = ImVec2(frame.origin.x, frame.origin.y);
imgui_monitor.MainSize = ImVec2(frame.size.width, frame.size.height);
imgui_monitor.WorkPos = ImVec2(visibleFrame.origin.x, visibleFrame.origin.y);
imgui_monitor.WorkSize = ImVec2(visibleFrame.size.width, visibleFrame.size.height);
imgui_monitor.DpiScale = screen.backingScaleFactor;
imgui_monitor.PlatformHandle = (__bridge_retained void*)screen;
platform_io.Monitors.push_back(imgui_monitor);
}
}
static void ImGui_ImplOSX_InitMultiViewportSupport()
{
ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData();
// Register platform interface (will be coupled with a renderer interface)
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Platform_CreateWindow = ImGui_ImplOSX_CreateWindow;
platform_io.Platform_DestroyWindow = ImGui_ImplOSX_DestroyWindow;
platform_io.Platform_ShowWindow = ImGui_ImplOSX_ShowWindow;
platform_io.Platform_SetWindowPos = ImGui_ImplOSX_SetWindowPos;
platform_io.Platform_GetWindowPos = ImGui_ImplOSX_GetWindowPos;
platform_io.Platform_SetWindowSize = ImGui_ImplOSX_SetWindowSize;
platform_io.Platform_GetWindowSize = ImGui_ImplOSX_GetWindowSize;
platform_io.Platform_GetWindowFramebufferScale = ImGui_ImplOSX_GetWindowFramebufferScale;
platform_io.Platform_SetWindowFocus = ImGui_ImplOSX_SetWindowFocus;
platform_io.Platform_GetWindowFocus = ImGui_ImplOSX_GetWindowFocus;
platform_io.Platform_GetWindowMinimized = ImGui_ImplOSX_GetWindowMinimized;
platform_io.Platform_SetWindowTitle = ImGui_ImplOSX_SetWindowTitle;
platform_io.Platform_SetWindowAlpha = ImGui_ImplOSX_SetWindowAlpha;
platform_io.Platform_GetWindowDpiScale = ImGui_ImplOSX_GetWindowDpiScale; // FIXME-DPI
// Register main window handle (which is owned by the main application, not by us)
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
ImGui_ImplOSX_ViewportData* vd = IM_NEW(ImGui_ImplOSX_ViewportData)();
vd->Window = bd->Window;
vd->WindowOwned = false;
main_viewport->PlatformUserData = vd;
main_viewport->PlatformHandle = (__bridge void*)bd->Window;
[NSNotificationCenter.defaultCenter addObserver:bd->Observer
selector:@selector(displaysDidChange:)
name:NSApplicationDidChangeScreenParametersNotification
object:nil];
}
static void ImGui_ImplOSX_ShutdownMultiViewportSupport()
{
ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData();
[NSNotificationCenter.defaultCenter removeObserver:bd->Observer
name:NSApplicationDidChangeScreenParametersNotification
object:nil];
bd->Observer = nullptr;
bd->Window = nullptr;
if (bd->Monitor != nullptr)
{
[NSEvent removeMonitor:bd->Monitor];
bd->Monitor = nullptr;
}
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
ImGui_ImplOSX_ViewportData* vd = (ImGui_ImplOSX_ViewportData*)main_viewport->PlatformUserData;
IM_DELETE(vd);
main_viewport->PlatformUserData = nullptr;
ImGui::DestroyPlatformWindows();
}
//-----------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE

View File

@@ -10,10 +10,6 @@
// [X] Platform: Gamepad support.
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// Missing features or Issues:
// [ ] Platform: Multi-viewport: Minimized windows seems to break mouse wheel events (at least under Windows).
// [ ] Platform: Multi-viewport: Missing ImGuiBackendFlags_HasParentViewport support. The viewport->ParentViewportID field is ignored, and therefore io.ConfigViewportsNoDefaultParent has no effect either.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@@ -25,9 +21,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2026-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2026-04-16: Made ImGui_ImplSDL2_GetContentScaleForWindow(), ImGui_ImplSDL2_GetContentScaleForDisplay() helpers return a minimum of 1.0f, as some Linux setup seems to report <1.0f value and this breaks scaling border size. (#9369)
// 2026-03-09: [Docking] Fixed an issue dated 2025/04/09 (1.92 WIP) where a refactor+merge caused ImGuiBackendFlags_HasMouseHoveredViewport to never be set, causing foreign windows to be ignored when deciding of hovered viewport. (#9284)
// 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)
@@ -35,15 +29,11 @@
// 2025-09-15: Content Scales are always reported as 1.0 on Wayland. (#8921)
// 2025-07-08: Made ImGui_ImplSDL2_GetContentScaleForWindow(), ImGui_ImplSDL2_GetContentScaleForDisplay() helpers return 1.0f on Emscripten and Android platforms, matching macOS logic. (#8742, #8733)
// 2025-06-11: Added ImGui_ImplSDL2_GetContentScaleForWindow(SDL_Window* window) and ImGui_ImplSDL2_GetContentScaleForDisplay(int display_index) helper to facilitate making DPI-aware apps.
// 2025-05-15: [Docking] Add Platform_GetWindowFramebufferScale() handler, to allow varying Retina display density on multiple monitors.
// 2025-04-09: [Docking] Revert update monitors and work areas information every frame. Only do it on Windows. (#8415, #8558)
// 2025-04-09: Don't attempt to call SDL_CaptureMouse() on drivers where we don't call SDL_GetGlobalMouseState(). (#8561)
// 2025-03-21: 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)
// 2025-02-25: [Docking] Revert to use SDL_GetDisplayBounds() for WorkPos/WorkRect if SDL_GetDisplayUsableBounds() failed.
// 2025-02-24: Avoid calling SDL_GetGlobalMouseState() when mouse is in relative mode.
// 2025-02-21: [Docking] Update monitors and work areas information every frame, as the later may change regardless of monitor changes. (#8415)
// 2025-02-18: Added ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress mouse cursor support.
// 2025-02-10: Using SDL_OpenURL() in platform_io.Platform_OpenInShellFn handler.
// 2025-01-20: Made ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode_Manual) accept an empty array.
@@ -84,7 +74,7 @@
// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
// 2021-08-17: Calling io.AddFocusEvent() on SDL_WINDOWEVENT_FOCUS_GAINED/SDL_WINDOWEVENT_FOCUS_LOST.
// 2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using SDL_GetMouseFocus() + SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, requires SDL 2.0.5+)
// 2021-06:29: *BREAKING CHANGE* Removed 'SDL_Window* window' parameter to ImGui_ImplSDL2_NewFrame() which was unnecessary.
// 2021-06-29: *BREAKING CHANGE* Removed 'SDL_Window* window' parameter to ImGui_ImplSDL2_NewFrame() which was unnecessary.
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2021-03-22: Rework global mouse pos availability check listing supported platforms explicitly, effectively fixing mouse access on Raspberry Pi. (#2837, #3950)
// 2020-05-25: Misc: Report a zero display-size when window is minimized, to be consistent with other backends.
@@ -126,7 +116,6 @@
#endif
// SDL
// (the multi-viewports feature requires SDL features supported from SDL 2.0.4+. SDL 2.0.5+ is highly recommended)
#include <SDL.h>
#include <SDL_syswm.h>
#include <stdio.h> // for snprintf()
@@ -143,18 +132,11 @@
#else
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0
#endif
#define SDL_HAS_WINDOW_ALPHA SDL_VERSION_ATLEAST(2,0,5)
#define SDL_HAS_ALWAYS_ON_TOP SDL_VERSION_ATLEAST(2,0,5)
#define SDL_HAS_USABLE_DISPLAY_BOUNDS SDL_VERSION_ATLEAST(2,0,5)
#define SDL_HAS_PER_MONITOR_DPI SDL_VERSION_ATLEAST(2,0,4)
#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6)
#define SDL_HAS_DISPLAY_EVENT SDL_VERSION_ATLEAST(2,0,9)
#define SDL_HAS_OPEN_URL SDL_VERSION_ATLEAST(2,0,14)
#define SDL_HAS_SHOW_WINDOW_ACTIVATION_HINT SDL_VERSION_ATLEAST(2,0,18)
#if SDL_HAS_VULKAN
#include <SDL_vulkan.h>
#else
static const Uint32 SDL_WINDOW_VULKAN = 0x10000000;
#endif
// SDL Data
@@ -166,8 +148,6 @@ struct ImGui_ImplSDL2_Data
Uint64 Time;
char* ClipboardTextData;
char BackendPlatformName[48];
bool UseVulkan;
bool WantUpdateMonitors;
// Mouse handling
Uint32 MouseWindowID;
@@ -176,7 +156,6 @@ struct ImGui_ImplSDL2_Data
SDL_Cursor* MouseLastCursor;
int MouseLastLeaveFrame;
bool MouseCanUseGlobalState;
bool MouseCanReportHoveredViewport; // This is hard to use/unreliable on SDL so we'll set ImGuiBackendFlags_HasMouseHoveredViewport dynamically based on state.
ImGui_ImplSDL2_MouseCaptureMode MouseCaptureMode;
// Gamepad handling
@@ -196,11 +175,6 @@ static ImGui_ImplSDL2_Data* ImGui_ImplSDL2_GetBackendData()
return ImGui::GetCurrentContext() ? (ImGui_ImplSDL2_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
}
// Forward Declarations
static void ImGui_ImplSDL2_UpdateMonitors();
static void ImGui_ImplSDL2_InitMultiViewportSupport(SDL_Window* window, void* sdl_gl_context);
static void ImGui_ImplSDL2_ShutdownMultiViewportSupport();
// Functions
static const char* ImGui_ImplSDL2_GetClipboardText(ImGuiContext*)
{
@@ -220,13 +194,13 @@ static void ImGui_ImplSDL2_SetClipboardText(ImGuiContext*, const char* text)
}
// Note: native IME will only display if user calls SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1") _before_ SDL_CreateWindow().
static void ImGui_ImplSDL2_PlatformSetImeData(ImGuiContext*, ImGuiViewport* viewport, ImGuiPlatformImeData* data)
static void ImGui_ImplSDL2_PlatformSetImeData(ImGuiContext*, ImGuiViewport*, ImGuiPlatformImeData* data)
{
if (data->WantVisible)
{
SDL_Rect r;
r.x = (int)(data->InputPos.x - viewport->Pos.x);
r.y = (int)(data->InputPos.y - viewport->Pos.y);
r.x = (int)data->InputPos.x;
r.y = (int)data->InputPos.y;
r.w = 1;
r.h = (int)data->InputLineHeight;
SDL_SetTextInputRect(&r);
@@ -392,7 +366,8 @@ static void ImGui_ImplSDL2_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
static ImGuiViewport* ImGui_ImplSDL2_GetViewportForWindowID(Uint32 window_id)
{
return ImGui::FindViewportByPlatformHandle((void*)(intptr_t)window_id);
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
return (window_id == bd->WindowID) ? ImGui::GetMainViewport() : nullptr;
}
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
@@ -412,13 +387,6 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
if (ImGui_ImplSDL2_GetViewportForWindowID(event->motion.windowID) == nullptr)
return false;
ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y);
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
int window_x, window_y;
SDL_GetWindowPosition(SDL_GetWindowFromID(event->motion.windowID), &window_x, &window_y);
mouse_pos.x += window_x;
mouse_pos.y += window_y;
}
io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
io.AddMousePosEvent(mouse_pos.x, mouse_pos.y);
return true;
@@ -470,32 +438,20 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
case SDL_KEYDOWN:
case SDL_KEYUP:
{
ImGuiViewport* viewport = ImGui_ImplSDL2_GetViewportForWindowID(event->key.windowID);
if (viewport == nullptr)
if (ImGui_ImplSDL2_GetViewportForWindowID(event->key.windowID) == nullptr)
return false;
//IMGUI_DEBUG_LOG("SDL_KEY%s : key=0x%08X ('%s'), scancode=%d ('%s'), mod=%X, windowID=%d, viewport=%08X\n",
// (event->type == SDL_KEYDOWN) ? "DOWN" : "UP ", event->key.keysym.sym, SDL_GetKeyName(event->key.keysym.sym), event->key.keysym.scancode, SDL_GetScancodeName(event->key.keysym.scancode), event->key.keysym.mod, event->key.windowID, viewport ? viewport->ID : 0);
ImGui_ImplSDL2_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod);
//IMGUI_DEBUG_LOG("SDL_KEY_%s : key=%d ('%s'), scancode=%d ('%s'), mod=%X\n",
// (event->type == SDL_KEYDOWN) ? "DOWN" : "UP ", event->key.keysym.sym, SDL_GetKeyName(event->key.keysym.sym), event->key.keysym.scancode, SDL_GetScancodeName(event->key.keysym.scancode), event->key.keysym.mod);
ImGuiKey key = ImGui_ImplSDL2_KeyEventToImGuiKey(event->key.keysym.sym, event->key.keysym.scancode);
io.AddKeyEvent(key, (event->type == SDL_KEYDOWN));
io.SetKeyEventNativeData(key, (int)event->key.keysym.sym, (int)event->key.keysym.scancode, (int)event->key.keysym.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions.
return true;
}
#if SDL_HAS_DISPLAY_EVENT
case SDL_DISPLAYEVENT:
{
// 2.0.26 has SDL_DISPLAYEVENT_CONNECTED/SDL_DISPLAYEVENT_DISCONNECTED/SDL_DISPLAYEVENT_ORIENTATION,
// so change of DPI/Scaling are not reflected in this event. (SDL3 has it)
bd->WantUpdateMonitors = true;
return true;
}
#endif
case SDL_WINDOWEVENT:
{
ImGuiViewport* viewport = ImGui_ImplSDL2_GetViewportForWindowID(event->window.windowID);
if (viewport == NULL)
if (ImGui_ImplSDL2_GetViewportForWindowID(event->window.windowID) == nullptr)
return false;
// - When capturing mouse, SDL will send a bunch of conflicting LEAVE/ENTER event on every mouse move, but the final ENTER tends to be right.
// - However we won't get a correct LEAVE event for a captured window.
// - In some cases, when detaching a window from main viewport SDL may send SDL_WINDOWEVENT_ENTER one frame too late,
@@ -509,18 +465,10 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
}
if (window_event == SDL_WINDOWEVENT_LEAVE)
bd->MouseLastLeaveFrame = ImGui::GetFrameCount() + 1;
//if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED) { IMGUI_DEBUG_LOG("SDL_WINDOWEVENT_FOCUS_GAINED: windowId %d, viewport: %08X\n", event->window.windowID, viewport ? viewport->ID : 0); }
//if (window_event == SDL_WINDOWEVENT_FOCUS_LOST) { IMGUI_DEBUG_LOG("SDL_WINDOWEVENT_FOCUS_LOST: windowId %d, viewport: %08X\n", event->window.windowID, viewport ? viewport->ID : 0); }
if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED)
io.AddFocusEvent(true);
if (window_event == SDL_WINDOWEVENT_FOCUS_LOST)
io.AddFocusEvent(false);
if (window_event == SDL_WINDOWEVENT_CLOSE)
viewport->PlatformRequestClose = true;
if (window_event == SDL_WINDOWEVENT_MOVED)
viewport->PlatformRequestMove = true;
if (window_event == SDL_WINDOWEVENT_RESIZED)
viewport->PlatformRequestResize = true;
return true;
}
case SDL_CONTROLLERDEVICEADDED:
@@ -560,7 +508,6 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void
io.BackendPlatformName = bd->BackendPlatformName;
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
// (ImGuiBackendFlags_PlatformHasViewports may be set just below)
bd->Window = window;
bd->WindowID = SDL_GetWindowID(window);
@@ -580,16 +527,6 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void
bd->MouseCaptureMode = (strcmp(item, "x11") == 0) ? ImGui_ImplSDL2_MouseCaptureMode_EnabledAfterDrag : ImGui_ImplSDL2_MouseCaptureMode_Enabled;
}
#endif
if (bd->MouseCanUseGlobalState)
io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
// SDL on Linux/OSX doesn't report events for unfocused windows (see https://github.com/ocornut/imgui/issues/4960)
// We will use 'MouseCanReportHoveredViewport' to set 'ImGuiBackendFlags_HasMouseHoveredViewport' dynamically each frame.
#ifndef __APPLE__
bd->MouseCanReportHoveredViewport = bd->MouseCanUseGlobalState;
#else
bd->MouseCanReportHoveredViewport = false;
#endif
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Platform_SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText;
@@ -602,9 +539,6 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void
platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { return SDL_OpenURL(url) == 0; };
#endif
// Update monitor a first time during init
ImGui_ImplSDL2_UpdateMonitors();
// Gamepad handling
bd->GamepadMode = ImGui_ImplSDL2_GamepadMode_AutoFirst;
bd->WantUpdateGamepadsList = true;
@@ -659,11 +593,7 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void
SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0");
#endif
// We need SDL_CaptureMouse(), SDL_GetGlobalMouseState() from SDL 2.0.4+ to support multiple viewports.
// We left the call to ImGui_ImplSDL2_InitMultiViewportSupport() outside of #ifdef to avoid unused-function warnings.
if (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports)
ImGui_ImplSDL2_InitMultiViewportSupport(window, sdl_gl_context);
(void)sdl_gl_context; // Unused in 'master' branch.
return true;
}
@@ -677,11 +607,7 @@ bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
#if !SDL_HAS_VULKAN
IM_ASSERT(0 && "Unsupported");
#endif
if (!ImGui_ImplSDL2_Init(window, nullptr, nullptr))
return false;
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
bd->UseVulkan = true;
return true;
return ImGui_ImplSDL2_Init(window, nullptr, nullptr);
}
bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window)
@@ -716,7 +642,6 @@ void ImGui_ImplSDL2_Shutdown()
ImGuiIO& io = ImGui::GetIO();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
ImGui_ImplSDL2_ShutdownMultiViewportSupport();
if (bd->ClipboardTextData)
SDL_free(bd->ClipboardTextData);
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
@@ -725,7 +650,7 @@ void ImGui_ImplSDL2_Shutdown()
io.BackendPlatformName = nullptr;
io.BackendPlatformUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport);
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad);
platform_io.ClearPlatformHandlers();
IM_DELETE(bd);
}
@@ -738,7 +663,6 @@ void ImGui_ImplSDL2_SetMouseCaptureMode(ImGui_ImplSDL2_MouseCaptureMode mode)
bd->MouseCaptureMode = mode;
}
// This code is rather messy because some of the functions we need for full viewport support are not available in SDL < 2.0.4.
static void ImGui_ImplSDL2_UpdateMouseData()
{
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
@@ -762,24 +686,16 @@ static void ImGui_ImplSDL2_UpdateMouseData()
}
SDL_Window* focused_window = SDL_GetKeyboardFocus();
const bool is_app_focused = (focused_window && (bd->Window == focused_window || ImGui_ImplSDL2_GetViewportForWindowID(SDL_GetWindowID(focused_window)) != NULL));
const bool is_app_focused = (bd->Window == focused_window);
#else
SDL_Window* focused_window = bd->Window;
const bool is_app_focused = (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; // SDL 2.0.3 and non-windowed systems: single-viewport only
#endif
if (is_app_focused)
{
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos is enabled by user)
if (io.WantSetMousePos)
{
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
SDL_WarpMouseGlobal((int)io.MousePos.x, (int)io.MousePos.y);
else
#endif
SDL_WarpMouseInWindow(bd->Window, (int)io.MousePos.x, (int)io.MousePos.y);
}
SDL_WarpMouseInWindow(bd->Window, (int)io.MousePos.x, (int)io.MousePos.y);
// (Optional) Fallback to provide unclamped mouse position when focused but not hovered (SDL_MOUSEMOTION already provides this when hovered or captured)
// Note that SDL_GetGlobalMouseState() is in theory slow on X11, but this only runs on rather specific cases. If a problem we may provide a way to opt-out this feature.
@@ -788,34 +704,15 @@ static void ImGui_ImplSDL2_UpdateMouseData()
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)
// Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor)
int mouse_x, mouse_y;
int window_x, window_y;
SDL_GetGlobalMouseState(&mouse_x, &mouse_y);
if (!(io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable))
{
SDL_GetWindowPosition(focused_window, &window_x, &window_y);
mouse_x -= window_x;
mouse_y -= window_y;
}
SDL_GetWindowPosition(focused_window, &window_x, &window_y);
mouse_x -= window_x;
mouse_y -= window_y;
io.AddMousePosEvent((float)mouse_x, (float)mouse_y);
}
}
// (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering.
// If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic.
// - [!] SDL backend does NOT correctly ignore viewports with the _NoInputs flag.
// Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window
// for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported
// by the backend, and use its flawed heuristic to guess the viewport behind.
// - [X] SDL backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target).
if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)
{
ImGuiID mouse_viewport_id = 0;
if (ImGuiViewport* mouse_viewport = ImGui_ImplSDL2_GetViewportForWindowID(bd->MouseWindowID))
mouse_viewport_id = mouse_viewport->ID;
io.AddMouseViewportEvent(mouse_viewport_id);
}
}
static void ImGui_ImplSDL2_UpdateMouseCursor()
@@ -975,38 +872,6 @@ static void ImGui_ImplSDL2_UpdateGamepads()
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickDown, SDL_CONTROLLER_AXIS_RIGHTY, +thumb_dead_zone, +32767);
}
// FIXME: Note that doesn't update with DPI/Scaling change only as SDL2 doesn't have an event for it (SDL3 has).
static void ImGui_ImplSDL2_UpdateMonitors()
{
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Monitors.resize(0);
bd->WantUpdateMonitors = false;
int display_count = SDL_GetNumVideoDisplays();
for (int n = 0; n < display_count; n++)
{
// Warning: the validity of monitor DPI information on Windows depends on the application DPI awareness settings, which generally needs to be set in the manifest or at runtime.
ImGuiPlatformMonitor monitor;
SDL_Rect r;
SDL_GetDisplayBounds(n, &r);
monitor.MainPos = monitor.WorkPos = ImVec2((float)r.x, (float)r.y);
monitor.MainSize = monitor.WorkSize = ImVec2((float)r.w, (float)r.h);
#if SDL_HAS_USABLE_DISPLAY_BOUNDS
if (SDL_GetDisplayUsableBounds(n, &r) == 0 && r.w > 0 && r.h > 0)
{
monitor.WorkPos = ImVec2((float)r.x, (float)r.y);
monitor.WorkSize = ImVec2((float)r.w, (float)r.h);
}
#endif
float dpi_scale = ImGui_ImplSDL2_GetContentScaleForDisplay(n);
if (dpi_scale <= 0.0f)
continue; // Some accessibility applications are declaring virtual monitors with a DPI of 0, see #7902.
monitor.DpiScale = dpi_scale;
monitor.PlatformHandle = (void*)(intptr_t)n;
platform_io.Monitors.push_back(monitor);
}
}
static void ImGui_ImplSDL2_GetWindowSizeAndFramebufferScale(SDL_Window* window, SDL_Renderer* renderer, ImVec2* out_size, ImVec2* out_framebuffer_scale)
{
int w, h;
@@ -1037,13 +902,6 @@ void ImGui_ImplSDL2_NewFrame()
// Setup main viewport size (every frame to accommodate for window resizing)
ImGui_ImplSDL2_GetWindowSizeAndFramebufferScale(bd->Window, bd->Renderer, &io.DisplaySize, &io.DisplayFramebufferScale);
// Update monitors
#ifdef WIN32
bd->WantUpdateMonitors = true; // Keep polling under Windows to handle changes of work area when resizing task-bar (#8415)
#endif
if (bd->WantUpdateMonitors)
ImGui_ImplSDL2_UpdateMonitors();
// Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
// (Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. Happens in VMs and Emscripten, see #6189, #6114, #3644)
static Uint64 frequency = SDL_GetPerformanceFrequency();
@@ -1060,13 +918,6 @@ void ImGui_ImplSDL2_NewFrame()
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
}
// Our io.AddMouseViewportEvent() calls will only be valid when not capturing.
// Technically speaking testing for 'bd->MouseButtonsDown == 0' would be more rigorous, but testing for payload reduces noise and potential side-effects.
if (bd->MouseCanReportHoveredViewport && ImGui::GetDragDropPayload() == nullptr)
io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport;
else
io.BackendFlags &= ~ImGuiBackendFlags_HasMouseHoveredViewport;
ImGui_ImplSDL2_UpdateMouseData();
ImGui_ImplSDL2_UpdateMouseCursor();
@@ -1074,266 +925,6 @@ void ImGui_ImplSDL2_NewFrame()
ImGui_ImplSDL2_UpdateGamepads();
}
//--------------------------------------------------------------------------------------------------------
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
//--------------------------------------------------------------------------------------------------------
// Helper structure we store in the void* PlatformUserData field of each ImGuiViewport to easily retrieve our backend data.
struct ImGui_ImplSDL2_ViewportData
{
SDL_Window* Window;
Uint32 WindowID; // Stored in ImGuiViewport::PlatformHandle. Use SDL_GetWindowFromID() to get SDL_Window* from Uint32 WindowID.
bool WindowOwned;
SDL_GLContext GLContext;
ImGui_ImplSDL2_ViewportData() { Window = nullptr; WindowID = 0; WindowOwned = false; GLContext = nullptr; }
~ImGui_ImplSDL2_ViewportData() { IM_ASSERT(Window == nullptr && GLContext == nullptr); }
};
static void ImGui_ImplSDL2_CreateWindow(ImGuiViewport* viewport)
{
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
ImGui_ImplSDL2_ViewportData* vd = IM_NEW(ImGui_ImplSDL2_ViewportData)();
viewport->PlatformUserData = vd;
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
ImGui_ImplSDL2_ViewportData* main_viewport_data = (ImGui_ImplSDL2_ViewportData*)main_viewport->PlatformUserData;
// Share GL resources with main context
bool use_opengl = (main_viewport_data->GLContext != nullptr);
SDL_GLContext backup_context = nullptr;
if (use_opengl)
{
backup_context = SDL_GL_GetCurrentContext();
SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1);
SDL_GL_MakeCurrent(main_viewport_data->Window, main_viewport_data->GLContext);
}
Uint32 sdl_flags = 0;
sdl_flags |= use_opengl ? SDL_WINDOW_OPENGL : (bd->UseVulkan ? SDL_WINDOW_VULKAN : 0);
sdl_flags |= SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_ALLOW_HIGHDPI;
sdl_flags |= SDL_WINDOW_HIDDEN;
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? SDL_WINDOW_BORDERLESS : 0;
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? 0 : SDL_WINDOW_RESIZABLE;
#if !defined(_WIN32)
// See SDL hack in ImGui_ImplSDL2_ShowWindow().
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon) ? SDL_WINDOW_SKIP_TASKBAR : 0;
#endif
#if SDL_HAS_ALWAYS_ON_TOP
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_TopMost) ? SDL_WINDOW_ALWAYS_ON_TOP : 0;
#endif
vd->Window = SDL_CreateWindow("No Title Yet", (int)viewport->Pos.x, (int)viewport->Pos.y, (int)viewport->Size.x, (int)viewport->Size.y, sdl_flags);
vd->WindowOwned = true;
if (use_opengl)
{
vd->GLContext = SDL_GL_CreateContext(vd->Window);
SDL_GL_SetSwapInterval(0);
}
if (use_opengl && backup_context)
SDL_GL_MakeCurrent(vd->Window, backup_context);
viewport->PlatformHandle = (void*)(intptr_t)SDL_GetWindowID(vd->Window);
viewport->PlatformHandleRaw = nullptr;
SDL_SysWMinfo info;
SDL_VERSION(&info.version);
if (SDL_GetWindowWMInfo(vd->Window, &info))
{
#if defined(SDL_VIDEO_DRIVER_WINDOWS)
viewport->PlatformHandleRaw = info.info.win.window;
#elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA)
viewport->PlatformHandleRaw = (void*)info.info.cocoa.window;
#endif
}
}
static void ImGui_ImplSDL2_DestroyWindow(ImGuiViewport* viewport)
{
if (ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData)
{
if (vd->GLContext && vd->WindowOwned)
SDL_GL_DeleteContext(vd->GLContext);
if (vd->Window && vd->WindowOwned)
SDL_DestroyWindow(vd->Window);
vd->GLContext = nullptr;
vd->Window = nullptr;
IM_DELETE(vd);
}
viewport->PlatformUserData = viewport->PlatformHandle = nullptr;
}
static void ImGui_ImplSDL2_ShowWindow(ImGuiViewport* viewport)
{
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
#if defined(_WIN32) && !(defined(WINAPI_FAMILY) && ((defined(WINAPI_FAMILY_APP) && WINAPI_FAMILY == WINAPI_FAMILY_APP) || (defined(WINAPI_FAMILY_GAMES) && WINAPI_FAMILY == WINAPI_FAMILY_GAMES)))
HWND hwnd = (HWND)viewport->PlatformHandleRaw;
// SDL hack: Hide icon from task bar
// Note: SDL 2.0.6+ has a SDL_WINDOW_SKIP_TASKBAR flag which is supported under Windows but the way it create the window breaks our seamless transition.
if (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon)
{
LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE);
ex_style &= ~WS_EX_APPWINDOW;
ex_style |= WS_EX_TOOLWINDOW;
::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style);
}
#endif
#if SDL_HAS_SHOW_WINDOW_ACTIVATION_HINT
SDL_SetHint(SDL_HINT_WINDOW_NO_ACTIVATION_WHEN_SHOWN, (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing) ? "1" : "0");
#elif defined(_WIN32)
// SDL hack: SDL always activate/focus windows :/
if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
{
::ShowWindow(hwnd, SW_SHOWNA);
return;
}
#endif
SDL_ShowWindow(vd->Window);
}
static ImVec2 ImGui_ImplSDL2_GetWindowPos(ImGuiViewport* viewport)
{
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
int x = 0, y = 0;
SDL_GetWindowPosition(vd->Window, &x, &y);
return ImVec2((float)x, (float)y);
}
static void ImGui_ImplSDL2_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
{
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
SDL_SetWindowPosition(vd->Window, (int)pos.x, (int)pos.y);
}
static ImVec2 ImGui_ImplSDL2_GetWindowSize(ImGuiViewport* viewport)
{
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
int w = 0, h = 0;
SDL_GetWindowSize(vd->Window, &w, &h);
return ImVec2((float)w, (float)h);
}
static void ImGui_ImplSDL2_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
{
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
SDL_SetWindowSize(vd->Window, (int)size.x, (int)size.y);
}
static ImVec2 ImGui_ImplSDL2_GetWindowFramebufferScale(ImGuiViewport* viewport)
{
// FIXME: SDL_Renderer does not support multi-viewport.
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
ImVec2 framebuffer_scale;
ImGui_ImplSDL2_GetWindowSizeAndFramebufferScale(vd->Window, nullptr, nullptr, &framebuffer_scale);
return framebuffer_scale;
}
static void ImGui_ImplSDL2_SetWindowTitle(ImGuiViewport* viewport, const char* title)
{
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
SDL_SetWindowTitle(vd->Window, title);
}
#if SDL_HAS_WINDOW_ALPHA
static void ImGui_ImplSDL2_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
{
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
SDL_SetWindowOpacity(vd->Window, alpha);
}
#endif
static void ImGui_ImplSDL2_SetWindowFocus(ImGuiViewport* viewport)
{
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
SDL_RaiseWindow(vd->Window);
}
static bool ImGui_ImplSDL2_GetWindowFocus(ImGuiViewport* viewport)
{
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
return (SDL_GetWindowFlags(vd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0;
}
static bool ImGui_ImplSDL2_GetWindowMinimized(ImGuiViewport* viewport)
{
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
return (SDL_GetWindowFlags(vd->Window) & SDL_WINDOW_MINIMIZED) != 0;
}
static void ImGui_ImplSDL2_RenderWindow(ImGuiViewport* viewport, void*)
{
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
if (vd->GLContext)
SDL_GL_MakeCurrent(vd->Window, vd->GLContext);
}
static void ImGui_ImplSDL2_SwapBuffers(ImGuiViewport* viewport, void*)
{
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
if (vd->GLContext)
{
SDL_GL_MakeCurrent(vd->Window, vd->GLContext);
SDL_GL_SwapWindow(vd->Window);
}
}
// Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface)
// SDL is graceful enough to _not_ need <vulkan/vulkan.h> so we can safely include this.
#if SDL_HAS_VULKAN
#include <SDL_vulkan.h>
static int ImGui_ImplSDL2_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface)
{
ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData;
(void)vk_allocator;
SDL_bool ret = SDL_Vulkan_CreateSurface(vd->Window, (VkInstance)vk_instance, (VkSurfaceKHR*)out_vk_surface);
return ret ? 0 : 1; // ret ? VK_SUCCESS : VK_NOT_READY
}
#endif // SDL_HAS_VULKAN
static void ImGui_ImplSDL2_InitMultiViewportSupport(SDL_Window* window, void* sdl_gl_context)
{
// Register platform interface (will be coupled with a renderer interface)
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Platform_CreateWindow = ImGui_ImplSDL2_CreateWindow;
platform_io.Platform_DestroyWindow = ImGui_ImplSDL2_DestroyWindow;
platform_io.Platform_ShowWindow = ImGui_ImplSDL2_ShowWindow;
platform_io.Platform_SetWindowPos = ImGui_ImplSDL2_SetWindowPos;
platform_io.Platform_GetWindowPos = ImGui_ImplSDL2_GetWindowPos;
platform_io.Platform_SetWindowSize = ImGui_ImplSDL2_SetWindowSize;
platform_io.Platform_GetWindowSize = ImGui_ImplSDL2_GetWindowSize;
platform_io.Platform_GetWindowFramebufferScale = ImGui_ImplSDL2_GetWindowFramebufferScale;
platform_io.Platform_SetWindowFocus = ImGui_ImplSDL2_SetWindowFocus;
platform_io.Platform_GetWindowFocus = ImGui_ImplSDL2_GetWindowFocus;
platform_io.Platform_GetWindowMinimized = ImGui_ImplSDL2_GetWindowMinimized;
platform_io.Platform_SetWindowTitle = ImGui_ImplSDL2_SetWindowTitle;
platform_io.Platform_RenderWindow = ImGui_ImplSDL2_RenderWindow;
platform_io.Platform_SwapBuffers = ImGui_ImplSDL2_SwapBuffers;
#if SDL_HAS_WINDOW_ALPHA
platform_io.Platform_SetWindowAlpha = ImGui_ImplSDL2_SetWindowAlpha;
#endif
#if SDL_HAS_VULKAN
platform_io.Platform_CreateVkSurface = ImGui_ImplSDL2_CreateVkSurface;
#endif
// Register main window handle (which is owned by the main application, not by us)
// This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports.
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
ImGui_ImplSDL2_ViewportData* vd = IM_NEW(ImGui_ImplSDL2_ViewportData)();
vd->Window = window;
vd->WindowID = SDL_GetWindowID(window);
vd->WindowOwned = false;
vd->GLContext = sdl_gl_context;
main_viewport->PlatformUserData = vd;
main_viewport->PlatformHandle = (void*)(intptr_t)vd->WindowID;
}
static void ImGui_ImplSDL2_ShutdownMultiViewportSupport()
{
ImGui::DestroyPlatformWindows();
}
//-----------------------------------------------------------------------------
#if defined(__clang__)

View File

@@ -9,10 +9,6 @@
// [X] Platform: Gamepad support.
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// Missing features or Issues:
// [ ] Platform: Multi-viewport: Minimized windows seems to break mouse wheel events (at least under Windows).
// [ ] Platform: Multi-viewport: Missing ImGuiBackendFlags_HasParentViewport support. The viewport->ParentViewportID field is ignored, and therefore io.ConfigViewportsNoDefaultParent has no effect either.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.

View File

@@ -8,10 +8,7 @@
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Gamepad support.
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [x] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable' -> the OS animation effect when window gets created/destroyed is problematic. SDL2 backend doesn't have issue.
// Missing features or Issues:
// [ ] Platform: Multi-viewport: Minimized windows seems to break mouse wheel events (at least under Windows).
// [x] Platform: IME support. Position somehow broken in SDL3 + app needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
// [X] Platform: IME support.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@@ -23,9 +20,6 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2026-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2026-03-25: [Docking] Use SDL_HAS_EVENT_DISPLAY_USABLE_BOUNDS_CHANGED (SDL 3.4.0+) when available to avoid refreshing monitor work area every frame on Windows. (#8415)
// 2026-03-09: [Docking] Fixed an issue dated 2025/04/09 (1.92 WIP) where a refactor+merge caused ImGuiBackendFlags_HasMouseHoveredViewport to never be set, causing foreign windows to be ignored when deciding of hovered viewport. (#9284)
// 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)
@@ -34,23 +28,17 @@
// 2025-09-18: Call platform_io.ClearPlatformHandlers() on shutdown.
// 2025-09-15: Use SDL_GetWindowDisplayScale() on Mac to output DisplayFrameBufferScale. The function is more reliable during resolution changes e.g. going fullscreen. (#8703, #4414)
// 2025-06-27: IME: avoid calling SDL_StartTextInput() again if already active. (#8727)
// 2025-05-15: [Docking] Add Platform_GetWindowFramebufferScale() handler, to allow varying Retina display density on multiple monitors.
// 2025-05-06: [Docking] macOS: fixed secondary viewports not appearing on other monitors before of parenting.
// 2025-04-09: [Docking] Revert update monitors and work areas information every frame. Only do it on Windows. (#8415, #8558)
// 2025-04-22: IME: honor ImGuiPlatformImeData->WantTextInput as an alternative way to call SDL_StartTextInput(), without IME being necessarily visible.
// 2025-04-09: Don't attempt to call SDL_CaptureMouse() on drivers where we don't call SDL_GetGlobalMouseState(). (#8561)
// 2025-03-30: Update for SDL3 api changes: Revert SDL_GetClipboardText() memory ownership change. (#8530, #7801)
// 2025-03-21: 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)
// 2025-02-25: [Docking] Revert to use SDL_GetDisplayBounds() for WorkPos/WorkRect if SDL_GetDisplayUsableBounds() failed.
// 2025-02-24: Avoid calling SDL_GetGlobalMouseState() when mouse is in relative mode.
// 2025-02-21: [Docking] Update monitors and work areas information every frame, as the later may change regardless of monitor changes. (#8415)
// 2025-02-18: Added ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress mouse cursor support.
// 2025-02-10: Using SDL_OpenURL() in platform_io.Platform_OpenInShellFn handler.
// 2025-01-20: Made ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode_Manual) accept an empty array.
// 2024-10-24: Emscripten: SDL_EVENT_MOUSE_WHEEL event doesn't require dividing by 100.0f on Emscripten.
// 2024-09-11: (Docking) Added support for viewport->ParentViewportId field to support parenting at OS level. (#7973)
// 2024-09-03: Update for SDL3 api changes: SDL_GetGamepads() memory ownership revert. (#7918, #7898, #7807)
// 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
// - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn
@@ -106,7 +94,6 @@
#else
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0
#endif
#define SDL_HAS_EVENT_DISPLAY_USABLE_BOUNDS_CHANGED SDL_VERSION_ATLEAST(3,4,0)
// FIXME-LEGACY: remove when SDL 3.1.3 preview is released.
#ifndef SDLK_APOSTROPHE
@@ -125,8 +112,6 @@ struct ImGui_ImplSDL3_Data
Uint64 Time;
char* ClipboardTextData;
char BackendPlatformName[48];
bool UseVulkan;
bool WantUpdateMonitors;
// IME handling
SDL_Window* ImeWindow;
@@ -140,13 +125,12 @@ struct ImGui_ImplSDL3_Data
SDL_Cursor* MouseLastCursor;
int MousePendingLeaveFrame;
bool MouseCanUseGlobalState;
bool MouseCanReportHoveredViewport; // This is hard to use/unreliable on SDL so we'll set ImGuiBackendFlags_HasMouseHoveredViewport dynamically based on state.
ImGui_ImplSDL3_MouseCaptureMode MouseCaptureMode;
// Gamepad handling
ImVector<SDL_Gamepad*> Gamepads;
ImVector<SDL_Gamepad*> Gamepads;
ImGui_ImplSDL3_GamepadMode GamepadMode;
bool WantUpdateGamepadsList;
bool WantUpdateGamepadsList;
ImGui_ImplSDL3_Data() { memset((void*)this, 0, sizeof(*this)); }
};
@@ -162,9 +146,6 @@ static ImGui_ImplSDL3_Data* ImGui_ImplSDL3_GetBackendData()
// Forward Declarations
static void ImGui_ImplSDL3_UpdateIme();
static void ImGui_ImplSDL3_UpdateMonitors();
static void ImGui_ImplSDL3_InitMultiViewportSupport(SDL_Window* window, void* sdl_gl_context);
static void ImGui_ImplSDL3_ShutdownMultiViewportSupport();
// Functions
static const char* ImGui_ImplSDL3_GetClipboardText(ImGuiContext*)
@@ -186,7 +167,8 @@ static void ImGui_ImplSDL3_SetClipboardText(ImGuiContext*, const char* text)
static ImGuiViewport* ImGui_ImplSDL3_GetViewportForWindowID(SDL_WindowID window_id)
{
return ImGui::FindViewportByPlatformHandle((void*)(intptr_t)window_id);
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
return (window_id == bd->WindowID) ? ImGui::GetMainViewport() : nullptr;
}
static void ImGui_ImplSDL3_PlatformSetImeData(ImGuiContext*, ImGuiViewport*, ImGuiPlatformImeData* data)
@@ -217,12 +199,9 @@ static void ImGui_ImplSDL3_UpdateIme()
bd->ImeDirty = false;
if (data->WantVisible)
{
ImVec2 viewport_pos;
if (ImGuiViewport* viewport = ImGui_ImplSDL3_GetViewportForWindowID(SDL_GetWindowID(window)))
viewport_pos = viewport->Pos;
SDL_Rect r;
r.x = (int)(data->InputPos.x - viewport_pos.x);
r.y = (int)(data->InputPos.y - viewport_pos.y);
r.x = (int)data->InputPos.x;
r.y = (int)data->InputPos.y;
r.w = 1;
r.h = (int)data->InputLineHeight;
SDL_SetTextInputArea(window, &r, 0);
@@ -411,13 +390,6 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
if (ImGui_ImplSDL3_GetViewportForWindowID(event->motion.windowID) == nullptr)
return false;
ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y);
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
int window_x, window_y;
SDL_GetWindowPosition(SDL_GetWindowFromID(event->motion.windowID), &window_x, &window_y);
mouse_pos.x += window_x;
mouse_pos.y += window_y;
}
io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
io.AddMousePosEvent(mouse_pos.x, mouse_pos.y);
return true;
@@ -461,29 +433,16 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
case SDL_EVENT_KEY_DOWN:
case SDL_EVENT_KEY_UP:
{
ImGuiViewport* viewport = ImGui_ImplSDL3_GetViewportForWindowID(event->key.windowID);
if (viewport == nullptr)
if (ImGui_ImplSDL3_GetViewportForWindowID(event->key.windowID) == nullptr)
return false;
//IMGUI_DEBUG_LOG("SDL_EVENT_KEY_%s : key=0x%08X ('%s'), scancode=%d ('%s'), mod=%X, windowID=%d, viewport=%08X\n",
// (event->type == SDL_EVENT_KEY_DOWN) ? "DOWN" : "UP ", event->key.key, SDL_GetKeyName(event->key.key), event->key.scancode, SDL_GetScancodeName(event->key.scancode), event->key.mod, event->key.windowID, viewport ? viewport->ID : 0);
ImGui_ImplSDL3_UpdateKeyModifiers((SDL_Keymod)event->key.mod);
//IMGUI_DEBUG_LOG("SDL_EVENT_KEY_%s : key=%d ('%s'), scancode=%d ('%s'), mod=%X\n",
// (event->type == SDL_EVENT_KEY_DOWN) ? "DOWN" : "UP ", event->key.key, SDL_GetKeyName(event->key.key), event->key.scancode, SDL_GetScancodeName(event->key.scancode), event->key.mod);
ImGuiKey key = ImGui_ImplSDL3_KeyEventToImGuiKey(event->key.key, event->key.scancode);
io.AddKeyEvent(key, (event->type == SDL_EVENT_KEY_DOWN));
io.SetKeyEventNativeData(key, (int)event->key.key, (int)event->key.scancode, (int)event->key.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions.
return true;
}
case SDL_EVENT_DISPLAY_ORIENTATION:
case SDL_EVENT_DISPLAY_ADDED:
case SDL_EVENT_DISPLAY_REMOVED:
case SDL_EVENT_DISPLAY_MOVED:
case SDL_EVENT_DISPLAY_CONTENT_SCALE_CHANGED:
#if SDL_HAS_EVENT_DISPLAY_USABLE_BOUNDS_CHANGED
case SDL_EVENT_DISPLAY_USABLE_BOUNDS_CHANGED:
#endif
{
bd->WantUpdateMonitors = true;
return true;
}
case SDL_EVENT_WINDOW_MOUSE_ENTER:
{
if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == nullptr)
@@ -506,28 +465,11 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
case SDL_EVENT_WINDOW_FOCUS_GAINED:
case SDL_EVENT_WINDOW_FOCUS_LOST:
{
ImGuiViewport* viewport = ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID);
if (viewport == nullptr)
if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == nullptr)
return false;
//IMGUI_DEBUG_LOG("%s: windowId %d, viewport: %08X\n", (event->type == SDL_EVENT_WINDOW_FOCUS_GAINED) ? "SDL_EVENT_WINDOW_FOCUS_GAINED" : "SDL_WINDOWEVENT_FOCUS_LOST", event->window.windowID, viewport ? viewport->ID : 0);
io.AddFocusEvent(event->type == SDL_EVENT_WINDOW_FOCUS_GAINED);
return true;
}
case SDL_EVENT_WINDOW_CLOSE_REQUESTED:
case SDL_EVENT_WINDOW_MOVED:
case SDL_EVENT_WINDOW_RESIZED:
{
ImGuiViewport* viewport = ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID);
if (viewport == NULL)
return false;
if (event->type == SDL_EVENT_WINDOW_CLOSE_REQUESTED)
viewport->PlatformRequestClose = true;
if (event->type == SDL_EVENT_WINDOW_MOVED)
viewport->PlatformRequestMove = true;
if (event->type == SDL_EVENT_WINDOW_RESIZED)
viewport->PlatformRequestResize = true;
return true;
}
case SDL_EVENT_GAMEPAD_ADDED:
case SDL_EVENT_GAMEPAD_REMOVED:
{
@@ -569,8 +511,6 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void
io.BackendPlatformName = bd->BackendPlatformName;
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
// (ImGuiBackendFlags_PlatformHasViewports and ImGuiBackendFlags_HasParentViewport may be set just below)
// (ImGuiBackendFlags_HasMouseHoveredViewport is set dynamically in our _NewFrame function)
bd->Window = window;
bd->WindowID = SDL_GetWindowID(window);
@@ -590,19 +530,6 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void
bd->MouseCaptureMode = (strcmp(item, "x11") == 0) ? ImGui_ImplSDL3_MouseCaptureMode_EnabledAfterDrag : ImGui_ImplSDL3_MouseCaptureMode_Enabled;
}
#endif
if (bd->MouseCanUseGlobalState)
{
io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
io.BackendFlags |= ImGuiBackendFlags_HasParentViewport; // We can honor viewport->ParentViewportId by applying the corresponding parent/child relationship at platform level (optional)
}
// SDL on Linux/OSX doesn't report events for unfocused windows (see https://github.com/ocornut/imgui/issues/4960)
// We will use 'MouseCanReportHoveredViewport' to set 'ImGuiBackendFlags_HasMouseHoveredViewport' dynamically each frame.
#ifndef __APPLE__
bd->MouseCanReportHoveredViewport = bd->MouseCanUseGlobalState;
#else
bd->MouseCanReportHoveredViewport = false;
#endif
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Platform_SetClipboardTextFn = ImGui_ImplSDL3_SetClipboardText;
@@ -610,9 +537,6 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void
platform_io.Platform_SetImeDataFn = ImGui_ImplSDL3_PlatformSetImeData;
platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { return SDL_OpenURL(url); };
// Update monitor a first time during init
ImGui_ImplSDL3_UpdateMonitors();
// Gamepad handling
bd->GamepadMode = ImGui_ImplSDL3_GamepadMode_AutoFirst;
bd->WantUpdateGamepadsList = true;
@@ -645,14 +569,6 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void
// From 2.0.22: Disable auto-capture, this is preventing drag and drop across multiple windows (see #5710)
SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0");
// SDL 3.x : see https://github.com/libsdl-org/SDL/issues/6659
SDL_SetHint("SDL_BORDERLESS_WINDOWED_STYLE", "0");
// We need SDL_CaptureMouse(), SDL_GetGlobalMouseState() from SDL 2.0.4+ to support multiple viewports.
// We left the call to ImGui_ImplSDL3_InitPlatformInterface() outside of #ifdef to avoid unused-function warnings.
if (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports)
ImGui_ImplSDL3_InitMultiViewportSupport(window, sdl_gl_context);
return true;
}
@@ -664,11 +580,7 @@ bool ImGui_ImplSDL3_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
bool ImGui_ImplSDL3_InitForVulkan(SDL_Window* window)
{
if (!ImGui_ImplSDL3_Init(window, nullptr, nullptr))
return false;
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
bd->UseVulkan = true;
return true;
return ImGui_ImplSDL3_Init(window, nullptr, nullptr);
}
bool ImGui_ImplSDL3_InitForD3D(SDL_Window* window)
@@ -708,7 +620,6 @@ void ImGui_ImplSDL3_Shutdown()
ImGuiIO& io = ImGui::GetIO();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
ImGui_ImplSDL3_ShutdownMultiViewportSupport();
if (bd->ClipboardTextData)
SDL_free(bd->ClipboardTextData);
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
@@ -717,7 +628,7 @@ void ImGui_ImplSDL3_Shutdown()
io.BackendPlatformName = nullptr;
io.BackendPlatformUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport | ImGuiBackendFlags_HasParentViewport);
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad);
platform_io.ClearPlatformHandlers();
IM_DELETE(bd);
}
@@ -753,7 +664,7 @@ static void ImGui_ImplSDL3_UpdateMouseData()
}
SDL_Window* focused_window = SDL_GetKeyboardFocus();
const bool is_app_focused = (focused_window && (bd->Window == focused_window || ImGui_ImplSDL3_GetViewportForWindowID(SDL_GetWindowID(focused_window)) != NULL));
const bool is_app_focused = (bd->Window == focused_window);
#else
SDL_Window* focused_window = bd->Window;
const bool is_app_focused = (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; // SDL 2.0.3 and non-windowed systems: single-viewport only
@@ -762,14 +673,7 @@ static void ImGui_ImplSDL3_UpdateMouseData()
{
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos is enabled by user)
if (io.WantSetMousePos)
{
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
SDL_WarpMouseGlobal(io.MousePos.x, io.MousePos.y);
else
#endif
SDL_WarpMouseInWindow(bd->Window, io.MousePos.x, io.MousePos.y);
}
SDL_WarpMouseInWindow(bd->Window, io.MousePos.x, io.MousePos.y);
// (Optional) Fallback to provide unclamped mouse position when focused but not hovered (SDL_EVENT_MOUSE_MOTION already provides this when hovered or captured)
// Note that SDL_GetGlobalMouseState() is in theory slow on X11, but this only runs on rather specific cases. If a problem we may provide a way to opt-out this feature.
@@ -778,34 +682,15 @@ static void ImGui_ImplSDL3_UpdateMouseData()
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)
// Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor)
float mouse_x, mouse_y;
int window_x, window_y;
SDL_GetGlobalMouseState(&mouse_x, &mouse_y);
if (!(io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable))
{
SDL_GetWindowPosition(focused_window, &window_x, &window_y);
mouse_x -= (float)window_x;
mouse_y -= (float)window_y;
}
SDL_GetWindowPosition(focused_window, &window_x, &window_y);
mouse_x -= (float)window_x;
mouse_y -= (float)window_y;
io.AddMousePosEvent(mouse_x, mouse_y);
}
}
// (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering.
// If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic.
// - [!] SDL backend does NOT correctly ignore viewports with the _NoInputs flag.
// Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window
// for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported
// by the backend, and use its flawed heuristic to guess the viewport behind.
// - [X] SDL backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target).
if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)
{
ImGuiID mouse_viewport_id = 0;
if (ImGuiViewport* mouse_viewport = ImGui_ImplSDL3_GetViewportForWindowID(bd->MouseWindowID))
mouse_viewport_id = mouse_viewport->ID;
io.AddMouseViewportEvent(mouse_viewport_id);
}
}
static void ImGui_ImplSDL3_UpdateMouseCursor()
@@ -937,38 +822,6 @@ static void ImGui_ImplSDL3_UpdateGamepads()
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickDown, SDL_GAMEPAD_AXIS_RIGHTY, +thumb_dead_zone, +32767);
}
static void ImGui_ImplSDL3_UpdateMonitors()
{
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Monitors.resize(0);
bd->WantUpdateMonitors = false;
int display_count;
SDL_DisplayID* displays = SDL_GetDisplays(&display_count);
for (int n = 0; n < display_count; n++)
{
// Warning: the validity of monitor DPI information on Windows depends on the application DPI awareness settings, which generally needs to be set in the manifest or at runtime.
SDL_DisplayID display_id = displays[n];
ImGuiPlatformMonitor monitor;
SDL_Rect r;
SDL_GetDisplayBounds(display_id, &r);
monitor.MainPos = monitor.WorkPos = ImVec2((float)r.x, (float)r.y);
monitor.MainSize = monitor.WorkSize = ImVec2((float)r.w, (float)r.h);
if (SDL_GetDisplayUsableBounds(display_id, &r) && r.w > 0 && r.h > 0)
{
monitor.WorkPos = ImVec2((float)r.x, (float)r.y);
monitor.WorkSize = ImVec2((float)r.w, (float)r.h);
}
monitor.DpiScale = SDL_GetDisplayContentScale(display_id); // See https://wiki.libsdl.org/SDL3/README-highdpi for details.
monitor.PlatformHandle = (void*)(intptr_t)n;
if (monitor.DpiScale <= 0.0f)
continue; // Some accessibility applications are declaring virtual monitors with a DPI of 0, see #7902.
platform_io.Monitors.push_back(monitor);
}
SDL_free(displays);
}
static void ImGui_ImplSDL3_GetWindowSizeAndFramebufferScale(SDL_Window* window, ImVec2* out_size, ImVec2* out_framebuffer_scale)
{
int w, h;
@@ -1001,13 +854,6 @@ void ImGui_ImplSDL3_NewFrame()
// Setup main viewport size (every frame to accommodate for window resizing)
ImGui_ImplSDL3_GetWindowSizeAndFramebufferScale(bd->Window, &io.DisplaySize, &io.DisplayFramebufferScale);
// Update monitors
#if defined(WIN32) && !SDL_HAS_EVENT_DISPLAY_USABLE_BOUNDS_CHANGED
bd->WantUpdateMonitors = true; // Keep polling under Windows to handle changes of work area when resizing task-bar (#8415)
#endif
if (bd->WantUpdateMonitors)
ImGui_ImplSDL3_UpdateMonitors();
// Setup time step (we could also use SDL_GetTicksNS() available since SDL3)
// (Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. Happens in VMs and Emscripten, see #6189, #6114, #3644)
static Uint64 frequency = SDL_GetPerformanceFrequency();
@@ -1024,13 +870,6 @@ void ImGui_ImplSDL3_NewFrame()
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
}
// Our io.AddMouseViewportEvent() calls will only be valid when not capturing.
// Technically speaking testing for 'bd->MouseButtonsDown == 0' would be more rigorous, but testing for payload reduces noise and potential side-effects.
if (bd->MouseCanReportHoveredViewport && ImGui::GetDragDropPayload() == nullptr)
io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport;
else
io.BackendFlags &= ~ImGuiBackendFlags_HasMouseHoveredViewport;
ImGui_ImplSDL3_UpdateMouseData();
ImGui_ImplSDL3_UpdateMouseCursor();
ImGui_ImplSDL3_UpdateIme();
@@ -1039,272 +878,6 @@ void ImGui_ImplSDL3_NewFrame()
ImGui_ImplSDL3_UpdateGamepads();
}
//--------------------------------------------------------------------------------------------------------
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
//--------------------------------------------------------------------------------------------------------
// Helper structure we store in the void* PlatformUserData field of each ImGuiViewport to easily retrieve our backend data.
struct ImGui_ImplSDL3_ViewportData
{
SDL_Window* Window;
SDL_Window* ParentWindow;
Uint32 WindowID; // Stored in ImGuiViewport::PlatformHandle. Use SDL_GetWindowFromID() to get SDL_Window* from Uint32 WindowID.
bool WindowOwned;
SDL_GLContext GLContext;
ImGui_ImplSDL3_ViewportData() { Window = ParentWindow = nullptr; WindowID = 0; WindowOwned = false; GLContext = nullptr; }
~ImGui_ImplSDL3_ViewportData() { IM_ASSERT(Window == nullptr && GLContext == nullptr); }
};
static SDL_Window* ImGui_ImplSDL3_GetSDLWindowFromViewport(ImGuiViewport* viewport)
{
if (viewport != nullptr)
{
SDL_WindowID window_id = (SDL_WindowID)(intptr_t)viewport->PlatformHandle;
return SDL_GetWindowFromID(window_id);
}
return nullptr;
}
static void ImGui_ImplSDL3_CreateWindow(ImGuiViewport* viewport)
{
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
ImGui_ImplSDL3_ViewportData* vd = IM_NEW(ImGui_ImplSDL3_ViewportData)();
viewport->PlatformUserData = vd;
vd->ParentWindow = ImGui_ImplSDL3_GetSDLWindowFromViewport(viewport->ParentViewport);
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
ImGui_ImplSDL3_ViewportData* main_viewport_data = (ImGui_ImplSDL3_ViewportData*)main_viewport->PlatformUserData;
// Share GL resources with main context
bool use_opengl = (main_viewport_data->GLContext != nullptr);
SDL_GLContext backup_context = nullptr;
if (use_opengl)
{
backup_context = SDL_GL_GetCurrentContext();
SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1);
SDL_GL_MakeCurrent(main_viewport_data->Window, main_viewport_data->GLContext);
}
SDL_WindowFlags sdl_flags = 0;
sdl_flags |= SDL_WINDOW_HIDDEN;
sdl_flags |= use_opengl ? SDL_WINDOW_OPENGL : (bd->UseVulkan ? SDL_WINDOW_VULKAN : 0);
sdl_flags |= SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_HIGH_PIXEL_DENSITY;
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? SDL_WINDOW_BORDERLESS : 0;
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? 0 : SDL_WINDOW_RESIZABLE;
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon) ? SDL_WINDOW_UTILITY : 0;
sdl_flags |= (viewport->Flags & ImGuiViewportFlags_TopMost) ? SDL_WINDOW_ALWAYS_ON_TOP : 0;
vd->Window = SDL_CreateWindow("No Title Yet", (int)viewport->Size.x, (int)viewport->Size.y, sdl_flags);
#ifndef __APPLE__ // On Mac, SDL3 Parenting appears to prevent viewport from appearing in another monitor
SDL_SetWindowParent(vd->Window, vd->ParentWindow);
#endif
SDL_SetWindowPosition(vd->Window, (int)viewport->Pos.x, (int)viewport->Pos.y);
vd->WindowOwned = true;
if (use_opengl)
{
vd->GLContext = SDL_GL_CreateContext(vd->Window);
SDL_GL_SetSwapInterval(0);
}
if (use_opengl && backup_context)
SDL_GL_MakeCurrent(vd->Window, backup_context);
ImGui_ImplSDL3_SetupPlatformHandles(viewport, vd->Window);
}
static void ImGui_ImplSDL3_DestroyWindow(ImGuiViewport* viewport)
{
if (ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData)
{
if (vd->GLContext && vd->WindowOwned)
SDL_GL_DestroyContext(vd->GLContext);
if (vd->Window && vd->WindowOwned)
SDL_DestroyWindow(vd->Window);
vd->GLContext = nullptr;
vd->Window = nullptr;
IM_DELETE(vd);
}
viewport->PlatformUserData = viewport->PlatformHandle = nullptr;
}
static void ImGui_ImplSDL3_ShowWindow(ImGuiViewport* viewport)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
#if defined(_WIN32) && !(defined(WINAPI_FAMILY) && ((defined(WINAPI_FAMILY_APP) && WINAPI_FAMILY == WINAPI_FAMILY_APP) || (defined(WINAPI_FAMILY_GAMES) && WINAPI_FAMILY == WINAPI_FAMILY_GAMES)))
HWND hwnd = (HWND)viewport->PlatformHandleRaw;
// SDL hack: Show icon in task bar (#7989)
// Note: SDL_WINDOW_UTILITY can be used to control task bar visibility, but on Windows, it does not affect child windows.
if (!(viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon))
{
LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE);
ex_style |= WS_EX_APPWINDOW;
ex_style &= ~WS_EX_TOOLWINDOW;
::ShowWindow(hwnd, SW_HIDE);
::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style);
}
#endif
#ifdef __APPLE__
SDL_SetHint(SDL_HINT_WINDOW_ACTIVATE_WHEN_SHOWN, "1"); // Otherwise new window appear under
#else
SDL_SetHint(SDL_HINT_WINDOW_ACTIVATE_WHEN_SHOWN, (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing) ? "0" : "1");
#endif
SDL_ShowWindow(vd->Window);
}
static void ImGui_ImplSDL3_UpdateWindow(ImGuiViewport* viewport)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
IM_UNUSED(vd);
#ifndef __APPLE__ // On Mac, SDL3 Parenting appears to prevent viewport from appearing in another monitor
// Update SDL3 parent if it changed _after_ creation.
// This is for advanced apps that are manipulating ParentViewportID manually.
SDL_Window* new_parent = ImGui_ImplSDL3_GetSDLWindowFromViewport(viewport->ParentViewport);
if (new_parent != vd->ParentWindow)
{
vd->ParentWindow = new_parent;
SDL_SetWindowParent(vd->Window, vd->ParentWindow);
}
#endif
}
static ImVec2 ImGui_ImplSDL3_GetWindowPos(ImGuiViewport* viewport)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
int x = 0, y = 0;
SDL_GetWindowPosition(vd->Window, &x, &y);
return ImVec2((float)x, (float)y);
}
static void ImGui_ImplSDL3_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
SDL_SetWindowPosition(vd->Window, (int)pos.x, (int)pos.y);
}
static ImVec2 ImGui_ImplSDL3_GetWindowSize(ImGuiViewport* viewport)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
int w = 0, h = 0;
SDL_GetWindowSize(vd->Window, &w, &h);
return ImVec2((float)w, (float)h);
}
static void ImGui_ImplSDL3_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
SDL_SetWindowSize(vd->Window, (int)size.x, (int)size.y);
}
static ImVec2 ImGui_ImplSDL3_GetWindowFramebufferScale(ImGuiViewport* viewport)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
ImVec2 framebuffer_scale;
ImGui_ImplSDL3_GetWindowSizeAndFramebufferScale(vd->Window, nullptr, &framebuffer_scale);
return framebuffer_scale;
}
static void ImGui_ImplSDL3_SetWindowTitle(ImGuiViewport* viewport, const char* title)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
SDL_SetWindowTitle(vd->Window, title);
}
static void ImGui_ImplSDL3_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
SDL_SetWindowOpacity(vd->Window, alpha);
}
static void ImGui_ImplSDL3_SetWindowFocus(ImGuiViewport* viewport)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
SDL_RaiseWindow(vd->Window);
}
static bool ImGui_ImplSDL3_GetWindowFocus(ImGuiViewport* viewport)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
return (SDL_GetWindowFlags(vd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0;
}
static bool ImGui_ImplSDL3_GetWindowMinimized(ImGuiViewport* viewport)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
return (SDL_GetWindowFlags(vd->Window) & SDL_WINDOW_MINIMIZED) != 0;
}
static void ImGui_ImplSDL3_RenderWindow(ImGuiViewport* viewport, void*)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
if (vd->GLContext)
SDL_GL_MakeCurrent(vd->Window, vd->GLContext);
}
static void ImGui_ImplSDL3_SwapBuffers(ImGuiViewport* viewport, void*)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
if (vd->GLContext)
{
SDL_GL_MakeCurrent(vd->Window, vd->GLContext);
SDL_GL_SwapWindow(vd->Window);
}
}
// Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface)
// SDL is graceful enough to _not_ need <vulkan/vulkan.h> so we can safely include this.
#include <SDL3/SDL_vulkan.h>
static int ImGui_ImplSDL3_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface)
{
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
(void)vk_allocator;
bool ret = SDL_Vulkan_CreateSurface(vd->Window, (VkInstance)vk_instance, (const VkAllocationCallbacks*)vk_allocator, (VkSurfaceKHR*)out_vk_surface);
return ret ? 0 : 1; // ret ? VK_SUCCESS : VK_NOT_READY
}
static void ImGui_ImplSDL3_InitMultiViewportSupport(SDL_Window* window, void* sdl_gl_context)
{
// Register platform interface (will be coupled with a renderer interface)
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Platform_CreateWindow = ImGui_ImplSDL3_CreateWindow;
platform_io.Platform_DestroyWindow = ImGui_ImplSDL3_DestroyWindow;
platform_io.Platform_ShowWindow = ImGui_ImplSDL3_ShowWindow;
platform_io.Platform_UpdateWindow = ImGui_ImplSDL3_UpdateWindow;
platform_io.Platform_SetWindowPos = ImGui_ImplSDL3_SetWindowPos;
platform_io.Platform_GetWindowPos = ImGui_ImplSDL3_GetWindowPos;
platform_io.Platform_SetWindowSize = ImGui_ImplSDL3_SetWindowSize;
platform_io.Platform_GetWindowSize = ImGui_ImplSDL3_GetWindowSize;
platform_io.Platform_GetWindowFramebufferScale = ImGui_ImplSDL3_GetWindowFramebufferScale;
platform_io.Platform_SetWindowFocus = ImGui_ImplSDL3_SetWindowFocus;
platform_io.Platform_GetWindowFocus = ImGui_ImplSDL3_GetWindowFocus;
platform_io.Platform_GetWindowMinimized = ImGui_ImplSDL3_GetWindowMinimized;
platform_io.Platform_SetWindowTitle = ImGui_ImplSDL3_SetWindowTitle;
platform_io.Platform_RenderWindow = ImGui_ImplSDL3_RenderWindow;
platform_io.Platform_SwapBuffers = ImGui_ImplSDL3_SwapBuffers;
platform_io.Platform_SetWindowAlpha = ImGui_ImplSDL3_SetWindowAlpha;
platform_io.Platform_CreateVkSurface = ImGui_ImplSDL3_CreateVkSurface;
// Register main window handle (which is owned by the main application, not by us)
// This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports.
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
ImGui_ImplSDL3_ViewportData* vd = IM_NEW(ImGui_ImplSDL3_ViewportData)();
vd->Window = window;
vd->WindowID = SDL_GetWindowID(window);
vd->WindowOwned = false;
vd->GLContext = (SDL_GLContext)sdl_gl_context;
main_viewport->PlatformUserData = vd;
main_viewport->PlatformHandle = (void*)(intptr_t)vd->WindowID;
}
static void ImGui_ImplSDL3_ShutdownMultiViewportSupport()
{
ImGui::DestroyPlatformWindows();
}
//-----------------------------------------------------------------------------
#if defined(__clang__)

View File

@@ -8,10 +8,7 @@
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Gamepad support.
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [x] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable' -> the OS animation effect when window gets created/destroyed is problematic. SDL2 backend doesn't have issue.
// Missing features or Issues:
// [ ] Platform: Multi-viewport: Minimized windows seems to break mouse wheel events (at least under Windows).
// [x] Platform: IME support. Position somehow broken in SDL3 + app needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
// [X] Platform: IME support.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.

View File

@@ -5,7 +5,6 @@
// [X] Renderer: User texture binding. Use 'SDL_GPUTexture*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! **IMPORTANT** Before 2025/08/08, ImTextureID was a reference to a SDL_GPUTextureSamplerBinding struct.
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// The aim of imgui_impl_sdlgpu3.h/.cpp is to be usable in your engine without any modification.
// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
@@ -23,7 +22,6 @@
// 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
// 2026-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2026-04-23: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. Obsoleting samplers from ImGui_ImplSDLGPU3_RenderState. (#9378)
// 2026-03-19: Fixed issue in ImGui_ImplSDLGPU3_DestroyTexture() if ImTextureID_Invalid is defined to be != 0, which became the default since 2026-03-12. (#9295, #9310)
// 2026-02-25: Removed unnecessary call to SDL_WaitForGPUIdle when releasing vertex/index buffers. (#9262)
@@ -654,9 +652,6 @@ void ImGui_ImplSDLGPU3_DestroyDeviceObjects()
if (bd->Pipeline) { SDL_ReleaseGPUGraphicsPipeline(v->Device, bd->Pipeline); bd->Pipeline = nullptr; }
}
static void ImGui_ImplSDLGPU3_InitMultiViewportSupport();
static void ImGui_ImplSDLGPU3_ShutdownMultiViewportSupport();
bool ImGui_ImplSDLGPU3_Init(ImGui_ImplSDLGPU3_InitInfo* info)
{
ImGuiIO& io = ImGui::GetIO();
@@ -669,7 +664,6 @@ bool ImGui_ImplSDLGPU3_Init(ImGui_ImplSDLGPU3_InitInfo* info)
io.BackendRendererName = "imgui_impl_sdlgpu3";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.DrawCallback_ResetRenderState = ImGui_ImplSDLGPU3_DrawCallback_ResetRenderState;
@@ -681,8 +675,6 @@ bool ImGui_ImplSDLGPU3_Init(ImGui_ImplSDLGPU3_InitInfo* info)
bd->InitInfo = *info;
ImGui_ImplSDLGPU3_InitMultiViewportSupport();
return true;
}
@@ -693,12 +685,11 @@ void ImGui_ImplSDLGPU3_Shutdown()
ImGuiIO& io = ImGui::GetIO();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
ImGui_ImplSDLGPU3_ShutdownMultiViewportSupport();
ImGui_ImplSDLGPU3_DestroyDeviceObjects();
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports);
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
platform_io.ClearRendererHandlers();
IM_DELETE(bd);
}
@@ -712,76 +703,4 @@ void ImGui_ImplSDLGPU3_NewFrame()
ImGui_ImplSDLGPU3_CreateDeviceObjects();
}
//--------------------------------------------------------------------------------------------------------
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
//--------------------------------------------------------------------------------------------------------
static void ImGui_ImplSDLGPU3_CreateWindow(ImGuiViewport* viewport)
{
ImGui_ImplSDLGPU3_Data* data = ImGui_ImplSDLGPU3_GetBackendData();
SDL_Window* window = SDL_GetWindowFromID((SDL_WindowID)(intptr_t)viewport->PlatformHandle);
SDL_ClaimWindowForGPUDevice(data->InitInfo.Device, window);
SDL_SetGPUSwapchainParameters(data->InitInfo.Device, window, data->InitInfo.SwapchainComposition, data->InitInfo.PresentMode);
viewport->RendererUserData = (void*)1;
}
static void ImGui_ImplSDLGPU3_RenderWindow(ImGuiViewport* viewport, void*)
{
ImGui_ImplSDLGPU3_Data* data = ImGui_ImplSDLGPU3_GetBackendData();
SDL_Window* window = SDL_GetWindowFromID((SDL_WindowID)(intptr_t)viewport->PlatformHandle);
ImDrawData* draw_data = viewport->DrawData;
SDL_GPUCommandBuffer* command_buffer = SDL_AcquireGPUCommandBuffer(data->InitInfo.Device);
SDL_GPUTexture* swapchain_texture;
SDL_AcquireGPUSwapchainTexture(command_buffer, window, &swapchain_texture, nullptr, nullptr);
if (swapchain_texture != nullptr)
{
ImGui_ImplSDLGPU3_PrepareDrawData(draw_data, command_buffer); // FIXME-OPT: Not optimal, may this be done earlier?
SDL_GPUColorTargetInfo target_info = {};
target_info.texture = swapchain_texture;
target_info.clear_color = SDL_FColor{ 0.0f,0.0f,0.0f,1.0f };
target_info.load_op = SDL_GPU_LOADOP_CLEAR;
target_info.store_op = SDL_GPU_STOREOP_STORE;
target_info.mip_level = 0;
target_info.layer_or_depth_plane = 0;
target_info.cycle = false;
SDL_GPURenderPass* render_pass = SDL_BeginGPURenderPass(command_buffer, &target_info, 1, nullptr);
ImGui_ImplSDLGPU3_RenderDrawData(draw_data, command_buffer, render_pass);
SDL_EndGPURenderPass(render_pass);
}
SDL_SubmitGPUCommandBuffer(command_buffer);
}
static void ImGui_ImplSDLGPU3_DestroyWindow(ImGuiViewport* viewport)
{
ImGui_ImplSDLGPU3_Data* data = ImGui_ImplSDLGPU3_GetBackendData();
if (viewport->RendererUserData)
{
SDL_Window* window = SDL_GetWindowFromID((SDL_WindowID)(intptr_t)viewport->PlatformHandle);
SDL_ReleaseWindowFromGPUDevice(data->InitInfo.Device, window);
}
viewport->RendererUserData = nullptr;
}
static void ImGui_ImplSDLGPU3_InitMultiViewportSupport()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Renderer_RenderWindow = ImGui_ImplSDLGPU3_RenderWindow;
platform_io.Renderer_CreateWindow = ImGui_ImplSDLGPU3_CreateWindow;
platform_io.Renderer_DestroyWindow = ImGui_ImplSDLGPU3_DestroyWindow;
}
static void ImGui_ImplSDLGPU3_ShutdownMultiViewportSupport()
{
ImGui::DestroyPlatformWindows();
}
//-----------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE

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@@ -5,7 +5,6 @@
// [X] Renderer: User texture binding. Use 'SDL_GPUTexture*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! **IMPORTANT** Before 2025/08/08, ImTextureID was a reference to a SDL_GPUTextureSamplerBinding struct.
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// The aim of imgui_impl_sdlgpu3.h/.cpp is to be usable in your engine without any modification.
// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/

View File

@@ -15,7 +15,6 @@
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
// Missing features or Issues:
// [ ] Renderer: Multi-viewport support (multiple windows).
// [ ] Renderer: Missing support for DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest callbacks: SDLRenderer2 does not support changing SDL_SCALE_MODE while rendering.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.

View File

@@ -15,7 +15,6 @@
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
// Missing features or Issues:
// [ ] Renderer: Multi-viewport support (multiple windows).
// [ ] Renderer: Missing support for DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest callbacks: SDLRenderer2 does not support changing SDL_SCALE_MODE while rendering.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.

View File

@@ -14,8 +14,6 @@
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
// Missing features:
// [ ] Renderer: Multi-viewport support (multiple windows).
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.

View File

@@ -14,8 +14,6 @@
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
// Missing features:
// [ ] Renderer: Multi-viewport support (multiple windows).
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.

View File

@@ -6,7 +6,6 @@
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
// [x] Renderer: Multi-viewport / platform windows. With issues (flickering when creating a new viewport).
// The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification.
// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
@@ -28,7 +27,6 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2026-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2026-04-23: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. (#9378)
// 2026-04-22: *BREAKING CHANGE* redesigned to use separate ImageView + Sampler instead of Combined Image Sampler. This change allows us to facilitate changing samplers, in line with other backends.
// - When registering custom textures: changed ImGui_ImplVulkan_AddTexture() signature to remove Sampler.
@@ -43,13 +41,11 @@
// 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)
// 2025-11-13: [Docking] Handle viewport surface creation failure without crashing. (#9068)
// 2025-10-15: Vulkan: Added IMGUI_IMPL_VULKAN_VOLK_FILENAME to configure path to volk.h header. (#9008)
// 2025-09-26: *BREAKING CHANGE*: moved some fields in ImGui_ImplVulkan_InitInfo: init_info.RenderPass --> init_info.PipelineInfoMain.RenderPass, init_info.Subpass --> init_info.PipelineInfoMain.Subpass, init_info.MSAASamples --> init_info.PipelineInfoMain.MSAASamples, init_info.PipelineRenderingCreateInfo --> init_info.PipelineInfoMain.PipelineRenderingCreateInfo.
// 2025-09-26: *BREAKING CHANGE*: renamed ImGui_ImplVulkan_MainPipelineCreateInfo to ImGui_ImplVulkan_PipelineInfo. Introduced very recently so shouldn't affect many users.
// 2025-09-26: [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)
// 2025-09-22: [Docking] Added ImGui_ImplVulkanH_GetWindowDataFromViewport() accessor/helper. (#8946, #8940)
// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
// 2025-09-04: Vulkan: Added ImGui_ImplVulkan_CreateMainPipeline(). (#8110, #8111)
// 2025-07-27: Vulkan: Fixed texture update corruption introduced on 2025-06-11. (#8801, #8755, #8840)
@@ -148,7 +144,6 @@ void ImGui_ImplVulkan_DestroyFrameRenderBuffers(VkDevice device, ImGui_ImplVulka
void ImGui_ImplVulkan_DestroyWindowRenderBuffers(VkDevice device, ImGui_ImplVulkan_WindowRenderBuffers* buffers, const VkAllocationCallbacks* allocator);
void ImGui_ImplVulkanH_DestroyFrame(VkDevice device, ImGui_ImplVulkanH_Frame* fd, const VkAllocationCallbacks* allocator);
void ImGui_ImplVulkanH_DestroyFrameSemaphores(VkDevice device, ImGui_ImplVulkanH_FrameSemaphores* fsd, const VkAllocationCallbacks* allocator);
void ImGui_ImplVulkanH_DestroyAllViewportsRenderBuffers(VkDevice device, const VkAllocationCallbacks* allocator);
void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count, VkImageUsageFlags image_usage);
void ImGui_ImplVulkanH_CreateWindowCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator);
@@ -165,18 +160,15 @@ static bool g_FunctionsLoaded = true;
IMGUI_VULKAN_FUNC_MAP_MACRO(vkAllocateCommandBuffers) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkAllocateDescriptorSets) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkAllocateMemory) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkAcquireNextImageKHR) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkBeginCommandBuffer) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkBindBufferMemory) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkBindImageMemory) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBeginRenderPass) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBindDescriptorSets) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBindIndexBuffer) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBindPipeline) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBindVertexBuffers) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdCopyBufferToImage) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdDrawIndexed) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdEndRenderPass) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdPipelineBarrier) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdPushConstants) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdSetScissor) \
@@ -228,10 +220,8 @@ static bool g_FunctionsLoaded = true;
IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfaceCapabilitiesKHR) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfaceFormatsKHR) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfacePresentModesKHR) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfaceSupportKHR) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetSwapchainImagesKHR) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkMapMemory) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkQueuePresentKHR) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkQueueSubmit) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkQueueWaitIdle) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkResetCommandPool) \
@@ -282,20 +272,6 @@ struct ImGui_ImplVulkan_Texture
ImGui_ImplVulkan_Texture() { memset((void*)this, 0, sizeof(*this)); }
};
// For multi-viewport support:
// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
struct ImGui_ImplVulkan_ViewportData
{
ImGui_ImplVulkanH_Window Window; // Used by secondary viewports only
ImGui_ImplVulkan_WindowRenderBuffers RenderBuffers; // Used by all viewports
bool WindowOwned;
bool SwapChainNeedRebuild; // Flag when viewport swapchain resized in the middle of processing a frame
bool SwapChainSuboptimal; // Flag when VK_SUBOPTIMAL_KHR was returned.
ImGui_ImplVulkan_ViewportData() { WindowOwned = SwapChainNeedRebuild = SwapChainSuboptimal = false; memset((void*)&RenderBuffers, 0, sizeof(RenderBuffers)); }
~ImGui_ImplVulkan_ViewportData() { }
};
// Vulkan data
struct ImGui_ImplVulkan_Data
{
@@ -308,7 +284,6 @@ struct ImGui_ImplVulkan_Data
VkDescriptorSetLayout DescriptorSetLayoutSampler;
VkPipelineLayout PipelineLayout;
VkPipeline Pipeline; // pipeline for main render pass (created by app)
VkPipeline PipelineForViewports; // pipeline for secondary viewports (created by backend)
VkShaderModule ShaderModuleVert;
VkShaderModule ShaderModuleFrag;
VkDescriptorPool DescriptorPool;
@@ -337,10 +312,6 @@ struct ImGui_ImplVulkan_Data
// SHADERS
//-----------------------------------------------------------------------------
// Forward Declarations
static void ImGui_ImplVulkan_InitMultiViewportSupport();
static void ImGui_ImplVulkan_ShutdownMultiViewportSupport();
// backends/vulkan/glsl_shader.vert, compiled with:
// # glslangValidator -V -x -o glsl_shader.vert.u32 glsl_shader.vert
/*
@@ -590,10 +561,8 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
if (pipeline == VK_NULL_HANDLE)
pipeline = bd->Pipeline;
// Allocate array to store enough vertex/index buffers. Each unique viewport gets its own storage.
ImGui_ImplVulkan_ViewportData* viewport_renderer_data = (ImGui_ImplVulkan_ViewportData*)draw_data->OwnerViewport->RendererUserData;
IM_ASSERT(viewport_renderer_data != nullptr);
ImGui_ImplVulkan_WindowRenderBuffers* wrb = &viewport_renderer_data->RenderBuffers;
// Allocate array to store enough vertex/index buffers
ImGui_ImplVulkan_WindowRenderBuffers* wrb = &bd->MainWindowRenderBuffers;
if (wrb->FrameRenderBuffers.Size == 0)
{
wrb->Index = 0;
@@ -1283,7 +1252,7 @@ void ImGui_ImplVulkan_DestroyDeviceObjects()
{
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
ImGui_ImplVulkanH_DestroyAllViewportsRenderBuffers(v->Device, v->Allocator);
ImGui_ImplVulkan_DestroyWindowRenderBuffers(v->Device, &bd->MainWindowRenderBuffers, v->Allocator);
// Destroy all textures
for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
@@ -1300,7 +1269,6 @@ void ImGui_ImplVulkan_DestroyDeviceObjects()
if (bd->DescriptorSetLayoutSampler) { vkDestroyDescriptorSetLayout(v->Device, bd->DescriptorSetLayoutSampler, v->Allocator); bd->DescriptorSetLayoutSampler = VK_NULL_HANDLE; }
if (bd->PipelineLayout) { vkDestroyPipelineLayout(v->Device, bd->PipelineLayout, v->Allocator); bd->PipelineLayout = VK_NULL_HANDLE; }
if (bd->Pipeline) { vkDestroyPipeline(v->Device, bd->Pipeline, v->Allocator); bd->Pipeline = VK_NULL_HANDLE; }
if (bd->PipelineForViewports) { vkDestroyPipeline(v->Device, bd->PipelineForViewports, v->Allocator); bd->PipelineForViewports = VK_NULL_HANDLE; }
if (bd->DescriptorPool) { vkDestroyDescriptorPool(v->Device, bd->DescriptorPool, v->Allocator); bd->DescriptorPool = VK_NULL_HANDLE; }
}
@@ -1393,7 +1361,6 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info)
io.BackendRendererName = "imgui_impl_vulkan";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.DrawCallback_ResetRenderState = ImGui_ImplVulkan_DrawCallback_ResetRenderState;
@@ -1412,7 +1379,7 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info)
else
IM_ASSERT(info->DescriptorPoolSize > 0);
if (info->UseDynamicRendering)
IM_ASSERT(info->PipelineInfoMain.RenderPass == VK_NULL_HANDLE && info->PipelineInfoForViewports.RenderPass == VK_NULL_HANDLE);
IM_ASSERT(info->PipelineInfoMain.RenderPass == VK_NULL_HANDLE);
bd->VulkanInitInfo = *info;
@@ -1423,12 +1390,6 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info)
if (!ImGui_ImplVulkan_CreateDeviceObjects())
IM_ASSERT(0 && "ImGui_ImplVulkan_CreateDeviceObjects() failed!"); // <- Can't be hit yet.
// Our render function expect RendererUserData to be storing the window render buffer we need (for the main viewport we won't use ->Window)
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
main_viewport->RendererUserData = IM_NEW(ImGui_ImplVulkan_ViewportData)();
ImGui_ImplVulkan_InitMultiViewportSupport();
return true;
}
@@ -1439,21 +1400,11 @@ void ImGui_ImplVulkan_Shutdown()
ImGuiIO& io = ImGui::GetIO();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
// First destroy objects in all viewports
ImGui_ImplVulkan_DestroyDeviceObjects();
// Manually delete main viewport render data in-case we haven't initialized for viewports
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
if (ImGui_ImplVulkan_ViewportData* vd = (ImGui_ImplVulkan_ViewportData*)main_viewport->RendererUserData)
IM_DELETE(vd);
main_viewport->RendererUserData = nullptr;
// Clean up windows
ImGui_ImplVulkan_ShutdownMultiViewportSupport();
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports);
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
platform_io.ClearRendererHandlers();
IM_DELETE(bd);
}
@@ -1472,12 +1423,10 @@ void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count)
if (bd->VulkanInitInfo.MinImageCount == min_image_count)
return;
IM_ASSERT(0); // FIXME-VIEWPORT: Unsupported. Need to recreate all swap chains!
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
VkResult err = vkDeviceWaitIdle(v->Device);
check_vk_result(err);
ImGui_ImplVulkanH_DestroyAllViewportsRenderBuffers(v->Device, v->Allocator);
ImGui_ImplVulkan_DestroyWindowRenderBuffers(v->Device, &bd->MainWindowRenderBuffers, v->Allocator);
bd->VulkanInitInfo.MinImageCount = min_image_count;
}
@@ -1762,6 +1711,8 @@ void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, V
wd->ImageCount = 0;
if (wd->RenderPass)
vkDestroyRenderPass(device, wd->RenderPass, allocator);
if (wd->Pipeline)
vkDestroyPipeline(device, wd->Pipeline, allocator);
// If min image count was not specified, request different count of images dependent on selected present mode
if (min_image_count == 0)
@@ -2005,6 +1956,7 @@ void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui
ImGui_ImplVulkanH_DestroyFrameSemaphores(device, &wd->FrameSemaphores[i], allocator);
wd->Frames.clear();
wd->FrameSemaphores.clear();
vkDestroyPipeline(device, wd->Pipeline, allocator);
vkDestroyRenderPass(device, wd->RenderPass, allocator);
vkDestroySwapchainKHR(device, wd->Swapchain, allocator);
wd->RenderPass = VK_NULL_HANDLE;
@@ -2034,333 +1986,6 @@ void ImGui_ImplVulkanH_DestroyFrameSemaphores(VkDevice device, ImGui_ImplVulkanH
fsd->ImageAcquiredSemaphore = fsd->RenderCompleteSemaphore = VK_NULL_HANDLE;
}
void ImGui_ImplVulkanH_DestroyAllViewportsRenderBuffers(VkDevice device, const VkAllocationCallbacks* allocator)
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
for (int n = 0; n < platform_io.Viewports.Size; n++)
if (ImGui_ImplVulkan_ViewportData* vd = (ImGui_ImplVulkan_ViewportData*)platform_io.Viewports[n]->RendererUserData)
ImGui_ImplVulkan_DestroyWindowRenderBuffers(device, &vd->RenderBuffers, allocator);
}
ImGui_ImplVulkanH_Window* ImGui_ImplVulkanH_GetWindowDataFromViewport(ImGuiViewport* viewport)
{
ImGui_ImplVulkan_ViewportData* vd = (ImGui_ImplVulkan_ViewportData*)viewport->RendererUserData;
return vd ? &vd->Window : nullptr;
}
//--------------------------------------------------------------------------------------------------------
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
//--------------------------------------------------------------------------------------------------------
static void ImGui_ImplVulkan_CreateWindow(ImGuiViewport* viewport)
{
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
ImGui_ImplVulkan_ViewportData* vd = IM_NEW(ImGui_ImplVulkan_ViewportData)();
ImGui_ImplVulkanH_Window* wd = &vd->Window;
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
// Create surface
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
VkResult err = (VkResult)platform_io.Platform_CreateVkSurface(viewport, (ImU64)v->Instance, (const void*)v->Allocator, (ImU64*)&wd->Surface);
check_vk_result(err);
// Check if surface creation failed
if (err != VK_SUCCESS || wd->Surface == VK_NULL_HANDLE)
{
IM_DELETE(vd);
return;
}
// Check for WSI support
VkBool32 res;
vkGetPhysicalDeviceSurfaceSupportKHR(v->PhysicalDevice, v->QueueFamily, wd->Surface, &res);
if (res != VK_TRUE)
{
vkDestroySurfaceKHR(v->Instance, wd->Surface, v->Allocator); // Error: no WSI support on physical device, clean up and return
IM_DELETE(vd);
return;
}
viewport->RendererUserData = vd;
// Select Surface Format
ImGui_ImplVulkan_PipelineInfo* pipeline_info = &v->PipelineInfoForViewports;
ImVector<VkFormat> requestSurfaceImageFormats;
#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
for (uint32_t n = 0; n < pipeline_info->PipelineRenderingCreateInfo.colorAttachmentCount; n++)
requestSurfaceImageFormats.push_back(pipeline_info->PipelineRenderingCreateInfo.pColorAttachmentFormats[n]);
#endif
const VkFormat defaultFormats[] = { VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_B8G8R8_UNORM, VK_FORMAT_R8G8B8_UNORM };
for (VkFormat format : defaultFormats)
requestSurfaceImageFormats.push_back(format);
const VkColorSpaceKHR requestSurfaceColorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR;
wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(v->PhysicalDevice, wd->Surface, requestSurfaceImageFormats.Data, requestSurfaceImageFormats.Size, requestSurfaceColorSpace);
// Select Present Mode
// FIXME-VULKAN: Even thought mailbox seems to get us maximum framerate with a single window, it halves framerate with a second window etc. (w/ Nvidia and SDK 1.82.1)
VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_MAILBOX_KHR, VK_PRESENT_MODE_IMMEDIATE_KHR, VK_PRESENT_MODE_FIFO_KHR };
wd->PresentMode = ImGui_ImplVulkanH_SelectPresentMode(v->PhysicalDevice, wd->Surface, &present_modes[0], IM_COUNTOF(present_modes));
//printf("[vulkan] Secondary window selected PresentMode = %d\n", wd->PresentMode);
// Create SwapChain, RenderPass, Framebuffer, etc.
wd->UseDynamicRendering = v->UseDynamicRendering;
wd->AttachmentDesc.loadOp = (viewport->Flags & ImGuiViewportFlags_NoRendererClear) ? VK_ATTACHMENT_LOAD_OP_DONT_CARE : VK_ATTACHMENT_LOAD_OP_CLEAR;
ImGui_ImplVulkanH_CreateOrResizeWindow(v->Instance, v->PhysicalDevice, v->Device, wd, v->QueueFamily, v->Allocator, (int)viewport->Size.x, (int)viewport->Size.y, v->MinImageCount, pipeline_info->SwapChainImageUsage);
vd->WindowOwned = true;
// Create pipeline (shared by all secondary viewports)
if (bd->PipelineForViewports == VK_NULL_HANDLE)
{
#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
if (wd->UseDynamicRendering)
{
pipeline_info->PipelineRenderingCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO;
pipeline_info->PipelineRenderingCreateInfo.colorAttachmentCount = 1;
pipeline_info->PipelineRenderingCreateInfo.pColorAttachmentFormats = &wd->SurfaceFormat.format;
}
else
{
pipeline_info->RenderPass = wd->RenderPass;
}
#endif
bd->PipelineForViewports = ImGui_ImplVulkan_CreatePipeline(v->Device, v->Allocator, VK_NULL_HANDLE, &v->PipelineInfoForViewports);
}
}
static void ImGui_ImplVulkan_DestroyWindow(ImGuiViewport* viewport)
{
// The main viewport (owned by the application) will always have RendererUserData == 0 since we didn't create the data for it.
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
if (ImGui_ImplVulkan_ViewportData* vd = (ImGui_ImplVulkan_ViewportData*)viewport->RendererUserData)
{
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
if (vd->WindowOwned)
{
ImGui_ImplVulkanH_DestroyWindow(v->Instance, v->Device, &vd->Window, v->Allocator);
vkDestroySurfaceKHR(v->Instance, vd->Window.Surface, v->Allocator);
}
ImGui_ImplVulkan_DestroyWindowRenderBuffers(v->Device, &vd->RenderBuffers, v->Allocator);
IM_DELETE(vd);
}
viewport->RendererUserData = nullptr;
}
static void ImGui_ImplVulkan_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
{
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
ImGui_ImplVulkan_ViewportData* vd = (ImGui_ImplVulkan_ViewportData*)viewport->RendererUserData;
if (vd == nullptr) // This is nullptr for the main viewport (which is left to the user/app to handle)
return;
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
ImGui_ImplVulkanH_Window* wd = &vd->Window;
wd->AttachmentDesc.loadOp = (viewport->Flags & ImGuiViewportFlags_NoRendererClear) ? VK_ATTACHMENT_LOAD_OP_DONT_CARE : VK_ATTACHMENT_LOAD_OP_CLEAR;
ImGui_ImplVulkanH_CreateOrResizeWindow(v->Instance, v->PhysicalDevice, v->Device, &vd->Window, v->QueueFamily, v->Allocator, (int)size.x, (int)size.y, v->MinImageCount, v->PipelineInfoForViewports.SwapChainImageUsage);
}
static void ImGui_ImplVulkan_RenderWindow(ImGuiViewport* viewport, void*)
{
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
ImGui_ImplVulkan_ViewportData* vd = (ImGui_ImplVulkan_ViewportData*)viewport->RendererUserData;
if (vd == nullptr)
return;
ImGui_ImplVulkanH_Window* wd = &vd->Window;
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
VkResult err;
if (vd->SwapChainNeedRebuild || vd->SwapChainSuboptimal)
{
ImGui_ImplVulkanH_CreateOrResizeWindow(v->Instance, v->PhysicalDevice, v->Device, wd, v->QueueFamily, v->Allocator, (int)viewport->Size.x, (int)viewport->Size.y, v->MinImageCount, v->PipelineInfoForViewports.SwapChainImageUsage);
vd->SwapChainNeedRebuild = vd->SwapChainSuboptimal = false;
}
ImGui_ImplVulkanH_Frame* fd = nullptr;
ImGui_ImplVulkanH_FrameSemaphores* fsd = &wd->FrameSemaphores[wd->SemaphoreIndex];
{
{
err = vkAcquireNextImageKHR(v->Device, wd->Swapchain, UINT64_MAX, fsd->ImageAcquiredSemaphore, VK_NULL_HANDLE, &wd->FrameIndex);
if (err == VK_ERROR_OUT_OF_DATE_KHR)
{
vd->SwapChainNeedRebuild = true; // Since we are not going to swap this frame anyway, it's ok that recreation happens on next frame.
return;
}
if (err == VK_SUBOPTIMAL_KHR)
vd->SwapChainSuboptimal = true;
else
check_vk_result(err);
fd = &wd->Frames[wd->FrameIndex];
}
for (;;)
{
err = vkWaitForFences(v->Device, 1, &fd->Fence, VK_TRUE, 100);
if (err == VK_SUCCESS) break;
if (err == VK_TIMEOUT) continue;
check_vk_result(err);
}
{
err = vkResetCommandPool(v->Device, fd->CommandPool, 0);
check_vk_result(err);
VkCommandBufferBeginInfo info = {};
info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
err = vkBeginCommandBuffer(fd->CommandBuffer, &info);
check_vk_result(err);
}
{
ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
memcpy(&wd->ClearValue.color.float32[0], &clear_color, 4 * sizeof(float));
}
#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
if (v->UseDynamicRendering)
{
// Transition swapchain image to a layout suitable for drawing.
VkImageMemoryBarrier barrier = {};
barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
barrier.dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
barrier.oldLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
barrier.newLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
barrier.image = fd->Backbuffer;
barrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
barrier.subresourceRange.levelCount = 1;
barrier.subresourceRange.layerCount = 1;
vkCmdPipelineBarrier(fd->CommandBuffer, VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | VK_PIPELINE_STAGE_NONE, VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT, 0, 0, nullptr, 0, nullptr, 1, &barrier);
VkRenderingAttachmentInfo attachmentInfo = {};
attachmentInfo.sType = VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO_KHR;
attachmentInfo.imageView = fd->BackbufferView;
attachmentInfo.imageLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
attachmentInfo.resolveMode = VK_RESOLVE_MODE_NONE;
attachmentInfo.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
attachmentInfo.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
attachmentInfo.clearValue = wd->ClearValue;
VkRenderingInfo renderingInfo = {};
renderingInfo.sType = VK_STRUCTURE_TYPE_RENDERING_INFO_KHR;
renderingInfo.renderArea.extent.width = wd->Width;
renderingInfo.renderArea.extent.height = wd->Height;
renderingInfo.layerCount = 1;
renderingInfo.viewMask = 0;
renderingInfo.colorAttachmentCount = 1;
renderingInfo.pColorAttachments = &attachmentInfo;
ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR(fd->CommandBuffer, &renderingInfo);
}
else
#endif
{
VkRenderPassBeginInfo info = {};
info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
info.renderPass = wd->RenderPass;
info.framebuffer = fd->Framebuffer;
info.renderArea.extent.width = wd->Width;
info.renderArea.extent.height = wd->Height;
info.clearValueCount = (viewport->Flags & ImGuiViewportFlags_NoRendererClear) ? 0 : 1;
info.pClearValues = (viewport->Flags & ImGuiViewportFlags_NoRendererClear) ? nullptr : &wd->ClearValue;
vkCmdBeginRenderPass(fd->CommandBuffer, &info, VK_SUBPASS_CONTENTS_INLINE);
}
}
ImGui_ImplVulkan_RenderDrawData(viewport->DrawData, fd->CommandBuffer, bd->PipelineForViewports);
{
#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
if (v->UseDynamicRendering)
{
ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR(fd->CommandBuffer);
// Transition image to a layout suitable for presentation
VkImageMemoryBarrier barrier = {};
barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
barrier.srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
barrier.oldLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
barrier.newLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
barrier.image = fd->Backbuffer;
barrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
barrier.subresourceRange.levelCount = 1;
barrier.subresourceRange.layerCount = 1;
vkCmdPipelineBarrier(fd->CommandBuffer, VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT, VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT, 0, 0, nullptr, 0, nullptr, 1, &barrier);
}
else
#endif
{
vkCmdEndRenderPass(fd->CommandBuffer);
}
{
VkPipelineStageFlags wait_stage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
VkSubmitInfo info = {};
info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
info.waitSemaphoreCount = 1;
info.pWaitSemaphores = &fsd->ImageAcquiredSemaphore;
info.pWaitDstStageMask = &wait_stage;
info.commandBufferCount = 1;
info.pCommandBuffers = &fd->CommandBuffer;
info.signalSemaphoreCount = 1;
info.pSignalSemaphores = &fsd->RenderCompleteSemaphore;
err = vkEndCommandBuffer(fd->CommandBuffer);
check_vk_result(err);
err = vkResetFences(v->Device, 1, &fd->Fence);
check_vk_result(err);
err = vkQueueSubmit(v->Queue, 1, &info, fd->Fence);
check_vk_result(err);
}
}
}
static void ImGui_ImplVulkan_SwapBuffers(ImGuiViewport* viewport, void*)
{
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
ImGui_ImplVulkan_ViewportData* vd = (ImGui_ImplVulkan_ViewportData*)viewport->RendererUserData;
if (vd == nullptr)
return;
ImGui_ImplVulkanH_Window* wd = &vd->Window;
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
if (vd->SwapChainNeedRebuild) // Frame data became invalid in the middle of rendering
return;
VkResult err;
uint32_t present_index = wd->FrameIndex;
ImGui_ImplVulkanH_FrameSemaphores* fsd = &wd->FrameSemaphores[wd->SemaphoreIndex];
VkPresentInfoKHR info = {};
info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
info.waitSemaphoreCount = 1;
info.pWaitSemaphores = &fsd->RenderCompleteSemaphore;
info.swapchainCount = 1;
info.pSwapchains = &wd->Swapchain;
info.pImageIndices = &present_index;
err = vkQueuePresentKHR(v->Queue, &info);
if (err == VK_ERROR_OUT_OF_DATE_KHR)
{
vd->SwapChainNeedRebuild = true;
return;
}
if (err == VK_SUBOPTIMAL_KHR)
vd->SwapChainSuboptimal = true;
else
check_vk_result(err);
wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->SemaphoreCount; // Now we can use the next set of semaphores
}
void ImGui_ImplVulkan_InitMultiViewportSupport()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
if (ImGui::GetIO().BackendFlags & ImGuiBackendFlags_PlatformHasViewports)
IM_ASSERT(platform_io.Platform_CreateVkSurface != nullptr && "Platform needs to setup the CreateVkSurface handler.");
platform_io.Renderer_CreateWindow = ImGui_ImplVulkan_CreateWindow;
platform_io.Renderer_DestroyWindow = ImGui_ImplVulkan_DestroyWindow;
platform_io.Renderer_SetWindowSize = ImGui_ImplVulkan_SetWindowSize;
platform_io.Renderer_RenderWindow = ImGui_ImplVulkan_RenderWindow;
platform_io.Renderer_SwapBuffers = ImGui_ImplVulkan_SwapBuffers;
}
void ImGui_ImplVulkan_ShutdownMultiViewportSupport()
{
ImGui::DestroyPlatformWindows();
}
//-----------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE

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@@ -6,7 +6,6 @@
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
// [x] Renderer: Multi-viewport / platform windows. With issues (flickering when creating a new viewport).
// The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification.
// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
@@ -85,19 +84,13 @@
// Specify settings to create pipeline and swapchain
struct ImGui_ImplVulkan_PipelineInfo
{
// For Main viewport only
VkRenderPass RenderPass; // Ignored if using dynamic rendering
// For Main and Secondary viewports
uint32_t Subpass; //
VkSampleCountFlagBits MSAASamples = {}; // 0 defaults to VK_SAMPLE_COUNT_1_BIT
ImVector<VkDynamicState> ExtraDynamicStates; // Optional, allows to insert more dynamic states into our VkPipeline
#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
VkPipelineRenderingCreateInfoKHR PipelineRenderingCreateInfo; // Optional, valid if .sType == VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR
#endif
// For Secondary viewports only (created/managed by backend)
VkImageUsageFlags SwapChainImageUsage; // Extra flags for vkCreateSwapchainKHR() calls for secondary viewports. We automatically add VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT. You can add e.g. VK_IMAGE_USAGE_TRANSFER_SRC_BIT if you need to capture from viewports.
};
// Initialization data, for ImGui_ImplVulkan_Init()
@@ -124,14 +117,13 @@ struct ImGui_ImplVulkan_InitInfo
// Pipeline
ImGui_ImplVulkan_PipelineInfo PipelineInfoMain; // Infos for Main Viewport (created by app/user)
ImGui_ImplVulkan_PipelineInfo PipelineInfoForViewports; // Infos for Secondary Viewports (created by backend)
//VkRenderPass RenderPass; // --> Since 2025/09/26: set 'PipelineInfoMain.RenderPass' instead
//uint32_t Subpass; // --> Since 2025/09/26: set 'PipelineInfoMain.Subpass' instead
//VkSampleCountFlagBits MSAASamples; // --> Since 2025/09/26: set 'PipelineInfoMain.MSAASamples' instead
//VkPipelineRenderingCreateInfoKHR PipelineRenderingCreateInfo; // Since 2025/09/26: set 'PipelineInfoMain.PipelineRenderingCreateInfo' instead
// (Optional) Dynamic Rendering
// Need to explicitly enable VK_KHR_dynamic_rendering extension to use this, even for Vulkan 1.3 + setup PipelineInfoMain.PipelineRenderingCreateInfo and PipelineInfoViewports.PipelineRenderingCreateInfo.
// Need to explicitly enable VK_KHR_dynamic_rendering extension to use this, even for Vulkan 1.3 + setup PipelineInfoMain.PipelineRenderingCreateInfo.
bool UseDynamicRendering;
// (Optional) Allocation, Debugging
@@ -215,7 +207,6 @@ IMGUI_IMPL_API VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysic
IMGUI_IMPL_API VkPhysicalDevice ImGui_ImplVulkanH_SelectPhysicalDevice(VkInstance instance);
IMGUI_IMPL_API uint32_t ImGui_ImplVulkanH_SelectQueueFamilyIndex(VkPhysicalDevice physical_device);
IMGUI_IMPL_API int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_mode);
IMGUI_IMPL_API ImGui_ImplVulkanH_Window* ImGui_ImplVulkanH_GetWindowDataFromViewport(ImGuiViewport* viewport); // Access to Vulkan objects associated with a viewport (e.g to export a screenshot)
// Helper structure to hold the data needed by one rendering frame
// (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.)
@@ -253,6 +244,7 @@ struct ImGui_ImplVulkanH_Window
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

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@@ -7,8 +7,6 @@
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
// [X] Renderer: Texture updates support for dynamic font system (ImGuiBackendFlags_RendererHasTextures).
// Missing features or Issues:
// [ ] Renderer: Multi-viewport support (multiple windows), useful for desktop.
// Read imgui_impl_wgpu.h about how to use the IMGUI_IMPL_WEBGPU_BACKEND_WGPU or IMGUI_IMPL_WEBGPU_BACKEND_DAWN flags.
@@ -330,31 +328,11 @@ static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModuleWGSL(con
WGPUShaderModuleDescriptor desc = {};
desc.nextInChain = (WGPUChainedStruct*)&wgsl_desc;
// Detect shader compilation errors by using an error scope.
// Flag to be passed into the validation callback `userdata1` pointer.
int validation_error = 0;
wgpuDevicePushErrorScope(bd->wgpuDevice, WGPUErrorFilter_Validation);
WGPUShaderModule module = wgpuDeviceCreateShaderModule(bd->wgpuDevice, &desc);
WGPUPopErrorScopeCallbackInfo pop_cb = {};
pop_cb.mode = WGPUCallbackMode_AllowSpontaneous;
pop_cb.callback = [](WGPUPopErrorScopeStatus, WGPUErrorType type, WGPUStringView, void* userdata1, void*)
{
if (type == WGPUErrorType_Validation)
*static_cast<int*>(userdata1) = 1;
};
pop_cb.userdata1 = &validation_error;
wgpuDevicePopErrorScope(bd->wgpuDevice, pop_cb);
WGPUProgrammableStageDescriptor stage_desc = {};
if (module && !validation_error)
{
stage_desc.module = module;
stage_desc.entryPoint = { "main", WGPU_STRLEN };
}
else if (module)
{
wgpuShaderModuleRelease(module);
}
#if !defined(IMGUI_IMPL_WEBGPU_BACKEND_WGVK)
stage_desc.module = wgpuDeviceCreateShaderModule(bd->wgpuDevice, &desc);
stage_desc.entryPoint = { "main", WGPU_STRLEN };
#endif
return stage_desc;
}

View File

@@ -19,8 +19,6 @@
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
// [X] Renderer: Texture updates support for dynamic font system (ImGuiBackendFlags_RendererHasTextures).
// Missing features or Issues:
// [ ] Renderer: Multi-viewport support (multiple windows), useful for desktop.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.

View File

@@ -7,7 +7,6 @@
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Gamepad support.
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@@ -22,23 +21,14 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2026-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2026-03-31: [Viewports] Fixed setting/getting size when viewports have OS decorations (e.g. io.ConfigViewportsNoDecoration = false) and process is running in Per-Monitor V2 DPI mode. (#8897)
// 2026-01-28: Inputs: Minor optimization not submitting gamepad input if packet number has not changed (reworked from 2025-09-23 attempt). (#9202, #8556)
// 2026-01-26: [Viewports] Fixed an issue from 1.90.5 where newly appearing windows that are not parented to the main viewport don't have task bar icon appear before the windows was explicited refocused. (#7354, #8669)
// 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.
// 2025-06-02: [Viewports] WM_DPICHANGED also apply io.ConfigDpiScaleViewports for main viewport instead of letting it be done by application code.
// 2025-04-30: Inputs: Fixed an issue where externally losing mouse capture (due to e.g. focus loss) would fail to claim it again the next subsequent click. (#8594)
// 2025-03-26: [Viewports] Viewports: fixed an issue when closing a window from the OS close button (with io.ConfigViewportsNoDecoration = false) while user code was discarding the 'bool* p_open = false' output from Begin(). Because we allowed the Win32 window to close early, Windows destroyed it and our imgui window became not visible even though user code was still submitting it.
// 2025-03-10: When dealing with OEM keys, use scancodes instead of translated keycodes to choose ImGuiKey values. (#7136, #7201, #7206, #7306, #7670, #7672, #8468)
// 2025-02-21: [Viewports] WM_SETTINGCHANGE's SPI_SETWORKAREA message also triggers a refresh of monitor list. (#8415)
// 2025-02-18: Added ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress mouse cursor support.
// 2024-11-21: [Viewports] Fixed a crash when multiple processes are running with multi-viewports, caused by misusage of GetProp(). (#8162, #8069)
// 2024-10-28: [Viewports] Rely on property stored inside HWND to retrieve context/viewport, should facilitate attempt to use this for parallel contexts. (#8069)
// 2024-09-16: [Viewports] Inputs: fixed an issue where a viewport destroyed while clicking would hog mouse tracking and temporary lead to incorrect update of HoveredWindow. (#7971)
// 2024-07-08: Inputs: Fixed ImGuiMod_Super being mapped to VK_APPS instead of VK_LWIN||VK_RWIN. (#7768)
// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys.
// 2023-09-25: Inputs: Synthesize key-down event on key-up for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows doesn't emit it (same behavior as GLFW/SDL).
@@ -109,7 +99,6 @@
typedef DWORD(WINAPI* PFN_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*);
typedef DWORD(WINAPI* PFN_XInputGetState)(DWORD, XINPUT_STATE*);
#endif
typedef BOOL(WINAPI* PFN_AdjustWindowRectExForDpi)(LPRECT, DWORD, BOOL, DWORD, UINT);
// Clang/GCC warnings with -Weverything
#if defined(__clang__)
@@ -122,12 +111,6 @@ typedef BOOL(WINAPI* PFN_AdjustWindowRectExForDpi)(LPRECT, DWORD, BOOL, DWORD, U
#pragma GCC diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader)
#endif
// Forward Declarations
static void ImGui_ImplWin32_InitMultiViewportSupport(bool platform_has_own_dc);
static void ImGui_ImplWin32_ShutdownMultiViewportSupport();
static void ImGui_ImplWin32_UpdateMonitors();
static bool ImGui_ImplWin32_IsDpiAwarenessPerMonitorAwareV2();
struct ImGui_ImplWin32_Data
{
HWND hWnd;
@@ -138,9 +121,6 @@ struct ImGui_ImplWin32_Data
INT64 TicksPerSecond;
ImGuiMouseCursor LastMouseCursor;
UINT32 KeyboardCodePage;
bool WantUpdateMonitors;
bool IsPerMonitorDpiAwareV2;
PFN_AdjustWindowRectExForDpi AdjustWindowRectExForDpi;
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
bool HasGamepad;
@@ -196,9 +176,6 @@ static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc)
io.BackendPlatformName = "imgui_impl_win32";
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can call io.AddMouseViewportEvent() with correct data (optional)
io.BackendFlags |= ImGuiBackendFlags_HasParentViewport; // We can honor viewport->ParentViewportId by applying the corresponding parent/child relationship at platform levle (optional)
bd->hWnd = (HWND)hwnd;
bd->TicksPerSecond = perf_frequency;
@@ -206,21 +183,10 @@ static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc)
bd->LastMouseCursor = ImGuiMouseCursor_COUNT;
ImGui_ImplWin32_UpdateKeyboardCodePage(io);
// Update monitor a first time during init
ImGui_ImplWin32_UpdateMonitors();
// Our mouse update function expect PlatformHandle to be filled for the main viewport
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (void*)bd->hWnd;
// Be aware that GetPropA()/SetPropA() may be accessed from other processes.
// So as we store a pointer in IMGUI_CONTEXT we need to make sure we only call GetPropA() on windows owned by our process.
::SetPropA(bd->hWnd, "IMGUI_CONTEXT", ImGui::GetCurrentContext());
ImGui_ImplWin32_InitMultiViewportSupport(platform_has_own_dc);
if (HINSTANCE user32_dll = ::GetModuleHandleA("user32.dll"))
bd->AdjustWindowRectExForDpi = (PFN_AdjustWindowRectExForDpi)::GetProcAddress(user32_dll, "AdjustWindowRectExForDpi");
bd->IsPerMonitorDpiAwareV2 = ImGui_ImplWin32_IsDpiAwarenessPerMonitorAwareV2();
IM_UNUSED(platform_has_own_dc); // Used in 'docking' branch
// Dynamically load XInput library
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
@@ -264,9 +230,6 @@ void ImGui_ImplWin32_Shutdown()
ImGuiIO& io = ImGui::GetIO();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
::SetPropA(bd->hWnd, "IMGUI_CONTEXT", nullptr);
ImGui_ImplWin32_ShutdownMultiViewportSupport();
// Unload XInput library
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
if (bd->XInputDLL)
@@ -275,7 +238,7 @@ void ImGui_ImplWin32_Shutdown()
io.BackendPlatformName = nullptr;
io.BackendPlatformUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport | ImGuiBackendFlags_HasParentViewport);
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad);
platform_io.ClearPlatformHandlers();
IM_DELETE(bd);
}
@@ -348,69 +311,32 @@ static void ImGui_ImplWin32_UpdateKeyModifiers(ImGuiIO& io)
io.AddKeyEvent(ImGuiMod_Super, IsVkDown(VK_LWIN) || IsVkDown(VK_RWIN));
}
static ImGuiViewport* ImGui_ImplWin32_FindViewportByPlatformHandle(ImGuiPlatformIO& platform_io, HWND hwnd)
{
// We cannot use ImGui::FindViewportByPlatformHandle() because it doesn't take a context.
// When called from ImGui_ImplWin32_WndProcHandler_PlatformWindow() we don't assume that context is bound.
//return ImGui::FindViewportByPlatformHandle((void*)hwnd);
for (ImGuiViewport* viewport : platform_io.Viewports)
if (viewport->PlatformHandle == hwnd)
return viewport;
return nullptr;
}
// This code supports multi-viewports (multiple OS Windows mapped into different Dear ImGui viewports)
// Because of that, it is a little more complicated than your typical single-viewport binding code!
static void ImGui_ImplWin32_UpdateMouseData(ImGuiIO& io, ImGuiPlatformIO& platform_io)
static void ImGui_ImplWin32_UpdateMouseData(ImGuiIO& io)
{
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io);
IM_ASSERT(bd->hWnd != 0);
POINT mouse_screen_pos;
bool has_mouse_screen_pos = ::GetCursorPos(&mouse_screen_pos) != 0;
HWND focused_window = ::GetForegroundWindow();
const bool is_app_focused = (focused_window && (focused_window == bd->hWnd || ::IsChild(focused_window, bd->hWnd) || ImGui_ImplWin32_FindViewportByPlatformHandle(platform_io, focused_window)));
const bool is_app_focused = (focused_window == bd->hWnd);
if (is_app_focused)
{
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos is enabled by user)
// When multi-viewports are enabled, all Dear ImGui positions are same as OS positions.
if (io.WantSetMousePos)
{
POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) == 0)
::ClientToScreen(focused_window, &pos);
::SetCursorPos(pos.x, pos.y);
if (::ClientToScreen(bd->hWnd, &pos))
::SetCursorPos(pos.x, pos.y);
}
// (Optional) Fallback to provide mouse position when focused (WM_MOUSEMOVE already provides this when hovered or captured)
// This also fills a short gap when clicking non-client area: WM_NCMOUSELEAVE -> modal OS move -> gap -> WM_NCMOUSEMOVE
if (!io.WantSetMousePos && bd->MouseTrackedArea == 0 && has_mouse_screen_pos)
if (!io.WantSetMousePos && bd->MouseTrackedArea == 0)
{
// Single viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
// (This is the position you can get with ::GetCursorPos() + ::ScreenToClient() or WM_MOUSEMOVE.)
// Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor)
// (This is the position you can get with ::GetCursorPos() or WM_MOUSEMOVE + ::ClientToScreen(). In theory adding viewport->Pos to a client position would also be the same.)
POINT mouse_pos = mouse_screen_pos;
if (!(io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable))
::ScreenToClient(bd->hWnd, &mouse_pos);
io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y);
POINT pos;
if (::GetCursorPos(&pos) && ::ScreenToClient(bd->hWnd, &pos))
io.AddMousePosEvent((float)pos.x, (float)pos.y);
}
}
// (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering.
// If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic.
// - [X] Win32 backend correctly ignore viewports with the _NoInputs flag (here using ::WindowFromPoint with WM_NCHITTEST + HTTRANSPARENT in WndProc does that)
// Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window
// for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported
// by the backend, and use its flawed heuristic to guess the viewport behind.
// - [X] Win32 backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target).
ImGuiID mouse_viewport_id = 0;
if (has_mouse_screen_pos)
if (HWND hovered_hwnd = ::WindowFromPoint(mouse_screen_pos))
if (ImGuiViewport* viewport = ImGui_ImplWin32_FindViewportByPlatformHandle(platform_io, hovered_hwnd))
mouse_viewport_id = viewport->ID;
io.AddMouseViewportEvent(mouse_viewport_id);
}
// Gamepad navigation mapping
@@ -472,50 +398,16 @@ static void ImGui_ImplWin32_UpdateGamepads(ImGuiIO& io)
#endif
}
static BOOL CALLBACK ImGui_ImplWin32_UpdateMonitors_EnumFunc(HMONITOR monitor, HDC, LPRECT, LPARAM)
{
MONITORINFO info = {};
info.cbSize = sizeof(MONITORINFO);
if (!::GetMonitorInfo(monitor, &info))
return TRUE;
ImGuiPlatformMonitor imgui_monitor;
imgui_monitor.MainPos = ImVec2((float)info.rcMonitor.left, (float)info.rcMonitor.top);
imgui_monitor.MainSize = ImVec2((float)(info.rcMonitor.right - info.rcMonitor.left), (float)(info.rcMonitor.bottom - info.rcMonitor.top));
imgui_monitor.WorkPos = ImVec2((float)info.rcWork.left, (float)info.rcWork.top);
imgui_monitor.WorkSize = ImVec2((float)(info.rcWork.right - info.rcWork.left), (float)(info.rcWork.bottom - info.rcWork.top));
imgui_monitor.DpiScale = ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
imgui_monitor.PlatformHandle = (void*)monitor;
if (imgui_monitor.DpiScale <= 0.0f)
return TRUE; // Some accessibility applications are declaring virtual monitors with a DPI of 0, see #7902.
ImGuiPlatformIO& io = ImGui::GetPlatformIO();
if (info.dwFlags & MONITORINFOF_PRIMARY)
io.Monitors.push_front(imgui_monitor);
else
io.Monitors.push_back(imgui_monitor);
return TRUE;
}
static void ImGui_ImplWin32_UpdateMonitors()
{
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
ImGui::GetPlatformIO().Monitors.resize(0);
::EnumDisplayMonitors(nullptr, nullptr, ImGui_ImplWin32_UpdateMonitors_EnumFunc, 0);
bd->WantUpdateMonitors = false;
}
void ImGui_ImplWin32_NewFrame()
{
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized? Did you call ImGui_ImplWin32_Init()?");
ImGuiIO& io = ImGui::GetIO();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
// Setup display size (every frame to accommodate for window resizing)
RECT rect = { 0, 0, 0, 0 };
::GetClientRect(bd->hWnd, &rect);
io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
if (bd->WantUpdateMonitors)
ImGui_ImplWin32_UpdateMonitors();
// Setup time step
INT64 current_time = 0;
@@ -524,7 +416,7 @@ void ImGui_ImplWin32_NewFrame()
bd->Time = current_time;
// Update OS mouse position
ImGui_ImplWin32_UpdateMouseData(io, platform_io);
ImGui_ImplWin32_UpdateMouseData(io);
// Process workarounds for known Windows key handling issues
ImGui_ImplWin32_ProcessKeyEventsWorkarounds(io);
@@ -729,10 +621,6 @@ static ImGuiMouseSource ImGui_ImplWin32_GetMouseSourceFromMessageExtraInfo()
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); // Use ImGui::GetCurrentContext()
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandlerEx(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam, ImGuiIO& io); // Doesn't use ImGui::GetCurrentContext()
#ifndef WM_DPICHANGED
#define WM_DPICHANGED 0x02E0 // From Windows SDK 8.1+ headers
#endif
IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
// Most backends don't have silent checks like this one, but we need it because WndProc are called early in CreateWindow().
@@ -767,11 +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) };
bool want_absolute_pos = (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) != 0;
if (msg == WM_MOUSEMOVE && want_absolute_pos) // WM_MOUSEMOVE are client-relative coordinates.
::ClientToScreen(hwnd, &mouse_pos);
if (msg == WM_NCMOUSEMOVE && !want_absolute_pos) // WM_NCMOUSEMOVE are absolute coordinates.
::ScreenToClient(hwnd, &mouse_pos);
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;
@@ -941,21 +826,6 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandlerEx(HWND hwnd, UINT msg, WPA
bd->WantUpdateHasGamepad = true;
#endif
return 0;
case WM_DISPLAYCHANGE:
bd->WantUpdateMonitors = true;
return 0;
case WM_SETTINGCHANGE:
if (wParam == SPI_SETWORKAREA)
bd->WantUpdateMonitors = true;
return 0;
case WM_DPICHANGED:
{
// FIXME-DPI: see SDL3's WM_GETDPISCALEDSIZE handler.
const RECT* suggested_rect = (RECT*)lParam;
if (io.ConfigDpiScaleViewports)
::SetWindowPos(hwnd, nullptr, suggested_rect->left, suggested_rect->top, suggested_rect->right - suggested_rect->left, suggested_rect->bottom - suggested_rect->top, SWP_NOZORDER | SWP_NOACTIVATE);
return 0;
}
}
return 0;
}
@@ -1013,19 +883,13 @@ DECLARE_HANDLE(DPI_AWARENESS_CONTEXT);
#ifndef DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2
#define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 (DPI_AWARENESS_CONTEXT)-4
#endif
typedef HRESULT(WINAPI* PFN_SetProcessDpiAwareness)(PROCESS_DPI_AWARENESS); // Shcore.lib + dll, Windows 8.1+
typedef HRESULT(WINAPI* PFN_GetDpiForMonitor)(HMONITOR, MONITOR_DPI_TYPE, UINT*, UINT*); // Shcore.lib + dll, Windows 8.1+
typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib + dll, Windows 10 v1607+ (Creators Update)
typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_GetThreadDpiAwarenessContext)(); // "
typedef BOOL(WINAPI* PFN_AreDpiAwarenessContextsEqual)(DPI_AWARENESS_CONTEXT, DPI_AWARENESS_CONTEXT); // "
typedef HRESULT(WINAPI* PFN_SetProcessDpiAwareness)(PROCESS_DPI_AWARENESS); // Shcore.lib + dll, Windows 8.1+
typedef HRESULT(WINAPI* PFN_GetDpiForMonitor)(HMONITOR, MONITOR_DPI_TYPE, UINT*, UINT*); // Shcore.lib + dll, Windows 8.1+
typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib + dll, Windows 10 v1607+ (Creators Update)
// Helper function to enable DPI awareness without setting up a manifest
void ImGui_ImplWin32_EnableDpiAwareness()
{
// Make sure monitors will be updated with latest correct scaling
if (ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData())
bd->WantUpdateMonitors = true;
if (_IsWindows10OrGreater())
{
static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process
@@ -1049,18 +913,6 @@ void ImGui_ImplWin32_EnableDpiAwareness()
#endif
}
static bool ImGui_ImplWin32_IsDpiAwarenessPerMonitorAwareV2()
{
if (!_IsWindows10OrGreater())
return false;
static HINSTANCE user32_dll = ::GetModuleHandleA("user32.dll");
PFN_GetThreadDpiAwarenessContext GetThreadDpiAwarenessContextFn = (PFN_GetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "GetThreadDpiAwarenessContext");
PFN_AreDpiAwarenessContextsEqual AreDpiAwarenessContextsEqualFn = (PFN_AreDpiAwarenessContextsEqual)::GetProcAddress(user32_dll, "AreDpiAwarenessContextsEqual");
if (GetThreadDpiAwarenessContextFn && AreDpiAwarenessContextsEqualFn)
return AreDpiAwarenessContextsEqualFn(GetThreadDpiAwarenessContextFn(), DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2) != 0;
return false;
}
#if defined(_MSC_VER) && !defined(NOGDI)
#pragma comment(lib, "gdi32") // Link with gdi32.lib for GetDeviceCaps(). MinGW will require linking with '-lgdi32'
#endif
@@ -1137,398 +989,6 @@ void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd)
}
}
//---------------------------------------------------------------------------------------------------------
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
//--------------------------------------------------------------------------------------------------------
// Helper structure we store in the void* PlatformUserData field of each ImGuiViewport to easily retrieve our backend data.
struct ImGui_ImplWin32_ViewportData
{
HWND Hwnd; // Stored in ImGuiViewport::PlatformHandle + PlatformHandleRaw
HWND HwndParent;
bool HwndOwned;
DWORD DwStyle;
DWORD DwExStyle;
ImGui_ImplWin32_ViewportData() { Hwnd = HwndParent = nullptr; HwndOwned = false; DwStyle = DwExStyle = 0; }
~ImGui_ImplWin32_ViewportData() { IM_ASSERT(Hwnd == nullptr); }
};
static void ImGui_ImplWin32_GetWin32StyleFromViewportFlags(ImGuiViewportFlags flags, DWORD* out_style, DWORD* out_ex_style)
{
if (flags & ImGuiViewportFlags_NoDecoration)
*out_style = WS_POPUP;
else
*out_style = WS_OVERLAPPEDWINDOW;
if (flags & ImGuiViewportFlags_NoTaskBarIcon)
*out_ex_style = WS_EX_TOOLWINDOW;
else
*out_ex_style = WS_EX_APPWINDOW;
if (flags & ImGuiViewportFlags_TopMost)
*out_ex_style |= WS_EX_TOPMOST;
}
static HWND ImGui_ImplWin32_GetHwndFromViewport(ImGuiViewport* viewport)
{
if (viewport != nullptr)
return (HWND)viewport->PlatformHandle;
return nullptr;
}
static void ImGui_ImplWin32_AdjustWindowRect(ImGuiViewport* viewport, RECT* rect, DWORD style, DWORD ex_style)
{
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
if (bd->AdjustWindowRectExForDpi && bd->IsPerMonitorDpiAwareV2)
{
UINT dpi = (UINT)(viewport->DpiScale * 96.0f + 0.5f);
if (dpi != 0 && bd->AdjustWindowRectExForDpi(rect, style, FALSE, ex_style, dpi))
return;
}
::AdjustWindowRectEx(rect, style, FALSE, ex_style);
}
static void ImGui_ImplWin32_CreateWindow(ImGuiViewport* viewport)
{
ImGui_ImplWin32_ViewportData* vd = IM_NEW(ImGui_ImplWin32_ViewportData)();
viewport->PlatformUserData = vd;
// Select style and parent window
ImGui_ImplWin32_GetWin32StyleFromViewportFlags(viewport->Flags, &vd->DwStyle, &vd->DwExStyle);
vd->HwndParent = ImGui_ImplWin32_GetHwndFromViewport(viewport->ParentViewport);
// Create window
RECT rect = { (LONG)viewport->Pos.x, (LONG)viewport->Pos.y, (LONG)(viewport->Pos.x + viewport->Size.x), (LONG)(viewport->Pos.y + viewport->Size.y) };
ImGui_ImplWin32_AdjustWindowRect(viewport, &rect, vd->DwStyle, vd->DwExStyle);
vd->Hwnd = ::CreateWindowExW(
vd->DwExStyle, L"ImGui Platform", L"Untitled", vd->DwStyle, // Style, class name, window name
rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, // Window area
vd->HwndParent, nullptr, ::GetModuleHandle(nullptr), nullptr); // Owner window, Menu, Instance, Param
vd->HwndOwned = true;
viewport->PlatformRequestResize = false;
viewport->PlatformHandle = viewport->PlatformHandleRaw = vd->Hwnd;
// Secondary viewports store their imgui context
::SetPropA(vd->Hwnd, "IMGUI_CONTEXT", ImGui::GetCurrentContext());
}
static void ImGui_ImplWin32_DestroyWindow(ImGuiViewport* viewport)
{
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
if (ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData)
{
if (::GetCapture() == vd->Hwnd)
{
// Transfer capture so if we started dragging from a window that later disappears, we'll still receive the MOUSEUP event.
::ReleaseCapture();
::SetCapture(bd->hWnd);
}
if (vd->Hwnd && vd->HwndOwned)
::DestroyWindow(vd->Hwnd);
vd->Hwnd = nullptr;
IM_DELETE(vd);
}
viewport->PlatformUserData = viewport->PlatformHandle = nullptr;
}
static void ImGui_ImplWin32_ShowWindow(ImGuiViewport* viewport)
{
ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
IM_ASSERT(vd->Hwnd != 0);
// ShowParent() even with SW_SHOWNA also brings parent to front, which is not always desirable,
// so we temporarily disable parenting. (#7354, #8669)
bool avoid_bringing_parent_to_front = vd->HwndParent != NULL && (viewport->Flags & (ImGuiViewportFlags_NoFocusOnAppearing | ImGuiViewportFlags_NoTaskBarIcon)) != 0;
if (avoid_bringing_parent_to_front)
::SetWindowLongPtr(vd->Hwnd, GWLP_HWNDPARENT, (LONG_PTR)nullptr);
if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
::ShowWindow(vd->Hwnd, SW_SHOWNA);
else
::ShowWindow(vd->Hwnd, SW_SHOW);
// Restore
if (avoid_bringing_parent_to_front)
::SetWindowLongPtr(vd->Hwnd, GWLP_HWNDPARENT, (LONG_PTR)vd->HwndParent);
}
static void ImGui_ImplWin32_UpdateWindow(ImGuiViewport* viewport)
{
ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
IM_ASSERT(vd->Hwnd != 0);
// Update Win32 parent if it changed _after_ creation
// Unlike style settings derived from configuration flags, this is more likely to change for advanced apps that are manipulating ParentViewportID manually.
HWND new_parent = ImGui_ImplWin32_GetHwndFromViewport(viewport->ParentViewport);
if (new_parent != vd->HwndParent)
{
// Win32 windows can either have a "Parent" (for WS_CHILD window) or an "Owner" (which among other thing keeps window above its owner).
// Our Dear Imgui-side concept of parenting only mostly care about what Win32 call "Owner".
// The parent parameter of CreateWindowEx() sets up Parent OR Owner depending on WS_CHILD flag. In our case an Owner as we never use WS_CHILD.
// Calling ::SetParent() here would be incorrect: it will create a full child relation, alter coordinate system and clipping.
// Calling ::SetWindowLongPtr() with GWLP_HWNDPARENT seems correct although poorly documented.
// https://devblogs.microsoft.com/oldnewthing/20100315-00/?p=14613
vd->HwndParent = new_parent;
::SetWindowLongPtr(vd->Hwnd, GWLP_HWNDPARENT, (LONG_PTR)vd->HwndParent);
}
// (Optional) Update Win32 style if it changed _after_ creation.
// Generally they won't change unless configuration flags are changed, but advanced uses (such as manually rewriting viewport flags) make this useful.
DWORD new_style;
DWORD new_ex_style;
ImGui_ImplWin32_GetWin32StyleFromViewportFlags(viewport->Flags, &new_style, &new_ex_style);
// Only reapply the flags that have been changed from our point of view (as other flags are being modified by Windows)
if (vd->DwStyle != new_style || vd->DwExStyle != new_ex_style)
{
// (Optional) Update TopMost state if it changed _after_ creation
bool top_most_changed = (vd->DwExStyle & WS_EX_TOPMOST) != (new_ex_style & WS_EX_TOPMOST);
HWND insert_after = top_most_changed ? ((viewport->Flags & ImGuiViewportFlags_TopMost) ? HWND_TOPMOST : HWND_NOTOPMOST) : 0;
UINT swp_flag = top_most_changed ? 0 : SWP_NOZORDER;
// Apply flags and position (since it is affected by flags)
vd->DwStyle = new_style;
vd->DwExStyle = new_ex_style;
::SetWindowLong(vd->Hwnd, GWL_STYLE, vd->DwStyle);
::SetWindowLong(vd->Hwnd, GWL_EXSTYLE, vd->DwExStyle);
RECT rect = { (LONG)viewport->Pos.x, (LONG)viewport->Pos.y, (LONG)(viewport->Pos.x + viewport->Size.x), (LONG)(viewport->Pos.y + viewport->Size.y) };
ImGui_ImplWin32_AdjustWindowRect(viewport, &rect, vd->DwStyle, vd->DwExStyle); // Client to Screen
::SetWindowPos(vd->Hwnd, insert_after, rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, swp_flag | SWP_NOACTIVATE | SWP_FRAMECHANGED);
::ShowWindow(vd->Hwnd, SW_SHOWNA); // This is necessary when we alter the style
viewport->PlatformRequestMove = viewport->PlatformRequestResize = true;
}
}
static ImVec2 ImGui_ImplWin32_GetWindowPos(ImGuiViewport* viewport)
{
ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
IM_ASSERT(vd->Hwnd != 0);
POINT pos = { 0, 0 };
::ClientToScreen(vd->Hwnd, &pos);
return ImVec2((float)pos.x, (float)pos.y);
}
static void ImGui_ImplWin32_UpdateWin32StyleFromWindow(ImGuiViewport* viewport)
{
ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
vd->DwStyle = ::GetWindowLongW(vd->Hwnd, GWL_STYLE);
vd->DwExStyle = ::GetWindowLongW(vd->Hwnd, GWL_EXSTYLE);
}
static void ImGui_ImplWin32_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
{
ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
IM_ASSERT(vd->Hwnd != 0);
RECT rect = { (LONG)pos.x, (LONG)pos.y, (LONG)pos.x, (LONG)pos.y };
if (viewport->Flags & ImGuiViewportFlags_OwnedByApp)
ImGui_ImplWin32_UpdateWin32StyleFromWindow(viewport); // Not our window, poll style before using
ImGui_ImplWin32_AdjustWindowRect(viewport, &rect, vd->DwStyle, vd->DwExStyle);
::SetWindowPos(vd->Hwnd, nullptr, rect.left, rect.top, 0, 0, SWP_NOZORDER | SWP_NOSIZE | SWP_NOACTIVATE);
}
static ImVec2 ImGui_ImplWin32_GetWindowSize(ImGuiViewport* viewport)
{
ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
IM_ASSERT(vd->Hwnd != 0);
RECT rect;
::GetClientRect(vd->Hwnd, &rect);
return ImVec2(float(rect.right - rect.left), float(rect.bottom - rect.top));
}
static void ImGui_ImplWin32_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
{
ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
IM_ASSERT(vd->Hwnd != 0);
RECT rect = { 0, 0, (LONG)size.x, (LONG)size.y };
if (viewport->Flags & ImGuiViewportFlags_OwnedByApp)
ImGui_ImplWin32_UpdateWin32StyleFromWindow(viewport); // Not our window, poll style before using
ImGui_ImplWin32_AdjustWindowRect(viewport, &rect, vd->DwStyle, vd->DwExStyle); // Client to Screen
::SetWindowPos(vd->Hwnd, nullptr, 0, 0, rect.right - rect.left, rect.bottom - rect.top, SWP_NOZORDER | SWP_NOMOVE | SWP_NOACTIVATE);
}
static void ImGui_ImplWin32_SetWindowFocus(ImGuiViewport* viewport)
{
ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
IM_ASSERT(vd->Hwnd != 0);
::BringWindowToTop(vd->Hwnd);
::SetForegroundWindow(vd->Hwnd);
::SetFocus(vd->Hwnd);
}
static bool ImGui_ImplWin32_GetWindowFocus(ImGuiViewport* viewport)
{
ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
IM_ASSERT(vd->Hwnd != 0);
return ::GetForegroundWindow() == vd->Hwnd;
}
static bool ImGui_ImplWin32_GetWindowMinimized(ImGuiViewport* viewport)
{
ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
IM_ASSERT(vd->Hwnd != 0);
return ::IsIconic(vd->Hwnd) != 0;
}
static void ImGui_ImplWin32_SetWindowTitle(ImGuiViewport* viewport, const char* title)
{
// ::SetWindowTextA() doesn't properly handle UTF-8 so we explicitely convert our string.
ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
IM_ASSERT(vd->Hwnd != 0);
int n = ::MultiByteToWideChar(CP_UTF8, 0, title, -1, nullptr, 0);
ImVector<wchar_t> title_w;
title_w.resize(n);
::MultiByteToWideChar(CP_UTF8, 0, title, -1, title_w.Data, n);
// Calling SetWindowTextW() in a project where UNICODE is not set doesn't work but there's a trick
// which is to pass it directly to the DefWindowProcW() handler.
// See: https://stackoverflow.com/questions/9410681/setwindowtextw-in-an-ansi-project
//::SetWindowTextW(vd->Hwnd, title_w.Data);
::DefWindowProcW(vd->Hwnd, WM_SETTEXT, 0, (LPARAM)title_w.Data);
}
static void ImGui_ImplWin32_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
{
ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
IM_ASSERT(vd->Hwnd != 0);
IM_ASSERT(alpha >= 0.0f && alpha <= 1.0f);
if (alpha < 1.0f)
{
DWORD ex_style = ::GetWindowLongW(vd->Hwnd, GWL_EXSTYLE) | WS_EX_LAYERED;
::SetWindowLongW(vd->Hwnd, GWL_EXSTYLE, ex_style);
::SetLayeredWindowAttributes(vd->Hwnd, 0, (BYTE)(255 * alpha), LWA_ALPHA);
}
else
{
DWORD ex_style = ::GetWindowLongW(vd->Hwnd, GWL_EXSTYLE) & ~WS_EX_LAYERED;
::SetWindowLongW(vd->Hwnd, GWL_EXSTYLE, ex_style);
}
}
static float ImGui_ImplWin32_GetWindowDpiScale(ImGuiViewport* viewport)
{
ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData;
IM_ASSERT(vd->Hwnd != 0);
return ImGui_ImplWin32_GetDpiScaleForHwnd(vd->Hwnd);
}
// FIXME-DPI: Testing DPI related ideas
static void ImGui_ImplWin32_OnChangedViewport(ImGuiViewport* viewport)
{
(void)viewport;
#if 0
ImGuiStyle default_style;
//default_style.WindowPadding = ImVec2(0, 0);
//default_style.WindowBorderSize = 0.0f;
//default_style.ItemSpacing.y = 3.0f;
//default_style.FramePadding = ImVec2(0, 0);
default_style.ScaleAllSizes(viewport->DpiScale);
ImGuiStyle& style = ImGui::GetStyle();
style = default_style;
#endif
}
namespace ImGui { extern ImGuiIO& GetIO(ImGuiContext*); extern ImGuiPlatformIO& GetPlatformIO(ImGuiContext*); }
static LRESULT CALLBACK ImGui_ImplWin32_WndProcHandler_PlatformWindow(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
// Allow secondary viewport WndProc to be called regardless of current context
ImGuiContext* ctx = (ImGuiContext*)::GetPropA(hWnd, "IMGUI_CONTEXT");
if (ctx == NULL)
return ::DefWindowProcW(hWnd, msg, wParam, lParam); // unlike ImGui_ImplWin32_WndProcHandler() we are called directly by Windows, we can't just return 0.
ImGuiIO& io = ImGui::GetIO(ctx);
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(ctx);
LRESULT result = 0;
if (ImGui_ImplWin32_WndProcHandlerEx(hWnd, msg, wParam, lParam, io))
result = 1;
else if (ImGuiViewport* viewport = ImGui_ImplWin32_FindViewportByPlatformHandle(platform_io, hWnd))
{
switch (msg)
{
case WM_CLOSE:
viewport->PlatformRequestClose = true;
return 0; // 0 = Operating system will ignore the message and not destroy the window. We close ourselves.
case WM_MOVE:
viewport->PlatformRequestMove = true;
break;
case WM_SIZE:
viewport->PlatformRequestResize = true;
break;
case WM_MOUSEACTIVATE:
if (viewport->Flags & ImGuiViewportFlags_NoFocusOnClick)
result = MA_NOACTIVATE;
break;
case WM_NCHITTEST:
// Let mouse pass-through the window. This will allow the backend to call io.AddMouseViewportEvent() correctly. (which is optional).
// The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging.
// If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in
// your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system.
if (viewport->Flags & ImGuiViewportFlags_NoInputs)
result = HTTRANSPARENT;
break;
}
}
if (result == 0)
result = ::DefWindowProcW(hWnd, msg, wParam, lParam);
return result;
}
static void ImGui_ImplWin32_InitMultiViewportSupport(bool platform_has_own_dc)
{
WNDCLASSEXW wcex;
wcex.cbSize = sizeof(WNDCLASSEXW);
wcex.style = CS_HREDRAW | CS_VREDRAW | (platform_has_own_dc ? CS_OWNDC : 0);
wcex.lpfnWndProc = ImGui_ImplWin32_WndProcHandler_PlatformWindow;
wcex.cbClsExtra = 0;
wcex.cbWndExtra = 0;
wcex.hInstance = ::GetModuleHandle(nullptr);
wcex.hIcon = nullptr;
wcex.hCursor = nullptr;
wcex.hbrBackground = (HBRUSH)(COLOR_BACKGROUND + 1);
wcex.lpszMenuName = nullptr;
wcex.lpszClassName = L"ImGui Platform";
wcex.hIconSm = nullptr;
::RegisterClassExW(&wcex);
ImGui_ImplWin32_UpdateMonitors();
// Register platform interface (will be coupled with a renderer interface)
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Platform_CreateWindow = ImGui_ImplWin32_CreateWindow;
platform_io.Platform_DestroyWindow = ImGui_ImplWin32_DestroyWindow;
platform_io.Platform_ShowWindow = ImGui_ImplWin32_ShowWindow;
platform_io.Platform_SetWindowPos = ImGui_ImplWin32_SetWindowPos;
platform_io.Platform_GetWindowPos = ImGui_ImplWin32_GetWindowPos;
platform_io.Platform_SetWindowSize = ImGui_ImplWin32_SetWindowSize;
platform_io.Platform_GetWindowSize = ImGui_ImplWin32_GetWindowSize;
platform_io.Platform_SetWindowFocus = ImGui_ImplWin32_SetWindowFocus;
platform_io.Platform_GetWindowFocus = ImGui_ImplWin32_GetWindowFocus;
platform_io.Platform_GetWindowMinimized = ImGui_ImplWin32_GetWindowMinimized;
platform_io.Platform_SetWindowTitle = ImGui_ImplWin32_SetWindowTitle;
platform_io.Platform_SetWindowAlpha = ImGui_ImplWin32_SetWindowAlpha;
platform_io.Platform_UpdateWindow = ImGui_ImplWin32_UpdateWindow;
platform_io.Platform_GetWindowDpiScale = ImGui_ImplWin32_GetWindowDpiScale; // FIXME-DPI
platform_io.Platform_OnChangedViewport = ImGui_ImplWin32_OnChangedViewport; // FIXME-DPI
// Register main window handle (which is owned by the main application, not by us)
// This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports.
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
ImGui_ImplWin32_ViewportData* vd = IM_NEW(ImGui_ImplWin32_ViewportData)();
vd->Hwnd = bd->hWnd;
vd->HwndOwned = false;
main_viewport->PlatformUserData = vd;
}
static void ImGui_ImplWin32_ShutdownMultiViewportSupport()
{
::UnregisterClassW(L"ImGui Platform", ::GetModuleHandle(nullptr));
ImGui::DestroyPlatformWindows();
}
//---------------------------------------------------------------------------------------------------------
#if defined(__GNUC__)

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@@ -7,7 +7,6 @@
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Gamepad support.
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.

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@@ -183,7 +183,6 @@ The Platform backends in impl_impl_XXX.cpp files contain many implementations.
- `ImGuiBackendFlags_HasSetMousePos`: supports io.WantSetMousePos requests to reposition the OS mouse position (only used if io.ConfigNavMoveSetMousePos is set).
- `ImGuiBackendFlags_PlatformHasViewports` supports multiple viewports. (multi-viewports only)
- `ImGuiBackendFlags_HasMouseHoveredViewport` supports calling io.AddMouseViewportEvent() with the viewport under the mouse. IF POSSIBLE, ignore viewports with the ImGuiViewportFlags_NoInputs flag. If this cannot be done, Dear ImGui needs to use a flawed heuristic to find the viewport under mouse position, as it doesn't know about foreign windows. (multi-viewports only)
- `ImGuiBackendFlags_HasParentViewport` supports honoring viewport->ParentViewportId value, by applying the corresponding parent/child relation at the Platform level.
**In your `ImGui_ImplXXX_NewFrame()` function:**
- Set `io.DeltaTime` to the time elapsed (in seconds) since last frame.

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

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@@ -115,35 +115,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- separator: width, thickness, centering (#1643, #2657)
- splitter: formalize the splitter idiom into an official api (we want to handle n-way split) (#319)
- docking: B: ordering currently held in tab bar should be implicitly held by windows themselves (also see #2304)
- docking: B- tab bar: the order/focus restoring code could be part of TabBar and not DockNode? (#8)
- docking: B~ rework code to be able to lazily create tab bar instance in a single place. The _Unsorted tab flag could be replacing a trailing-counter in DockNode?
- docking: B~ fully track windows/settings reference in dock nodes. perhaps find a representation that allows facilitate use of dock builder functions.
- docking: B~ Unreal style document system (requires low-level controls of dockspace serialization fork/copy/delete). this is mostly working but the DockBuilderXXX api are not exposed/finished.
- docking: B: when docking outer, perform size locking on neighbors nodes the same way we do it with splitters, so other nodes are not resized.
- docking: B~ central node resizing behavior incorrect.
- docking: B: changing title font/style per-window is not supported as dock nodes are created in NewFrame.
- docking: B- dock node inside its own viewports creates 1 temporary viewport per window on startup before ditching them (doesn't affect the user nor request platform windows to be created, but unnecessary)
- docking: B- resize sibling locking behavior may be less desirable if we merged same-axis sibling in a same node level?
- docking: B- single visible node part of a hidden split hierarchy (OnlyNodeWithWindows != NULL) should show a normal title bar (not a tab bar)
- docking: B~ SetNextWindowDock() calls (with conditional) -> defer everything to DockContextUpdate (repro: Documents->[X]Windows->Dock 1 elsewhere->Click Redock All
- docking: B~ tidy up tab list popup buttons features (available with manual tab-bar, see ImGuiTabBarFlags_NoTabListPopupButton code, not used by docking nodes)
- docking: B- SetNextWindowDockId(0) with a second Begin() in the frame will asserts
- docking: B: resize grip drawn in host window typically appears under scrollbar.
- docking: B: resize grip auto-resize on multiple node hierarchy doesn't make much sense or should be improved?
- docking: B- SetNextWindowFocus() doesn't seem to apply if the window is hidden this frame, need repro (#4)
- docking: B- resizing a dock tree small currently has glitches (overlapping collapse and close button, etc.)
- docking: B- dpi: look at interaction with the hi-dpi and multi-dpi stuff.
- docking: B- tab bar: appearing on first frame with a dumb layout would do less harm that not appearing? (when behind dynamic branch) or store titles + render in EndTabBar()
- docking: B- tab bar: make selected tab always shows its full title?
- docking: B- hide close button on single tab bar?
- docking: B- nav: design interactions so nav controls can dock/undock
- docking: B- dockspace: flag to lock the dock tree and/or sizes (ImGuiDockNodeFlags_Locked?)
- docking: B- reintroduce collapsing a floating dock node. also collapsing a docked dock node!
- docking: B- allow dragging a non-floating dock node by clicking on the title-bar-looking section (not just the collapse/menu button)
- docking: B- option to remember undocked window size? (instead of keeping their docked size) (relate to #2104)
- docking: C- nav: CTRL+TAB highlighting tabs shows the mismatch between focus-stack and tab-order (not visible in VS because it doesn't highlight the tabs)
- docking: C- after a dock/undock, the Scrollbar Status update in Begin() should use an updated e.g. size_y_for_scrollbars to avoid a 1 frame scrollbar flicker.
- docking: merge docking branch (#2109)
- tabs: "there is currently a problem because TabItem() will try to submit their own tooltip after 0.50 second, and this will have the effect of making your tooltip flicker once." -> tooltip priority work (WIP branch)
- tabs: make EndTabBar fail if users doesn't respect BeginTabBar return value, for consistency/future-proofing.
@@ -300,21 +272,6 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- nav/windowing: Resizing window will currently fail with certain types of resizing constraints/callback applied
- focus: preserve ActiveId/focus stack state, e.g. when opening a menu and close it, previously selected InputText() focus gets restored (#622)
- viewport: make it possible to have no main/hosting viewport (see #8268)
- viewport: We set ImGuiViewportFlags_NoFocusOnAppearing in a way that is required for GLFW/SDL binding, but could be handled better without
on a custom e.g. Win32 bindings. It prevents newly dragged-out viewports from taking the focus, which makes ALT+F4 more ambiguous.
- viewport: not focusing newly undocked viewport means clicking back on previous one doesn't bring OS window to front.
- viewport: with platform decoration enabled, platform may force constraint (e.g. minimum size)
- viewport: use getfocus/setfocus api to synchronize imgui<>platform focus better (e.g imgui-side ctrl-tab can focus os window, OS initial setup and alt-tab can focus imgui window etc.)
- viewport: store per-viewport/monitor DPI in .ini file so an application reload or main window changing DPI on reload can be properly patched for.
- viewport: implicit/fallback Debug window can hog a zombie viewport (harmless, noisy?) > could at least clear out the reference on a per session basis?
- viewport: need to clarify how to use GetMousePos() from a user point of view.
- viewport: could apply monitor boundaries to cliprect to coarse clip things out of monitor? (#8698)
- platform: glfw: no support for ImGuiBackendFlags_HasMouseHoveredViewport.
- platform: sdl: no support for ImGuiBackendFlags_HasMouseHoveredViewport. maybe we could use SDL_GetMouseFocus() / SDL_WINDOW_MOUSE_FOCUS if imgui could fallback on its heuristic when NoInputs is set
- platform: sdl: no refresh of monitor/display (SDL doesn't seem to have an event for it).
- platform: sdl: multi-viewport + minimized window seems to break mouse wheel events (at least under Win32).
- inputs: support track pad style scrolling & slider edit.
- inputs/io: backspace and arrows in the context of a text input could use system repeat rate.
- inputs/io: clarify/standardize/expose repeat rate and repeat delays (#1808)

View File

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

View File

@@ -7,10 +7,7 @@
objects = {
/* Begin PBXBuildFile section */
050450AB2768052600AB6805 /* imgui_tables.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 5079822D257677DB0038A28D /* imgui_tables.cpp */; };
050450AD276863B000AB6805 /* QuartzCore.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 050450AC276863B000AB6805 /* QuartzCore.framework */; };
05318E0F274C397200A8DE2E /* GameController.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 05318E0E274C397200A8DE2E /* GameController.framework */; };
05A275442773BEA20084EF39 /* QuartzCore.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 05A275432773BEA20084EF39 /* QuartzCore.framework */; };
07A82ED82139413D0078D120 /* imgui_widgets.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 07A82ED72139413C0078D120 /* imgui_widgets.cpp */; };
07A82ED92139418F0078D120 /* imgui_widgets.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 07A82ED72139413C0078D120 /* imgui_widgets.cpp */; };
5079822E257677DB0038A28D /* imgui_tables.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 5079822D257677DB0038A28D /* imgui_tables.cpp */; };
@@ -36,11 +33,7 @@
/* End PBXBuildFile section */
/* Begin PBXFileReference section */
050450AC276863B000AB6805 /* QuartzCore.framework */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = QuartzCore.framework; path = System/Library/Frameworks/QuartzCore.framework; sourceTree = SDKROOT; };
05318E0E274C397200A8DE2E /* GameController.framework */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = GameController.framework; path = System/Library/Frameworks/GameController.framework; sourceTree = SDKROOT; };
05A2754027728F5B0084EF39 /* imgui_impl_metal.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = imgui_impl_metal.h; path = ../../backends/imgui_impl_metal.h; sourceTree = "<group>"; };
05A2754127728F5B0084EF39 /* imgui_impl_osx.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = imgui_impl_osx.h; path = ../../backends/imgui_impl_osx.h; sourceTree = "<group>"; };
05A275432773BEA20084EF39 /* QuartzCore.framework */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = QuartzCore.framework; path = Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS15.2.sdk/System/Library/Frameworks/QuartzCore.framework; sourceTree = DEVELOPER_DIR; };
07A82ED62139413C0078D120 /* imgui_internal.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = imgui_internal.h; path = ../../imgui_internal.h; sourceTree = "<group>"; };
07A82ED72139413C0078D120 /* imgui_widgets.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; name = imgui_widgets.cpp; path = ../../imgui_widgets.cpp; sourceTree = "<group>"; };
5079822D257677DB0038A28D /* imgui_tables.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; name = imgui_tables.cpp; path = ../../imgui_tables.cpp; sourceTree = "<group>"; };
@@ -73,7 +66,6 @@
isa = PBXFrameworksBuildPhase;
buildActionMask = 2147483647;
files = (
05A275442773BEA20084EF39 /* QuartzCore.framework in Frameworks */,
8309BD8F253CCAAA0045E2A1 /* UIKit.framework in Frameworks */,
83BBE9E720EB46BD00295997 /* MetalKit.framework in Frameworks */,
83BBE9E520EB46B900295997 /* Metal.framework in Frameworks */,
@@ -84,7 +76,6 @@
isa = PBXFrameworksBuildPhase;
buildActionMask = 2147483647;
files = (
050450AD276863B000AB6805 /* QuartzCore.framework in Frameworks */,
8309BDC6253CCCFE0045E2A1 /* AppKit.framework in Frameworks */,
83BBE9EC20EB471700295997 /* MetalKit.framework in Frameworks */,
05318E0F274C397200A8DE2E /* GameController.framework in Frameworks */,
@@ -145,8 +136,6 @@
83BBE9E320EB46B800295997 /* Frameworks */ = {
isa = PBXGroup;
children = (
050450AC276863B000AB6805 /* QuartzCore.framework */,
05A275432773BEA20084EF39 /* QuartzCore.framework */,
05318E0E274C397200A8DE2E /* GameController.framework */,
8309BDC5253CCCFE0045E2A1 /* AppKit.framework */,
8309BD8E253CCAAA0045E2A1 /* UIKit.framework */,
@@ -164,9 +153,7 @@
isa = PBXGroup;
children = (
5079822D257677DB0038A28D /* imgui_tables.cpp */,
05A2754027728F5B0084EF39 /* imgui_impl_metal.h */,
8309BDB5253CCC9D0045E2A1 /* imgui_impl_metal.mm */,
05A2754127728F5B0084EF39 /* imgui_impl_osx.h */,
8309BDB6253CCC9D0045E2A1 /* imgui_impl_osx.mm */,
83BBEA0420EB54E700295997 /* imconfig.h */,
83BBEA0320EB54E700295997 /* imgui.cpp */,
@@ -298,7 +285,7 @@
83BBEA0A20EB54E700295997 /* imgui.cpp in Sources */,
83BBEA0820EB54E700295997 /* imgui_demo.cpp in Sources */,
83BBEA0620EB54E700295997 /* imgui_draw.cpp in Sources */,
050450AB2768052600AB6805 /* imgui_tables.cpp in Sources */,
5079822E257677DB0038A28D /* imgui_tables.cpp in Sources */,
07A82ED92139418F0078D120 /* imgui_widgets.cpp in Sources */,
8309BDA8253CCC080045E2A1 /* main.mm in Sources */,
);

View File

@@ -60,21 +60,11 @@
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsLight();
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
ImGuiStyle& style = ImGui::GetStyle();
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
style.WindowRounding = 0.0f;
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
}
// Setup Renderer backend
ImGui_ImplMetal_Init(_device);
@@ -207,13 +197,6 @@
// Present
[commandBuffer presentDrawable:view.currentDrawable];
[commandBuffer commit];
// Update and Render additional Platform Windows
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
}
}
-(void)mtkView:(MTKView*)view drawableSizeWillChange:(CGSize)size

View File

@@ -6,8 +6,6 @@
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// FIXME: Multi-viewports is not yet functional in this example. May need backend rework/coordination.
#import <Cocoa/Cocoa.h>
#import <OpenGL/gl.h>
#import <OpenGL/glu.h>
@@ -49,21 +47,11 @@
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsLight();
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
ImGuiStyle& style = ImGui::GetStyle();
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
style.WindowRounding = 0.0f;
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
}
// Setup Platform/Renderer backends
ImGui_ImplOSX_Init(self);
ImGui_ImplOpenGL2_Init();
@@ -150,13 +138,6 @@
ImGui_ImplOpenGL2_RenderDrawData(draw_data);
// Update and Render additional Platform Windows
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
}
// Present
[[self openGLContext] flushBuffer];

View File

@@ -44,8 +44,6 @@ int main(int, char**)
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
// Setup Dear ImGui style
ImGui::StyleColorsDark();
@@ -55,15 +53,6 @@ int main(int, char**)
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)
io.ConfigDpiScaleFonts = true; // [Experimental] Automatically overwrite style.FontScaleDpi in Begin() when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now.
io.ConfigDpiScaleViewports = true; // [Experimental] Scale Dear ImGui and Platform Windows when Monitor DPI changes.
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
style.WindowRounding = 0.0f;
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
}
id <MTLDevice> device = MTLCreateSystemDefaultDevice();
id <MTLCommandQueue> commandQueue = [device newCommandQueue];
@@ -175,13 +164,6 @@ int main(int, char**)
ImGui::Render();
ImGui_ImplMetal_RenderDrawData(ImGui::GetDrawData(), commandBuffer, renderEncoder);
// Update and Render additional Platform Windows
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
}
[renderEncoder popDebugGroup];
[renderEncoder endEncoding];

View File

@@ -53,10 +53,6 @@ int main(int, char**)
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
//io.ConfigViewportsNoAutoMerge = true;
//io.ConfigViewportsNoTaskBarIcon = true;
// Setup Dear ImGui style
ImGui::StyleColorsDark();
@@ -66,15 +62,6 @@ int main(int, char**)
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)
io.ConfigDpiScaleFonts = true; // [Experimental] Automatically overwrite style.FontScaleDpi in Begin() when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now.
io.ConfigDpiScaleViewports = true; // [Experimental] Scale Dear ImGui and Platform Windows when Monitor DPI changes.
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
style.WindowRounding = 0.0f;
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
}
// Setup Platform/Renderer backends
ImGui_ImplGlfw_InitForOpenGL(window, true);
@@ -176,17 +163,6 @@ int main(int, char**)
ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
//glUseProgram(last_program);
// Update and Render additional Platform Windows
// (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere.
// For this specific demo app we could also call glfwMakeContextCurrent(window) directly)
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
GLFWwindow* backup_current_context = glfwGetCurrentContext();
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
glfwMakeContextCurrent(backup_current_context);
}
glfwMakeContextCurrent(window);
glfwSwapBuffers(window);
}

View File

@@ -84,10 +84,6 @@ int main(int, char**)
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
//io.ConfigViewportsNoAutoMerge = true;
//io.ConfigViewportsNoTaskBarIcon = true;
// Setup Dear ImGui style
ImGui::StyleColorsDark();
@@ -97,17 +93,6 @@ int main(int, char**)
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)
#if GLFW_VERSION_MAJOR >= 3 && GLFW_VERSION_MINOR >= 3
io.ConfigDpiScaleFonts = true; // [Experimental] Automatically overwrite style.FontScaleDpi in Begin() when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now.
io.ConfigDpiScaleViewports = true; // [Experimental] Scale Dear ImGui and Platform Windows when Monitor DPI changes.
#endif
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
style.WindowRounding = 0.0f;
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
}
// Setup Platform/Renderer backends
ImGui_ImplGlfw_InitForOpenGL(window, true);
@@ -213,17 +198,6 @@ int main(int, char**)
glClear(GL_COLOR_BUFFER_BIT);
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
// Update and Render additional Platform Windows
// (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere.
// For this specific demo app we could also call glfwMakeContextCurrent(window) directly)
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
GLFWwindow* backup_current_context = glfwGetCurrentContext();
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
glfwMakeContextCurrent(backup_current_context);
}
glfwSwapBuffers(window);
}
#ifdef __EMSCRIPTEN__

View File

@@ -390,10 +390,6 @@ int main(int, char**)
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
//io.ConfigViewportsNoAutoMerge = true;
//io.ConfigViewportsNoTaskBarIcon = true;
// Setup Dear ImGui style
ImGui::StyleColorsDark();
@@ -403,15 +399,6 @@ int main(int, char**)
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)
io.ConfigDpiScaleFonts = true; // [Experimental] Automatically overwrite style.FontScaleDpi in Begin() when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now.
io.ConfigDpiScaleViewports = true; // [Experimental] Scale Dear ImGui and Platform Windows when Monitor DPI changes.
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
style.WindowRounding = 0.0f;
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
}
// Setup Platform/Renderer backends
ImGui_ImplGlfw_InitForVulkan(window, true);
@@ -526,25 +513,17 @@ int main(int, char**)
// Rendering
ImGui::Render();
ImDrawData* main_draw_data = ImGui::GetDrawData();
const bool main_is_minimized = (main_draw_data->DisplaySize.x <= 0.0f || main_draw_data->DisplaySize.y <= 0.0f);
wd->ClearValue.color.float32[0] = clear_color.x * clear_color.w;
wd->ClearValue.color.float32[1] = clear_color.y * clear_color.w;
wd->ClearValue.color.float32[2] = clear_color.z * clear_color.w;
wd->ClearValue.color.float32[3] = clear_color.w;
if (!main_is_minimized)
FrameRender(wd, main_draw_data);
// Update and Render additional Platform Windows
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
ImDrawData* draw_data = ImGui::GetDrawData();
const bool is_minimized = (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f);
if (!is_minimized)
{
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
}
// Present Main Platform Window
if (!main_is_minimized)
wd->ClearValue.color.float32[0] = clear_color.x * clear_color.w;
wd->ClearValue.color.float32[1] = clear_color.y * clear_color.w;
wd->ClearValue.color.float32[2] = clear_color.z * clear_color.w;
wd->ClearValue.color.float32[3] = clear_color.w;
FrameRender(wd, draw_data);
FramePresent(wd);
}
}
// Cleanup

View File

@@ -146,28 +146,6 @@ else() # Native/Desktop build
endif()
if(IMGUI_WGVK_DIR)
find_package(Vulkan REQUIRED)
set(WGVK_PLATFORM_LIBS)
set(WGVK_PLATFORM_DEFS)
if(WIN32)
list(APPEND WGVK_PLATFORM_DEFS SUPPORT_WIN32_SURFACE=1)
elseif(APPLE)
list(APPEND WGVK_PLATFORM_DEFS SUPPORT_METAL_SURFACE=1)
elseif(UNIX)
find_package(PkgConfig QUIET)
pkg_check_modules(WAYLAND_CLIENT QUIET wayland-client)
if(WAYLAND_CLIENT_FOUND)
list(APPEND WGVK_PLATFORM_DEFS SUPPORT_WAYLAND_SURFACE=1)
list(APPEND WGVK_PLATFORM_LIBS ${WAYLAND_CLIENT_LIBRARIES})
endif()
find_package(X11 QUIET)
if(X11_FOUND)
list(APPEND WGVK_PLATFORM_DEFS SUPPORT_XLIB_SURFACE=1)
list(APPEND WGVK_PLATFORM_LIBS X11::X11)
endif()
list(APPEND WGVK_PLATFORM_LIBS m dl pthread)
endif()
set(LIBRARIES glfw Vulkan::Vulkan ${WGVK_PLATFORM_LIBS})
endif()
endif()
@@ -209,7 +187,6 @@ if(NOT EMSCRIPTEN) # WegGPU-Native settings
if(IMGUI_WGVK_DIR)
target_sources(${IMGUI_EXECUTABLE} PRIVATE ${IMGUI_WGVK_DIR}/src/wgvk.c)
target_compile_definitions(${IMGUI_EXECUTABLE} PUBLIC "IMGUI_IMPL_WEBGPU_BACKEND_WGVK")
target_compile_definitions(${IMGUI_EXECUTABLE} PRIVATE ${WGVK_PLATFORM_DEFS})
target_include_directories(${IMGUI_EXECUTABLE} PUBLIC ${IMGUI_WGVK_DIR}/include)
if (MSVC)
target_compile_options(${IMGUI_EXECUTABLE} PUBLIC /std:clatest /experimental:c11atomics)

View File

@@ -87,7 +87,6 @@ int main(int, char**)
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
// Setup Dear ImGui style
ImGui::StyleColorsDark();

View File

@@ -61,7 +61,6 @@ int main(int argc, char** argv)
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
// Setup Dear ImGui style
ImGui::StyleColorsDark();

View File

@@ -75,10 +75,6 @@ int main(int, char**)
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
//io.ConfigViewportsNoAutoMerge = true;
//io.ConfigViewportsNoTaskBarIcon = true;
// Setup Dear ImGui style
ImGui::StyleColorsDark();
@@ -88,15 +84,6 @@ int main(int, char**)
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)
io.ConfigDpiScaleFonts = true; // [Experimental] Automatically overwrite style.FontScaleDpi in Begin() when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now.
io.ConfigDpiScaleViewports = true; // [Experimental] Scale Dear ImGui and Platform Windows when Monitor DPI changes.
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
style.WindowRounding = 0.0f;
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
}
// Setup Platform/Renderer backends
ImGui_ImplSDL2_InitForD3D(window);
@@ -205,13 +192,6 @@ int main(int, char**)
g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha);
ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
// Update and Render additional Platform Windows
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
}
g_pSwapChain->Present(1, 0); // Present with vsync
//g_pSwapChain->Present(0, 0); // Present without vsync
}
@@ -259,16 +239,6 @@ bool CreateDeviceD3D(HWND hWnd)
if (res != S_OK)
return false;
// Disable DXGI's default Alt+Enter fullscreen behavior.
// - You are free to leave this enabled, but it will not work properly with multiple viewports.
// - This must be done for all windows associated to the device. Our DX11 backend does this automatically for secondary viewports that it creates.
IDXGIFactory* pSwapChainFactory;
if (SUCCEEDED(g_pSwapChain->GetParent(IID_PPV_ARGS(&pSwapChainFactory))))
{
pSwapChainFactory->MakeWindowAssociation(hWnd, DXGI_MWA_NO_ALT_ENTER);
pSwapChainFactory->Release();
}
CreateRenderTarget();
return true;
}

View File

@@ -24,21 +24,11 @@ int main(int, char**)
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
// Setup style
ImGui::StyleColorsDark();
//ImGui::StyleColorsLight();
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
ImGuiStyle& style = ImGui::GetStyle();
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
style.WindowRounding = 0.0f;
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
}
// Load Fonts
// - If 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.
@@ -180,13 +170,6 @@ int main(int, char**)
ImGui::Render();
ImGui_ImplMetal_RenderDrawData(ImGui::GetDrawData(), commandBuffer, renderEncoder);
// Update and Render additional Platform Windows
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
}
[renderEncoder popDebugGroup];
[renderEncoder endEncoding];

View File

@@ -64,10 +64,6 @@ int main(int, char**)
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
//io.ConfigViewportsNoAutoMerge = true;
//io.ConfigViewportsNoTaskBarIcon = true;
// Setup Dear ImGui style
ImGui::StyleColorsDark();
@@ -77,15 +73,6 @@ int main(int, char**)
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)
io.ConfigDpiScaleFonts = true; // [Experimental] Automatically overwrite style.FontScaleDpi in Begin() when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now.
io.ConfigDpiScaleViewports = true; // [Experimental] Scale Dear ImGui and Platform Windows when Monitor DPI changes.
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
style.WindowRounding = 0.0f;
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
}
// Setup Platform/Renderer backends
ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
@@ -187,19 +174,6 @@ int main(int, char**)
glClear(GL_COLOR_BUFFER_BIT);
//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
// Update and Render additional Platform Windows
// (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere.
// For this specific demo app we could also call SDL_GL_MakeCurrent(window, gl_context) directly)
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
SDL_Window* backup_current_window = SDL_GL_GetCurrentWindow();
SDL_GLContext backup_current_context = SDL_GL_GetCurrentContext();
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
SDL_GL_MakeCurrent(backup_current_window, backup_current_context);
}
SDL_GL_SwapWindow(window);
}

View File

@@ -104,10 +104,6 @@ int main(int, char**)
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
//io.ConfigViewportsNoAutoMerge = true;
//io.ConfigViewportsNoTaskBarIcon = true;
// Setup Dear ImGui style
ImGui::StyleColorsDark();
@@ -117,15 +113,6 @@ int main(int, char**)
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)
io.ConfigDpiScaleFonts = true; // [Experimental] Automatically overwrite style.FontScaleDpi in Begin() when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now.
io.ConfigDpiScaleViewports = true; // [Experimental] Scale Dear ImGui and Platform Windows when Monitor DPI changes.
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
style.WindowRounding = 0.0f;
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
}
// Setup Platform/Renderer backends
ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
@@ -234,19 +221,6 @@ int main(int, char**)
glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT);
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
// Update and Render additional Platform Windows
// (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere.
// For this specific demo app we could also call SDL_GL_MakeCurrent(window, gl_context) directly)
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
SDL_Window* backup_current_window = SDL_GL_GetCurrentWindow();
SDL_GLContext backup_current_context = SDL_GL_GetCurrentContext();
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
SDL_GL_MakeCurrent(backup_current_window, backup_current_context);
}
SDL_GL_SwapWindow(window);
}
#ifdef __EMSCRIPTEN__

View File

@@ -66,7 +66,6 @@ int main(int, char**)
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
// Setup Dear ImGui style
ImGui::StyleColorsDark();
@@ -76,8 +75,6 @@ int main(int, char**)
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)
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.
// Setup Platform/Renderer backends
ImGui_ImplSDL2_InitForSDLRenderer(window, renderer);

View File

@@ -396,10 +396,6 @@ int main(int, char**)
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;
//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoMerge;
// Setup Dear ImGui style
ImGui::StyleColorsDark();
@@ -409,15 +405,6 @@ int main(int, char**)
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)
io.ConfigDpiScaleFonts = true; // [Experimental] Automatically overwrite style.FontScaleDpi in Begin() when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now.
io.ConfigDpiScaleViewports = true; // [Experimental] Scale Dear ImGui and Platform Windows when Monitor DPI changes.
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
style.WindowRounding = 0.0f;
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
}
// Setup Platform/Renderer backends
ImGui_ImplSDL2_InitForVulkan(window);
@@ -541,25 +528,17 @@ int main(int, char**)
// Rendering
ImGui::Render();
ImDrawData* main_draw_data = ImGui::GetDrawData();
const bool main_is_minimized = (main_draw_data->DisplaySize.x <= 0.0f || main_draw_data->DisplaySize.y <= 0.0f);
wd->ClearValue.color.float32[0] = clear_color.x * clear_color.w;
wd->ClearValue.color.float32[1] = clear_color.y * clear_color.w;
wd->ClearValue.color.float32[2] = clear_color.z * clear_color.w;
wd->ClearValue.color.float32[3] = clear_color.w;
if (!main_is_minimized)
FrameRender(wd, main_draw_data);
// Update and Render additional Platform Windows
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
ImDrawData* draw_data = ImGui::GetDrawData();
const bool is_minimized = (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f);
if (!is_minimized)
{
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
}
// Present Main Platform Window
if (!main_is_minimized)
wd->ClearValue.color.float32[0] = clear_color.x * clear_color.w;
wd->ClearValue.color.float32[1] = clear_color.y * clear_color.w;
wd->ClearValue.color.float32[2] = clear_color.z * clear_color.w;
wd->ClearValue.color.float32[3] = clear_color.w;
FrameRender(wd, draw_data);
FramePresent(wd);
}
}
// Cleanup

View File

@@ -141,28 +141,6 @@ else() # Native/Desktop build
endif()
if(IMGUI_WGVK_DIR)
find_package(Vulkan REQUIRED)
set(WGVK_PLATFORM_LIBS)
set(WGVK_PLATFORM_DEFS)
if(WIN32)
list(APPEND WGVK_PLATFORM_DEFS SUPPORT_WIN32_SURFACE=1)
elseif(APPLE)
list(APPEND WGVK_PLATFORM_DEFS SUPPORT_METAL_SURFACE=1)
elseif(UNIX)
find_package(PkgConfig QUIET)
pkg_check_modules(WAYLAND_CLIENT QUIET wayland-client)
if(WAYLAND_CLIENT_FOUND)
list(APPEND WGVK_PLATFORM_DEFS SUPPORT_WAYLAND_SURFACE=1)
list(APPEND WGVK_PLATFORM_LIBS ${WAYLAND_CLIENT_LIBRARIES})
endif()
find_package(X11 QUIET)
if(X11_FOUND)
list(APPEND WGVK_PLATFORM_DEFS SUPPORT_XLIB_SURFACE=1)
list(APPEND WGVK_PLATFORM_LIBS X11::X11)
endif()
list(APPEND WGVK_PLATFORM_LIBS m dl pthread)
endif()
set(LIBRARIES glfw Vulkan::Vulkan ${WGVK_PLATFORM_LIBS})
endif()
endif()
@@ -205,7 +183,6 @@ if(NOT EMSCRIPTEN) # WegGPU-Native settings
if(IMGUI_WGVK_DIR)
target_sources(${IMGUI_EXECUTABLE} PRIVATE ${IMGUI_WGVK_DIR}/src/wgvk.c)
target_compile_definitions(${IMGUI_EXECUTABLE} PUBLIC "IMGUI_IMPL_WEBGPU_BACKEND_WGVK")
target_compile_definitions(${IMGUI_EXECUTABLE} PRIVATE ${WGVK_PLATFORM_DEFS})
target_include_directories(${IMGUI_EXECUTABLE} PUBLIC ${IMGUI_WGVK_DIR}/include)
if (MSVC)
target_compile_options(${IMGUI_EXECUTABLE} PUBLIC /std:clatest /experimental:c11atomics)

View File

@@ -66,10 +66,6 @@ int main(int, char**)
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
//io.ConfigViewportsNoAutoMerge = true;
//io.ConfigViewportsNoTaskBarIcon = true;
// Setup Dear ImGui style
ImGui::StyleColorsDark();
@@ -79,15 +75,6 @@ int main(int, char**)
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)
io.ConfigDpiScaleFonts = true; // [Experimental] Automatically overwrite style.FontScaleDpi in Begin() when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now.
io.ConfigDpiScaleViewports = true; // [Experimental] Scale Dear ImGui and Platform Windows when Monitor DPI changes.
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
style.WindowRounding = 0.0f;
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
}
// Setup Platform/Renderer backends
ImGui_ImplSDL3_InitForD3D(window);
@@ -199,13 +186,6 @@ int main(int, char**)
g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha);
ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
// Update and Render additional Platform Windows
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
}
g_pSwapChain->Present(1, 0); // Present with vsync
//g_pSwapChain->Present(0, 0); // Present without vsync
}
@@ -254,16 +234,6 @@ bool CreateDeviceD3D(HWND hWnd)
if (res != S_OK)
return false;
// Disable DXGI's default Alt+Enter fullscreen behavior.
// - You are free to leave this enabled, but it will not work properly with multiple viewports.
// - This must be done for all windows associated to the device. Our DX11 backend does this automatically for secondary viewports that it creates.
IDXGIFactory* pSwapChainFactory;
if (SUCCEEDED(g_pSwapChain->GetParent(IID_PPV_ARGS(&pSwapChainFactory))))
{
pSwapChainFactory->MakeWindowAssociation(hWnd, DXGI_MWA_NO_ALT_ENTER);
pSwapChainFactory->Release();
}
CreateRenderTarget();
return true;
}

View File

@@ -94,10 +94,6 @@ int main(int, char**)
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
//io.ConfigViewportsNoAutoMerge = true;
//io.ConfigViewportsNoTaskBarIcon = true;
// Setup Dear ImGui style
ImGui::StyleColorsDark();
@@ -107,15 +103,6 @@ int main(int, char**)
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)
io.ConfigDpiScaleFonts = true; // [Experimental] Automatically overwrite style.FontScaleDpi in Begin() when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now.
io.ConfigDpiScaleViewports = true; // [Experimental] Scale Dear ImGui and Platform Windows when Monitor DPI changes.
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
style.WindowRounding = 0.0f;
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
}
// Setup Platform/Renderer backends
ImGui_ImplSDL3_InitForOpenGL(window, gl_context);
@@ -227,19 +214,6 @@ int main(int, char**)
glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT);
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
// Update and Render additional Platform Windows
// (Platform functions may change the current OpenGL context, so we save/restore it to make it easier to paste this code elsewhere.
// For this specific demo app we could also call SDL_GL_MakeCurrent(window, gl_context) directly)
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
SDL_Window* backup_current_window = SDL_GL_GetCurrentWindow();
SDL_GLContext backup_current_context = SDL_GL_GetCurrentContext();
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
SDL_GL_MakeCurrent(backup_current_window, backup_current_context);
}
SDL_GL_SwapWindow(window);
}
#ifdef __EMSCRIPTEN__

View File

@@ -68,8 +68,6 @@ int main(int, char**)
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
// Setup Dear ImGui style
ImGui::StyleColorsDark();
@@ -79,15 +77,6 @@ int main(int, char**)
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)
io.ConfigDpiScaleFonts = true; // [Experimental] Automatically overwrite style.FontScaleDpi in Begin() when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now.
io.ConfigDpiScaleViewports = true; // [Experimental] Scale Dear ImGui and Platform Windows when Monitor DPI changes.
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
style.WindowRounding = 0.0f;
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
}
// Setup Platform/Renderer backends
ImGui_ImplSDL3_InitForSDLGPU(window);
@@ -223,13 +212,6 @@ int main(int, char**)
SDL_EndGPURenderPass(render_pass);
}
// Update and Render additional Platform Windows
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
}
// Submit the command buffer
SDL_SubmitGPUCommandBuffer(command_buffer);
}

View File

@@ -56,7 +56,6 @@ int main(int, char**)
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
// Setup Dear ImGui style
ImGui::StyleColorsDark();
@@ -66,8 +65,6 @@ int main(int, char**)
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)
//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.
// Setup Platform/Renderer backends
ImGui_ImplSDL3_InitForSDLRenderer(window, renderer);

View File

@@ -395,10 +395,6 @@ int main(int, char**)
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;
//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoMerge;
// Setup Dear ImGui style
ImGui::StyleColorsDark();
@@ -408,15 +404,6 @@ int main(int, char**)
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)
io.ConfigDpiScaleFonts = true; // [Experimental] Automatically overwrite style.FontScaleDpi in Begin() when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now.
io.ConfigDpiScaleViewports = true; // [Experimental] Scale Dear ImGui and Platform Windows when Monitor DPI changes.
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
style.WindowRounding = 0.0f;
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
}
// Setup Platform/Renderer backends
ImGui_ImplSDL3_InitForVulkan(window);
@@ -543,25 +530,17 @@ int main(int, char**)
// Rendering
ImGui::Render();
ImDrawData* main_draw_data = ImGui::GetDrawData();
const bool main_is_minimized = (main_draw_data->DisplaySize.x <= 0.0f || main_draw_data->DisplaySize.y <= 0.0f);
wd->ClearValue.color.float32[0] = clear_color.x * clear_color.w;
wd->ClearValue.color.float32[1] = clear_color.y * clear_color.w;
wd->ClearValue.color.float32[2] = clear_color.z * clear_color.w;
wd->ClearValue.color.float32[3] = clear_color.w;
if (!main_is_minimized)
FrameRender(wd, main_draw_data);
// Update and Render additional Platform Windows
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
ImDrawData* draw_data = ImGui::GetDrawData();
const bool is_minimized = (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f);
if (!is_minimized)
{
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
}
// Present Main Platform Window
if (!main_is_minimized)
wd->ClearValue.color.float32[0] = clear_color.x * clear_color.w;
wd->ClearValue.color.float32[1] = clear_color.y * clear_color.w;
wd->ClearValue.color.float32[2] = clear_color.z * clear_color.w;
wd->ClearValue.color.float32[3] = clear_color.w;
FrameRender(wd, draw_data);
FramePresent(wd);
}
}
// Cleanup

View File

@@ -141,28 +141,6 @@ else() # Native/Desktop build
endif()
if(IMGUI_WGVK_DIR)
find_package(Vulkan REQUIRED)
set(WGVK_PLATFORM_LIBS)
set(WGVK_PLATFORM_DEFS)
if(WIN32)
list(APPEND WGVK_PLATFORM_DEFS SUPPORT_WIN32_SURFACE=1)
elseif(APPLE)
list(APPEND WGVK_PLATFORM_DEFS SUPPORT_METAL_SURFACE=1)
elseif(UNIX)
find_package(PkgConfig QUIET)
pkg_check_modules(WAYLAND_CLIENT QUIET wayland-client)
if(WAYLAND_CLIENT_FOUND)
list(APPEND WGVK_PLATFORM_DEFS SUPPORT_WAYLAND_SURFACE=1)
list(APPEND WGVK_PLATFORM_LIBS ${WAYLAND_CLIENT_LIBRARIES})
endif()
find_package(X11 QUIET)
if(X11_FOUND)
list(APPEND WGVK_PLATFORM_DEFS SUPPORT_XLIB_SURFACE=1)
list(APPEND WGVK_PLATFORM_LIBS X11::X11)
endif()
list(APPEND WGVK_PLATFORM_LIBS m dl pthread)
endif()
set(LIBRARIES glfw Vulkan::Vulkan ${WGVK_PLATFORM_LIBS})
endif()
endif()
@@ -204,7 +182,6 @@ if(NOT EMSCRIPTEN) # WegGPU-Native settings
if(IMGUI_WGVK_DIR)
target_sources(${IMGUI_EXECUTABLE} PRIVATE ${IMGUI_WGVK_DIR}/src/wgvk.c)
target_compile_definitions(${IMGUI_EXECUTABLE} PUBLIC "IMGUI_IMPL_WEBGPU_BACKEND_WGVK")
target_compile_definitions(${IMGUI_EXECUTABLE} PRIVATE ${WGVK_PLATFORM_DEFS})
target_include_directories(${IMGUI_EXECUTABLE} PUBLIC ${IMGUI_WGVK_DIR}/include)
if (MSVC)
target_compile_options(${IMGUI_EXECUTABLE} PUBLIC /std:clatest /experimental:c11atomics)

View File

@@ -57,10 +57,6 @@ int main(int, char**)
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
//io.ConfigViewportsNoAutoMerge = true;
//io.ConfigViewportsNoTaskBarIcon = true;
// Setup Dear ImGui style
ImGui::StyleColorsDark();
@@ -70,15 +66,6 @@ int main(int, char**)
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)
io.ConfigDpiScaleFonts = true; // [Experimental] Automatically overwrite style.FontScaleDpi in Begin() when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now.
io.ConfigDpiScaleViewports = true; // [Experimental] Scale Dear ImGui and Platform Windows when Monitor DPI changes.
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
style.WindowRounding = 0.0f;
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
}
// Setup Platform/Renderer backends
ImGui_ImplWin32_Init(hwnd);
@@ -190,13 +177,6 @@ int main(int, char**)
g_pd3dDevice->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha);
ImGui_ImplDX10_RenderDrawData(ImGui::GetDrawData());
// Update and Render additional Platform Windows
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
}
// Present
HRESULT hr = g_pSwapChain->Present(1, 0); // Present with vsync
//HRESULT hr = g_pSwapChain->Present(0, 0); // Present without vsync
@@ -216,6 +196,7 @@ int main(int, char**)
}
// Helper functions
bool CreateDeviceD3D(HWND hWnd)
{
// Setup swap chain
@@ -244,16 +225,6 @@ bool CreateDeviceD3D(HWND hWnd)
if (res != S_OK)
return false;
// Disable DXGI's default Alt+Enter fullscreen behavior.
// - You are free to leave this enabled, but it will not work properly with multiple viewports.
// - This must be done for all windows associated to the device. Our DX11 backend does this automatically for secondary viewports that it creates.
IDXGIFactory* pSwapChainFactory;
if (SUCCEEDED(g_pSwapChain->GetParent(IID_PPV_ARGS(&pSwapChainFactory))))
{
pSwapChainFactory->MakeWindowAssociation(hWnd, DXGI_MWA_NO_ALT_ENTER);
pSwapChainFactory->Release();
}
CreateRenderTarget();
return true;
}

View File

@@ -57,12 +57,6 @@ int main(int, char**)
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
//io.ConfigViewportsNoAutoMerge = true;
//io.ConfigViewportsNoTaskBarIcon = true;
//io.ConfigDockingAlwaysTabBar = true;
//io.ConfigDockingTransparentPayload = true;
// Setup Dear ImGui style
ImGui::StyleColorsDark();
@@ -72,15 +66,6 @@ int main(int, char**)
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)
io.ConfigDpiScaleFonts = true; // [Experimental] Automatically overwrite style.FontScaleDpi in Begin() when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now.
io.ConfigDpiScaleViewports = true; // [Experimental] Scale Dear ImGui and Platform Windows when Monitor DPI changes.
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
style.WindowRounding = 0.0f;
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
}
// Setup Platform/Renderer backends
ImGui_ImplWin32_Init(hwnd);
@@ -192,13 +177,6 @@ int main(int, char**)
g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha);
ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
// Update and Render additional Platform Windows
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
}
// Present
HRESULT hr = g_pSwapChain->Present(1, 0); // Present with vsync
//HRESULT hr = g_pSwapChain->Present(0, 0); // Present without vsync
@@ -218,6 +196,7 @@ int main(int, char**)
}
// Helper functions
bool CreateDeviceD3D(HWND hWnd)
{
// Setup swap chain
@@ -248,16 +227,6 @@ bool CreateDeviceD3D(HWND hWnd)
if (res != S_OK)
return false;
// Disable DXGI's default Alt+Enter fullscreen behavior.
// - You are free to leave this enabled, but it will not work properly with multiple viewports.
// - This must be done for all windows associated to the device. Our DX11 backend does this automatically for secondary viewports that it creates.
IDXGIFactory* pSwapChainFactory;
if (SUCCEEDED(g_pSwapChain->GetParent(IID_PPV_ARGS(&pSwapChainFactory))))
{
pSwapChainFactory->MakeWindowAssociation(hWnd, DXGI_MWA_NO_ALT_ENTER);
pSwapChainFactory->Release();
}
CreateRenderTarget();
return true;
}

View File

@@ -137,10 +137,6 @@ int main(int, char**)
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
//io.ConfigViewportsNoAutoMerge = true;
//io.ConfigViewportsNoTaskBarIcon = true;
// Setup Dear ImGui style
ImGui::StyleColorsDark();
@@ -150,15 +146,6 @@ int main(int, char**)
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)
io.ConfigDpiScaleFonts = true; // [Experimental] Automatically overwrite style.FontScaleDpi in Begin() when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now.
io.ConfigDpiScaleViewports = true; // [Experimental] Scale Dear ImGui and Platform Windows when Monitor DPI changes.
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
style.WindowRounding = 0.0f;
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
}
// Setup Platform/Renderer backends
ImGui_ImplWin32_Init(hwnd);
@@ -298,14 +285,6 @@ int main(int, char**)
g_pd3dCommandList->Close();
g_pd3dCommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&g_pd3dCommandList);
// Update and Render additional Platform Windows
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
}
g_pd3dCommandQueue->Signal(g_fence, ++g_fenceLastSignaledValue);
frameCtx->FenceValue = g_fenceLastSignaledValue;
@@ -331,6 +310,7 @@ int main(int, char**)
}
// Helper functions
bool CreateDeviceD3D(HWND hWnd)
{
// Setup swap chain

View File

@@ -55,10 +55,6 @@ int main(int, char**)
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
//io.ConfigViewportsNoAutoMerge = true;
//io.ConfigViewportsNoTaskBarIcon = true;
// Setup Dear ImGui style
ImGui::StyleColorsDark();
@@ -68,15 +64,6 @@ int main(int, char**)
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)
io.ConfigDpiScaleFonts = true; // [Experimental] Automatically overwrite style.FontScaleDpi in Begin() when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now.
io.ConfigDpiScaleViewports = true; // [Experimental] Scale Dear ImGui and Platform Windows when Monitor DPI changes.
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
style.WindowRounding = 0.0f;
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
}
// Setup Platform/Renderer backends
ImGui_ImplWin32_Init(hwnd);
@@ -200,14 +187,6 @@ int main(int, char**)
ImGui_ImplDX9_RenderDrawData(ImGui::GetDrawData());
g_pd3dDevice->EndScene();
}
// Update and Render additional Platform Windows
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
}
HRESULT result = g_pd3dDevice->Present(nullptr, nullptr, nullptr, nullptr);
if (result == D3DERR_DEVICELOST)
g_DeviceLost = true;
@@ -226,6 +205,7 @@ int main(int, char**)
}
// Helper functions
bool CreateDeviceD3D(HWND hWnd)
{
if ((g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == nullptr)

View File

@@ -33,42 +33,6 @@ void CleanupDeviceWGL(HWND hWnd, WGL_WindowData* data);
void ResetDeviceWGL();
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
// Support function for multi-viewports
// Unlike most other backend combination, we need specific hooks to combine Win32+OpenGL.
// We could in theory decide to support Win32-specific code in OpenGL backend via e.g. an hypothetical ImGui_ImplOpenGL3_InitForRawWin32().
static void Hook_Renderer_CreateWindow(ImGuiViewport* viewport)
{
assert(viewport->RendererUserData == NULL);
WGL_WindowData* data = IM_NEW(WGL_WindowData);
CreateDeviceWGL((HWND)viewport->PlatformHandle, data);
viewport->RendererUserData = data;
}
static void Hook_Renderer_DestroyWindow(ImGuiViewport* viewport)
{
if (viewport->RendererUserData != NULL)
{
WGL_WindowData* data = (WGL_WindowData*)viewport->RendererUserData;
CleanupDeviceWGL((HWND)viewport->PlatformHandle, data);
IM_DELETE(data);
viewport->RendererUserData = NULL;
}
}
static void Hook_Platform_RenderWindow(ImGuiViewport* viewport, void*)
{
// Activate the platform window DC in the OpenGL rendering context
if (WGL_WindowData* data = (WGL_WindowData*)viewport->RendererUserData)
wglMakeCurrent(data->hDC, g_hRC);
}
static void Hook_Renderer_SwapBuffers(ImGuiViewport* viewport, void*)
{
if (WGL_WindowData* data = (WGL_WindowData*)viewport->RendererUserData)
::SwapBuffers(data->hDC);
}
// Main code
int main(int, char**)
{
@@ -101,8 +65,6 @@ int main(int, char**)
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
// Setup Dear ImGui style
ImGui::StyleColorsDark();
@@ -112,34 +74,11 @@ int main(int, char**)
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)
io.ConfigDpiScaleFonts = true; // [Experimental] Automatically overwrite style.FontScaleDpi in Begin() when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now.
io.ConfigDpiScaleViewports = true; // [Experimental] Scale Dear ImGui and Platform Windows when Monitor DPI changes.
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
style.WindowRounding = 0.0f;
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
}
// Setup Platform/Renderer backends
ImGui_ImplWin32_InitForOpenGL(hwnd);
ImGui_ImplOpenGL3_Init();
// Win32+GL needs specific hooks for viewport, as there are specific things needed to tie Win32 and GL api.
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
IM_ASSERT(platform_io.Renderer_CreateWindow == NULL);
IM_ASSERT(platform_io.Renderer_DestroyWindow == NULL);
IM_ASSERT(platform_io.Renderer_SwapBuffers == NULL);
IM_ASSERT(platform_io.Platform_RenderWindow == NULL);
platform_io.Renderer_CreateWindow = Hook_Renderer_CreateWindow;
platform_io.Renderer_DestroyWindow = Hook_Renderer_DestroyWindow;
platform_io.Renderer_SwapBuffers = Hook_Renderer_SwapBuffers;
platform_io.Platform_RenderWindow = Hook_Platform_RenderWindow;
}
// Load Fonts
// - If 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.
@@ -234,16 +173,6 @@ int main(int, char**)
glClear(GL_COLOR_BUFFER_BIT);
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
// Update and Render additional Platform Windows
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
// Restore the OpenGL rendering context to the main window DC, since platform windows might have changed it.
wglMakeCurrent(g_MainWindow.hDC, g_hRC);
}
// Present
::SwapBuffers(g_MainWindow.hDC);
}

View File

@@ -340,16 +340,6 @@ static void FramePresent(ImGui_ImplVulkanH_Window* wd)
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
// FIXME: This code would ideally be inside imgui_impl_win32.cpp, it would create a dependency on Vulkan headers in imgui_impl_win32.cpp
static int ImGui_ImplWin32_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface)
{
VkWin32SurfaceCreateInfoKHR createInfo = {};
createInfo.sType = VK_STRUCTURE_TYPE_WIN32_SURFACE_CREATE_INFO_KHR;
createInfo.hwnd = (HWND)viewport->PlatformHandleRaw;
createInfo.hinstance = ::GetModuleHandle(nullptr);
return (int)vkCreateWin32SurfaceKHR((VkInstance)vk_instance, &createInfo, (VkAllocationCallbacks*)vk_allocator, (VkSurfaceKHR*)out_vk_surface);
}
// Main code
int main(int, char**)
{
@@ -393,10 +383,6 @@ int main(int, char**)
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;
//io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoMerge;
// Setup Dear ImGui style
ImGui::StyleColorsDark();
@@ -406,20 +392,9 @@ int main(int, char**)
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)
io.ConfigDpiScaleFonts = true; // [Experimental] Automatically overwrite style.FontScaleDpi in Begin() when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now.
io.ConfigDpiScaleViewports = true; // [Experimental] Scale Dear ImGui and Platform Windows when Monitor DPI changes.
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
style.WindowRounding = 0.0f;
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
}
// Setup Platform/Renderer backends
ImGui_ImplWin32_Init(hwnd);
ImGui::GetPlatformIO().Platform_CreateVkSurface = ImGui_ImplWin32_CreateVkSurface;
ImGui_ImplVulkan_InitInfo init_info = {};
//init_info.ApiVersion = VK_API_VERSION_1_3; // Pass in your value of VkApplicationInfo::apiVersion, otherwise will default to header version.
init_info.Instance = g_Instance;
@@ -522,25 +497,17 @@ int main(int, char**)
// Rendering
ImGui::Render();
ImDrawData* main_draw_data = ImGui::GetDrawData();
const bool main_is_minimized = (main_draw_data->DisplaySize.x <= 0.0f || main_draw_data->DisplaySize.y <= 0.0f);
wd->ClearValue.color.float32[0] = clear_color.x * clear_color.w;
wd->ClearValue.color.float32[1] = clear_color.y * clear_color.w;
wd->ClearValue.color.float32[2] = clear_color.z * clear_color.w;
wd->ClearValue.color.float32[3] = clear_color.w;
if (!main_is_minimized)
FrameRender(wd, main_draw_data);
// Update and Render additional Platform Windows
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
ImDrawData* draw_data = ImGui::GetDrawData();
const bool is_minimized = (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f);
if (!is_minimized)
{
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
}
// Present Main Platform Window
if (!main_is_minimized)
wd->ClearValue.color.float32[0] = clear_color.x * clear_color.w;
wd->ClearValue.color.float32[1] = clear_color.y * clear_color.w;
wd->ClearValue.color.float32[2] = clear_color.z * clear_color.w;
wd->ClearValue.color.float32[3] = clear_color.w;
FrameRender(wd, draw_data);
FramePresent(wd);
}
}
// Cleanup

View File

@@ -3,12 +3,12 @@ Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Version 17
VisualStudioVersion = 17.2.32616.157
MinimumVisualStudioVersion = 10.0.40219.1
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_win32_directx11", "example_win32_directx11\example_win32_directx11.vcxproj", "{9F316E83-5AE5-4939-A723-305A94F48005}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_win32_directx9", "example_win32_directx9\example_win32_directx9.vcxproj", "{4165A294-21F2-44CA-9B38-E3F935ABADF5}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_win32_directx10", "example_win32_directx10\example_win32_directx10.vcxproj", "{345A953E-A004-4648-B442-DC5F9F11068C}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_win32_directx11", "example_win32_directx11\example_win32_directx11.vcxproj", "{9F316E83-5AE5-4939-A723-305A94F48005}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_win32_directx12", "example_win32_directx12\example_win32_directx12.vcxproj", "{B4CF9797-519D-4AFE-A8F4-5141A6B521D3}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_glfw_opengl2", "example_glfw_opengl2\example_glfw_opengl2.vcxproj", "{9CDA7840-B7A5-496D-A527-E95571496D18}"

View File

@@ -0,0 +1,7 @@
project "imgui"
kind "StaticLib"
files { "../*.h", "../*.cpp" }
vpaths { ["imgui"] = { "../*.cpp", "../*.h", "../misc/debuggers/*.natvis" } }
filter { "toolset:msc*" }
files { "../misc/debuggers/*.natvis" }

322
examples/premake5.lua Normal file
View File

@@ -0,0 +1,322 @@
-- We use Premake5 to generate project files (Visual Studio solutions, XCode solutions, Makefiles, etc.)
-- Download Premake5: at https://premake.github.io/download
-- YOU NEED PREMAKE 5.0.0-alpha10 or later
--------- HELP
-- To reduce friction for people who don't aren't used to Premake, we list some concrete usage examples.
if _ACTION == nil then
print "-----------------------------------------"
print " DEAR IMGUI EXAMPLES - PROJECT GENERATOR"
print "-----------------------------------------"
print "Usage:"
print " premake5 [generator] [options]"
print "Examples:"
print " premake5 vs2010"
print " premake5 vs2019 --with-sdl2 --with-vulkan"
print " premake5 xcode4 --with-glfw"
print " premake5 gmake2 --with-glfw --cc=clang"
print "Generators:"
print " codelite gmake gmake2 vs2008 vs2010 vs2012 vs2013 vs2015 vs2017 xcode4 etc."
print "Options:"
print " --with-dx9 Enable dear imgui DirectX 9 example"
print " --with-dx10 Enable dear imgui DirectX 10 example"
print " --with-dx11 Enable dear imgui DirectX 11 example"
print " --with-dx12 Enable dear imgui DirectX 12 example (vs2015+)"
print " --with-glfw Enable dear imgui GLFW examples"
print " --with-sdl2 Enable dear imgui SDL2 examples"
print " --with-vulkan Enable dear imgui Vulkan example"
print " --cc=clang Compile with Clang"
print " --cc=gcc Compile with GCC"
print "Project and object files will be created in the build/ folder. You can delete your build/ folder at any time."
print ""
end
---------- OPTIONS
newoption { trigger = "with-dx9", description="Enable dear imgui DirectX 9 example" }
newoption { trigger = "with-dx10", description="Enable dear imgui DirectX 10 example" }
newoption { trigger = "with-dx11", description="Enable dear imgui DirectX 11 example" }
newoption { trigger = "with-dx12", description="Enable dear imgui DirectX 12 example" }
newoption { trigger = "with-glfw", description="Enable dear imgui GLFW examples" }
newoption { trigger = "with-sdl2", description="Enable dear imgui SDL2 examples" }
newoption { trigger = "with-vulkan", description="Enable dear imgui Vulkan example" }
-- Enable/detect default options under Windows
if _ACTION ~= nil and ((os.istarget ~= nil and os.istarget("windows")) or (os.is ~= nil and os.is("windows"))) then
print("( enabling --with-dx9 )");
print("( enabling --with-dx10 )");
print("( enabling --with-dx11 )");
_OPTIONS["with-dx9"] = 1
_OPTIONS["with-dx10"] = 1
_OPTIONS["with-dx11"] = 1
if _ACTION >= "vs2015" then
print("( enabling --with-dx12 because compiler is " .. _ACTION .. " )");
_OPTIONS["with-dx12"] = 1
end
print("( enabling --with-glfw because GLFW is included in the libs/ folder )");
_OPTIONS["with-glfw"] = 1
if os.getenv("SDL2_DIR") then
print("( enabling --with-sdl2 because SDL2_DIR environment variable was found )");
_OPTIONS["with-sdl2"] = 1
end
if os.getenv("VULKAN_SDK") then
print("( enabling --with-vulkan because VULKAN_SDK environment variable was found )");
_OPTIONS["with-vulkan"] = 1
end
end
--------- HELPER FUNCTIONS
-- Helper function: add dear imgui source files into project
function imgui_as_src(fs_path, project_path)
if (project_path == nil) then project_path = fs_path; end; -- default to same virtual folder as the file system folder (in this project it would be ".." !)
files { fs_path .. "/*.cpp", fs_path .. "/*.h" }
includedirs { fs_path, fs_path .. "/backends" }
vpaths { [project_path] = { fs_path .. "/*.*", fs_path .. "/misc/debuggers/*.natvis" } } -- add in a specific folder of the Visual Studio project
filter { "toolset:msc*" }
files { fs_path .. "/misc/debuggers/*.natvis" }
filter {}
end
-- Helper function: add dear imgui as a library (uncomment the 'include "premake5-lib"' line)
--include "premake5-lib"
function imgui_as_lib(fs_path)
includedirs { fs_path, fs_path .. "/backends" }
links "imgui"
end
--------- SOLUTION, PROJECTS
workspace "imgui_examples"
configurations { "Debug", "Release" }
platforms { "x86", "x86_64" }
location "build/"
symbols "On"
warnings "Extra"
--flags { "FatalCompileWarnings"}
filter { "configurations:Debug" }
optimize "Off"
filter { "configurations:Release" }
optimize "On"
filter { "toolset:clang", "system:windows" }
buildoptions { "-Xclang", "-flto-visibility-public-std" } -- Remove "warning LNK4049: locally defined symbol ___std_terminate imported"
-- example_win32_directx11 (Win32 + DirectX 11)
-- We have DX11 as the first project because this is what Visual Studio uses
if (_OPTIONS["with-dx11"]) then
project "example_win32_directx11"
kind "ConsoleApp"
imgui_as_src ("..", "imgui")
--imgui_as_lib ("..")
files { "../backends/imgui_impl_win32.*", "../backends/imgui_impl_dx11.*", "example_win32_directx11/*.cpp", "example_win32_directx11/*.h", "README.txt" }
vpaths { ["sources"] = "./**" }
filter { "system:windows", "toolset:msc-v80 or msc-v90 or msc-v100" }
includedirs { "$(DXSDK_DIR)/Include" }
filter { "system:windows", "toolset:msc-v80 or msc-v90 or msc-v100", "platforms:x86" }
libdirs { "$(DXSDK_DIR)/Lib/x86" }
filter { "system:windows", "toolset:msc-v80 or msc-v90 or msc-v100", "platforms:x86_64" }
libdirs { "$(DXSDK_DIR)/Lib/x64" }
filter { "system:windows" }
links { "d3d11", "d3dcompiler", "dxgi" }
end
-- example_win32_directx9 (Win32 + DirectX 9)
if (_OPTIONS["with-dx9"]) then
project "example_win32_directx9"
kind "ConsoleApp"
imgui_as_src ("..", "imgui")
--imgui_as_lib ("..")
files { "../backends/imgui_impl_win32.*", "../backends/imgui_impl_dx9.*", "example_win32_directx9/*.cpp", "example_win32_directx9/*.h", "README.txt" }
vpaths { ["sources"] = "./**" }
filter { "system:windows" }
links { "d3d9" }
end
-- example_win32_directx10 (Win32 + DirectX 10)
if (_OPTIONS["with-dx10"]) then
project "example_win32_directx10"
kind "ConsoleApp"
imgui_as_src ("..", "imgui")
--imgui_as_lib ("..")
files { "../backends/imgui_impl_win32.*", "../backends/imgui_impl_dx10.*", "example_win32_directx10/*.cpp", "example_win32_directx10/*.h", "README.txt" }
vpaths { ["sources"] = "./**" }
filter { "system:windows", "toolset:msc-v80 or msc-v90 or msc-v100" }
includedirs { "$(DXSDK_DIR)/Include" }
filter { "system:windows", "toolset:msc-v80 or msc-v90 or msc-v100", "platforms:x86" }
libdirs { "$(DXSDK_DIR)/Lib/x86" }
filter { "system:windows", "toolset:msc-v80 or msc-v90 or msc-v100", "platforms:x86_64" }
libdirs { "$(DXSDK_DIR)/Lib/x64" }
filter { "system:windows" }
links { "d3d10", "d3dcompiler", "dxgi" }
end
-- example_win32_directx12 (Win32 + DirectX 12)
if (_OPTIONS["with-dx12"]) then
project "example_win32_directx12"
kind "ConsoleApp"
systemversion "10.0.16299.0"
imgui_as_src ("..", "imgui")
--imgui_as_lib ("..")
files { "../backends/imgui_impl_win32.*", "../backends/imgui_impl_dx12.*", "example_win32_directx12/*.cpp", "example_win32_directx12/*.h", "README.txt" }
vpaths { ["sources"] = "./**" }
filter { "system:windows" }
links { "d3d12", "d3dcompiler", "dxgi" }
end
-- example_glfw_opengl2 (GLFW + OpenGL2)
if (_OPTIONS["with-glfw"]) then
project "example_glfw_opengl2"
kind "ConsoleApp"
imgui_as_src ("..", "imgui")
--imgui_as_lib ("..")
files { "../backends/imgui_impl_glfw.*", "../backends/imgui_impl_opengl2.*", "example_glfw_opengl2/*.h", "example_glfw_opengl2/*.cpp", "README.txt"}
vpaths { ["sources"] = "./**" }
includedirs { "libs/glfw/include" }
filter { "system:windows", "platforms:x86" }
libdirs { "libs/glfw/lib-vc2010-32" }
filter { "system:windows", "platforms:x86_64" }
libdirs { "libs/glfw/lib-vc2010-64" }
filter { "system:windows" }
ignoredefaultlibraries { "msvcrt" }
links { "opengl32", "glfw3" }
filter { "system:linux" }
links { "glfw3" }
filter { "system:macosx" }
libdirs { "/usr/local/lib" }
links { "glfw" }
linkoptions { "-framework OpenGL" }
end
-- example_glfw_opengl3 (GLFW + OpenGL3)
if (_OPTIONS["with-glfw"]) then
project "example_glfw_opengl3"
kind "ConsoleApp"
imgui_as_src ("..", "imgui")
--imgui_as_lib ("..")
vpaths { ["sources"] = "./**" }
files { "../backends/imgui_impl_glfw.*", "../backends/imgui_impl_opengl3.*", "example_glfw_opengl3/*.h", "example_glfw_opengl3/*.cpp", "./README.txt" }
includedirs { "libs/glfw/include" }
filter { "system:windows", "platforms:x86" }
libdirs { "libs/glfw/lib-vc2010-32" }
filter { "system:windows", "platforms:x86_64" }
libdirs { "libs/glfw/lib-vc2010-64" }
filter { "system:windows" }
ignoredefaultlibraries { "msvcrt" }
links { "opengl32", "glfw3" }
filter { "system:linux" }
links { "glfw3" }
filter { "system:macosx" }
libdirs { "/usr/local/lib" }
links { "glfw" }
linkoptions { "-framework OpenGL" }
end
-- example_glfw_vulkan (GLFW + Vulkan)
if (_OPTIONS["with-vulkan"]) then
project "example_glfw_vulkan"
kind "ConsoleApp"
imgui_as_src ("..", "imgui")
--imgui_as_lib ("..")
vpaths { ["sources"] = "./**" }
files { "../backends/imgui_impl_glfw*", "../backends/imgui_impl_vulkan.*", "example_glfw_vulkan/*.h", "example_glfw_vulkan/*.cpp", "./README.txt" }
includedirs { "libs/glfw/include", "%VULKAN_SDK%/include" }
filter { "system:windows", "platforms:x86" }
libdirs { "libs/glfw/lib-vc2010-32", "%VULKAN_SDK%/lib32" }
filter { "system:windows", "platforms:x86_64" }
libdirs { "libs/glfw/lib-vc2010-64", "%VULKAN_SDK%/lib" }
filter { "system:windows" }
ignoredefaultlibraries { "msvcrt" }
links { "vulkan-1", "glfw3" }
filter { "system:linux" }
links { "glfw3" } -- FIXME: missing Vulkan. missing macosx version
end
-- example_null (no rendering)
if (true) then
project "example_null"
kind "ConsoleApp"
imgui_as_src ("..", "imgui")
--imgui_as_lib ("..")
vpaths { ["sources"] = "./**" }
files { "example_null/*.h", "example_null/*.cpp", "./README.txt" }
filter { "system:windows" }
ignoredefaultlibraries { "msvcrt" }
end
-- example_sdl2_sdlrenderer2 (SDL2 + SDL_Renderer)
if (_OPTIONS["with-sdl2"]) then
project "example_sdl2_sdlrenderer2"
kind "ConsoleApp"
imgui_as_src ("..", "imgui")
--imgui_as_lib ("..")
vpaths { ["sources"] = "./**" }
files { "../backends/imgui_impl_sdl2*", "../backends/imgui_impl_sdlrenderer2.*", "example_sdl2_sdlrenderer2/*.h", "example_sdl2_sdlrenderer2/*.cpp", "./README.txt" }
includedirs { "%SDL2_DIR%/include" }
filter { "system:windows", "platforms:x86" }
libdirs { "%SDL2_DIR%/lib/x86" }
filter { "system:windows", "platforms:x86_64" }
libdirs { "%SDL2_DIR%/lib/x64" }
filter { "system:windows" }
ignoredefaultlibraries { "msvcrt" }
links { "SDL2", "SDL2main" }
end
-- example_sdl2_opengl2 (SDL2 + OpenGL2)
if (_OPTIONS["with-sdl2"]) then
project "example_sdl2_opengl2"
kind "ConsoleApp"
imgui_as_src ("..", "imgui")
--imgui_as_lib ("..")
vpaths { ["sources"] = "./**" }
files { "../backends/imgui_impl_sdl2*", "../backends/imgui_impl_opengl2.*", "example_sdl2_opengl2/*.h", "example_sdl2_opengl2/*.cpp", "./README.txt" }
includedirs { "%SDL2_DIR%/include" }
filter { "system:windows", "platforms:x86" }
libdirs { "%SDL2_DIR%/lib/x86" }
filter { "system:windows", "platforms:x86_64" }
libdirs { "%SDL2_DIR%/lib/x64" }
filter { "system:windows" }
ignoredefaultlibraries { "msvcrt" }
links { "SDL2", "SDL2main", "opengl32" }
end
-- example_sdl2_opengl3 (SDL2 + OpenGL3)
if (_OPTIONS["with-sdl2"]) then
project "example_sdl2_opengl3"
kind "ConsoleApp"
imgui_as_src ("..", "imgui")
--imgui_as_lib ("..")
vpaths { ["sources"] = "./**" }
files { "../backends/imgui_impl_sdl2*", "../backends/imgui_impl_opengl3.*", "example_sdl2_opengl3/*.h", "example_sdl2_opengl3/*.cpp", "./README.txt" }
includedirs { "%SDL2_DIR%/include" }
filter { "system:windows", "platforms:x86" }
libdirs { "%SDL2_DIR%/lib/x86" }
filter { "system:windows", "platforms:x86_64" }
libdirs { "%SDL2_DIR%/lib/x64" }
filter { "system:windows" }
ignoredefaultlibraries { "msvcrt" }
links { "SDL2", "SDL2main", "opengl32" }
end
-- example_sdl2_vulkan (SDL2 + Vulkan)
if (_OPTIONS["with-sdl2"] and _OPTIONS["with-vulkan"]) then
project "example_sdl2_vulkan"
kind "ConsoleApp"
imgui_as_src ("..", "imgui")
--imgui_as_lib ("..")
vpaths { ["sources"] = "./**" }
files { "../backends/imgui_impl_sdl2*", "../backends/imgui_impl_vulkan.*", "example_sdl2_vulkan/*.h", "example_sdl2_vulkan/*.cpp", "./README.txt" }
includedirs { "%SDL2_DIR%/include", "%VULKAN_SDK%/include" }
filter { "system:windows", "platforms:x86" }
libdirs { "%SDL2_DIR%/lib/x86", "%VULKAN_SDK%/lib32" }
filter { "system:windows", "platforms:x86_64" }
libdirs { "%SDL2_DIR%/lib/x64", "%VULKAN_SDK%/lib" }
filter { "system:windows" }
ignoredefaultlibraries { "msvcrt" }
links { "SDL2", "SDL2main", "vulkan-1" }
end

6528
imgui.cpp

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348
imgui.h
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@@ -1,4 +1,4 @@
// dear imgui, v1.92.8
// dear imgui, v1.92.8 WIP
// (headers)
// Help:
@@ -29,12 +29,10 @@
// Library Version
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
#define IMGUI_VERSION "1.92.8"
#define IMGUI_VERSION_NUM 19280
#define IMGUI_VERSION "1.92.8 WIP"
#define IMGUI_VERSION_NUM 19274
#define IMGUI_HAS_TABLE // Added BeginTable() - from IMGUI_VERSION_NUM >= 18000
#define IMGUI_HAS_TEXTURES // Added ImGuiBackendFlags_RendererHasTextures - from IMGUI_VERSION_NUM >= 19198
#define IMGUI_HAS_VIEWPORT // In 'docking' WIP branch.
#define IMGUI_HAS_DOCK // In 'docking' WIP branch.
/*
@@ -48,14 +46,14 @@ Index of this file:
// [SECTION] Helpers: Debug log, Memory allocations macros, ImVector<>
// [SECTION] ImGuiStyle
// [SECTION] ImGuiIO
// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiWindowClass, ImGuiPayload)
// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload)
// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, ImColor)
// [SECTION] Multi-Select API flags and structures (ImGuiMultiSelectFlags, ImGuiMultiSelectIO, ImGuiSelectionRequest, ImGuiSelectionBasicStorage, ImGuiSelectionExternalStorage)
// [SECTION] Drawing API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawFlags, ImDrawListFlags, ImDrawList, ImDrawData)
// [SECTION] Texture API (ImTextureFormat, ImTextureStatus, ImTextureRect, ImTextureData)
// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFontBaked, ImFont)
// [SECTION] Viewports (ImGuiViewportFlags, ImGuiViewport)
// [SECTION] ImGuiPlatformIO + other Platform Dependent Interfaces (ImGuiPlatformMonitor, ImGuiPlatformImeData)
// [SECTION] ImGuiPlatformIO + other Platform Dependent Interfaces (ImGuiPlatformImeData)
// [SECTION] Obsolete functions and types
*/
@@ -199,9 +197,8 @@ struct ImGuiListClipper; // Helper to manually clip large list of ite
struct ImGuiMultiSelectIO; // Structure to interact with a BeginMultiSelect()/EndMultiSelect() block
struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame
struct ImGuiPayload; // User data payload for drag and drop operations
struct ImGuiPlatformIO; // Interface between platform/renderer backends and ImGui (e.g. Clipboard, IME, Multi-Viewport support). Extends ImGuiIO.
struct ImGuiPlatformIO; // Interface between platform/renderer backends and ImGui (e.g. Clipboard, IME hooks). Extends ImGuiIO. In docking branch, this gets extended to support multi-viewports.
struct ImGuiPlatformImeData; // Platform IME data for io.PlatformSetImeDataFn() function.
struct ImGuiPlatformMonitor; // Multi-viewport support: user-provided bounds for each connected monitor/display. Used when positioning popups and tooltips to avoid them straddling monitors
struct ImGuiSelectionBasicStorage; // Optional helper to store multi-selection state + apply multi-selection requests.
struct ImGuiSelectionExternalStorage;//Optional helper to apply multi-selection requests to existing randomly accessible storage.
struct ImGuiSelectionRequest; // A selection request (stored in ImGuiMultiSelectIO)
@@ -213,8 +210,7 @@ struct ImGuiTableSortSpecs; // Sorting specifications for a table (often
struct ImGuiTableColumnSortSpecs; // Sorting specification for one column of a table
struct ImGuiTextBuffer; // Helper to hold and append into a text buffer (~string builder)
struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbbb][,ccccc]")
struct ImGuiViewport; // A Platform Window (always 1 unless multi-viewport are enabled. One per platform window to output to). In the future may represent Platform Monitor
struct ImGuiWindowClass; // Window class (rare/advanced uses: provide hints to the platform backend via altered viewport flags and parent/child info)
struct ImGuiViewport; // A Platform Window (always only one in 'master' branch), in the future may represent Platform Monitor
// 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)
@@ -250,7 +246,6 @@ typedef int ImGuiChildFlags; // -> enum ImGuiChildFlags_ // Flags: f
typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit4(), ColorPicker4() etc.
typedef int ImGuiConfigFlags; // -> enum ImGuiConfigFlags_ // Flags: for io.ConfigFlags
typedef int ImGuiComboFlags; // -> enum ImGuiComboFlags_ // Flags: for BeginCombo()
typedef int ImGuiDockNodeFlags; // -> enum ImGuiDockNodeFlags_ // Flags: for DockSpace()
typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: for BeginDragDropSource(), AcceptDragDropPayload()
typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused()
typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc.
@@ -471,12 +466,10 @@ namespace ImGui
IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options.
IMGUI_API bool IsWindowHovered(ImGuiHoveredFlags flags=0); // is current window hovered and hoverable (e.g. not blocked by a popup/modal)? See ImGuiHoveredFlags_ for options. IMPORTANT: If you are trying to check whether your mouse should be dispatched to Dear ImGui or to your underlying app, you should not use this function! Use the 'io.WantCaptureMouse' boolean for that! Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" for details.
IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the current window, to append your own drawing primitives
IMGUI_API float GetWindowDpiScale(); // get DPI scale currently associated to the current window's viewport.
IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (IT IS UNLIKELY YOU EVER NEED TO USE THIS. Consider always using GetCursorScreenPos() and GetContentRegionAvail() instead)
IMGUI_API ImVec2 GetWindowSize(); // get current window size (IT IS UNLIKELY YOU EVER NEED TO USE THIS. Consider always using GetCursorScreenPos() and GetContentRegionAvail() instead)
IMGUI_API float GetWindowWidth(); // get current window width (IT IS UNLIKELY YOU EVER NEED TO USE THIS). Shortcut for GetWindowSize().x.
IMGUI_API float GetWindowHeight(); // get current window height (IT IS UNLIKELY YOU EVER NEED TO USE THIS). Shortcut for GetWindowSize().y.
IMGUI_API ImGuiViewport*GetWindowViewport(); // get viewport currently associated to the current window.
// Window manipulation
// - Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin).
@@ -488,7 +481,6 @@ namespace ImGui
IMGUI_API void SetNextWindowFocus(); // set next window to be focused / top-most. call before Begin()
IMGUI_API void SetNextWindowScroll(const ImVec2& scroll); // set next window scrolling value (use < 0.0f to not affect a given axis).
IMGUI_API void SetNextWindowBgAlpha(float alpha); // set next window background color alpha. helper to easily override the Alpha component of ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground.
IMGUI_API void SetNextWindowViewport(ImGuiID viewport_id); // set next window viewport
IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiCond cond = 0); // (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects.
IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiCond cond = 0); // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0, 0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects.
IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().
@@ -965,34 +957,6 @@ namespace ImGui
IMGUI_API bool TabItemButton(const char* label, ImGuiTabItemFlags flags = 0); // create a Tab behaving like a button. return true when clicked. cannot be selected in the tab bar.
IMGUI_API void SetTabItemClosed(const char* tab_or_docked_window_label); // notify TabBar or Docking system of a closed tab/window ahead (useful to reduce visual flicker on reorderable tab bars). For tab-bar: call after BeginTabBar() and before Tab submissions. Otherwise call with a window name.
// Docking
// - Read https://github.com/ocornut/imgui/wiki/Docking for details.
// - Enable with io.ConfigFlags |= ImGuiConfigFlags_DockingEnable.
// - You can use many Docking facilities without calling any API.
// - Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking.
// - Drag from window menu button (upper-left button) to undock an entire node (all windows).
// - When io.ConfigDockingWithShift == true, you instead need to hold SHIFT to enable docking.
// - DockSpaceOverViewport:
// - This is a helper to create an invisible window covering a viewport, then submit a DockSpace() into it.
// - Most applications can simply call DockSpaceOverViewport() once to allow docking windows into e.g. the edge of your screen.
// e.g. ImGui::NewFrame(); ImGui::DockSpaceOverViewport(); // Create a dockspace in main viewport.
// or: ImGui::NewFrame(); ImGui::DockSpaceOverViewport(0, nullptr, ImGuiDockNodeFlags_PassthruCentralNode); // Create a dockspace in main viewport, central node is transparent.
// - Dockspaces:
// - A dockspace is an explicit dock node within an existing window.
// - IMPORTANT: Dockspaces need to be submitted _before_ any window they can host. Submit them early in your frame!
// - IMPORTANT: Dockspaces need to be kept alive if hidden, otherwise windows docked into it will be undocked.
// If you have e.g. multiple tabs with a dockspace inside each tab: submit the non-visible dockspaces with ImGuiDockNodeFlags_KeepAliveOnly.
// - See 'Demo->Examples->Dockspace' or 'Demo->Examples->Documents' for more detailed demos.
// - Programmatic docking:
// - There is no public API yet other than the very limited SetNextWindowDockID() function. Sorry for that!
// - Read https://github.com/ocornut/imgui/wiki/Docking for examples of how to use current internal API.
IMGUI_API ImGuiID DockSpace(ImGuiID dockspace_id, const ImVec2& size = ImVec2(0, 0), ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL);
IMGUI_API ImGuiID DockSpaceOverViewport(ImGuiID dockspace_id = 0, const ImGuiViewport* viewport = NULL, ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL);
IMGUI_API void SetNextWindowDockID(ImGuiID dock_id, ImGuiCond cond = 0); // set next window dock id
IMGUI_API void SetNextWindowClass(const ImGuiWindowClass* window_class); // set next window class (control docking compatibility + provide hints to platform backend via custom viewport flags and platform parent/child relationship)
IMGUI_API ImGuiID GetWindowDockID(); // get dock id of current window, or 0 if not associated to any docking node.
IMGUI_API bool IsWindowDocked(); // is current window docked into another window?
// Logging/Capture
// - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging.
IMGUI_API void LogToTTY(int auto_open_depth = -1); // start logging to tty (stdout)
@@ -1068,8 +1032,8 @@ namespace ImGui
IMGUI_API ImGuiViewport* GetMainViewport(); // return primary/default viewport. This can never be NULL.
// Background/Foreground Draw Lists
IMGUI_API ImDrawList* GetBackgroundDrawList(ImGuiViewport* viewport = NULL); // get background draw list for the given viewport or viewport associated to the current window. this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents.
IMGUI_API ImDrawList* GetForegroundDrawList(ImGuiViewport* viewport = NULL); // get foreground draw list for the given viewport or viewport associated to the current window. this draw list will be the top-most rendered one. Useful to quickly draw shapes/text over dear imgui contents.
IMGUI_API ImDrawList* GetBackgroundDrawList(); // this draw list will be the first rendered one. Useful to quickly draw shapes/text behind dear imgui contents.
IMGUI_API ImDrawList* GetForegroundDrawList(); // this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents.
// Miscellaneous Utilities
IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped.
@@ -1128,11 +1092,10 @@ namespace ImGui
// Inputs Utilities: Key/Input Ownership [BETA]
// - One common use case would be to allow your items to disable standard inputs behaviors such
// as Tab or Alt key handling, Mouse Wheel scrolling, etc.
// e.g. `Button(...); if (SetItemKeyOwner(ImGuiKey_MouseWheelY)) { ... }` to make hovering/activating a button disable wheel for scrolling.
// e.g. Button(...); SetItemKeyOwner(ImGuiKey_MouseWheelY); to make hovering/activating a button disable wheel for scrolling.
// - Reminder ImGuiKey enum include access to mouse buttons and gamepad, so key ownership can apply to them.
// - The return value of SetItemKeyOwner() says if ownership has been requested for the item, which is a shortcut to calling yet non-public TestKeyOwner() function.
// - Many related features are still in imgui_internal.h. For instance, most IsKeyXXX()/IsMouseXXX() functions have an owner-id-aware version.
IMGUI_API bool SetItemKeyOwner(ImGuiKey key); // Set key owner to last item ID if it is hovered or active. Return true when ownership has been set. Roughly equivalent to 'if (TestKeyOwner(key, GetItemID()) && (IsItemHovered() || IsItemActive())) { SetKeyOwner(key, GetItemID());'.
IMGUI_API void SetItemKeyOwner(ImGuiKey key); // Set key owner to last item ID if it is hovered or active. Equivalent to 'if (IsItemHovered() || IsItemActive()) { SetKeyOwner(key, GetItemID());'.
// Inputs Utilities: Mouse
// - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right.
@@ -1192,15 +1155,6 @@ namespace ImGui
IMGUI_API void* MemAlloc(size_t size);
IMGUI_API void MemFree(void* ptr);
// (Optional) Platform/OS interface for multi-viewport support
// Read comments around the ImGuiPlatformIO structure for more details.
// Note: You may use GetWindowViewport() to get the current viewport of the current window.
IMGUI_API void UpdatePlatformWindows(); // call in main loop. will call CreateWindow/ResizeWindow/etc. platform functions for each secondary viewport, and DestroyWindow for each inactive viewport.
IMGUI_API void RenderPlatformWindowsDefault(void* platform_render_arg = NULL, void* renderer_render_arg = NULL); // call in main loop. will call RenderWindow/SwapBuffers platform functions for each secondary viewport which doesn't have the ImGuiViewportFlags_Minimized flag set. May be reimplemented by user for custom rendering needs.
IMGUI_API void DestroyPlatformWindows(); // call DestroyWindow platform functions for all viewports. call from backend Shutdown() if you need to close platform windows before imgui shutdown. otherwise will be called by DestroyContext().
IMGUI_API ImGuiViewport* FindViewportByID(ImGuiID viewport_id); // this is a helper for backends.
IMGUI_API ImGuiViewport* FindViewportByPlatformHandle(void* platform_handle); // this is a helper for backends. the type platform_handle is decided by the backend (e.g. HWND, MyWindow*, GLFWwindow* etc.)
} // namespace ImGui
//-----------------------------------------------------------------------------
@@ -1231,13 +1185,11 @@ enum ImGuiWindowFlags_
ImGuiWindowFlags_NoNavInputs = 1 << 16, // No keyboard/gamepad navigation within the window
ImGuiWindowFlags_NoNavFocus = 1 << 17, // No focusing toward this window with keyboard/gamepad navigation (e.g. skipped by Ctrl+Tab)
ImGuiWindowFlags_UnsavedDocument = 1 << 18, // Display a dot next to the title. When used in a tab/docking context, tab is selected when clicking the X + closure is not assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar.
ImGuiWindowFlags_NoDocking = 1 << 19, // Disable docking of this window
ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
ImGuiWindowFlags_NoDecoration = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse,
ImGuiWindowFlags_NoInputs = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
// [Internal]
ImGuiWindowFlags_DockNodeHost = 1 << 23, // Don't use! For internal use by Begin()/NewFrame()
ImGuiWindowFlags_ChildWindow = 1 << 24, // Don't use! For internal use by BeginChild()
ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip()
ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup()
@@ -1483,7 +1435,7 @@ enum ImGuiFocusedFlags_
ImGuiFocusedFlags_RootWindow = 1 << 1, // Test from root window (top most parent of the current hierarchy)
ImGuiFocusedFlags_AnyWindow = 1 << 2, // Return true if any window is focused. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use 'io.WantCaptureMouse' instead! Please read the FAQ!
ImGuiFocusedFlags_NoPopupHierarchy = 1 << 3, // Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow)
ImGuiFocusedFlags_DockHierarchy = 1 << 4, // Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)
//ImGuiFocusedFlags_DockHierarchy = 1 << 4, // Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)
ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows,
};
@@ -1497,7 +1449,7 @@ enum ImGuiHoveredFlags_
ImGuiHoveredFlags_RootWindow = 1 << 1, // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy)
ImGuiHoveredFlags_AnyWindow = 1 << 2, // IsWindowHovered() only: Return true if any window is hovered
ImGuiHoveredFlags_NoPopupHierarchy = 1 << 3, // IsWindowHovered() only: Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow)
ImGuiHoveredFlags_DockHierarchy = 1 << 4, // IsWindowHovered() only: Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)
//ImGuiHoveredFlags_DockHierarchy = 1 << 4, // IsWindowHovered() only: Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)
ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 5, // Return true even if a popup window is normally blocking access to this item/window
//ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 6, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet.
ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 7, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns.
@@ -1527,27 +1479,6 @@ enum ImGuiHoveredFlags_
ImGuiHoveredFlags_NoSharedDelay = 1 << 17, // IsItemHovered() only: Disable shared delay system where moving from one item to the next keeps the previous timer for a short time (standard for tooltips with long delays)
};
// Flags for ImGui::DockSpace(), shared/inherited by child nodes.
// (Some flags can be applied to individual nodes directly)
// FIXME-DOCK: Also see ImGuiDockNodeFlagsPrivate_ which may involve using the WIP and internal DockBuilder api.
enum ImGuiDockNodeFlags_
{
ImGuiDockNodeFlags_None = 0,
ImGuiDockNodeFlags_KeepAliveOnly = 1 << 0, // // Don't display the dockspace node but keep it alive. Windows docked into this dockspace node won't be undocked.
//ImGuiDockNodeFlags_NoCentralNode = 1 << 1, // // Disable Central Node (the node which can stay empty)
ImGuiDockNodeFlags_NoDockingOverCentralNode = 1 << 2, // // Disable docking over the Central Node, which will be always kept empty.
ImGuiDockNodeFlags_PassthruCentralNode = 1 << 3, // // Enable passthru dockspace: 1) DockSpace() will render a ImGuiCol_WindowBg background covering everything excepted the Central Node when empty. Meaning the host window should probably use SetNextWindowBgAlpha(0.0f) prior to Begin() when using this. 2) When Central Node is empty: let inputs pass-through + won't display a DockingEmptyBg background. See demo for details.
ImGuiDockNodeFlags_NoDockingSplit = 1 << 4, // // Disable other windows/nodes from splitting this node.
ImGuiDockNodeFlags_NoResize = 1 << 5, // Saved // Disable resizing node using the splitter/separators. Useful with programmatically setup dockspaces.
ImGuiDockNodeFlags_AutoHideTabBar = 1 << 6, // // Tab bar will automatically hide when there is a single window in the dock node.
ImGuiDockNodeFlags_NoUndocking = 1 << 7, // // Disable undocking this node.
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
ImGuiDockNodeFlags_NoSplit = ImGuiDockNodeFlags_NoDockingSplit, // Renamed in 1.90
ImGuiDockNodeFlags_NoDockingInCentralNode = ImGuiDockNodeFlags_NoDockingOverCentralNode, // Renamed in 1.90
#endif
};
// Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload()
enum ImGuiDragDropFlags_
{
@@ -1782,21 +1713,12 @@ enum ImGuiConfigFlags_
ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, // Instruct backend to not alter mouse cursor shape and visibility. Use if the backend cursor changes are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You may want to honor requests from imgui by reading GetMouseCursor() yourself instead.
ImGuiConfigFlags_NoKeyboard = 1 << 6, // Instruct dear imgui to disable keyboard inputs and interactions. This is done by ignoring keyboard events and clearing existing states.
// [BETA] Docking
ImGuiConfigFlags_DockingEnable = 1 << 7, // Docking enable flags.
// [BETA] Viewports
// When using viewports it is recommended that your default value for ImGuiCol_WindowBg is opaque (Alpha=1.0) so transition to a viewport won't be noticeable.
ImGuiConfigFlags_ViewportsEnable = 1 << 10, // Viewport enable flags (require both ImGuiBackendFlags_PlatformHasViewports + ImGuiBackendFlags_RendererHasViewports set by the respective backends)
// [Unused] User storage (to allow your backend/engine to communicate to code that may be shared between multiple projects. Those flags are NOT used by core Dear ImGui)
ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware.
ImGuiConfigFlags_IsTouchScreen = 1 << 21, // Application is using a touch screen instead of a mouse.
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, // [moved/renamed in 1.91.4] -> use bool io.ConfigNavMoveSetMousePos
ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // [moved/renamed in 1.91.4] -> use bool io.ConfigNavCaptureKeyboard
ImGuiConfigFlags_DpiEnableScaleFonts = 1 << 14, // [moved/renamed in 1.92.0] -> use bool io.ConfigDpiScaleFonts
ImGuiConfigFlags_DpiEnableScaleViewports= 1 << 15, // [moved/renamed in 1.92.0] -> use bool io.ConfigDpiScaleViewports
#endif
};
@@ -1809,12 +1731,6 @@ enum ImGuiBackendFlags_
ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Backend Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if io.ConfigNavMoveSetMousePos is set).
ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3, // Backend Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices.
ImGuiBackendFlags_RendererHasTextures = 1 << 4, // Backend Renderer supports ImTextureData requests to create/update/destroy textures. This enables incremental texture updates and texture reloads. See https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md for instructions on how to upgrade your custom backend.
// [BETA] Multi-Viewports
ImGuiBackendFlags_RendererHasViewports = 1 << 10, // Backend Renderer supports multiple viewports.
ImGuiBackendFlags_PlatformHasViewports = 1 << 11, // Backend Platform supports multiple viewports.
ImGuiBackendFlags_HasMouseHoveredViewport=1 << 12, // Backend Platform supports calling io.AddMouseViewportEvent() with the viewport under the mouse. IF POSSIBLE, ignore viewports with the ImGuiViewportFlags_NoInputs flag (Win32 backend, GLFW 3.30+ backend can do this, SDL backend cannot). If this cannot be done, Dear ImGui needs to use a flawed heuristic to find the viewport under.
ImGuiBackendFlags_HasParentViewport = 1 << 13, // Backend Platform supports honoring viewport->ParentViewport/ParentViewportId value, by applying the corresponding parent/child relationship at the Platform level. Child windows always appear in front of their parent window.
};
// Enumeration for PushStyleColor() / PopStyleColor()
@@ -1839,7 +1755,6 @@ enum ImGuiCol_
ImGuiCol_ScrollbarGrabHovered,
ImGuiCol_ScrollbarGrabActive,
ImGuiCol_CheckMark, // Checkbox tick and RadioButton circle
ImGuiCol_CheckboxSelectedBg, // Checkbox background when Selected, otherwise use FrameBg
ImGuiCol_SliderGrab,
ImGuiCol_SliderGrabActive,
ImGuiCol_Button,
@@ -1862,8 +1777,6 @@ enum ImGuiCol_
ImGuiCol_TabDimmed, // Tab background, when tab-bar is unfocused & tab is unselected
ImGuiCol_TabDimmedSelected, // Tab background, when tab-bar is unfocused & tab is selected
ImGuiCol_TabDimmedSelectedOverline,//..horizontal overline, when tab-bar is unfocused & tab is selected
ImGuiCol_DockingPreview, // Preview overlay color when about to docking something
ImGuiCol_DockingEmptyBg, // Background color for empty node (e.g. CentralNode with no window docked into it)
ImGuiCol_PlotLines,
ImGuiCol_PlotLinesHovered,
ImGuiCol_PlotHistogram,
@@ -1939,14 +1852,12 @@ enum ImGuiStyleVar_
ImGuiStyleVar_TableAngledHeadersTextAlign,// ImVec2 TableAngledHeadersTextAlign
ImGuiStyleVar_TreeLinesSize, // float TreeLinesSize
ImGuiStyleVar_TreeLinesRounding, // float TreeLinesRounding
ImGuiStyleVar_DragDropTargetRounding, // float DragDropTargetRounding
ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign
ImGuiStyleVar_SelectableTextAlign, // ImVec2 SelectableTextAlign
ImGuiStyleVar_SeparatorSize, // float SeparatorSize
ImGuiStyleVar_SeparatorTextBorderSize, // float SeparatorTextBorderSize
ImGuiStyleVar_SeparatorTextAlign, // ImVec2 SeparatorTextAlign
ImGuiStyleVar_SeparatorTextPadding, // ImVec2 SeparatorTextPadding
ImGuiStyleVar_DockingSeparatorSize, // float DockingSeparatorSize
ImGuiStyleVar_COUNT
};
@@ -2417,7 +2328,7 @@ 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. When <0.0f: use FrameRounding.
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.
@@ -2430,8 +2341,6 @@ struct ImGuiStyle
ImVec2 SeparatorTextPadding; // Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y.
ImVec2 DisplayWindowPadding; // Apply to regular windows: amount which we enforce to keep visible when moving near edges of your screen.
ImVec2 DisplaySafeAreaPadding; // Apply to every windows, menus, popups, tooltips: amount where we avoid displaying contents. Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured).
bool DockingNodeHasCloseButton; // Docking node has their own CloseButton() to close all docked windows.
float DockingSeparatorSize; // Thickness of resizing border between docked windows
float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). We apply per-monitor DPI scaling over this scale. May be removed later.
bool AntiAliasedLines; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList).
bool AntiAliasedLinesUseTex; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). Latched at the beginning of the frame (copied to ImDrawList).
@@ -2516,26 +2425,6 @@ struct ImGuiIO
bool ConfigNavCursorVisibleAuto; // = true // Using directional navigation key makes the cursor visible. Mouse click hides the cursor.
bool ConfigNavCursorVisibleAlways; // = false // Navigation cursor is always visible.
// Docking options (when ImGuiConfigFlags_DockingEnable is set)
bool ConfigDockingNoSplit; // = false // Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars.
bool ConfigDockingNoDockingOver; // = false // Simplified docking mode: disable window merging into a same tab-bar, so docking is limited to splitting windows.
bool ConfigDockingWithShift; // = false // Enable docking with holding Shift key (reduce visual noise, allows dropping in wider space)
bool ConfigDockingAlwaysTabBar; // = false // [BETA] [FIXME: This currently creates regression with auto-sizing and general overhead] Make every single floating window display within a docking node.
bool ConfigDockingTransparentPayload;// = false // [BETA] Make window or viewport transparent when docking and only display docking boxes on the target viewport. Useful if rendering of multiple viewport cannot be synced. Best used with ConfigViewportsNoAutoMerge.
// Viewport options (when ImGuiConfigFlags_ViewportsEnable is set)
// (sorry for the amount of "NoXXXX" flags, which may be harder to reason about! may rework someday)
bool ConfigViewportsNoAutoMerge; // = false; // Set to make all floating imgui windows always create their own viewport. Otherwise, they are merged into the main host viewports when overlapping it. May also set ImGuiViewportFlags_NoAutoMerge on individual viewport.
bool ConfigViewportsNoTaskBarIcon; // = false // Disable default OS task bar icon flag for secondary viewports. When a viewport doesn't want a task bar icon, ImGuiViewportFlags_NoTaskBarIcon will be set on it.
bool ConfigViewportsNoDecoration; // = true // Disable default OS window decoration flag for secondary viewports. When a viewport doesn't want window decorations, ImGuiViewportFlags_NoDecoration will be set on it. Enabling decoration can create subsequent issues at OS levels (e.g. minimum window size).
bool ConfigViewportsNoDefaultParent; // = true // Disable setting OS window parent to main viewport by default. The platform backend is expected to honor `viewport->ParentViewportID` to setup a parent/child relationship between the OS windows (supported if ImGuiBackendFlags_HasParentViewport is set). When parented: child windows always appear in front of their parent. Set to false if you want viewports to automatically be parent of main viewport, otherwise all viewports will be top-level OS windows. Parent/child relationship may be set on a per-window basis using ImGuiWindowClass.
bool ConfigViewportsPlatformFocusSetsImGuiFocus;//= true // When a platform window is focused (e.g. using Alt+Tab, clicking Platform Title Bar), apply corresponding focus on imgui windows (may clear focus/active id from imgui windows location in other platform windows). In principle this is better enabled but we provide an opt-out, because some Linux window managers tend to eagerly focus windows (e.g. on mouse hover, or even a simple window pos/size change).
// DPI/Scaling options
// This may keep evolving during 1.92.x releases. Expect some turbulence.
bool ConfigDpiScaleFonts; // = false // [EXPERIMENTAL] Automatically overwrite style.FontScaleDpi when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now.
bool ConfigDpiScaleViewports; // = false // [EXPERIMENTAL] Scale Dear ImGui and Platform Windows when Monitor DPI changes.
// Miscellaneous options
// (you can visualize and interact with all options in 'Demo->Configuration')
bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by backend implementations.
@@ -2633,7 +2522,6 @@ struct ImGuiIO
IMGUI_API void AddMouseButtonEvent(int button, bool down); // Queue a mouse button change
IMGUI_API void AddMouseWheelEvent(float wheel_x, float wheel_y); // Queue a mouse wheel update. wheel_y<0: scroll down, wheel_y>0: scroll up, wheel_x<0: scroll right, wheel_x>0: scroll left.
IMGUI_API void AddMouseSourceEvent(ImGuiMouseSource source); // Queue a mouse source change (Mouse/TouchScreen/Pen)
IMGUI_API void AddMouseViewportEvent(ImGuiID id); // Queue a mouse hovered viewport. Requires backend to set ImGuiBackendFlags_HasMouseHoveredViewport to call this (for multi-viewport support).
IMGUI_API void AddFocusEvent(bool focused); // Queue a gain/loss of focus for the application (generally based on OS/platform focus of your window)
IMGUI_API void AddInputCharacter(unsigned int c); // Queue a new character input
IMGUI_API void AddInputCharacterUTF16(ImWchar16 c); // Queue a new character input from a UTF-16 character, it can be a surrogate
@@ -2679,7 +2567,6 @@ struct ImGuiIO
float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text. >0 scrolls Up, <0 scrolls Down. Hold Shift to turn vertical scroll into horizontal scroll.
float MouseWheelH; // Mouse wheel Horizontal. >0 scrolls Left, <0 scrolls Right. Most users don't have a mouse with a horizontal wheel, may not be filled by all backends.
ImGuiMouseSource MouseSource; // Mouse actual input peripheral (Mouse/TouchScreen/Pen).
ImGuiID MouseHoveredViewport; // (Optional) Modify using io.AddMouseViewportEvent(). With multi-viewports: viewport the OS mouse is hovering. If possible _IGNORING_ viewports with the ImGuiViewportFlags_NoInputs flag is much better (few backends can handle that). Set io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport if you can provide this info. If you don't imgui will infer the value using the rectangles and last focused time of the viewports it knows about (ignoring other OS windows).
bool KeyCtrl; // Keyboard modifier down: Ctrl (non-macOS), Cmd (macOS)
bool KeyShift; // Keyboard modifier down: Shift
bool KeyAlt; // Keyboard modifier down: Alt
@@ -2704,7 +2591,6 @@ struct ImGuiIO
bool MouseCtrlLeftAsRightClick; // (OSX) Set to true when the current click was a Ctrl+Click that spawned a simulated right click
float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked)
float MouseDownDurationPrev[5]; // Previous time the mouse button has been down
ImVec2 MouseDragMaxDistanceAbs[5]; // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point
float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point (used for moving thresholds)
float PenPressure; // Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only when MouseDown[0] == true). Helper storage currently unused by Dear ImGui.
bool AppFocusLost; // Only modify via AddFocusEvent()
@@ -2795,29 +2681,6 @@ struct ImGuiSizeCallbackData
ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing.
};
// [ALPHA] Rarely used / very advanced uses only. Use with SetNextWindowClass() and DockSpace() functions.
// Important: the content of this class is still highly WIP and likely to change and be refactored
// before we stabilize Docking features. Please be mindful if using this.
// Provide hints:
// - To the platform backend via altered viewport flags (enable/disable OS decoration, OS task bar icons, etc.)
// - To the platform backend for OS level parent/child relationships of viewport (otherwise: default is configured via io.ConfigViewportsNoDefaultParent)
// - To the docking system for various options and filtering.
struct ImGuiWindowClass
{
ImGuiID ClassId; // User data. 0 = Default class (unclassed). Windows of different classes cannot be docked with each others.
ImGuiID ParentViewportId; // Hint for the platform backend. -1: use default. 0: request platform backend to not parent the platform. != 0: request platform backend to create a parent<>child relationship between the platform windows. Not conforming backends are free to e.g. parent every viewport to the main viewport or not.
ImGuiID FocusRouteParentWindowId; // ID of parent window for shortcut focus route evaluation, e.g. Shortcut() call from Parent Window will succeed when this window is focused.
ImGuiViewportFlags ViewportFlagsOverrideSet; // Viewport flags to set when a window of this class owns a viewport. This allows you to enforce OS decoration or task bar icon, override the defaults on a per-window basis.
ImGuiViewportFlags ViewportFlagsOverrideClear; // Viewport flags to clear when a window of this class owns a viewport. This allows you to enforce OS decoration or task bar icon, override the defaults on a per-window basis.
ImGuiTabItemFlags TabItemFlagsOverrideSet; // [EXPERIMENTAL] TabItem flags to set when a window of this class gets submitted into a dock node tab bar. May use with ImGuiTabItemFlags_Leading or ImGuiTabItemFlags_Trailing.
ImGuiDockNodeFlags DockNodeFlagsOverrideSet; // [EXPERIMENTAL] Dock node flags to set when a window of this class is hosted by a dock node (it doesn't have to be selected!)
bool DockingAlwaysTabBar; // Set to true to enforce single floating windows of this class always having their own docking node (equivalent of setting the global io.ConfigDockingAlwaysTabBar)
bool DockingAllowUnclassed; // Set to true to allow windows of this class to be docked/merged with an unclassed window. // FIXME-DOCK: Move to DockNodeFlags override?
void* PlatformIconData; // [EXPERIMENTAL] Pass opaque data for Platform backend to handle.
ImGuiWindowClass() { memset((void*)this, 0, sizeof(*this)); ParentViewportId = (ImGuiID)-1; DockingAllowUnclassed = true; }
};
// Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload()
struct ImGuiPayload
{
@@ -3376,15 +3239,16 @@ struct ImDrawListSplitter
};
// Flags for ImDrawList functions
// (Legacy: bit 0 must always correspond to ImDrawFlags_Closed to be backward compatible with old API using a bool. Bits 1..3 must be unused)
enum ImDrawFlags_
{
ImDrawFlags_None = 0,
ImDrawFlags_Closed = 1 << 0, // PathStroke(), AddPolyline(): specify that shape should be closed (Important: this is always == 1 for legacy reason)
ImDrawFlags_RoundCornersTopLeft = 1 << 4, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-left corner only (when rounding > 0.0f, we default to all corners). Was 0x01.
ImDrawFlags_RoundCornersTopRight = 1 << 5, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-right corner only (when rounding > 0.0f, we default to all corners). Was 0x02.
ImDrawFlags_RoundCornersBottomLeft = 1 << 6, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-left corner only (when rounding > 0.0f, we default to all corners). Was 0x04.
ImDrawFlags_RoundCornersBottomRight = 1 << 7, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-right corner only (when rounding > 0.0f, we default to all corners). Wax 0x08.
ImDrawFlags_RoundCornersNone = 1 << 8, // AddRect(), AddRectFilled(), PathRect(): disable rounding on all corners (when rounding > 0.0f). This is NOT zero, NOT an implicit flag!
ImDrawFlags_Closed = 1 << 9, // PathStroke(), AddPolyline(): specify that shape should be closed (Important: this is always == 1 for legacy reason)
ImDrawFlags_RoundCornersTop = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight,
ImDrawFlags_RoundCornersBottom = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight,
ImDrawFlags_RoundCornersLeft = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersTopLeft,
@@ -3392,7 +3256,6 @@ enum ImDrawFlags_
ImDrawFlags_RoundCornersAll = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight | ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight,
ImDrawFlags_RoundCornersDefault_ = ImDrawFlags_RoundCornersAll, // Default to ALL corners if none of the _RoundCornersXX flags are specified.
ImDrawFlags_RoundCornersMask_ = ImDrawFlags_RoundCornersAll | ImDrawFlags_RoundCornersNone,
ImDrawFlags_InvalidMask_ = (ImDrawFlags)0x8000000F,
};
// Flags for ImDrawList instance. Those are set automatically by ImGui:: functions from ImGuiIO settings, and generally not manipulated directly.
@@ -3458,9 +3321,7 @@ struct ImDrawList
// In future versions we will use textures to provide cheaper and higher-quality circles.
// Use AddNgon() and AddNgonFilled() functions if you need to guarantee a specific number of sides.
IMGUI_API void AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f);
IMGUI_API void AddLineH(float min_x, float max_x, float y, ImU32 col, float thickness = 1.0f);
IMGUI_API void AddLineV(float x, float min_y, float max_y, ImU32 col, float thickness = 1.0f);
IMGUI_API void AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, float thickness = 1.0f, ImDrawFlags flags = 0); // a: upper-left, b: lower-right (== upper-left + size)
IMGUI_API void AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0, float thickness = 1.0f); // a: upper-left, b: lower-right (== upper-left + size)
IMGUI_API void AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0); // a: upper-left, b: lower-right (== upper-left + size)
IMGUI_API void AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left);
IMGUI_API void AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness = 1.0f);
@@ -3481,7 +3342,7 @@ struct ImDrawList
// General polygon
// - Only simple polygons are supported by filling functions (no self-intersections, no holes).
// - Concave polygon fill is more expensive than convex one: it has O(N^2) complexity. Provided as a convenience for the user but not used by the main library.
IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, float thickness, ImDrawFlags flags = 0);
IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, ImDrawFlags flags, float thickness);
IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col);
IMGUI_API void AddConcavePolyFilled(const ImVec2* points, int num_points, ImU32 col);
@@ -3501,7 +3362,7 @@ struct ImDrawList
inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size - 1], &pos, 8) != 0) _Path.push_back(pos); }
inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; }
inline void PathFillConcave(ImU32 col) { AddConcavePolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; }
inline void PathStroke(ImU32 col, float thickness = 1.0f, ImDrawFlags flags = 0) { AddPolyline(_Path.Data, _Path.Size, col, thickness, flags); _Path.Size = 0; }
inline void PathStroke(ImU32 col, ImDrawFlags flags = 0, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, flags, thickness); _Path.Size = 0; }
IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 0);
IMGUI_API void PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle
IMGUI_API void PathEllipticalArcTo(const ImVec2& center, const ImVec2& radius, float rot, float a_min, float a_max, int num_segments = 0); // Ellipse
@@ -3549,15 +3410,8 @@ struct ImDrawList
// Obsolete names
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
inline void AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawFlags flags, float thickness) { AddRect(p_min, p_max, col, rounding, thickness, flags); } // OBSOLETED in 1.92.8: NEW FUNCTION SIGNATURE HAS 'thickness' AND 'flags' SWAPPED.
inline void AddPolyline(const ImVec2* points, int num_points, ImU32 col, ImDrawFlags flags, float thickness) { AddPolyline(points, num_points, col, thickness, flags); } // OBSOLETED in 1.92.8: NEW FUNCTION SIGNATURE HAS 'thickness' AND 'flags' SWAPPED.
inline void PathStroke(ImU32 col, ImDrawFlags flags, float thickness) { PathStroke(col, thickness, flags); } // OBSOLETED in 1.92.8: NEW FUNCTION SIGNATURE HAS 'thickness' AND 'flags' SWAPPED.
inline void PushTextureID(ImTextureRef tex_ref) { PushTexture(tex_ref); } // RENAMED in 1.92.0
inline void PopTextureID() { PopTexture(); } // RENAMED in 1.92.0
#else
IMGUI_API void AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding /*= 0.0f*/, ImDrawFlags flags /*= 0*/, float thickness /*= 1.0f*/) = delete;
IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, ImDrawFlags flags, float thickness) = delete;
inline void PathStroke(ImU32 col, ImDrawFlags flags /*= 0*/, float thickness /*= 1.0f*/) = delete;
#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)
@@ -3669,7 +3523,6 @@ struct ImTextureData
bool WantDestroyNextFrame; // rw - // [Internal] Queued to set ImTextureStatus_WantDestroy next frame. May still be used in the current frame.
// Functions
// - If GetPixels() functions asserts while being called by your render loop, it could be caused by calling ImFontAtlas::Clear() instead of ClearFonts()?
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);
@@ -3825,13 +3678,13 @@ struct ImFontAtlas
IMGUI_API ImFont* AddFontFromMemoryCompressedBase85TTF(const char* compressed_font_data_base85, float size_pixels = 0.0f, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 parameter.
IMGUI_API void RemoveFont(ImFont* font);
IMGUI_API void Clear(); // Clear everything (fonts + textures). Don't call mid-frame!
IMGUI_API void ClearFonts(); // Clear input+output font data/glyphs. You can call this mid-frame if you load new fonts afterwards!
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.
// As we are transitioning toward a new font system, we expect to obsolete those soon:
IMGUI_API void ClearInputData(); // [OBSOLETE] Clear input data (all ImFontConfig structures including sizes, TTF data, glyph ranges, etc.) = all the data used to build the texture and fonts.
IMGUI_API void ClearFonts(); // [OBSOLETE] Clear input+output font data (same as ClearInputData() + glyphs storage, UV coordinates).
IMGUI_API void ClearTexData(); // [OBSOLETE] Clear CPU-side copy of the texture data. Saves RAM once the texture has been copied to graphics memory.
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
@@ -4088,24 +3941,11 @@ enum ImGuiViewportFlags_
ImGuiViewportFlags_None = 0,
ImGuiViewportFlags_IsPlatformWindow = 1 << 0, // Represent a Platform Window
ImGuiViewportFlags_IsPlatformMonitor = 1 << 1, // Represent a Platform Monitor (unused yet)
ImGuiViewportFlags_OwnedByApp = 1 << 2, // Platform Window: Is created/managed by the user application? (rather than our backend)
ImGuiViewportFlags_NoDecoration = 1 << 3, // Platform Window: Disable platform decorations: title bar, borders, etc. (generally set all windows, but if ImGuiConfigFlags_ViewportsDecoration is set we only set this on popups/tooltips)
ImGuiViewportFlags_NoTaskBarIcon = 1 << 4, // Platform Window: Disable platform task bar icon (generally set on popups/tooltips, or all windows if ImGuiConfigFlags_ViewportsNoTaskBarIcon is set)
ImGuiViewportFlags_NoFocusOnAppearing = 1 << 5, // Platform Window: Don't take focus when created.
ImGuiViewportFlags_NoFocusOnClick = 1 << 6, // Platform Window: Don't take focus when clicked on.
ImGuiViewportFlags_NoInputs = 1 << 7, // Platform Window: Make mouse pass through so we can drag this window while peaking behind it.
ImGuiViewportFlags_NoRendererClear = 1 << 8, // Platform Window: Renderer doesn't need to clear the framebuffer ahead (because we will fill it entirely).
ImGuiViewportFlags_NoAutoMerge = 1 << 9, // Platform Window: Avoid merging this window into another host window. This can only be set via ImGuiWindowClass viewport flags override (because we need to now ahead if we are going to create a viewport in the first place!).
ImGuiViewportFlags_TopMost = 1 << 10, // Platform Window: Display on top (for tooltips only).
ImGuiViewportFlags_CanHostOtherWindows = 1 << 11, // Viewport can host multiple imgui windows (secondary viewports are associated to a single window). // FIXME: In practice there's still probably code making the assumption that this is always and only on the MainViewport. Will fix once we add support for "no main viewport".
// Output status flags (from Platform)
ImGuiViewportFlags_IsMinimized = 1 << 12, // Platform Window: Window is minimized, can skip render. When minimized we tend to avoid using the viewport pos/size for clipping window or testing if they are contained in the viewport.
ImGuiViewportFlags_IsFocused = 1 << 13, // Platform Window: Window is focused (last call to Platform_GetWindowFocus() returned true)
ImGuiViewportFlags_OwnedByApp = 1 << 2, // Platform Window: Is created/managed by the application (rather than a dear imgui backend)
};
// - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.
// - With multi-viewport enabled, we extend this concept to have multiple active viewports.
// - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports.
// - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode.
// - About Main Area vs Work Area:
// - Main Area = entire viewport.
@@ -4120,83 +3960,20 @@ struct ImGuiViewport
ImVec2 FramebufferScale; // Density of the viewport for Retina display (always 1,1 on Windows, may be 2,2 etc on macOS/iOS). This will affect font rasterizer density.
ImVec2 WorkPos; // Work Area: Position of the viewport minus task bars, menus bars, status bars (>= Pos)
ImVec2 WorkSize; // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size)
float DpiScale; // 1.0f = 96 DPI = No extra scale.
ImGuiID ParentViewportId; // (Advanced) 0: no parent. Instruct the platform backend to setup a parent/child relationship between platform windows.
ImGuiViewport* ParentViewport; // (Advanced) Direct shortcut to ImGui::FindViewportByID(ParentViewportId). NULL: no parent.
ImDrawData* DrawData; // The ImDrawData corresponding to this viewport. Valid after Render() and until the next call to NewFrame().
// Platform/Backend Dependent Data
// Our design separate the Renderer and Platform backends to facilitate combining default backends with each others.
// When our create your own backend for a custom engine, it is possible that both Renderer and Platform will be handled
// by the same system and you may not need to use all the UserData/Handle fields.
// The library never uses those fields, they are merely storage to facilitate backend implementation.
void* RendererUserData; // void* to hold custom data structure for the renderer (e.g. swap chain, framebuffers etc.). generally set by your Renderer_CreateWindow function.
void* PlatformUserData; // void* to hold custom data structure for the OS / platform (e.g. windowing info, render context). generally set by your Platform_CreateWindow function.
void* PlatformIconData; // void* to hold custom data structure for the OS / platform to specify an icon. Currently unused for exposed to allow experiments.
void* PlatformHandle; // void* to hold higher-level, platform window handle (e.g. HWND for Win32 backend, Uint32 WindowID for SDL, GLFWWindow* for GLFW), for FindViewportByPlatformHandle().
void* PlatformHandleRaw; // void* to hold lower-level, platform-native window handle (always HWND on Win32 platform, unused for other platforms).
bool PlatformWindowCreated; // Platform window has been created (Platform_CreateWindow() has been called). This is false during the first frame where a viewport is being created.
bool PlatformRequestMove; // Platform window requested move (e.g. window was moved by the OS / host window manager, authoritative position will be OS window position)
bool PlatformRequestResize; // Platform window requested resize (e.g. window was resized by the OS / host window manager, authoritative size will be OS window size)
bool PlatformRequestClose; // Platform window requested closure (e.g. window was moved by the OS / host window manager, e.g. pressing ALT-F4)
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((void*)this, 0, sizeof(*this)); }
~ImGuiViewport() { IM_ASSERT(PlatformUserData == NULL && RendererUserData == NULL); }
// Helpers
ImVec2 GetCenter() const { return ImVec2(Pos.x + Size.x * 0.5f, Pos.y + Size.y * 0.5f); }
ImVec2 GetWorkCenter() const { return ImVec2(WorkPos.x + WorkSize.x * 0.5f, WorkPos.y + WorkSize.y * 0.5f); }
IMGUI_API const char* GetDebugName() const;
};
//-----------------------------------------------------------------------------
// [SECTION] ImGuiPlatformIO + other Platform Dependent Interfaces (ImGuiPlatformMonitor, ImGuiPlatformImeData)
//-----------------------------------------------------------------------------
// [BETA] (Optional) Multi-Viewport Support!
// If you are new to Dear ImGui and trying to integrate it into your engine, you can probably ignore this for now.
//
// This feature allows you to seamlessly drag Dear ImGui windows outside of your application viewport.
// This is achieved by creating new Platform/OS windows on the fly, and rendering into them.
// Dear ImGui manages the viewport structures, and the backend create and maintain one Platform/OS window for each of those viewports.
//
// See Recap: https://github.com/ocornut/imgui/wiki/Multi-Viewports
// See Glossary https://github.com/ocornut/imgui/wiki/Glossary for details about some of the terminology.
//
// About the coordinates system:
// - When multi-viewports are enabled, all Dear ImGui coordinates become absolute coordinates (same as OS coordinates!)
// - So e.g. ImGui::SetNextWindowPos(ImVec2(0,0)) will position a window relative to your primary monitor!
// - If you want to position windows relative to your main application viewport, use ImGui::GetMainViewport()->Pos as a base position.
//
// Steps to use multi-viewports in your application, when using a default backend from the examples/ folder:
// - Application: Enable feature with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// - Backend: The backend initialization will setup all necessary ImGuiPlatformIO's functions and update monitors info every frame.
// - Application: In your main loop, call ImGui::UpdatePlatformWindows(), ImGui::RenderPlatformWindowsDefault() after EndFrame() or Render().
// - Application: Fix absolute coordinates used in ImGui::SetWindowPos() or ImGui::SetNextWindowPos() calls.
//
// Steps to use multi-viewports in your application, when using a custom backend:
// - Important: THIS IS NOT EASY TO DO and comes with many subtleties not described here!
// It's also an experimental feature, so some of the requirements may evolve.
// Consider using default backends if you can. Either way, carefully follow and refer to examples/ backends for details.
// - Application: Enable feature with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// - Backend: Hook ImGuiPlatformIO's Platform_* and Renderer_* callbacks (see below).
// Set 'io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports' and 'io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports'.
// Update ImGuiPlatformIO's Monitors list every frame.
// Update MousePos every frame, in absolute coordinates.
// - Application: In your main loop, call ImGui::UpdatePlatformWindows(), ImGui::RenderPlatformWindowsDefault() after EndFrame() or Render().
// You may skip calling RenderPlatformWindowsDefault() if its API is not convenient for your needs. Read comments below.
// - Application: Fix absolute coordinates used in ImGui::SetWindowPos() or ImGui::SetNextWindowPos() calls.
//
// About ImGui::RenderPlatformWindowsDefault():
// - This function is a mostly a _helper_ for the common-most cases, and to facilitate using default backends.
// - You can check its simple source code to understand what it does.
// It basically iterates secondary viewports and call 4 functions that are setup in ImGuiPlatformIO, if available:
// Platform_RenderWindow(), Renderer_RenderWindow(), Platform_SwapBuffers(), Renderer_SwapBuffers()
// Those functions pointers exists only for the benefit of RenderPlatformWindowsDefault().
// - If you have very specific rendering needs (e.g. flipping multiple swap-chain simultaneously, unusual sync/threading issues, etc.),
// you may be tempted to ignore RenderPlatformWindowsDefault() and write customized code to perform your renderingg.
// You may decide to setup the platform_io's *RenderWindow and *SwapBuffers pointers and call your functions through those pointers,
// or you may decide to never setup those pointers and call your code directly. They are a convenience, not an obligatory interface.
// [SECTION] Platform Dependent Interfaces
//-----------------------------------------------------------------------------
// Access via ImGui::GetPlatformIO()
@@ -4240,61 +4017,11 @@ struct ImGuiPlatformIO
// Written by some backends during ImGui_ImplXXXX_RenderDrawData() call to point backend_specific ImGui_ImplXXXX_RenderState* structure.
void* Renderer_RenderState;
// Standard draw callbacks provided by renderer backend.
// Standard draw callbacks
ImDrawCallback DrawCallback_ResetRenderState; // Request to reset the graphics/render state.
ImDrawCallback DrawCallback_SetSamplerLinear; // Request backend to set texture sampling to Linear.
ImDrawCallback DrawCallback_SetSamplerNearest; // Request backend to set texture sampling to Nearest/Point.
//ImDrawCallback DrawCallback_SetSamplerCustom; // Request backend to set texture sampling using Backend Specific data.
//------------------------------------------------------------------
// Input - Interface with Platform & Renderer backends for Multi-Viewport support
//------------------------------------------------------------------
// For reference, the second column shows which function are generally calling the Platform Functions:
// N = ImGui::NewFrame() ~ beginning of the dear imgui frame: read info from platform/OS windows (latest size/position)
// F = ImGui::Begin(), ImGui::EndFrame() ~ during the dear imgui frame
// U = ImGui::UpdatePlatformWindows() ~ after the dear imgui frame: create and update all platform/OS windows
// R = ImGui::RenderPlatformWindowsDefault() ~ render
// D = ImGui::DestroyPlatformWindows() ~ shutdown
// The general idea is that NewFrame() we will read the current Platform/OS state, and UpdatePlatformWindows() will write to it.
// The handlers are designed so we can mix and match two imgui_impl_xxxx files, one Platform backend and one Renderer backend.
// Custom engine backends will often provide both Platform and Renderer interfaces together and so may not need to use all functions.
// Platform functions are typically called _before_ their Renderer counterpart, apart from Destroy which are called the other way.
// Platform Backend functions (e.g. Win32, GLFW, SDL) ------------------- Called by -----
void (*Platform_CreateWindow)(ImGuiViewport* vp); // . . U . . // Create a new platform window for the given viewport
void (*Platform_DestroyWindow)(ImGuiViewport* vp); // N . U . D //
void (*Platform_ShowWindow)(ImGuiViewport* vp); // . . U . . // Newly created windows are initially hidden so SetWindowPos/Size/Title can be called on them before showing the window
void (*Platform_SetWindowPos)(ImGuiViewport* vp, ImVec2 pos); // . . U . . // Set platform window position (given the upper-left corner of client area)
ImVec2 (*Platform_GetWindowPos)(ImGuiViewport* vp); // N . . . . //
void (*Platform_SetWindowSize)(ImGuiViewport* vp, ImVec2 size); // . . U . . // Set platform window client area size (ignoring OS decorations such as OS title bar etc.)
ImVec2 (*Platform_GetWindowSize)(ImGuiViewport* vp); // N . . . . // Get platform window client area size
ImVec2 (*Platform_GetWindowFramebufferScale)(ImGuiViewport* vp); // N . . . . // Return viewport density. Always 1,1 on Windows, often 2,2 on Retina display on macOS/iOS. MUST BE INTEGER VALUES.
void (*Platform_SetWindowFocus)(ImGuiViewport* vp); // N . . . . // Move window to front and set input focus
bool (*Platform_GetWindowFocus)(ImGuiViewport* vp); // . . U . . //
bool (*Platform_GetWindowMinimized)(ImGuiViewport* vp); // N . . . . // Get platform window minimized state. When minimized, we generally won't attempt to get/set size and contents will be culled more easily
void (*Platform_SetWindowTitle)(ImGuiViewport* vp, const char* str); // . . U . . // Set platform window title (given an UTF-8 string)
void (*Platform_SetWindowAlpha)(ImGuiViewport* vp, float alpha); // . . U . . // (Optional) Setup global transparency (not per-pixel transparency)
void (*Platform_UpdateWindow)(ImGuiViewport* vp); // . . U . . // (Optional) Called by UpdatePlatformWindows(). Optional hook to allow the platform backend from doing general book-keeping every frame.
void (*Platform_RenderWindow)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Main rendering (platform side! This is often unused, or just setting a "current" context for OpenGL bindings). 'render_arg' is the value passed to RenderPlatformWindowsDefault().
void (*Platform_SwapBuffers)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Call Present/SwapBuffers (platform side! This is often unused!). 'render_arg' is the value passed to RenderPlatformWindowsDefault().
float (*Platform_GetWindowDpiScale)(ImGuiViewport* vp); // N . . . . // (Optional) [BETA] FIXME-DPI: DPI handling: Return DPI scale for this viewport. 1.0f = 96 DPI.
void (*Platform_OnChangedViewport)(ImGuiViewport* vp); // . F . . . // (Optional) [BETA] FIXME-DPI: DPI handling: Called during Begin() every time the viewport we are outputting into changes, so backend has a chance to swap fonts to adjust style.
ImVec4 (*Platform_GetWindowWorkAreaInsets)(ImGuiViewport* vp); // N . . . . // (Optional) [BETA] Get initial work area inset for the viewport (won't be covered by main menu bar, dockspace over viewport etc.). Default to (0,0),(0,0). 'safeAreaInsets' in iOS land, 'DisplayCutout' in Android land.
int (*Platform_CreateVkSurface)(ImGuiViewport* vp, ImU64 vk_inst, const void* vk_allocators, ImU64* out_vk_surface); // (Optional) For a Vulkan Renderer to call into Platform code (since the surface creation needs to tie them both).
// Renderer Backend functions (e.g. DirectX, OpenGL, Vulkan) ------------ Called by -----
void (*Renderer_CreateWindow)(ImGuiViewport* vp); // . . U . . // Create swap chain, frame buffers etc. (called after Platform_CreateWindow)
void (*Renderer_DestroyWindow)(ImGuiViewport* vp); // N . U . D // Destroy swap chain, frame buffers etc. (called before Platform_DestroyWindow)
void (*Renderer_SetWindowSize)(ImGuiViewport* vp, ImVec2 size); // . . U . . // Resize swap chain, frame buffers etc. (called after Platform_SetWindowSize)
void (*Renderer_RenderWindow)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Clear framebuffer, setup render target, then render the viewport->DrawData. 'render_arg' is the value passed to RenderPlatformWindowsDefault().
void (*Renderer_SwapBuffers)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Call Present/SwapBuffers. 'render_arg' is the value passed to RenderPlatformWindowsDefault().
// (Optional) Monitor list
// - Updated by: app/backend. Update every frame to dynamically support changing monitor or DPI configuration.
// - Used by: dear imgui to query DPI info, clamp popups/tooltips within same monitor and not have them straddle monitors.
ImVector<ImGuiPlatformMonitor> Monitors;
ImDrawCallback DrawCallback_SetSamplerLinear; // Request to set current texture sampling to Linear
ImDrawCallback DrawCallback_SetSamplerNearest; // Request to set current texture sampling to Nearest/Point
//ImDrawCallback DrawCallback_SetSamplerCustom; // Request to set current texture sampling using Backend Specific data.
//------------------------------------------------------------------
// Output
@@ -4304,10 +4031,6 @@ struct ImGuiPlatformIO
// The ImGui_ImplXXXX_RenderDrawData() function of each backend generally access this via ImDrawData::Textures which points to this. The array is available here mostly because backends will want to destroy textures on shutdown.
ImVector<ImTextureData*> Textures; // List of textures used by Dear ImGui (most often 1) + contents of external texture list is automatically appended into this.
// Viewports list (the list is updated by calling ImGui::EndFrame or ImGui::Render)
// (in the future we will attempt to organize this feature to remove the need for a "main viewport")
ImVector<ImGuiViewport*> Viewports; // Main viewports, followed by all secondary viewports.
//------------------------------------------------------------------
// Functions
//------------------------------------------------------------------
@@ -4316,17 +4039,6 @@ struct ImGuiPlatformIO
IMGUI_API void ClearRendererHandlers(); // Clear all Renderer_XXX fields. Typically called on Renderer Backend shutdown.
};
// (Optional) This is required when enabling multi-viewport. Represent the bounds of each connected monitor/display and their DPI.
// We use this information for multiple DPI support + clamping the position of popups and tooltips so they don't straddle multiple monitors.
struct ImGuiPlatformMonitor
{
ImVec2 MainPos, MainSize; // Coordinates of the area displayed on this monitor (Min = upper left, Max = bottom right)
ImVec2 WorkPos, WorkSize; // Coordinates without task bars / side bars / menu bars. Used to avoid positioning popups/tooltips inside this region. If you don't have this info, please copy the value for MainPos/MainSize.
float DpiScale; // 1.0f = 96 DPI
void* PlatformHandle; // Backend dependant data (e.g. HMONITOR, GLFWmonitor*, SDL Display Index, NSScreen*)
ImGuiPlatformMonitor() { MainPos = MainSize = WorkPos = WorkSize = ImVec2(0, 0); DpiScale = 1.0f; PlatformHandle = NULL; }
};
// (Optional) Support for IME (Input Method Editor) via the platform_io.Platform_SetImeDataFn() function. Handler is called during EndFrame().
struct ImGuiPlatformImeData
{

View File

@@ -1,4 +1,4 @@
// dear imgui, v1.92.8
// dear imgui, v1.92.8 WIP
// (demo code)
// Help:
@@ -73,7 +73,6 @@ Index of this file:
// [SECTION] Demo Window / ShowDemoWindow()
// [SECTION] DemoWindowMenuBar()
// [SECTION] Helpers: ExampleTreeNode, ExampleMemberInfo (for use by Property Editor & Multi-Select demos)
// [SECTION] Helpers: ExampleImageViewer
// [SECTION] DemoWindowWidgetsBasic()
// [SECTION] DemoWindowWidgetsBullets()
// [SECTION] DemoWindowWidgetsCollapsingHeaders()
@@ -109,7 +108,6 @@ Index of this file:
// [SECTION] User Guide / ShowUserGuide()
// [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar()
// [SECTION] Example App: Debug Console / ShowExampleAppConsole()
// [SECTION] Example App: Image Viewer / ShowExampleAppImageViewer()
// [SECTION] Example App: Debug Log / ShowExampleAppLog()
// [SECTION] Example App: Simple Layout / ShowExampleAppLayout()
// [SECTION] Example App: Property Editor / ShowExampleAppPropertyEditor()
@@ -120,7 +118,6 @@ Index of this file:
// [SECTION] Example App: Fullscreen window / ShowExampleAppFullscreen()
// [SECTION] Example App: Manipulating window titles / ShowExampleAppWindowTitles()
// [SECTION] Example App: Custom Rendering using ImDrawList API / ShowExampleAppCustomRendering()
// [SECTION] Example App: Docking, DockSpace / ShowExampleAppDockSpace()
// [SECTION] Example App: Documents Handling / ShowExampleAppDocuments()
// [SECTION] Example App: Assets Browser / ShowExampleAppAssetsBrowser()
@@ -240,9 +237,7 @@ static void ShowExampleAppMainMenuBar();
static void ShowExampleAppAssetsBrowser(bool* p_open);
static void ShowExampleAppConsole(bool* p_open);
static void ShowExampleAppCustomRendering(bool* p_open);
static void ShowExampleAppDockSpace(bool* p_open);
static void ShowExampleAppDocuments(bool* p_open);
static void ShowExampleAppImageViewer(bool* p_open);
static void ShowExampleAppLog(bool* p_open);
static void ShowExampleAppLayout(bool* p_open);
static void ShowExampleAppPropertyEditor(bool* p_open, ImGuiDemoWindowData* demo_data);
@@ -287,16 +282,6 @@ static void HelpMarker(const char* desc)
}
}
static void ShowDockingDisabledMessage()
{
ImGuiIO& io = ImGui::GetIO();
ImGui::Text("ERROR: Docking is not enabled! See Demo > Configuration.");
ImGui::Text("Set io.ConfigFlags |= ImGuiConfigFlags_DockingEnable in your code, or ");
ImGui::SameLine(0.0f, 0.0f);
if (ImGui::SmallButton("click here"))
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;
}
// Helper to wire demo markers located in code to an interactive browser (e.g. https://pthom.github.io/imgui_explorer)
#if IMGUI_VERSION_NUM >= 19263
namespace ImGui { extern IMGUI_API void DemoMarker(const char* file, int line, const char* section); }
@@ -323,8 +308,6 @@ struct ImGuiDemoWindowData
bool ShowAppConsole = false;
bool ShowAppCustomRendering = false;
bool ShowAppDocuments = false;
bool ShowAppDockSpace = false;
bool ShowAppImageViewer = false;
bool ShowAppLog = false;
bool ShowAppLayout = false;
bool ShowAppPropertyEditor = false;
@@ -366,12 +349,10 @@ void ImGui::ShowDemoWindow(bool* p_open)
// Examples Apps (accessible from the "Examples" menu)
if (demo_data.ShowMainMenuBar) { ShowExampleAppMainMenuBar(); }
if (demo_data.ShowAppDockSpace) { ShowExampleAppDockSpace(&demo_data.ShowAppDockSpace); } // Important: Process the Docking app first, as explicit DockSpace() nodes needs to be submitted early (read comments near the DockSpace function)
if (demo_data.ShowAppDocuments) { ShowExampleAppDocuments(&demo_data.ShowAppDocuments); } // ...process the Document app next, as it may also use a DockSpace()
if (demo_data.ShowAppDocuments) { ShowExampleAppDocuments(&demo_data.ShowAppDocuments); }
if (demo_data.ShowAppAssetsBrowser) { ShowExampleAppAssetsBrowser(&demo_data.ShowAppAssetsBrowser); }
if (demo_data.ShowAppConsole) { ShowExampleAppConsole(&demo_data.ShowAppConsole); }
if (demo_data.ShowAppCustomRendering) { ShowExampleAppCustomRendering(&demo_data.ShowAppCustomRendering); }
if (demo_data.ShowAppImageViewer) { ShowExampleAppImageViewer(&demo_data.ShowAppImageViewer); }
if (demo_data.ShowAppLog) { ShowExampleAppLog(&demo_data.ShowAppLog); }
if (demo_data.ShowAppLayout) { ShowExampleAppLayout(&demo_data.ShowAppLayout); }
if (demo_data.ShowAppPropertyEditor) { ShowExampleAppPropertyEditor(&demo_data.ShowAppPropertyEditor, &demo_data); }
@@ -405,7 +386,6 @@ void ImGui::ShowDemoWindow(bool* p_open)
static bool no_nav = false;
static bool no_background = false;
static bool no_bring_to_front = false;
static bool no_docking = false;
static bool unsaved_document = false;
ImGuiWindowFlags window_flags = 0;
@@ -418,7 +398,6 @@ void ImGui::ShowDemoWindow(bool* p_open)
if (no_nav) window_flags |= ImGuiWindowFlags_NoNav;
if (no_background) window_flags |= ImGuiWindowFlags_NoBackground;
if (no_bring_to_front) window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus;
if (no_docking) window_flags |= ImGuiWindowFlags_NoDocking;
if (unsaved_document) window_flags |= ImGuiWindowFlags_UnsavedDocument;
if (no_close) p_open = NULL; // Don't pass our bool* to Begin
@@ -534,54 +513,6 @@ void ImGui::ShowDemoWindow(bool* p_open)
ImGui::Checkbox("io.ConfigNavCursorVisibleAlways", &io.ConfigNavCursorVisibleAlways);
ImGui::SameLine(); HelpMarker("Navigation cursor is always visible.");
ImGui::SeparatorText("Docking");
ImGui::CheckboxFlags("io.ConfigFlags: DockingEnable", &io.ConfigFlags, ImGuiConfigFlags_DockingEnable);
ImGui::SameLine();
if (io.ConfigDockingWithShift)
HelpMarker("Drag from window title bar or their tab to dock/undock. Hold SHIFT to enable docking.\n\nDrag from window menu button (upper-left button) to undock an entire node (all windows).");
else
HelpMarker("Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking.\n\nDrag from window menu button (upper-left button) to undock an entire node (all windows).");
if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable)
{
ImGui::Indent();
ImGui::Checkbox("io.ConfigDockingNoSplit", &io.ConfigDockingNoSplit);
ImGui::SameLine(); HelpMarker("Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars.");
ImGui::Checkbox("io.ConfigDockingNoDockingOver", &io.ConfigDockingNoDockingOver);
ImGui::SameLine(); HelpMarker("Simplified docking mode: disable window merging into a same tab-bar, so docking is limited to splitting windows.");
ImGui::Checkbox("io.ConfigDockingWithShift", &io.ConfigDockingWithShift);
ImGui::SameLine(); HelpMarker("Enable docking when holding Shift only (allow to drop in wider space, reduce visual noise)");
ImGui::Checkbox("io.ConfigDockingAlwaysTabBar", &io.ConfigDockingAlwaysTabBar);
ImGui::SameLine(); HelpMarker("Create a docking node and tab-bar on single floating windows.");
ImGui::Checkbox("io.ConfigDockingTransparentPayload", &io.ConfigDockingTransparentPayload);
ImGui::SameLine(); HelpMarker("Make window or viewport transparent when docking and only display docking boxes on the target viewport. Useful if rendering of multiple viewport cannot be synced. Best used with ConfigViewportsNoAutoMerge.");
ImGui::Unindent();
}
ImGui::SeparatorText("Multi-viewports");
ImGui::CheckboxFlags("io.ConfigFlags: ViewportsEnable", &io.ConfigFlags, ImGuiConfigFlags_ViewportsEnable);
ImGui::SameLine(); HelpMarker("[beta] Enable beta multi-viewports support. See ImGuiPlatformIO for details.");
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
ImGui::Indent();
ImGui::Checkbox("io.ConfigViewportsNoAutoMerge", &io.ConfigViewportsNoAutoMerge);
ImGui::SameLine(); HelpMarker("Set to make all floating imgui windows always create their own viewport. Otherwise, they are merged into the main host viewports when overlapping it.");
ImGui::Checkbox("io.ConfigViewportsNoTaskBarIcon", &io.ConfigViewportsNoTaskBarIcon);
ImGui::SameLine(); HelpMarker("(note: some platform backends may not reflect a change of this value for existing viewports, and may need the viewport to be recreated)");
ImGui::Checkbox("io.ConfigViewportsNoDecoration", &io.ConfigViewportsNoDecoration);
ImGui::SameLine(); HelpMarker("(note: some platform backends may not reflect a change of this value for existing viewports, and may need the viewport to be recreated)");
ImGui::Checkbox("io.ConfigViewportsNoDefaultParent", &io.ConfigViewportsNoDefaultParent);
ImGui::SameLine(); HelpMarker("(note: some platform backends may not reflect a change of this value for existing viewports, and may need the viewport to be recreated)");
ImGui::Checkbox("io.ConfigViewportsPlatformFocusSetsImGuiFocus", &io.ConfigViewportsPlatformFocusSetsImGuiFocus);
ImGui::SameLine(); HelpMarker("When a platform window is focused (e.g. using Alt+Tab, clicking Platform Title Bar), apply corresponding focus on imgui windows (may clear focus/active id from imgui windows location in other platform windows). In principle this is better enabled but we provide an opt-out, because some Linux window managers tend to eagerly focus windows (e.g. on mouse hover, or even a simple window pos/size change).");
ImGui::Unindent();
}
//ImGui::SeparatorText("DPI/Scaling");
//ImGui::Checkbox("io.ConfigDpiScaleFonts", &io.ConfigDpiScaleFonts);
//ImGui::SameLine(); HelpMarker("Experimental: Automatically update style.FontScaleDpi when Monitor DPI changes. This will scale fonts but NOT style sizes/padding for now.");
//ImGui::Checkbox("io.ConfigDpiScaleViewports", &io.ConfigDpiScaleViewports);
//ImGui::SameLine(); HelpMarker("Experimental: Scale Dear ImGui and Platform Windows when Monitor DPI changes.");
ImGui::SeparatorText("Windows");
ImGui::Checkbox("io.ConfigWindowsResizeFromEdges", &io.ConfigWindowsResizeFromEdges);
ImGui::SameLine(); HelpMarker("Enable resizing of windows from their edges and from the lower-left corner.\nThis requires ImGuiBackendFlags_HasMouseCursors for better mouse cursor feedback.");
@@ -647,18 +578,13 @@ void ImGui::ShowDemoWindow(bool* p_open)
"Those flags are set by the backends (imgui_impl_xxx files) to specify their capabilities.\n"
"Here we expose them as read-only fields to avoid breaking interactions with your backend.");
// Make a local copy to avoid modifying actual backend flags.
// FIXME: Maybe we need a BeginReadonly() equivalent to keep label bright?
ImGui::BeginDisabled();
ImGui::CheckboxFlags("io.BackendFlags: HasGamepad", &io.BackendFlags, ImGuiBackendFlags_HasGamepad);
ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", &io.BackendFlags, ImGuiBackendFlags_HasMouseCursors);
ImGui::CheckboxFlags("io.BackendFlags: HasSetMousePos", &io.BackendFlags, ImGuiBackendFlags_HasSetMousePos);
ImGui::CheckboxFlags("io.BackendFlags: PlatformHasViewports", &io.BackendFlags, ImGuiBackendFlags_PlatformHasViewports);
ImGui::CheckboxFlags("io.BackendFlags: HasMouseHoveredViewport",&io.BackendFlags, ImGuiBackendFlags_HasMouseHoveredViewport);
ImGui::CheckboxFlags("io.BackendFlags: HasParentViewport", &io.BackendFlags, ImGuiBackendFlags_HasParentViewport);
ImGui::CheckboxFlags("io.BackendFlags: RendererHasVtxOffset", &io.BackendFlags, ImGuiBackendFlags_RendererHasVtxOffset);
ImGui::CheckboxFlags("io.BackendFlags: RendererHasTextures", &io.BackendFlags, ImGuiBackendFlags_RendererHasTextures);
ImGui::CheckboxFlags("io.BackendFlags: RendererHasViewports", &io.BackendFlags, ImGuiBackendFlags_RendererHasViewports);
ImGui::CheckboxFlags("io.BackendFlags: HasGamepad", &io.BackendFlags, ImGuiBackendFlags_HasGamepad);
ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", &io.BackendFlags, ImGuiBackendFlags_HasMouseCursors);
ImGui::CheckboxFlags("io.BackendFlags: HasSetMousePos", &io.BackendFlags, ImGuiBackendFlags_HasSetMousePos);
ImGui::CheckboxFlags("io.BackendFlags: RendererHasVtxOffset", &io.BackendFlags, ImGuiBackendFlags_RendererHasVtxOffset);
ImGui::CheckboxFlags("io.BackendFlags: RendererHasTextures", &io.BackendFlags, ImGuiBackendFlags_RendererHasTextures);
ImGui::EndDisabled();
ImGui::TreePop();
@@ -710,7 +636,6 @@ void ImGui::ShowDemoWindow(bool* p_open)
ImGui::TableNextColumn(); ImGui::Checkbox("No nav", &no_nav);
ImGui::TableNextColumn(); ImGui::Checkbox("No background", &no_background);
ImGui::TableNextColumn(); ImGui::Checkbox("No bring to front", &no_bring_to_front);
ImGui::TableNextColumn(); ImGui::Checkbox("No docking", &no_docking);
ImGui::TableNextColumn(); ImGui::Checkbox("Unsaved document", &unsaved_document);
ImGui::EndTable();
}
@@ -752,8 +677,6 @@ static void DemoWindowMenuBar(ImGuiDemoWindowData* demo_data)
ImGui::MenuItem("Console", NULL, &demo_data->ShowAppConsole);
ImGui::MenuItem("Custom rendering", NULL, &demo_data->ShowAppCustomRendering);
ImGui::MenuItem("Documents", NULL, &demo_data->ShowAppDocuments);
ImGui::MenuItem("Dockspace", NULL, &demo_data->ShowAppDockSpace);
ImGui::MenuItem("Image Viewer", NULL, &demo_data->ShowAppImageViewer);
ImGui::MenuItem("Log", NULL, &demo_data->ShowAppLog);
ImGui::MenuItem("Property editor", NULL, &demo_data->ShowAppPropertyEditor);
ImGui::MenuItem("Simple layout", NULL, &demo_data->ShowAppLayout);
@@ -785,7 +708,7 @@ static void DemoWindowMenuBar(ImGuiDemoWindowData* demo_data)
ImGui::Checkbox("Highlight ID Conflicts", &io.ConfigDebugHighlightIdConflicts);
ImGui::EndDisabled();
ImGui::Checkbox("Assert on error recovery", &io.ConfigErrorRecoveryEnableAssert);
ImGui::TextDisabled("(see Demo->Configuration for more)");
ImGui::TextDisabled("(see Demo->Configuration for details & more)");
ImGui::EndMenu();
}
ImGui::MenuItem("Debug Log", NULL, &demo_data->ShowDebugLog, has_debug_tools);
@@ -902,87 +825,6 @@ static ExampleTreeNode* ExampleTree_CreateDemoTree()
return node_L0;
}
//-----------------------------------------------------------------------------
// [SECTION] Helpers: ExampleImageViewer
//-----------------------------------------------------------------------------
struct ExampleImageViewerData
{
ImU32 ImageBgColor = IM_COL32(100, 100, 100, 255);
ImU32 GridColor = IM_COL32(255, 255, 255, 100);
bool GridEnabled = true;
bool ViewReset = true;
ImVec2 ViewOffset; // in image space
float Zoom = 10.0f;
float ZoomMin = 1.0f;
float ZoomMax = 10000.0f;
};
static void ExampleImageViewer_DrawOptions(ExampleImageViewerData* data)
{
ImGui::SetNextItemShortcut(ImGuiKey_G, ImGuiInputFlags_Tooltip); // | ImGuiInputFlags_RouteGlobal
ImGui::Checkbox("Grid", &data->GridEnabled);
ImGui::SameLine();
ImGui::SetNextItemWidth(ImGui::GetFontSize() * 10.0f);
float zoom_100 = data->Zoom * 100.0f;
if (ImGui::DragFloat("##Zoom", &zoom_100, 5.0f, data->ZoomMin * 100.0f, data->ZoomMax * 100.0f, "%.0f%%", ImGuiSliderFlags_AlwaysClamp))
data->Zoom = zoom_100 / 100.0f;
}
static void ExampleImageViewer_DrawCanvas(ExampleImageViewerData* data, ImVec2 canvas_size, ImTextureRef image_tex_ref, int image_w, int image_h)
{
ImGuiIO& io = ImGui::GetIO();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
ImDrawList* draw_list = ImGui::GetWindowDrawList();
IM_ASSERT(canvas_size.x >= 0.0f && canvas_size.y >= 0.0f);
// Layout canvas
ImGui::InvisibleButton("##Canvas", canvas_size);
ImVec2 canvas_min = ImGui::GetItemRectMin();
ImVec2 canvas_max = ImGui::GetItemRectMax();
if (data->ViewReset)
data->ViewOffset = ImVec2((canvas_size.x * 0.5f / data->Zoom) - 0.5f, (canvas_size.y * 0.5f / data->Zoom) - 0.5f); // Add half a pixel padding
data->ViewReset = false;
// Handle inputs
if (ImGui::SetItemKeyOwner(ImGuiKey_MouseWheelY))
if (io.MouseWheel != 0.0f)
data->Zoom = IM_CLAMP(data->Zoom * (1.0f + io.MouseWheel * 0.10f), data->ZoomMin, data->ZoomMax);
float zoom = data->Zoom; // (float)(int)ViewZoom;
if (ImGui::IsItemActive() && ImGui::IsMouseDragging(0))
{
data->ViewOffset.x -= io.MouseDelta.x / zoom;
data->ViewOffset.y -= io.MouseDelta.y / zoom;
}
// Display image
ImVec2 image_min, image_max;
image_min.x = (float)(int)((canvas_min.x - (data->ViewOffset.x * zoom)) + (canvas_size.x * 0.5f));
image_min.y = (float)(int)((canvas_min.y - (data->ViewOffset.y * zoom)) + (canvas_size.y * 0.5f));
image_max.x = (float)(int)(image_min.x + image_w * zoom);
image_max.y = (float)(int)(image_min.y + image_h * zoom);
draw_list->AddRect(ImVec2(canvas_min.x - 1.0f, canvas_min.y - 1.0f), ImVec2(canvas_max.x + 1.0f, canvas_max.y + 1.0f), IM_COL32(255, 255, 255, 255));
draw_list->PushClipRect(canvas_min, canvas_max, true);
draw_list->AddRectFilled(image_min, image_max, data->ImageBgColor);
if (platform_io.DrawCallback_SetSamplerNearest != NULL)
draw_list->AddCallback(platform_io.DrawCallback_SetSamplerNearest);
draw_list->AddImage(image_tex_ref, image_min, image_max);
if (platform_io.DrawCallback_SetSamplerLinear != NULL)
draw_list->AddCallback(ImGui::GetPlatformIO().DrawCallback_SetSamplerLinear);
// Display grid lines for visible pixels
if (data->GridEnabled && zoom > 6.0f)
{
const float step = (float)zoom;
for (int px = (int)((canvas_min.x - image_min.x) / step); px <= (int)((canvas_max.x - image_min.x) / step); px++)
draw_list->AddLineV(image_min.x + px * step, canvas_min.y, canvas_max.y, data->GridColor, 1.0f);
for (int py = (int)((canvas_min.y - image_min.y) / step); py <= (int)((canvas_max.y - image_min.y) / step); py++)
draw_list->AddLineH(canvas_min.x, canvas_max.x, image_min.y + py * step, data->GridColor, 1.0f);
}
draw_list->PopClipRect();
}
//-----------------------------------------------------------------------------
// [SECTION] DemoWindowWidgetsBasic()
//-----------------------------------------------------------------------------
@@ -1960,29 +1802,40 @@ static void DemoWindowWidgetsImages()
// - Read https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples
// Grab the current texture identifier used by the font atlas.
ImFontAtlas* atlas = io.Fonts;
ImTextureRef my_tex_id = atlas->TexRef;
float my_tex_w = (float)atlas->TexData->Width; // Regular user code should never have to care about TexData-> fields, but since we want to display the entire texture here, we pull Width/Height from it.
float my_tex_h = (float)atlas->TexData->Height;
ImGui::Text("%.0fx%.0f", my_tex_w, my_tex_h);
ImTextureRef my_tex_id = io.Fonts->TexRef;
// Basic drawing
ImGui::SeparatorText("Image()/ImageWithBg() function");
ImVec2 uv_min = ImVec2(0.0f, 0.0f); // Top-left
ImVec2 uv_max = ImVec2(1.0f, 1.0f); // Lower-right
ImGui::PushStyleVar(ImGuiStyleVar_ImageBorderSize, IM_MAX(1.0f, ImGui::GetStyle().ImageBorderSize));
ImGui::ImageWithBg(my_tex_id, ImVec2(my_tex_w, my_tex_h), uv_min, uv_max, ImVec4(0.0f, 0.0f, 0.0f, 1.0f));
ImGui::PopStyleVar();
// Regular user code should never have to care about TexData-> fields, but since we want to display the entire texture here, we pull Width/Height from it.
float my_tex_w = (float)io.Fonts->TexData->Width;
float my_tex_h = (float)io.Fonts->TexData->Height;
// Fancy widget
ImGui::SeparatorText("Interactive Image Viewer");
static ExampleImageViewerData image_viewer;
ImVec2 canvas_size(ImGui::GetContentRegionAvail().x, my_tex_h * 2.0f);
ExampleImageViewer_DrawOptions(&image_viewer);
ExampleImageViewer_DrawCanvas(&image_viewer, canvas_size, my_tex_id, (int)my_tex_w, (int)my_tex_h);
{
ImGui::Text("%.0fx%.0f", my_tex_w, my_tex_h);
ImVec2 pos = ImGui::GetCursorScreenPos();
ImVec2 uv_min = ImVec2(0.0f, 0.0f); // Top-left
ImVec2 uv_max = ImVec2(1.0f, 1.0f); // Lower-right
ImGui::PushStyleVar(ImGuiStyleVar_ImageBorderSize, IM_MAX(1.0f, ImGui::GetStyle().ImageBorderSize));
ImGui::ImageWithBg(my_tex_id, ImVec2(my_tex_w, my_tex_h), uv_min, uv_max, ImVec4(0.0f, 0.0f, 0.0f, 1.0f));
if (ImGui::BeginItemTooltip())
{
float region_sz = 32.0f;
float region_x = io.MousePos.x - pos.x - region_sz * 0.5f;
float region_y = io.MousePos.y - pos.y - region_sz * 0.5f;
float zoom = 4.0f;
if (region_x < 0.0f) { region_x = 0.0f; }
else if (region_x > my_tex_w - region_sz) { region_x = my_tex_w - region_sz; }
if (region_y < 0.0f) { region_y = 0.0f; }
else if (region_y > my_tex_h - region_sz) { region_y = my_tex_h - region_sz; }
ImGui::Text("Min: (%.2f, %.2f)", region_x, region_y);
ImGui::Text("Max: (%.2f, %.2f)", region_x + region_sz, region_y + region_sz);
ImVec2 uv0 = ImVec2((region_x) / my_tex_w, (region_y) / my_tex_h);
ImVec2 uv1 = ImVec2((region_x + region_sz) / my_tex_w, (region_y + region_sz) / my_tex_h);
ImGui::ImageWithBg(my_tex_id, ImVec2(region_sz * zoom, region_sz * zoom), uv0, uv1, ImVec4(0.0f, 0.0f, 0.0f, 1.0f));
ImGui::EndTooltip();
}
ImGui::PopStyleVar();
}
IMGUI_DEMO_MARKER("Widgets/Images/Textured buttons");
ImGui::SeparatorText("Textured Buttons");
ImGui::TextWrapped("And now some textured buttons..");
static int pressed_count = 0;
for (int i = 0; i < 8; i++)
@@ -2370,24 +2223,18 @@ static void DemoWindowWidgetsQueryingStatuses()
"IsWindowFocused() = %d\n"
"IsWindowFocused(_ChildWindows) = %d\n"
"IsWindowFocused(_ChildWindows|_NoPopupHierarchy) = %d\n"
"IsWindowFocused(_ChildWindows|_DockHierarchy) = %d\n"
"IsWindowFocused(_ChildWindows|_RootWindow) = %d\n"
"IsWindowFocused(_ChildWindows|_RootWindow|_NoPopupHierarchy) = %d\n"
"IsWindowFocused(_ChildWindows|_RootWindow|_DockHierarchy) = %d\n"
"IsWindowFocused(_RootWindow) = %d\n"
"IsWindowFocused(_RootWindow|_NoPopupHierarchy) = %d\n"
"IsWindowFocused(_RootWindow|_DockHierarchy) = %d\n"
"IsWindowFocused(_AnyWindow) = %d\n",
ImGui::IsWindowFocused(),
ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows),
ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_NoPopupHierarchy),
ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_DockHierarchy),
ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow),
ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_NoPopupHierarchy),
ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_DockHierarchy),
ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow),
ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_NoPopupHierarchy),
ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_DockHierarchy),
ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow));
// Testing IsWindowHovered() function with its various flags.
@@ -2397,13 +2244,10 @@ static void DemoWindowWidgetsQueryingStatuses()
"IsWindowHovered(_AllowWhenBlockedByActiveItem) = %d\n"
"IsWindowHovered(_ChildWindows) = %d\n"
"IsWindowHovered(_ChildWindows|_NoPopupHierarchy) = %d\n"
"IsWindowHovered(_ChildWindows|_DockHierarchy) = %d\n"
"IsWindowHovered(_ChildWindows|_RootWindow) = %d\n"
"IsWindowHovered(_ChildWindows|_RootWindow|_NoPopupHierarchy) = %d\n"
"IsWindowHovered(_ChildWindows|_RootWindow|_DockHierarchy) = %d\n"
"IsWindowHovered(_RootWindow) = %d\n"
"IsWindowHovered(_RootWindow|_NoPopupHierarchy) = %d\n"
"IsWindowHovered(_RootWindow|_DockHierarchy) = %d\n"
"IsWindowHovered(_ChildWindows|_AllowWhenBlockedByPopup) = %d\n"
"IsWindowHovered(_AnyWindow) = %d\n"
"IsWindowHovered(_Stationary) = %d\n",
@@ -2412,13 +2256,10 @@ static void DemoWindowWidgetsQueryingStatuses()
ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem),
ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows),
ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_NoPopupHierarchy),
ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_DockHierarchy),
ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow),
ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_NoPopupHierarchy),
ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_DockHierarchy),
ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow),
ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_NoPopupHierarchy),
ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_DockHierarchy),
ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_AllowWhenBlockedByPopup),
ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow),
ImGui::IsWindowHovered(ImGuiHoveredFlags_Stationary));
@@ -2431,13 +2272,10 @@ static void DemoWindowWidgetsQueryingStatuses()
// Calling IsItemHovered() after begin returns the hovered status of the title bar.
// This is useful in particular if you want to create a context menu associated to the title bar of a window.
// This will also work when docked into a Tab (the Tab replace the Title Bar and guarantee the same properties).
static bool test_window = false;
ImGui::Checkbox("Hovered/Active tests after Begin() for title bar testing", &test_window);
if (test_window)
{
// FIXME-DOCK: This window cannot be docked within the ImGui Demo window, this will cause a feedback loop and get them stuck.
// Could we fix this through an ImGuiWindowClass feature? Or an API call to tag our parent as "don't skip items"?
ImGui::Begin("Title bar Hovered/Active tests", &test_window);
if (ImGui::BeginPopupContextItem()) // <-- This is using IsItemHovered()
{
@@ -8419,12 +8257,6 @@ void ImGui::ShowAboutWindow(bool* p_open)
ImGui::Text("Emscripten: %d.%d.%d", __EMSCRIPTEN_major__, __EMSCRIPTEN_minor__, __EMSCRIPTEN_tiny__);
#endif
#endif
#ifdef IMGUI_HAS_VIEWPORT
ImGui::Text("define: IMGUI_HAS_VIEWPORT");
#endif
#ifdef IMGUI_HAS_DOCK
ImGui::Text("define: IMGUI_HAS_DOCK");
#endif
#ifdef NDEBUG
ImGui::Text("define: NDEBUG");
#endif
@@ -8453,20 +8285,7 @@ void ImGui::ShowAboutWindow(bool* p_open)
if (io.ConfigFlags & ImGuiConfigFlags_NoMouse) ImGui::Text(" NoMouse");
if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) ImGui::Text(" NoMouseCursorChange");
if (io.ConfigFlags & ImGuiConfigFlags_NoKeyboard) ImGui::Text(" NoKeyboard");
if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable) ImGui::Text(" DockingEnable");
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) ImGui::Text(" ViewportsEnable");
if (io.MouseDrawCursor) ImGui::Text("io.MouseDrawCursor");
if (io.ConfigDpiScaleFonts) ImGui::Text("io.ConfigDpiScaleFonts");
if (io.ConfigDpiScaleViewports) ImGui::Text("io.ConfigDpiScaleViewports");
if (io.ConfigViewportsNoAutoMerge) ImGui::Text("io.ConfigViewportsNoAutoMerge");
if (io.ConfigViewportsNoTaskBarIcon) ImGui::Text("io.ConfigViewportsNoTaskBarIcon");
if (io.ConfigViewportsNoDecoration) ImGui::Text("io.ConfigViewportsNoDecoration");
if (io.ConfigViewportsNoDefaultParent) ImGui::Text("io.ConfigViewportsNoDefaultParent");
if (io.ConfigDockingNoSplit) ImGui::Text("io.ConfigDockingNoSplit");
if (io.ConfigDockingNoDockingOver) ImGui::Text("io.ConfigDockingNoDockingOver");
if (io.ConfigDockingWithShift) ImGui::Text("io.ConfigDockingWithShift");
if (io.ConfigDockingAlwaysTabBar) ImGui::Text("io.ConfigDockingAlwaysTabBar");
if (io.ConfigDockingTransparentPayload) ImGui::Text("io.ConfigDockingTransparentPayload");
if (io.ConfigMacOSXBehaviors) ImGui::Text("io.ConfigMacOSXBehaviors");
if (io.ConfigNavMoveSetMousePos) ImGui::Text("io.ConfigNavMoveSetMousePos");
if (io.ConfigNavCaptureKeyboard) ImGui::Text("io.ConfigNavCaptureKeyboard");
@@ -8478,12 +8297,8 @@ void ImGui::ShowAboutWindow(bool* p_open)
if (io.BackendFlags & ImGuiBackendFlags_HasGamepad) ImGui::Text(" HasGamepad");
if (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) ImGui::Text(" HasMouseCursors");
if (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos) ImGui::Text(" HasSetMousePos");
if (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) ImGui::Text(" PlatformHasViewports");
if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)ImGui::Text(" HasMouseHoveredViewport");
if (io.BackendFlags & ImGuiBackendFlags_HasParentViewport) ImGui::Text(" HasParentViewport");
if (io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset) ImGui::Text(" RendererHasVtxOffset");
if (io.BackendFlags & ImGuiBackendFlags_RendererHasTextures) ImGui::Text(" RendererHasTextures");
if (io.BackendFlags & ImGuiBackendFlags_RendererHasViewports) ImGui::Text(" RendererHasViewports");
ImGui::Separator();
ImGui::Text("io.Fonts: %d fonts, Flags: 0x%08X, TexSize: %d,%d", io.Fonts->Fonts.Size, io.Fonts->Flags, io.Fonts->TexData->Width, io.Fonts->TexData->Height);
ImGui::Text("io.Fonts->FontLoaderName: %s", io.Fonts->FontLoaderName ? io.Fonts->FontLoaderName : "NULL");
@@ -8596,10 +8411,10 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
style._NextFrameFontSizeBase = style.FontSizeBase; // FIXME: Temporary hack until we finish remaining work.
SameLine(0.0f, 0.0f); Text(" (out %.2f)", GetFontSize());
DragFloat("FontScaleMain", &style.FontScaleMain, 0.02f, 0.5f, 4.0f);
BeginDisabled(GetIO().ConfigDpiScaleFonts);
//BeginDisabled(GetIO().ConfigDpiScaleFonts);
DragFloat("FontScaleDpi", &style.FontScaleDpi, 0.02f, 0.5f, 4.0f);
SetItemTooltip("When io.ConfigDpiScaleFonts is set, this value is automatically overwritten.");
EndDisabled();
//SetItemTooltip("When io.ConfigDpiScaleFonts is set, this value is automatically overwritten.");
//EndDisabled();
// Simplified Settings (expose floating-pointer border sizes as boolean representing 0.0f or 1.0f)
if (SliderFloat("FrameRounding", &style.FrameRounding, 0.0f, 12.0f, "%.0f"))
@@ -8707,11 +8522,6 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
SliderFloat("ImageRounding", &style.ImageRounding, 0.0f, 12.0f, "%.0f");
SliderFloat("ImageBorderSize", &style.ImageBorderSize, 0.0f, max_border_size, "%.0f");
SeparatorText("Docking");
//SetCursorPosX(GetCursorPosX() + CalcItemWidth() - GetFrameHeight());
Checkbox("DockingNodeHasCloseButton", &style.DockingNodeHasCloseButton);
SliderFloat("DockingSeparatorSize", &style.DockingSeparatorSize, 0.0f, 12.0f, "%.0f");
SeparatorText("Tooltips");
for (int n = 0; n < 2; n++)
if (TreeNodeEx(n == 0 ? "HoverFlagsForTooltipMouse" : "HoverFlagsForTooltipNav"))
@@ -9017,7 +8827,7 @@ static void ShowExampleMenuFile()
IMGUI_DEMO_MARKER("Examples/Menu/Options");
static bool enabled = true;
ImGui::MenuItem("Enabled", "", &enabled);
ImGui::BeginChild("child", ImVec2(0, ImGui::GetTextLineHeightWithSpacing() * 5.0f), ImGuiChildFlags_Borders);
ImGui::BeginChild("child", ImVec2(0, 60), ImGuiChildFlags_Borders);
for (int i = 0; i < 10; i++)
ImGui::Text("Scrolling Text %d", i);
ImGui::EndChild();
@@ -9429,28 +9239,6 @@ static void ShowExampleAppConsole(bool* p_open)
console.Draw("Example: Console", p_open);
}
//-----------------------------------------------------------------------------
// [SECTION] Example App: Image Viewer / ShowExampleAppImageViewer()
//-----------------------------------------------------------------------------
static void ShowExampleAppImageViewer(bool* p_open)
{
ImFontAtlas* atlas = ImGui::GetIO().Fonts;
ImTextureRef tex_ref = atlas->TexRef; // We don't have access to other textures in this demo!
int tex_w = atlas->TexData->Width;
int tex_h = atlas->TexData->Height;
if (ImGui::Begin("Example: Image Viewer", p_open))
{
static ExampleImageViewerData image_viewer;
ExampleImageViewer_DrawOptions(&image_viewer);
ImVec2 canvas_size = ImGui::GetContentRegionAvail();
ImVec2 canvas_min_size = ImGui::IsWindowAppearing() ? ImVec2(3.0f * tex_w, 4.0f * tex_h) : ImVec2(1.0f, 1.0f);
canvas_size = ImVec2(IM_MAX(canvas_size.x, canvas_min_size.x), IM_MAX(canvas_size.y, canvas_min_size.y));
ExampleImageViewer_DrawCanvas(&image_viewer, canvas_size, tex_ref, tex_w, tex_h);
}
ImGui::End();
}
//-----------------------------------------------------------------------------
// [SECTION] Example App: Debug Log / ShowExampleAppLog()
//-----------------------------------------------------------------------------
@@ -10099,8 +9887,6 @@ static void ShowExampleAppConstrainedResize(bool* p_open)
else
{
ImGui::Text("(Hold Shift to display a dummy viewport)");
if (ImGui::IsWindowDocked())
ImGui::Text("Warning: Sizing Constraints won't work if the window is docked!");
if (ImGui::Button("Set 200x200")) { ImGui::SetWindowSize(ImVec2(200, 200)); } ImGui::SameLine();
if (ImGui::Button("Set 500x500")) { ImGui::SetWindowSize(ImVec2(500, 500)); } ImGui::SameLine();
if (ImGui::Button("Set 800x200")) { ImGui::SetWindowSize(ImVec2(800, 200)); }
@@ -10127,7 +9913,7 @@ static void ShowExampleAppSimpleOverlay(bool* p_open)
{
static int location = 0;
ImGuiIO& io = ImGui::GetIO();
ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoDocking | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav;
ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav;
if (location >= 0)
{
const float PAD = 10.0f;
@@ -10140,7 +9926,6 @@ static void ShowExampleAppSimpleOverlay(bool* p_open)
window_pos_pivot.x = (location & 1) ? 1.0f : 0.0f;
window_pos_pivot.y = (location & 2) ? 1.0f : 0.0f;
ImGui::SetNextWindowPos(window_pos, ImGuiCond_Always, window_pos_pivot);
ImGui::SetNextWindowViewport(viewport->ID);
window_flags |= ImGuiWindowFlags_NoMove;
}
else if (location == -2)
@@ -10346,20 +10131,20 @@ static void ShowExampleAppCustomRendering(bool* p_open)
draw_list->AddNgon(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, ngon_sides, th); x += sz + spacing; // N-gon
draw_list->AddCircle(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, circle_segments, th); x += sz + spacing; // Circle
draw_list->AddEllipse(ImVec2(x + sz*0.5f, y + sz*0.5f), ImVec2(sz*0.5f, sz*0.3f), col, -0.3f, circle_segments, th); x += sz + spacing; // Ellipse
draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 0.0f, th); x += sz + spacing; // Square
draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, rounding, th); x += sz + spacing; // Square with all rounded corners
draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, rounding, th, corners_tl_br); x += sz + spacing; // Square with two rounded corners
draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 0.0f, ImDrawFlags_None, th); x += sz + spacing; // Square
draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, rounding, ImDrawFlags_None, th); x += sz + spacing; // Square with all rounded corners
draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, rounding, corners_tl_br, th); x += sz + spacing; // Square with two rounded corners
draw_list->AddTriangle(ImVec2(x+sz*0.5f,y), ImVec2(x+sz, y+sz-0.5f), ImVec2(x, y+sz-0.5f), col, th);x += sz + spacing; // Triangle
//draw_list->AddTriangle(ImVec2(x+sz*0.2f,y), ImVec2(x, y+sz-0.5f), ImVec2(x+sz*0.4f, y+sz-0.5f), col, th);x+= sz*0.4f + spacing; // Thin triangle
PathConcaveShape(draw_list, x, y, sz); draw_list->PathStroke(col, th, ImDrawFlags_Closed); x += sz + spacing; // Concave Shape
PathConcaveShape(draw_list, x, y, sz); draw_list->PathStroke(col, ImDrawFlags_Closed, th); x += sz + spacing; // Concave Shape
//draw_list->AddPolyline(concave_shape, IM_COUNTOF(concave_shape), col, ImDrawFlags_Closed, th);
draw_list->AddLineH(x, x + sz, y, col, th); x += sz + spacing; // Horizontal line (note: drawing a filled rectangle will be faster!)
draw_list->AddLineV(x, y, y + sz, col, th); x += spacing; // Vertical line (note: drawing a filled rectangle will be faster!)
draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y), col, th); x += sz + spacing; // Horizontal line (note: drawing a filled rectangle will be faster!)
draw_list->AddLine(ImVec2(x, y), ImVec2(x, y + sz), col, th); x += spacing; // Vertical line (note: drawing a filled rectangle will be faster!)
draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y + sz), col, th); x += sz + spacing; // Diagonal line
// Path
draw_list->PathArcTo(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, 3.141592f, 3.141592f * -0.5f);
draw_list->PathStroke(col, th);
draw_list->PathStroke(col, ImDrawFlags_None, th);
x += sz + spacing;
// Quadratic Bezier Curve (3 control points)
@@ -10493,9 +10278,9 @@ static void ShowExampleAppCustomRendering(bool* p_open)
{
const float GRID_STEP = 64.0f;
for (float x = fmodf(scrolling.x, GRID_STEP); x < canvas_sz.x; x += GRID_STEP)
draw_list->AddLineV(canvas_p0.x + x, canvas_p0.y, canvas_p1.y, IM_COL32(200, 200, 200, 40));
draw_list->AddLine(ImVec2(canvas_p0.x + x, canvas_p0.y), ImVec2(canvas_p0.x + x, canvas_p1.y), IM_COL32(200, 200, 200, 40));
for (float y = fmodf(scrolling.y, GRID_STEP); y < canvas_sz.y; y += GRID_STEP)
draw_list->AddLineH(canvas_p0.x, canvas_p1.x, canvas_p0.y + y, IM_COL32(200, 200, 200, 40));
draw_list->AddLine(ImVec2(canvas_p0.x, canvas_p0.y + y), ImVec2(canvas_p1.x, canvas_p0.y + y), IM_COL32(200, 200, 200, 40));
}
for (int n = 0; n < points.Size; n += 2)
draw_list->AddLine(ImVec2(origin.x + points[n].x, origin.y + points[n].y), ImVec2(origin.x + points[n + 1].x, origin.y + points[n + 1].y), IM_COL32(255, 255, 0, 255), 2.0f);
@@ -10567,164 +10352,6 @@ static void ShowExampleAppCustomRendering(bool* p_open)
ImGui::End();
}
//-----------------------------------------------------------------------------
// [SECTION] Example App: Docking, DockSpace / ShowExampleAppDockSpace()
//-----------------------------------------------------------------------------
struct ImGuiDemoDockspaceArgs
{
bool IsFullscreen = true;
bool KeepWindowPadding = false; // Keep WindowPadding to help understand that DockSpace() is a widget inside the window.
ImGuiDockNodeFlags DockSpaceFlags = ImGuiDockNodeFlags_None;
};
// THIS IS A DEMO FOR ADVANCED USAGE OF DockSpace().
// MOST REGULAR APPLICATIONS WANTING TO ALLOW DOCKING WINDOWS ON THE EDGE OF YOUR SCREEN CAN SIMPLY USE:
// ImGui::NewFrame(); + ImGui::DockSpaceOverViewport(); // Create a dockspace in main viewport
// OR:
// ImGui::NewFrame(); + ImGui::DockSpaceOverViewport(0, nullptr, ImGuiDockNodeFlags_PassthruCentralNode); // Create a dockspace in main viewport, where central node is transparent.
// Demonstrate using DockSpace() to create an explicit docking node within an existing window, with various options.
// Read https://github.com/ocornut/imgui/wiki/Docking for details.
// The reasons we do not use DockSpaceOverViewport() in this demo is because:
// - (1) we allow the host window to be floating/moveable instead of filling the viewport (when args->IsFullscreen == false)
// which is mostly to showcase the idea that DockSpace() may be submitted anywhere.
// Also see 'Demo->Examples->Documents' for a less abstract version of this.
// - (2) we allow the host window to have padding (when args->UsePadding == true)
// - (3) we expose variety of other flags.
static void ShowExampleAppDockSpaceAdvanced(ImGuiDemoDockspaceArgs* args, bool* p_open)
{
ImGuiDockNodeFlags dockspace_flags = args->DockSpaceFlags;
// We are using the ImGuiWindowFlags_NoDocking flag to make the parent window not dockable into,
// because it would be confusing to have two docking targets within each others.
ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDocking;
if (args->IsFullscreen)
{
// Fullscreen dockspace: practically the same as calling DockSpaceOverViewport();
const ImGuiViewport* viewport = ImGui::GetMainViewport();
ImGui::SetNextWindowPos(viewport->WorkPos);
ImGui::SetNextWindowSize(viewport->WorkSize);
ImGui::SetNextWindowViewport(viewport->ID);
ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f);
window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove;
window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus;
window_flags |= ImGuiWindowFlags_NoBackground;
}
else
{
// Floating dockspace
dockspace_flags &= ~ImGuiDockNodeFlags_PassthruCentralNode;
}
// Important: note that we proceed even if Begin() returns false (aka window is collapsed).
// This is because we want to keep our DockSpace() active. If a DockSpace() is inactive,
// all active windows docked into it will lose their parent and become undocked.
// We cannot preserve the docking relationship between an active window and an inactive docking, otherwise
// any change of dockspace/settings would lead to windows being stuck in limbo and never being visible.
if (!args->KeepWindowPadding)
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f));
ImGui::Begin("Window with a DockSpace", p_open, window_flags);
if (!args->KeepWindowPadding)
ImGui::PopStyleVar();
if (args->IsFullscreen)
ImGui::PopStyleVar(2);
// Submit the DockSpace widget inside our window
// - Note that the id here is different from the one used by DockSpaceOverViewport(), so docking state won't get transfered between "Basic" and "Advanced" demos.
// - If we made the ShowExampleAppDockSpaceBasic() calculate its own ID and pass it to DockSpaceOverViewport() the ID could easily match.
ImGuiID dockspace_id = ImGui::GetID("MyDockSpace");
ImGui::DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags);
ImGui::End();
}
static void ShowExampleAppDockSpaceBasic(ImGuiDockNodeFlags flags)
{
// Basic version which you can use in many apps:
// e.g:
// ImGui::DockSpaceOverViewport();
// or:
// ImGui::DockSpaceOverViewport(0, nullptr, ImGuiDockNodeFlags_PassthruCentralNode); // Central node will be transparent
// or:
// ImGuiViewport* viewport = ImGui::GetMainViewport();
// ImGui::DockSpaceOverViewport(0, viewport, ImGuiDockNodeFlags_None);
ImGui::DockSpaceOverViewport(0, nullptr, flags);
}
void ShowExampleAppDockSpace(bool* p_open)
{
static int opt_demo_mode = 0;
static bool opt_demo_mode_changed = false;
static ImGuiDemoDockspaceArgs args;
if (opt_demo_mode == 0)
ShowExampleAppDockSpaceBasic(args.DockSpaceFlags);
else
ShowExampleAppDockSpaceAdvanced(&args, p_open);
// Refocus our window to minimize perceived loss of focus when changing mode (caused by the fact that each use a different window, which would not happen in a real app)
if (opt_demo_mode_changed)
ImGui::SetNextWindowFocus();
ImGui::Begin("Examples: Dockspace", p_open, ImGuiWindowFlags_MenuBar);
opt_demo_mode_changed = false;
opt_demo_mode_changed |= ImGui::RadioButton("Basic demo mode", &opt_demo_mode, 0);
opt_demo_mode_changed |= ImGui::RadioButton("Advanced demo mode", &opt_demo_mode, 1);
ImGui::SeparatorText("Options");
if ((ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_DockingEnable) == 0)
{
ShowDockingDisabledMessage();
}
else if (opt_demo_mode == 0)
{
args.DockSpaceFlags &= ImGuiDockNodeFlags_PassthruCentralNode; // Allowed flags
ImGui::CheckboxFlags("Flag: PassthruCentralNode", &args.DockSpaceFlags, ImGuiDockNodeFlags_PassthruCentralNode);
}
else if (opt_demo_mode == 1)
{
ImGui::Checkbox("Fullscreen", &args.IsFullscreen);
ImGui::Checkbox("Keep Window Padding", &args.KeepWindowPadding);
ImGui::SameLine();
HelpMarker("This is mostly exposed to facilitate understanding that a DockSpace() is _inside_ a window.");
ImGui::BeginDisabled(args.IsFullscreen == false);
ImGui::CheckboxFlags("Flag: PassthruCentralNode", &args.DockSpaceFlags, ImGuiDockNodeFlags_PassthruCentralNode);
ImGui::EndDisabled();
ImGui::CheckboxFlags("Flag: NoDockingOverCentralNode", &args.DockSpaceFlags, ImGuiDockNodeFlags_NoDockingOverCentralNode);
ImGui::CheckboxFlags("Flag: NoDockingSplit", &args.DockSpaceFlags, ImGuiDockNodeFlags_NoDockingSplit);
ImGui::CheckboxFlags("Flag: NoUndocking", &args.DockSpaceFlags, ImGuiDockNodeFlags_NoUndocking);
ImGui::CheckboxFlags("Flag: NoResize", &args.DockSpaceFlags, ImGuiDockNodeFlags_NoResize);
ImGui::CheckboxFlags("Flag: AutoHideTabBar", &args.DockSpaceFlags, ImGuiDockNodeFlags_AutoHideTabBar);
}
// Show demo options and help
if (ImGui::BeginMenuBar())
{
if (ImGui::BeginMenu("Help"))
{
ImGui::TextUnformatted(
"This demonstrates the use of ImGui::DockSpace() which allows you to manually\ncreate a docking node _within_ another window." "\n"
"The \"Basic\" version uses the ImGui::DockSpaceOverViewport() helper. Most applications can probably use this.");
ImGui::Separator();
ImGui::TextUnformatted("When docking is enabled, you can ALWAYS dock MOST window into another! Try it now!" "\n"
"- Drag from window title bar or their tab to dock/undock." "\n"
"- Drag from window menu button (upper-left button) to undock an entire node (all windows)." "\n"
"- Hold SHIFT to disable docking (if io.ConfigDockingWithShift == false, default)" "\n"
"- Hold SHIFT to enable docking (if io.ConfigDockingWithShift == true)");
ImGui::Separator();
ImGui::TextUnformatted("More details:"); ImGui::Bullet(); ImGui::SameLine(); ImGui::TextLinkOpenURL("Docking Wiki page", "https://github.com/ocornut/imgui/wiki/Docking");
ImGui::BulletText("Read comments in ShowExampleAppDockSpace()");
ImGui::EndMenu();
}
ImGui::EndMenuBar();
}
ImGui::End();
}
//-----------------------------------------------------------------------------
// [SECTION] Example App: Documents Handling / ShowExampleAppDocuments()
//-----------------------------------------------------------------------------
@@ -10850,25 +10477,11 @@ void ShowExampleAppDocuments(bool* p_open)
static ExampleAppDocuments app;
// Options
enum Target
{
Target_None,
Target_Tab, // Create documents as local tab into a local tab bar
Target_DockSpaceAndWindow // Create documents as regular windows, and create an embedded dockspace
};
static Target opt_target = Target_Tab;
static bool opt_reorderable = true;
static ImGuiTabBarFlags opt_fitting_flags = ImGuiTabBarFlags_FittingPolicyDefault_;
// When (opt_target == Target_DockSpaceAndWindow) there is the possibily that one of our child Document window (e.g. "Eggplant")
// that we emit gets docked into the same spot as the parent window ("Example: Documents").
// This would create a problematic feedback loop because selecting the "Eggplant" tab would make the "Example: Documents" tab
// not visible, which in turn would stop submitting the "Eggplant" window.
// We avoid this problem by submitting our documents window even if our parent window is not currently visible.
// Another solution may be to make the "Example: Documents" window use the ImGuiWindowFlags_NoDocking.
bool window_contents_visible = ImGui::Begin("Example: Documents", p_open, ImGuiWindowFlags_MenuBar);
if (!window_contents_visible && opt_target != Target_DockSpaceAndWindow)
if (!window_contents_visible)
{
ImGui::End();
return;
@@ -10913,12 +10526,6 @@ void ShowExampleAppDocuments(bool* p_open)
doc.DoForceClose();
ImGui::PopID();
}
ImGui::PushItemWidth(ImGui::GetFontSize() * 12);
ImGui::Combo("Output", (int*)&opt_target, "None\0TabBar+Tabs\0DockSpace+Window\0");
ImGui::PopItemWidth();
bool redock_all = false;
if (opt_target == Target_Tab) { ImGui::SameLine(); ImGui::Checkbox("Reorderable Tabs", &opt_reorderable); }
if (opt_target == Target_DockSpaceAndWindow) { ImGui::SameLine(); redock_all = ImGui::Button("Redock all"); }
ImGui::Separator();
@@ -10932,8 +10539,7 @@ void ShowExampleAppDocuments(bool* p_open)
// hole for one-frame, both in the tab-bar and in tab-contents when closing a tab/window.
// The rarely used SetTabItemClosed() function is a way to notify of programmatic closure to avoid the one-frame hole.
// Tabs
if (opt_target == Target_Tab)
// Submit Tab Bar and Tabs
{
ImGuiTabBarFlags tab_bar_flags = (opt_fitting_flags) | (opt_reorderable ? ImGuiTabBarFlags_Reorderable : 0);
tab_bar_flags |= ImGuiTabBarFlags_DrawSelectedOverline;
@@ -10976,53 +10582,6 @@ void ShowExampleAppDocuments(bool* p_open)
ImGui::EndTabBar();
}
}
else if (opt_target == Target_DockSpaceAndWindow)
{
if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_DockingEnable)
{
app.NotifyOfDocumentsClosedElsewhere();
// Create a DockSpace node where any window can be docked
ImGuiID dockspace_id = ImGui::GetID("MyDockSpace");
ImGui::DockSpace(dockspace_id);
// Create Windows
for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++)
{
MyDocument* doc = &app.Documents[doc_n];
if (!doc->Open)
continue;
ImGui::SetNextWindowDockID(dockspace_id, redock_all ? ImGuiCond_Always : ImGuiCond_FirstUseEver);
ImGuiWindowFlags window_flags = (doc->Dirty ? ImGuiWindowFlags_UnsavedDocument : 0);
bool visible = ImGui::Begin(doc->Name, &doc->Open, window_flags);
// Cancel attempt to close when unsaved add to save queue so we can display a popup.
if (!doc->Open && doc->Dirty)
{
doc->Open = true;
app.CloseQueue.push_back(doc);
}
app.DisplayDocContextMenu(doc);
if (visible)
app.DisplayDocContents(doc);
ImGui::End();
}
}
else
{
ShowDockingDisabledMessage();
}
}
// Early out other contents
if (!window_contents_visible)
{
ImGui::End();
return;
}
// Display renaming UI
if (app.RenamingDoc != NULL)

View File

@@ -1,4 +1,4 @@
// dear imgui, v1.92.8
// dear imgui, v1.92.8 WIP
// (drawing and font code)
/*
@@ -208,7 +208,6 @@ void ImGui::StyleColorsDark(ImGuiStyle* dst)
colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.41f, 0.41f, 0.41f, 1.00f);
colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.51f, 0.51f, 0.51f, 1.00f);
colors[ImGuiCol_CheckMark] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
colors[ImGuiCol_CheckboxSelectedBg] = ImLerp(colors[ImGuiCol_FrameBg], colors[ImGuiCol_FrameBgHovered], 0.65f);
colors[ImGuiCol_SliderGrab] = ImVec4(0.24f, 0.52f, 0.88f, 1.00f);
colors[ImGuiCol_SliderGrabActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
colors[ImGuiCol_Button] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f);
@@ -231,8 +230,6 @@ void ImGui::StyleColorsDark(ImGuiStyle* dst)
colors[ImGuiCol_TabDimmed] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f);
colors[ImGuiCol_TabDimmedSelected] = ImLerp(colors[ImGuiCol_TabSelected], colors[ImGuiCol_TitleBg], 0.40f);
colors[ImGuiCol_TabDimmedSelectedOverline] = ImVec4(0.50f, 0.50f, 0.50f, 0.00f);
colors[ImGuiCol_DockingPreview] = colors[ImGuiCol_HeaderActive] * ImVec4(1.0f, 1.0f, 1.0f, 0.7f);
colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f);
colors[ImGuiCol_PlotLines] = ImVec4(0.61f, 0.61f, 0.61f, 1.00f);
colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f);
colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
@@ -278,7 +275,6 @@ void ImGui::StyleColorsClassic(ImGuiStyle* dst)
colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.40f, 0.40f, 0.80f, 0.40f);
colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.41f, 0.39f, 0.80f, 0.60f);
colors[ImGuiCol_CheckMark] = ImVec4(0.90f, 0.90f, 0.90f, 0.50f);
colors[ImGuiCol_CheckboxSelectedBg] = ImLerp(colors[ImGuiCol_FrameBg], colors[ImGuiCol_FrameBgActive], 0.65f);
colors[ImGuiCol_SliderGrab] = ImVec4(1.00f, 1.00f, 1.00f, 0.30f);
colors[ImGuiCol_SliderGrabActive] = ImVec4(0.41f, 0.39f, 0.80f, 0.60f);
colors[ImGuiCol_Button] = ImVec4(0.35f, 0.40f, 0.61f, 0.62f);
@@ -301,8 +297,6 @@ void ImGui::StyleColorsClassic(ImGuiStyle* dst)
colors[ImGuiCol_TabDimmed] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f);
colors[ImGuiCol_TabDimmedSelected] = ImLerp(colors[ImGuiCol_TabSelected], colors[ImGuiCol_TitleBg], 0.40f);
colors[ImGuiCol_TabDimmedSelectedOverline] = ImVec4(0.53f, 0.53f, 0.87f, 0.00f);
colors[ImGuiCol_DockingPreview] = colors[ImGuiCol_Header] * ImVec4(1.0f, 1.0f, 1.0f, 0.7f);
colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f);
colors[ImGuiCol_PlotLines] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
colors[ImGuiCol_PlotLinesHovered] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
@@ -349,7 +343,6 @@ void ImGui::StyleColorsLight(ImGuiStyle* dst)
colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.49f, 0.49f, 0.49f, 0.80f);
colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.49f, 0.49f, 0.49f, 1.00f);
colors[ImGuiCol_CheckMark] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
colors[ImGuiCol_CheckboxSelectedBg] = ImVec4(0.95f, 0.97f, 1.00f, 1.00f);
colors[ImGuiCol_SliderGrab] = ImVec4(0.26f, 0.59f, 0.98f, 0.78f);
colors[ImGuiCol_SliderGrabActive] = ImVec4(0.46f, 0.54f, 0.80f, 0.60f);
colors[ImGuiCol_Button] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f);
@@ -372,8 +365,6 @@ void ImGui::StyleColorsLight(ImGuiStyle* dst)
colors[ImGuiCol_TabDimmed] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f);
colors[ImGuiCol_TabDimmedSelected] = ImLerp(colors[ImGuiCol_TabSelected], colors[ImGuiCol_TitleBg], 0.40f);
colors[ImGuiCol_TabDimmedSelectedOverline] = ImVec4(0.26f, 0.59f, 1.00f, 0.00f);
colors[ImGuiCol_DockingPreview] = colors[ImGuiCol_Header] * ImVec4(1.0f, 1.0f, 1.0f, 0.7f);
colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f);
colors[ImGuiCol_PlotLines] = ImVec4(0.39f, 0.39f, 0.39f, 1.00f);
colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f);
colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
@@ -820,7 +811,7 @@ void ImDrawList::PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, c
// TODO: Thickness anti-aliased lines cap are missing their AA fringe.
// We avoid using the ImVec2 math operators here to reduce cost to a minimum for debug/non-inlined builds.
void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 col, float thickness, ImDrawFlags flags)
void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 col, ImDrawFlags flags, float thickness)
{
if (points_count < 2 || (col & IM_COL32_A_MASK) == 0)
return;
@@ -829,7 +820,6 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
const ImVec2 opaque_uv = _Data->TexUvWhitePixel;
const int count = closed ? points_count : points_count - 1; // The number of line segments we need to draw
const bool thick_line = (thickness > _FringeScale);
IM_ASSERT((flags & ImDrawFlags_InvalidMask_) == 0 && "Incorrect parameter. Did you swapped 'thickness' and 'flags'?");
if (Flags & ImDrawListFlags_AntiAliasedLines)
{
@@ -1451,6 +1441,14 @@ void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, ImDr
{
if (rounding >= 0.5f)
{
// If this assert triggers on legacy code, please update your code replacing hardcoded values with ImDrawFlags_RoundCorners* values.
// - See details in 1.82 Changelog as well as 2021/03/12 and 2023/09/08 entries in "API BREAKING CHANGES" section.
// - Note that ImDrawFlags_Closed (== 0x01) is an invalid flag for AddRect(), AddRectFilled(), PathRect() etc. anyway.
// - Marked obsolete in 1.82 and completely removed in 1.90:
// - Hard coded support for ~0 == ImDrawFlags_RoundCornersAll.
// - Hard coded support for values 0x01 to 0x0F (matching 15 out of 16 old flags combinations) --> see FixRectCornerFlags() in <1.90 code.
// - Hard coded 0x00 with 'float rounding > 0.0f' --> replace with ImDrawFlags_RoundCornersNone or use 'float rounding = 0.0f'
IM_ASSERT((flags & 0x0F) == 0 && "Misuse of legacy hardcoded ImDrawCornerFlags values!");
if ((flags & ImDrawFlags_RoundCornersMask_) == 0)
flags |= ImDrawFlags_RoundCornersAll;
@@ -1483,48 +1481,20 @@ void ImDrawList::AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float th
return;
PathLineTo(p1 + ImVec2(0.5f, 0.5f));
PathLineTo(p2 + ImVec2(0.5f, 0.5f));
PathStroke(col, thickness);
}
void ImDrawList::AddLineH(float min_x, float max_x, float y, ImU32 col, float thickness)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
PathLineTo(ImVec2(min_x + 0.5f, y + 0.5f)); // Same as AddLine() above.
PathLineTo(ImVec2(max_x + 0.5f, y + 0.5f));
PathStroke(col, thickness);
}
void ImDrawList::AddLineV(float x, float min_y, float max_y, ImU32 col, float thickness)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
PathLineTo(ImVec2(x + 0.5f, min_y + 0.5f)); // Same as AddLine() above.
PathLineTo(ImVec2(x + 0.5f, max_y + 0.5f));
PathStroke(col, thickness);
PathStroke(col, 0, thickness);
}
// p_min = upper-left, p_max = lower-right
// Note we don't render 1 pixels sized rectangles properly.
void ImDrawList::AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, float thickness, ImDrawFlags flags)
void ImDrawList::AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawFlags flags, float thickness)
{
// If this assert triggers on legacy code:
// - 1.92.8 (2025/04): swapped two last parameters order: flags, thickness --> thickness, flags. This should normally be caught by compile-time type-checking.
// - 1.82.0 (2021/03): changed ImDrawCornerFlags to ImDrawFlags_RoundCornersXXX values.
// If you used hard-coded 1 to 15 or ~0 in flags to configure corner rounding use the new flags!
// - Hard coded support for ~0 == ImDrawFlags_RoundCornersAll.
// - Hard coded support for values 0x01 to 0x0F (matching 15 out of 16 old flags combinations) --> see FixRectCornerFlags() in <1.90 code.
// - Hard coded 0x00 with 'float rounding > 0.0f' --> replace with ImDrawFlags_RoundCornersNone or use 'float rounding = 0.0f'.
// See "API BREAKING CHANGES" section for 1.82 and 1.90.
IM_ASSERT((flags & ImDrawFlags_InvalidMask_) == 0 && "Incorrect parameter. Did you swapped 'thickness' and 'flags'?"); // Or misuse of legacy hard-coded ImDrawCornerFlags values
if ((col & IM_COL32_A_MASK) == 0)
return;
if (Flags & ImDrawListFlags_AntiAliasedLines)
PathRect(p_min + ImVec2(0.50f, 0.50f), p_max - ImVec2(0.50f, 0.50f), rounding, flags);
else
PathRect(p_min + ImVec2(0.50f, 0.50f), p_max - ImVec2(0.49f, 0.49f), rounding, flags); // Better looking lower-right corner and rounded non-AA shapes.
PathStroke(col, thickness, ImDrawFlags_Closed);
PathStroke(col, ImDrawFlags_Closed, thickness);
}
void ImDrawList::AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawFlags flags)
@@ -1568,7 +1538,7 @@ void ImDrawList::AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, c
PathLineTo(p2);
PathLineTo(p3);
PathLineTo(p4);
PathStroke(col, thickness, ImDrawFlags_Closed);
PathStroke(col, ImDrawFlags_Closed, thickness);
}
void ImDrawList::AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col)
@@ -1591,7 +1561,7 @@ void ImDrawList::AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p
PathLineTo(p1);
PathLineTo(p2);
PathLineTo(p3);
PathStroke(col, thickness, ImDrawFlags_Closed);
PathStroke(col, ImDrawFlags_Closed, thickness);
}
void ImDrawList::AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col)
@@ -1626,7 +1596,7 @@ void ImDrawList::AddCircle(const ImVec2& center, float radius, ImU32 col, int nu
PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1);
}
PathStroke(col, thickness, ImDrawFlags_Closed);
PathStroke(col, ImDrawFlags_Closed, thickness);
}
void ImDrawList::AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments)
@@ -1662,7 +1632,7 @@ void ImDrawList::AddNgon(const ImVec2& center, float radius, ImU32 col, int num_
// Because we are filling a closed shape we remove 1 from the count of segments/points
const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments;
PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1);
PathStroke(col, thickness, ImDrawFlags_Closed);
PathStroke(col, ImDrawFlags_Closed, thickness);
}
// Guaranteed to honor 'num_segments'
@@ -1689,7 +1659,7 @@ void ImDrawList::AddEllipse(const ImVec2& center, const ImVec2& radius, ImU32 co
// Because we are filling a closed shape we remove 1 from the count of segments/points
const float a_max = IM_PI * 2.0f * ((float)num_segments - 1.0f) / (float)num_segments;
PathEllipticalArcTo(center, radius, rot, 0.0f, a_max, num_segments - 1);
PathStroke(col, thickness, ImDrawFlags_Closed);
PathStroke(col, true, thickness);
}
void ImDrawList::AddEllipseFilled(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot, int num_segments)
@@ -1714,7 +1684,7 @@ void ImDrawList::AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2
PathLineTo(p1);
PathBezierCubicCurveTo(p2, p3, p4, num_segments);
PathStroke(col, thickness);
PathStroke(col, 0, thickness);
}
// Quadratic Bezier takes 3 controls points
@@ -1725,7 +1695,7 @@ void ImDrawList::AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const Im
PathLineTo(p1);
PathBezierQuadraticCurveTo(p2, p3, num_segments);
PathStroke(col, thickness);
PathStroke(col, 0, thickness);
}
void ImDrawList::AddText(ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end, float wrap_width, const ImVec4* cpu_fine_clip_rect)
@@ -2525,11 +2495,10 @@ void ImTextureData::DestroyPixels()
// - Default texture data encoded in ASCII
// - ImFontAtlas()
// - ImFontAtlas::Clear()
// - ImFontAtlas::ClearFonts()
// - ImFontAtlas::CompactCache()
// - ImFontAtlas::ClearInputData()
// - ImFontAtlas::ClearTexData()
// - ImFontAtlas::CompactCache()
// - ImFontAtlas::SetFontLoader()
// - ImFontAtlas::ClearFonts()
//-----------------------------------------------------------------------------
// - ImFontAtlasUpdateNewFrame()
// - ImFontAtlasTextureBlockConvert()
@@ -2690,9 +2659,7 @@ ImFontAtlas::~ImFontAtlas()
TexData = NULL;
}
// You probably should not call this directly. It is not well specified.
// If you want to replace all your fonts mid-frame, most likely you should instead call ClearFonts() then load the new fonts.
// Calling this mid-frame will discard the CPU-side copy of the texture data which is generally unreliable as you may have textures queued for creation or updates.
// If you call this mid-frame, you would need to add new font and bind them!
void ImFontAtlas::Clear()
{
bool backup_renderer_has_textures = RendererHasTextures;
@@ -2702,27 +2669,20 @@ void ImFontAtlas::Clear()
RendererHasTextures = backup_renderer_has_textures;
}
void ImFontAtlas::ClearFonts()
void ImFontAtlas::CompactCache()
{
// FIXME-NEWATLAS: Illegal to remove currently bound font.
IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas!");
for (ImFont* font : Fonts)
ImFontAtlasBuildNotifySetFont(this, font, NULL);
ImFontAtlasBuildDestroy(this);
ClearInputData();
Fonts.clear_delete();
TexIsBuilt = false;
for (ImDrawListSharedData* shared_data : DrawListSharedDatas)
if (shared_data->FontAtlas == this)
{
shared_data->Font = NULL;
shared_data->FontScale = shared_data->FontSize = 0.0f;
}
ImFontAtlasTextureCompact(this);
}
void ImFontAtlas::SetFontLoader(const ImFontLoader* font_loader)
{
ImFontAtlasBuildSetupFontLoader(this, font_loader);
}
void ImFontAtlas::ClearInputData()
{
IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas!");
for (ImFont* font : Fonts)
ImFontAtlasFontDestroyOutput(this, font);
for (ImFontConfig& font_cfg : Sources)
@@ -2746,14 +2706,22 @@ void ImFontAtlas::ClearTexData()
//Locked = true; // Hoped to be able to lock this down but some reload patterns may not be happy with it.
}
void ImFontAtlas::CompactCache()
void ImFontAtlas::ClearFonts()
{
ImFontAtlasTextureCompact(this);
}
void ImFontAtlas::SetFontLoader(const ImFontLoader* font_loader)
{
ImFontAtlasBuildSetupFontLoader(this, font_loader);
// FIXME-NEWATLAS: Illegal to remove currently bound font.
IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas!");
for (ImFont* font : Fonts)
ImFontAtlasBuildNotifySetFont(this, font, NULL);
ImFontAtlasBuildDestroy(this);
ClearInputData();
Fonts.clear_delete();
TexIsBuilt = false;
for (ImDrawListSharedData* shared_data : DrawListSharedDatas)
if (shared_data->FontAtlas == this)
{
shared_data->Font = NULL;
shared_data->FontScale = shared_data->FontSize = 0.0f;
}
}
static void ImFontAtlasBuildUpdateRendererHasTexturesFromContext(ImFontAtlas* atlas)
@@ -2987,17 +2955,12 @@ void ImFontAtlasTextureBlockCopy(ImTextureData* src_tex, int src_x, int src_y, I
memcpy(dst_tex->GetPixelsAt(dst_x, dst_y + y), src_tex->GetPixelsAt(src_x, src_y + y), w * dst_tex->BytesPerPixel);
}
void ImFontAtlasTextureBlockQueueUpload(ImFontAtlas* atlas, ImTextureData* tex, int x, int y, int w, int h)
{
ImTextureDataQueueUpload(tex, x, y, w, h);
atlas->TexIsBuilt = false;
}
// Queue texture block update for renderer backend
void ImTextureDataQueueUpload(ImTextureData* tex, int x, int y, int w, int h)
void ImFontAtlasTextureBlockQueueUpload(ImFontAtlas* atlas, ImTextureData* tex, int x, int y, int w, int h)
{
IM_ASSERT(tex->Status != ImTextureStatus_WantDestroy && tex->Status != ImTextureStatus_Destroyed);
IM_ASSERT(x >= 0 && x <= 0xFFFF && y >= 0 && y <= 0xFFFF && w >= 0 && x + w <= 0x10000 && h >= 0 && y + h <= 0x10000);
IM_UNUSED(atlas);
ImTextureRect req = { (unsigned short)x, (unsigned short)y, (unsigned short)w, (unsigned short)h };
int new_x1 = ImMax(tex->UpdateRect.w == 0 ? 0 : tex->UpdateRect.x + tex->UpdateRect.w, req.x + req.w);
@@ -3010,6 +2973,7 @@ void ImTextureDataQueueUpload(ImTextureData* tex, int x, int y, int w, int h)
tex->UsedRect.y = ImMin(tex->UsedRect.y, req.y);
tex->UsedRect.w = (unsigned short)(ImMax(tex->UsedRect.x + tex->UsedRect.w, req.x + req.w) - tex->UsedRect.x);
tex->UsedRect.h = (unsigned short)(ImMax(tex->UsedRect.y + tex->UsedRect.h, req.y + req.h) - tex->UsedRect.y);
atlas->TexIsBuilt = false;
// No need to queue if status is == ImTextureStatus_WantCreate
if (tex->Status == ImTextureStatus_OK || tex->Status == ImTextureStatus_WantUpdates)
@@ -5996,7 +5960,6 @@ begin:
// - RenderArrow()
// - RenderBullet()
// - RenderCheckMark()
// - RenderArrowDockMenu()
// - RenderArrowPointingAt()
// - RenderRectFilledInRangeH()
// - RenderRectFilledWithHole()
@@ -6056,7 +6019,7 @@ void ImGui::RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float
draw_list->PathLineTo(ImVec2(bx - third, by - third));
draw_list->PathLineTo(ImVec2(bx, by));
draw_list->PathLineTo(ImVec2(bx + third * 2.0f, by - third * 2.0f));
draw_list->PathStroke(col, thickness);
draw_list->PathStroke(col, 0, thickness);
}
// Render an arrow. 'pos' is position of the arrow tip. half_sz.x is length from base to tip. half_sz.y is length on each side.
@@ -6072,14 +6035,6 @@ void ImGui::RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half
}
}
// This is less wide than RenderArrow() and we use in dock nodes instead of the regular RenderArrow() to denote a change of functionality,
// and because the saved space means that the left-most tab label can stay at exactly the same position as the label of a loose window.
void ImGui::RenderArrowDockMenu(ImDrawList* draw_list, ImVec2 p_min, float sz, ImU32 col)
{
draw_list->AddRectFilled(p_min + ImVec2(sz * 0.20f, sz * 0.15f), p_min + ImVec2(sz * 0.80f, sz * 0.30f), col);
RenderArrowPointingAt(draw_list, p_min + ImVec2(sz * 0.50f, sz * 0.85f), ImVec2(sz * 0.30f, sz * 0.40f), ImGuiDir_Down, col);
}
static inline float ImAcos01(float x)
{
if (x <= 0.0f) return IM_PI * 0.5f;

View File

@@ -1,4 +1,4 @@
// dear imgui, v1.92.8
// dear imgui, v1.92.8 WIP
// (internal structures/api)
// You may use this file to debug, understand or extend Dear ImGui features but we don't provide any guarantee of forward compatibility.
@@ -153,10 +153,6 @@ struct ImGuiContext; // Main Dear ImGui context
struct ImGuiContextHook; // Hook for extensions like ImGuiTestEngine
struct ImGuiDataTypeInfo; // Type information associated to a ImGuiDataType enum
struct ImGuiDeactivatedItemData; // Data for IsItemDeactivated()/IsItemDeactivatedAfterEdit() function.
struct ImGuiDockContext; // Docking system context
struct ImGuiDockRequest; // Docking system dock/undock queued request
struct ImGuiDockNode; // Docking system node (hold a list of Windows OR two child dock nodes)
struct ImGuiDockNodeSettings; // Storage for a dock node in .ini file (we preserve those even if the associated dock node isn't active during the session)
struct ImGuiErrorRecoveryState; // Storage of stack sizes for error handling and recovery
struct ImGuiGroupData; // Stacked storage data for BeginGroup()/EndGroup()
struct ImGuiInputTextState; // Internal state of the currently focused/edited text input box
@@ -189,14 +185,12 @@ struct ImGuiTreeNodeStackData; // Temporary storage for TreeNode().
struct ImGuiTypingSelectState; // Storage for GetTypingSelectRequest()
struct ImGuiTypingSelectRequest; // Storage for GetTypingSelectRequest() (aimed to be public)
struct ImGuiWindow; // Storage for one window
struct ImGuiWindowDockStyle; // Storage for window-style data which needs to be stored for docking purpose
struct ImGuiWindowTempData; // Temporary storage for one window (that's the data which in theory we could ditch at the end of the frame, in practice we currently keep it for each window)
struct ImGuiWindowSettings; // Storage for a window .ini settings (we keep one of those even if the actual window wasn't instanced during this session)
// Enumerations
// Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists.
enum ImGuiLocKey : int; // -> enum ImGuiLocKey // Enum: a localization entry for translation.
typedef int ImGuiDataAuthority; // -> enum ImGuiDataAuthority_ // Enum: for storing the source authority (dock node vs window) of a field
typedef int ImGuiLayoutType; // -> enum ImGuiLayoutType_ // Enum: Horizontal or vertical
// Flags
@@ -236,9 +230,6 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer
// [SECTION] Macros
//-----------------------------------------------------------------------------
// Internal Drag and Drop payload types. String starting with '_' are reserved for Dear ImGui.
#define IMGUI_PAYLOAD_TYPE_WINDOW "_IMWINDOW" // Payload == ImGuiWindow*
// Debug Printing Into TTY
// (since IMGUI_VERSION_NUM >= 18729: IMGUI_DEBUG_LOG was reworked into IMGUI_DEBUG_PRINTF (and removed framecount from it). If you were using a #define IMGUI_DEBUG_LOG please rename)
#ifndef IMGUI_DEBUG_PRINTF
@@ -260,8 +251,6 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer
#define IMGUI_DEBUG_LOG_IO(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventIO) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)
#define IMGUI_DEBUG_LOG_FONT(...) do { ImGuiContext* g2 = GImGui; if (g2 && g2->DebugLogFlags & ImGuiDebugLogFlags_EventFont) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) // Called from ImFontAtlas function which may operate without a context.
#define IMGUI_DEBUG_LOG_INPUTROUTING(...) do{if (g.DebugLogFlags & ImGuiDebugLogFlags_EventInputRouting)IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)
#define IMGUI_DEBUG_LOG_DOCKING(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventDocking) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)
#define IMGUI_DEBUG_LOG_VIEWPORT(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventViewport) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)
// Debug options (also see ones on top of imgui.cpp)
//#define IMGUI_DEBUG_BOXSELECT
@@ -1016,7 +1005,6 @@ enum ImGuiItemStatusFlags_
ImGuiItemStatusFlags_HasClipRect = 1 << 9, // g.LastItemData.ClipRect is valid.
ImGuiItemStatusFlags_HasShortcut = 1 << 10, // g.LastItemData.Shortcut valid. Set by SetNextItemShortcut() -> ItemAdd().
//ImGuiItemStatusFlags_FocusedByTabbing = 1 << 8, // Removed IN 1.90.1 (Dec 2023). The trigger is part of g.NavActivateId. See commit 54c1bdeceb.
ImGuiItemStatusFlags_EditedInternal = 1 << 11, // Similar to ImGuiItemStatusFlags_Edited but bypassing ImGuiItemFlags_NoMarkEdited.
// Additional status + semantic for ImGuiTestEngine
#ifdef IMGUI_ENABLE_TEST_ENGINE
@@ -1032,7 +1020,7 @@ enum ImGuiItemStatusFlags_
enum ImGuiHoveredFlagsPrivate_
{
ImGuiHoveredFlags_DelayMask_ = ImGuiHoveredFlags_DelayNone | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_NoSharedDelay,
ImGuiHoveredFlags_AllowedMaskForIsWindowHovered = ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_AnyWindow | ImGuiHoveredFlags_NoPopupHierarchy | ImGuiHoveredFlags_DockHierarchy | ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_Stationary,
ImGuiHoveredFlags_AllowedMaskForIsWindowHovered = ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_AnyWindow | ImGuiHoveredFlags_NoPopupHierarchy | ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_Stationary,
ImGuiHoveredFlags_AllowedMaskForIsItemHovered = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped | ImGuiHoveredFlags_AllowWhenDisabled | ImGuiHoveredFlags_NoNavOverride | ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayMask_,
};
@@ -1222,7 +1210,6 @@ struct IMGUI_API ImGuiMenuColumns
};
// Internal temporary state for deactivating InputText() instances.
// Store as part of ImGuiDeactivatedItemData?
struct IMGUI_API ImGuiInputTextDeactivatedState
{
ImGuiID ID; // widget id owning the text state (which just got deactivated)
@@ -1330,9 +1317,6 @@ enum ImGuiNextWindowDataFlags_
ImGuiNextWindowDataFlags_HasWindowFlags = 1 << 8,
ImGuiNextWindowDataFlags_HasChildFlags = 1 << 9,
ImGuiNextWindowDataFlags_HasRefreshPolicy = 1 << 10,
ImGuiNextWindowDataFlags_HasViewport = 1 << 11,
ImGuiNextWindowDataFlags_HasDock = 1 << 12,
ImGuiNextWindowDataFlags_HasWindowClass = 1 << 13,
};
// Storage for SetNexWindow** functions
@@ -1344,7 +1328,6 @@ struct ImGuiNextWindowData
ImGuiCond PosCond;
ImGuiCond SizeCond;
ImGuiCond CollapsedCond;
ImGuiCond DockCond;
ImVec2 PosVal;
ImVec2 PosPivotVal;
ImVec2 SizeVal;
@@ -1352,15 +1335,11 @@ struct ImGuiNextWindowData
ImVec2 ScrollVal;
ImGuiWindowFlags WindowFlags; // Only honored by BeginTable()
ImGuiChildFlags ChildFlags;
bool PosUndock;
bool CollapsedVal;
ImRect SizeConstraintRect;
ImGuiSizeCallback SizeCallback;
void* SizeCallbackUserData;
float BgAlphaVal; // Override background alpha
ImGuiID ViewportId;
ImGuiID DockId;
ImGuiWindowClass WindowClass;
ImVec2 MenuBarOffsetMinVal; // (Always on) This is not exposed publicly, so we don't clear it and it doesn't have a corresponding flag (could we? for consistency?)
ImGuiWindowRefreshFlags RefreshFlagsVal;
@@ -1476,7 +1455,6 @@ struct ImGuiPtrOrIndex
};
// Data used by IsItemDeactivated()/IsItemDeactivatedAfterEdit() functions
// Also see ImGuiInputTextDeactivatedState which is an extension for this for InputText()
struct ImGuiDeactivatedItemData
{
ImGuiID ID;
@@ -1546,7 +1524,6 @@ enum ImGuiInputEventType
ImGuiInputEventType_MousePos,
ImGuiInputEventType_MouseWheel,
ImGuiInputEventType_MouseButton,
ImGuiInputEventType_MouseViewport,
ImGuiInputEventType_Key,
ImGuiInputEventType_Text,
ImGuiInputEventType_Focus,
@@ -1567,7 +1544,6 @@ enum ImGuiInputSource : int
struct ImGuiInputEventMousePos { float PosX, PosY; ImGuiMouseSource MouseSource; };
struct ImGuiInputEventMouseWheel { float WheelX, WheelY; ImGuiMouseSource MouseSource; };
struct ImGuiInputEventMouseButton { int Button; bool Down; ImGuiMouseSource MouseSource; };
struct ImGuiInputEventMouseViewport { ImGuiID HoveredViewportID; };
struct ImGuiInputEventKey { ImGuiKey Key; bool Down; float AnalogValue; };
struct ImGuiInputEventText { unsigned int Char; };
struct ImGuiInputEventAppFocused { bool Focused; };
@@ -1582,7 +1558,6 @@ struct ImGuiInputEvent
ImGuiInputEventMousePos MousePos; // if Type == ImGuiInputEventType_MousePos
ImGuiInputEventMouseWheel MouseWheel; // if Type == ImGuiInputEventType_MouseWheel
ImGuiInputEventMouseButton MouseButton; // if Type == ImGuiInputEventType_MouseButton
ImGuiInputEventMouseViewport MouseViewport; // if Type == ImGuiInputEventType_MouseViewport
ImGuiInputEventKey Key; // if Type == ImGuiInputEventType_Key
ImGuiInputEventText Text; // if Type == ImGuiInputEventType_Text
ImGuiInputEventAppFocused AppFocused; // if Type == ImGuiInputEventType_Focus
@@ -1980,156 +1955,8 @@ struct IMGUI_API ImGuiMultiSelectState
// [SECTION] Docking support
//-----------------------------------------------------------------------------
#define DOCKING_HOST_DRAW_CHANNEL_BG 0 // Dock host: background fill
#define DOCKING_HOST_DRAW_CHANNEL_FG 1 // Dock host: decorations and contents
#ifdef IMGUI_HAS_DOCK
// Extend ImGuiDockNodeFlags_
enum ImGuiDockNodeFlagsPrivate_
{
// [Internal]
ImGuiDockNodeFlags_DockSpace = 1 << 10, // Saved // A dockspace is a node that occupy space within an existing user window. Otherwise the node is floating and create its own window.
ImGuiDockNodeFlags_CentralNode = 1 << 11, // Saved // The central node has 2 main properties: stay visible when empty, only use "remaining" spaces from its neighbor.
ImGuiDockNodeFlags_NoTabBar = 1 << 12, // Saved // Tab bar is completely unavailable. No triangle in the corner to enable it back.
ImGuiDockNodeFlags_HiddenTabBar = 1 << 13, // Saved // Tab bar is hidden, with a triangle in the corner to show it again (NB: actual tab-bar instance may be destroyed as this is only used for single-window tab bar)
ImGuiDockNodeFlags_NoWindowMenuButton = 1 << 14, // Saved // Disable window/docking menu (that one that appears instead of the collapse button)
ImGuiDockNodeFlags_NoCloseButton = 1 << 15, // Saved // Disable close button
ImGuiDockNodeFlags_NoResizeX = 1 << 16, // //
ImGuiDockNodeFlags_NoResizeY = 1 << 17, // //
ImGuiDockNodeFlags_DockedWindowsInFocusRoute= 1 << 18, // // Any docked window will be automatically be focus-route chained (window->ParentWindowForFocusRoute set to this) so Shortcut() in this window can run when any docked window is focused.
// Disable docking/undocking actions in this dockspace or individual node (existing docked nodes will be preserved)
// Those are not exposed in public because the desirable sharing/inheriting/copy-flag-on-split behaviors are quite difficult to design and understand.
// The two public flags ImGuiDockNodeFlags_NoDockingOverCentralNode/ImGuiDockNodeFlags_NoDockingSplit don't have those issues.
ImGuiDockNodeFlags_NoDockingSplitOther = 1 << 19, // // Disable this node from splitting other windows/nodes.
ImGuiDockNodeFlags_NoDockingOverMe = 1 << 20, // // Disable other windows/nodes from being docked over this node.
ImGuiDockNodeFlags_NoDockingOverOther = 1 << 21, // // Disable this node from being docked over another window or non-empty node.
ImGuiDockNodeFlags_NoDockingOverEmpty = 1 << 22, // // Disable this node from being docked over an empty node (e.g. DockSpace with no other windows)
ImGuiDockNodeFlags_NoDocking = ImGuiDockNodeFlags_NoDockingOverMe | ImGuiDockNodeFlags_NoDockingOverOther | ImGuiDockNodeFlags_NoDockingOverEmpty | ImGuiDockNodeFlags_NoDockingSplit | ImGuiDockNodeFlags_NoDockingSplitOther,
// Masks
ImGuiDockNodeFlags_SharedFlagsInheritMask_ = ~0,
ImGuiDockNodeFlags_NoResizeFlagsMask_ = (int)ImGuiDockNodeFlags_NoResize | ImGuiDockNodeFlags_NoResizeX | ImGuiDockNodeFlags_NoResizeY,
// When splitting, those local flags are moved to the inheriting child, never duplicated
ImGuiDockNodeFlags_LocalFlagsTransferMask_ = (int)ImGuiDockNodeFlags_NoDockingSplit | ImGuiDockNodeFlags_NoResizeFlagsMask_ | (int)ImGuiDockNodeFlags_AutoHideTabBar | ImGuiDockNodeFlags_CentralNode | ImGuiDockNodeFlags_NoTabBar | ImGuiDockNodeFlags_HiddenTabBar | ImGuiDockNodeFlags_NoWindowMenuButton | ImGuiDockNodeFlags_NoCloseButton,
ImGuiDockNodeFlags_SavedFlagsMask_ = ImGuiDockNodeFlags_NoResizeFlagsMask_ | ImGuiDockNodeFlags_DockSpace | ImGuiDockNodeFlags_CentralNode | ImGuiDockNodeFlags_NoTabBar | ImGuiDockNodeFlags_HiddenTabBar | ImGuiDockNodeFlags_NoWindowMenuButton | ImGuiDockNodeFlags_NoCloseButton,
};
// Store the source authority (dock node vs window) of a field
enum ImGuiDataAuthority_
{
ImGuiDataAuthority_Auto,
ImGuiDataAuthority_DockNode,
ImGuiDataAuthority_Window,
};
enum ImGuiDockNodeState
{
ImGuiDockNodeState_Unknown,
ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow,
ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing,
ImGuiDockNodeState_HostWindowVisible,
};
// sizeof() 176~216
struct IMGUI_API ImGuiDockNode
{
ImGuiID ID;
ImGuiDockNodeFlags SharedFlags; // (Write) Flags shared by all nodes of a same dockspace hierarchy (inherited from the root node)
ImGuiDockNodeFlags LocalFlags; // (Write) Flags specific to this node
ImGuiDockNodeFlags LocalFlagsInWindows; // (Write) Flags specific to this node, applied from windows
ImGuiDockNodeFlags MergedFlags; // (Read) Effective flags (== SharedFlags | LocalFlagsInNode | LocalFlagsInWindows)
ImGuiDockNodeState State;
ImGuiDockNode* ParentNode;
ImGuiDockNode* ChildNodes[2]; // [Split node only] Child nodes (left/right or top/bottom). Consider switching to an array.
ImVector<ImGuiWindow*> Windows; // Note: unordered list! Iterate TabBar->Tabs for user-order.
ImGuiTabBar* TabBar;
ImVec2 Pos; // Current position
ImVec2 Size; // Current size
ImVec2 SizeRef; // [Split node only] Last explicitly written-to size (overridden when using a splitter affecting the node), used to calculate Size.
ImGuiAxis SplitAxis; // [Split node only] Split axis (X or Y)
ImU32 LastBgColor;
ImGuiWindowClass WindowClass; // [Root node only]
ImGuiWindow* HostWindow;
ImGuiWindow* VisibleWindow; // Generally point to window which is ID is == SelectedTabID, but when CTRL+Tabbing this can be a different window.
ImGuiDockNode* CentralNode; // [Root node only] Pointer to central node.
ImGuiDockNode* OnlyNodeWithWindows; // [Root node only] Set when there is a single visible node within the hierarchy.
int CountNodeWithWindows; // [Root node only]
int LastFrameAlive; // Last frame number the node was updated or kept alive explicitly with DockSpace() + ImGuiDockNodeFlags_KeepAliveOnly
int LastFrameActive; // Last frame number the node was updated.
int LastFrameFocused; // Last frame number the node was focused.
ImGuiID LastFocusedNodeId; // [Root node only] Which of our child docking node (any ancestor in the hierarchy) was last focused.
ImGuiID SelectedTabId; // [Leaf node only] Which of our tab/window is selected.
ImGuiID WantCloseTabId; // [Leaf node only] Set when closing a specific tab/window.
ImGuiID RefViewportId; // Reference viewport ID from visible window when HostWindow == NULL.
ImGuiDataAuthority AuthorityForPos :3;
ImGuiDataAuthority AuthorityForSize :3;
ImGuiDataAuthority AuthorityForViewport :3;
bool IsVisible :1; // Set to false when the node is hidden (usually disabled as it has no active window)
bool IsFocused :1;
bool IsBgDrawnThisFrame :1;
bool HasCloseButton :1; // Provide space for a close button (if any of the docked window has one). Note that button may be hidden on window without one.
bool HasWindowMenuButton :1;
bool HasCentralNodeChild :1;
bool WantCloseAll :1; // Set when closing all tabs at once.
bool WantLockSizeOnce :1;
bool WantMouseMove :1; // After a node extraction we need to transition toward moving the newly created host window
bool WantHiddenTabBarUpdate :1;
bool WantHiddenTabBarToggle :1;
ImGuiDockNode(ImGuiID id);
~ImGuiDockNode();
bool IsRootNode() const { return ParentNode == NULL; }
bool IsDockSpace() const { return (MergedFlags & ImGuiDockNodeFlags_DockSpace) != 0; }
bool IsFloatingNode() const { return ParentNode == NULL && (MergedFlags & ImGuiDockNodeFlags_DockSpace) == 0; }
bool IsCentralNode() const { return (MergedFlags & ImGuiDockNodeFlags_CentralNode) != 0; }
bool IsHiddenTabBar() const { return (MergedFlags & ImGuiDockNodeFlags_HiddenTabBar) != 0; } // Hidden tab bar can be shown back by clicking the small triangle
bool IsNoTabBar() const { return (MergedFlags & ImGuiDockNodeFlags_NoTabBar) != 0; } // Never show a tab bar
bool IsSplitNode() const { return ChildNodes[0] != NULL; }
bool IsLeafNode() const { return ChildNodes[0] == NULL; }
bool IsEmpty() const { return ChildNodes[0] == NULL && Windows.Size == 0; }
ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); }
void SetLocalFlags(ImGuiDockNodeFlags flags) { LocalFlags = flags; UpdateMergedFlags(); }
void UpdateMergedFlags() { MergedFlags = SharedFlags | LocalFlags | LocalFlagsInWindows; }
};
// List of colors that are stored at the time of Begin() into Docked Windows.
// We currently store the packed colors in a simple array window->DockStyle.Colors[].
// A better solution may involve appending into a log of colors in ImGuiContext + store offsets into those arrays in ImGuiWindow,
// but it would be more complex as we'd need to double-buffer both as e.g. drop target may refer to window from last frame.
enum ImGuiWindowDockStyleCol
{
ImGuiWindowDockStyleCol_Text,
ImGuiWindowDockStyleCol_TabHovered,
ImGuiWindowDockStyleCol_TabFocused,
ImGuiWindowDockStyleCol_TabSelected,
ImGuiWindowDockStyleCol_TabSelectedOverline,
ImGuiWindowDockStyleCol_TabDimmed,
ImGuiWindowDockStyleCol_TabDimmedSelected,
ImGuiWindowDockStyleCol_TabDimmedSelectedOverline,
ImGuiWindowDockStyleCol_UnsavedMarker,
ImGuiWindowDockStyleCol_COUNT
};
// We don't store style.Alpha: dock_node->LastBgColor embeds it and otherwise it would only affect the docking tab, which intuitively I would say we don't want to.
struct ImGuiWindowDockStyle
{
ImU32 Colors[ImGuiWindowDockStyleCol_COUNT];
};
struct ImGuiDockContext
{
ImGuiStorage Nodes; // Map ID -> ImGuiDockNode*: Active nodes
ImVector<ImGuiDockRequest> Requests;
ImVector<ImGuiDockNodeSettings> NodesSettings;
bool WantFullRebuild;
ImGuiDockContext() { memset((void*)this, 0, sizeof(*this)); }
};
// <this is filled in 'docking' branch>
#endif // #ifdef IMGUI_HAS_DOCK
//-----------------------------------------------------------------------------
@@ -2140,24 +1967,10 @@ struct ImGuiDockContext
// Every instance of ImGuiViewport is in fact a ImGuiViewportP.
struct ImGuiViewportP : public ImGuiViewport
{
ImGuiWindow* Window; // Set when the viewport is owned by a window (and ImGuiViewportFlags_CanHostOtherWindows is NOT set)
int Idx;
int LastFrameActive; // Last frame number this viewport was activated by a window
int LastFocusedStampCount; // Last stamp number from when a window hosted by this viewport was focused (by comparing this value between two viewport we have an implicit viewport z-order we use as fallback)
ImGuiID LastNameHash;
ImVec2 LastPos;
ImVec2 LastSize;
float Alpha; // Window opacity (when dragging dockable windows/viewports we make them transparent)
float LastAlpha;
bool LastFocusedHadNavWindow;// Instead of maintaining a LastFocusedWindow (which may harder to correctly maintain), we merely store weither NavWindow != NULL last time the viewport was focused.
short PlatformMonitor;
float BgFgDrawListsLastTimeActive[2]; // Last frame number the background (0) and foreground (1) draw lists were used
ImDrawList* BgFgDrawLists[2]; // Convenience background (0) and foreground (1) draw lists. We use them to draw software mouser cursor when io.MouseDrawCursor is set and to draw most debug overlays.
ImDrawData DrawDataP;
ImDrawDataBuilder DrawDataBuilder; // Temporary data while building final ImDrawData
ImVec2 LastPlatformPos;
ImVec2 LastPlatformSize;
ImVec2 LastRendererSize;
// Per-viewport work area
// - Insets are >= 0.0f values, distance from viewport corners to work area.
@@ -2168,9 +1981,8 @@ struct ImGuiViewportP : public ImGuiViewport
ImVec2 BuildWorkInsetMin; // Work Area inset accumulator for current frame, to become next frame's WorkInset
ImVec2 BuildWorkInsetMax; // "
ImGuiViewportP() { Window = NULL; Idx = -1; LastFrameActive = LastFocusedStampCount = -1; BgFgDrawListsLastTimeActive[0] = BgFgDrawListsLastTimeActive[1] = -1.0f; LastNameHash = 0; Alpha = LastAlpha = 1.0f; LastFocusedHadNavWindow = false; PlatformMonitor = -1; BgFgDrawLists[0] = BgFgDrawLists[1] = NULL; LastPlatformPos = LastPlatformSize = LastRendererSize = ImVec2(FLT_MAX, FLT_MAX); }
~ImGuiViewportP() { if (BgFgDrawLists[0]) IM_DELETE(BgFgDrawLists[0]); if (BgFgDrawLists[1]) IM_DELETE(BgFgDrawLists[1]); }
void ClearRequestFlags() { PlatformRequestClose = PlatformRequestMove = PlatformRequestResize = false; }
ImGuiViewportP() { BgFgDrawListsLastTimeActive[0] = BgFgDrawListsLastTimeActive[1] = -1.0f; BgFgDrawLists[0] = BgFgDrawLists[1] = NULL; }
~ImGuiViewportP() { if (BgFgDrawLists[0]) IM_DELETE(BgFgDrawLists[0]); if (BgFgDrawLists[1]) IM_DELETE(BgFgDrawLists[1]); }
// Calculate work rect pos/size given a set of offset (we have 1 pair of offset for rect locked from last frame data, and 1 pair for currently building rect)
ImVec2 CalcWorkRectPos(const ImVec2& inset_min) const { return ImVec2(Pos.x + inset_min.x, Pos.y + inset_min.y); }
@@ -2193,19 +2005,14 @@ struct ImGuiViewportP : public ImGuiViewport
struct ImGuiWindowSettings
{
ImGuiID ID;
ImVec2ih Pos; // NB: Settings position are stored RELATIVE to the viewport! Whereas runtime ones are absolute positions.
ImVec2ih Pos;
ImVec2ih Size;
ImVec2ih ViewportPos;
ImGuiID ViewportId;
ImGuiID DockId; // ID of last known DockNode (even if the DockNode is invisible because it has only 1 active window), or 0 if none.
ImGuiID ClassId; // ID of window class if specified
short DockOrder; // Order of the last time the window was visible within its DockNode. This is used to reorder windows that are reappearing on the same frame. Same value between windows that were active and windows that were none are possible.
bool Collapsed;
bool IsChild;
bool WantApply; // Set when loaded from .ini data (to enable merging/loading .ini data into an already running context)
bool WantDelete; // Set to invalidate/delete the settings entry
ImGuiWindowSettings() { memset((void*)this, 0, sizeof(*this)); DockOrder = -1; }
ImGuiWindowSettings() { memset((void*)this, 0, sizeof(*this)); }
char* GetName() { return (char*)(this + 1); }
};
@@ -2241,9 +2048,6 @@ enum ImGuiLocKey : int
ImGuiLocKey_WindowingUntitled,
ImGuiLocKey_OpenLink_s,
ImGuiLocKey_CopyLink,
ImGuiLocKey_DockingHideTabBar,
ImGuiLocKey_DockingHoldShiftToDock,
ImGuiLocKey_DockingDragToUndockOrMoveNode,
ImGuiLocKey_COUNT
};
@@ -2290,8 +2094,8 @@ enum ImGuiDebugLogFlags_
ImGuiDebugLogFlags_EventIO = 1 << 7,
ImGuiDebugLogFlags_EventFont = 1 << 8,
ImGuiDebugLogFlags_EventInputRouting = 1 << 9,
ImGuiDebugLogFlags_EventDocking = 1 << 10,
ImGuiDebugLogFlags_EventViewport = 1 << 11,
ImGuiDebugLogFlags_EventDocking = 1 << 10, // Unused in this branch
ImGuiDebugLogFlags_EventViewport = 1 << 11, // Unused in this branch
ImGuiDebugLogFlags_EventMask_ = ImGuiDebugLogFlags_EventError | ImGuiDebugLogFlags_EventActiveId | ImGuiDebugLogFlags_EventFocus | ImGuiDebugLogFlags_EventPopup | ImGuiDebugLogFlags_EventNav | ImGuiDebugLogFlags_EventClipper | ImGuiDebugLogFlags_EventSelection | ImGuiDebugLogFlags_EventIO | ImGuiDebugLogFlags_EventFont | ImGuiDebugLogFlags_EventInputRouting | ImGuiDebugLogFlags_EventDocking | ImGuiDebugLogFlags_EventViewport,
ImGuiDebugLogFlags_OutputToTTY = 1 << 20, // Also send output to TTY
@@ -2327,7 +2131,6 @@ struct ImGuiMetricsConfig
bool ShowDrawCmdBoundingBoxes = true;
bool ShowTextEncodingViewer = false;
bool ShowTextureUsedRect = false;
bool ShowDockingNodes = false;
int ShowWindowsRectsType = -1;
int ShowTablesRectsType = -1;
int HighlightMonitorIdx = -1;
@@ -2402,15 +2205,12 @@ struct ImGuiContext
bool TestEngineHookItems; // Will call test engine hooks: ImGuiTestEngineHook_ItemAdd(), ImGuiTestEngineHook_ItemInfo(), ImGuiTestEngineHook_Log()
int FrameCount;
int FrameCountEnded;
int FrameCountPlatformEnded;
int FrameCountRendered;
double Time;
char ContextName[16]; // Storage for a context name (to facilitate debugging multi-context setups)
ImGuiIO IO;
ImGuiPlatformIO PlatformIO;
ImGuiStyle Style;
ImGuiConfigFlags ConfigFlagsCurrFrame; // = g.IO.ConfigFlags at the time of NewFrame()
ImGuiConfigFlags ConfigFlagsLastFrame;
ImVector<ImFontAtlas*> FontAtlases; // List of font atlases used by the context (generally only contains g.IO.Fonts aka the main font atlas)
ImFont* Font; // Currently bound font. (== FontStack.back().Font)
ImFontBaked* FontBaked; // Currently bound font at currently bound size. (== Font->GetFontBaked(FontSize))
@@ -2443,7 +2243,7 @@ struct ImGuiContext
ImGuiWindow* HoveredWindow; // Window the mouse is hovering. Will typically catch mouse inputs.
ImGuiWindow* HoveredWindowUnderMovingWindow; // Hovered window ignoring MovingWindow. Only set if MovingWindow is set.
ImGuiWindow* HoveredWindowBeforeClear; // Window the mouse is hovering. Filled even with _NoMouse. This is currently useful for multi-context compositors.
ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actual window that is moved is generally MovingWindow->RootWindowDockTree.
ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actual window that is moved is generally MovingWindow->RootWindow.
ImGuiWindow* WheelingWindow; // Track the window we started mouse-wheeling on. Until a timer elapse or mouse has moved, generally keep scrolling the same window even if during the course of scrolling the mouse ends up hovering a child window.
ImVec2 WheelingWindowRefMousePos;
int WheelingWindowStartFrame; // This may be set one frame before WheelingWindow is != NULL
@@ -2522,16 +2322,7 @@ struct ImGuiContext
ImVector<ImGuiTreeNodeStackData>TreeNodeStack; // Stack for TreeNode()
// Viewports
ImVector<ImGuiViewportP*> Viewports; // Active viewports (always 1+, and generally 1 unless multi-viewports are enabled). Each viewports hold their copy of ImDrawData.
ImGuiViewportP* CurrentViewport; // We track changes of viewport (happening in Begin) so we can call Platform_OnChangedViewport()
ImGuiViewportP* MouseViewport;
ImGuiViewportP* MouseLastHoveredViewport; // Last known viewport that was hovered by mouse (even if we are not hovering any viewport any more) + honoring the _NoInputs flag.
ImGuiID PlatformLastFocusedViewportId;
ImGuiPlatformMonitor FallbackMonitor; // Virtual monitor used as fallback if backend doesn't provide monitor information.
ImRect PlatformMonitorsFullWorkRect; // Bounding box of all platform monitors
int ViewportCreatedCount; // Unique sequential creation counter (mostly for testing/debugging)
int PlatformWindowsCreatedCount; // Unique sequential creation counter (mostly for testing/debugging)
int ViewportFocusedStampCount; // Every time the front-most window changes, we stamp its viewport with an incrementing counter
ImVector<ImGuiViewportP*> Viewports; // Active viewports (Size==1 in 'master' branch). Each viewports hold their copy of ImDrawData.
// Keyboard/Gamepad Navigation
bool NavCursorVisible; // Nav focus cursor/rectangle is visible? We hide it after a mouse click. We show it after a nav move.
@@ -2721,8 +2512,6 @@ struct ImGuiContext
// Extensions
// FIXME: We could provide an API to register one slot in an array held in ImGuiContext?
ImVector<ImTextureData*> UserTextures; // List of textures created/managed by user or third-party extension. Automatically appended into platform_io.Textures[].
ImGuiDockContext DockContext;
void (*DockNodeWindowMenuHandler)(ImGuiContext* ctx, ImGuiDockNode* node, ImGuiTabBar* tab_bar);
// Settings
bool SettingsLoaded;
@@ -2785,7 +2574,6 @@ struct ImGuiContext
ImGuiDebugItemPathQuery DebugItemPathQuery;
ImGuiIDStackTool DebugIDStackTool;
ImGuiDebugAllocInfo DebugAllocInfo;
ImGuiDockNode* DebugHoveredDockNode; // Hovered dock node.
#if defined(IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS) && !defined(IMGUI_DISABLE_DEBUG_TOOLS)
ImGuiStorage DebugDrawIdConflictsAliveCount;
ImGuiStorage DebugDrawIdConflictsHighlightSet;
@@ -2856,12 +2644,8 @@ struct IMGUI_API ImGuiWindowTempData
ImGuiLayoutType LayoutType;
ImGuiLayoutType ParentLayoutType; // Layout type of parent window at the time of Begin()
ImU32 ModalDimBgColor;
// Status flags
ImGuiItemStatusFlags WindowItemStatusFlags;
ImGuiItemStatusFlags ChildItemStatusFlags;
ImGuiItemStatusFlags DockTabItemStatusFlags;
ImRect DockTabItemRect;
// Local parameters stacks
// We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings.
@@ -2878,13 +2662,9 @@ struct IMGUI_API ImGuiWindow
ImGuiContext* Ctx; // Parent UI context (needs to be set explicitly by parent).
char* Name; // Window name, owned by the window.
ImGuiID ID; // == ImHashStr(Name)
ImGuiWindowFlags Flags, FlagsPreviousFrame; // See enum ImGuiWindowFlags_
ImGuiWindowFlags Flags; // See enum ImGuiWindowFlags_
ImGuiChildFlags ChildFlags; // Set when window is a child window. See enum ImGuiChildFlags_
ImGuiWindowClass WindowClass; // Advanced users only. Set with SetNextWindowClass()
ImGuiViewportP* Viewport; // Always set in Begin(). Inactive windows may have a NULL value here if their viewport was discarded.
ImGuiID ViewportId; // We backup the viewport id (since the viewport may disappear or never be created if the window is inactive)
ImVec2 ViewportPos; // We backup the viewport position (since the viewport may disappear or never be created if the window is inactive)
int ViewportAllowPlatformMonitorExtend; // Reset to -1 every frame (index is guaranteed to be valid between NewFrame..EndFrame), only used in the Appearing frame of a tooltip/popup to enforce clamping to a given monitor
ImVec2 Pos; // Position (always rounded-up to nearest pixel)
ImVec2 Size; // Current size (==SizeFull or collapsed title bar size)
ImVec2 SizeFull; // Size when non collapsed
@@ -2900,7 +2680,6 @@ struct IMGUI_API ImGuiWindow
float DecoInnerSizeX1, DecoInnerSizeY1; // Applied AFTER/OVER InnerRect. Specialized for Tables as they use specialized form of clipping and frozen rows/columns are inside InnerRect (and not part of regular decoration sizes).
int NameBufLen; // Size of buffer storing Name. May be larger than strlen(Name)!
ImGuiID MoveId; // == window->GetID("#MOVE")
ImGuiID TabId; // == window->GetID("#TAB")
ImGuiID ChildId; // ID of corresponding item in parent window (for navigation to return from child window to parent window)
ImGuiID PopupId; // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling)
ImVec2 Scroll;
@@ -2912,7 +2691,6 @@ struct IMGUI_API ImGuiWindow
bool ScrollbarX, ScrollbarY; // Are scrollbars visible?
bool ScrollbarXStabilizeEnabled; // Was ScrollbarX previously auto-stabilized?
ImU8 ScrollbarXStabilizeToggledHistory; // Used to stabilize scrollbar visibility in case of feedback loops
bool ViewportOwned;
bool Active; // Set to true on Begin(), unless Collapsed
bool WasActive;
bool WriteAccessed; // Set to true when any widget access the current window
@@ -2943,7 +2721,6 @@ struct IMGUI_API ImGuiWindow
ImGuiCond SetWindowPosAllowFlags : 8; // store acceptable condition flags for SetNextWindowPos() use.
ImGuiCond SetWindowSizeAllowFlags : 8; // store acceptable condition flags for SetNextWindowSize() use.
ImGuiCond SetWindowCollapsedAllowFlags : 8; // store acceptable condition flags for SetNextWindowCollapsed() use.
ImGuiCond SetWindowDockAllowFlags : 8; // store acceptable condition flags for SetNextWindowDock() use.
ImVec2 SetWindowPosVal; // store window position when using a non-zero Pivot (position set needs to be processed when we know the window size)
ImVec2 SetWindowPosPivot; // store window pivot for positioning. ImVec2(0, 0) when positioning from top-left corner; ImVec2(0.5f, 0.5f) for centering; ImVec2(1, 1) for bottom right.
@@ -2963,7 +2740,6 @@ struct IMGUI_API ImGuiWindow
ImVec2ih HitTestHoleOffset;
int LastFrameActive; // Last frame number the window was Active.
int LastFrameJustFocused; // Last frame number the window was made Focused.
float LastTimeActive; // Last timestamp the window was Active (using float as we don't need high precision there)
ImGuiStorage StateStorage;
ImVector<ImGuiOldColumns> ColumnsStorage;
@@ -2978,7 +2754,6 @@ struct IMGUI_API ImGuiWindow
ImGuiWindow* ParentWindowInBeginStack;
ImGuiWindow* RootWindow; // Point to ourself or first ancestor that is not a child window. Doesn't cross through popups/dock nodes.
ImGuiWindow* RootWindowPopupTree; // Point to ourself or first ancestor that is not a child window. Cross through popups parent<>child.
ImGuiWindow* RootWindowDockTree; // Point to ourself or first ancestor that is not a child window. Cross through dock nodes.
ImGuiWindow* RootWindowForTitleBarHighlight; // Point to ourself or first ancestor which will display TitleBgActive color when this window is active.
ImGuiWindow* RootWindowForNav; // Point to ourself or first ancestor which doesn't have the NavFlattened flag.
ImGuiWindow* ParentWindowForFocusRoute; // Set to manual link a window to its logical parent so that Shortcut() chain are honored (e.g. Tool linked to Document)
@@ -2993,17 +2768,6 @@ struct IMGUI_API ImGuiWindow
int MemoryDrawListVtxCapacity;
bool MemoryCompacted; // Set when window extraneous data have been garbage collected
// Docking
bool DockIsActive :1; // When docking artifacts are actually visible. When this is set, DockNode is guaranteed to be != NULL. ~~ (DockNode != NULL) && (DockNode->Windows.Size > 1).
bool DockNodeIsVisible :1;
bool DockTabIsVisible :1; // Is our window visible this frame? ~~ is the corresponding tab selected?
bool DockTabWantClose :1;
short DockOrder; // Order of the last time the window was visible within its DockNode. This is used to reorder windows that are reappearing on the same frame. Same value between windows that were active and windows that were none are possible.
ImGuiWindowDockStyle DockStyle;
ImGuiDockNode* DockNode; // Which node are we docked into. Important: Prefer testing DockIsActive in many cases as this will still be set when the dock node is hidden.
ImGuiDockNode* DockNodeAsHost; // Which node are we owning (for parent windows)
ImGuiID DockId; // Backup of last valid DockNode->ID, so single window remember their dock node id even when they are not bound any more
public:
ImGuiWindow(ImGuiContext* context, const char* name);
~ImGuiWindow();
@@ -3020,7 +2784,7 @@ public:
ImRect MenuBarRect() const { float y1 = Pos.y + TitleBarHeight; return ImRect(Pos.x, y1, Pos.x + SizeFull.x, y1 + MenuBarHeight); }
// [OBSOLETE] ImGuiWindow::CalcFontSize() was removed in 1.92.0 because error-prone/misleading. You can use window->FontRefSize for a copy of g.FontSize at the time of the last Begin() call for this window.
//float CalcFontSize() const { ImGuiContext& g = *Ctx; return g.FontSizeBase * FontWindowScale * FontDpiScale * FontWindowScaleParents;
//float CalcFontSize() const { ImGuiContext& g = *Ctx; return g.FontSizeBase * FontWindowScale * FontWindowScaleParents;
};
//-----------------------------------------------------------------------------
@@ -3042,15 +2806,14 @@ enum ImGuiTabItemFlagsPrivate_
ImGuiTabItemFlags_NoCloseButton = 1 << 20, // Track whether p_open was set or not (we'll need this info on the next frame to recompute ContentWidth during layout)
ImGuiTabItemFlags_Button = 1 << 21, // Used by TabItemButton, change the tab item behavior to mimic a button
ImGuiTabItemFlags_Invisible = 1 << 22, // To reserve space e.g. with ImGuiTabItemFlags_Leading
ImGuiTabItemFlags_Unsorted = 1 << 23, // [Docking] Trailing tabs with the _Unsorted flag will be sorted based on the DockOrder of their Window.
//ImGuiTabItemFlags_Unsorted = 1 << 23, // [Docking] Trailing tabs with the _Unsorted flag will be sorted based on the DockOrder of their Window.
};
// Storage for one active tab item (sizeof() 48 bytes)
// Storage for one active tab item (sizeof() 40 bytes)
struct ImGuiTabItem
{
ImGuiID ID;
ImGuiTabItemFlags Flags;
ImGuiWindow* Window; // When TabItem is part of a DockNode's TabBar, we hold on to a window.
int LastFrameVisible;
int LastFrameSelected; // This allows us to infer an ordered list of the last activated tabs with little maintenance
float Offset; // Position relative to beginning of tab bar
@@ -3421,7 +3184,7 @@ namespace ImGui
IMGUI_API void UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window);
IMGUI_API void UpdateWindowSkipRefresh(ImGuiWindow* window);
IMGUI_API ImVec2 CalcWindowNextAutoFitSize(ImGuiWindow* window);
IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy, bool dock_hierarchy);
IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy);
IMGUI_API bool IsWindowInBeginStack(ImGuiWindow* window);
IMGUI_API bool IsWindowWithinBeginStackOf(ImGuiWindow* window, ImGuiWindow* potential_parent);
IMGUI_API bool IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below);
@@ -3431,7 +3194,7 @@ namespace ImGui
IMGUI_API void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond = 0);
IMGUI_API void SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size);
IMGUI_API void SetWindowHiddenAndSkipItemsForCurrentFrame(ImGuiWindow* window);
inline void SetWindowParentWindowForFocusRoute(ImGuiWindow* window, ImGuiWindow* parent_window) { window->ParentWindowForFocusRoute = parent_window; } // You may also use SetNextWindowClass()'s FocusRouteParentWindowId field.
inline void SetWindowParentWindowForFocusRoute(ImGuiWindow* window, ImGuiWindow* parent_window) { window->ParentWindowForFocusRoute = parent_window; }
inline ImRect WindowRectAbsToRel(ImGuiWindow* window, const ImRect& r) { ImVec2 off = window->DC.CursorStartPos; return ImRect(r.Min.x - off.x, r.Min.y - off.y, r.Max.x - off.x, r.Max.y - off.y); }
inline ImRect WindowRectRelToAbs(ImGuiWindow* window, const ImRect& r) { ImVec2 off = window->DC.CursorStartPos; return ImRect(r.Min.x + off.x, r.Min.y + off.y, r.Max.x + off.x, r.Max.y + off.y); }
inline ImVec2 WindowPosAbsToRel(ImGuiWindow* window, const ImVec2& p) { ImVec2 off = window->DC.CursorStartPos; return ImVec2(p.x - off.x, p.y - off.y); }
@@ -3451,7 +3214,7 @@ namespace ImGui
IMGUI_API void SetNextWindowRefreshPolicy(ImGuiWindowRefreshFlags flags);
// Fonts, drawing
IMGUI_API void RegisterUserTexture(ImTextureData* tex); // Register external texture. EXPERIMENTAL.
IMGUI_API void RegisterUserTexture(ImTextureData* tex); // Register external texture. EXPERIMENTAL: DO NOT USE YET.
IMGUI_API void UnregisterUserTexture(ImTextureData* tex);
IMGUI_API void RegisterFontAtlas(ImFontAtlas* atlas);
IMGUI_API void UnregisterFontAtlas(ImFontAtlas* atlas);
@@ -3463,7 +3226,9 @@ namespace ImGui
IMGUI_API ImFont* GetDefaultFont();
IMGUI_API void PushPasswordFont();
IMGUI_API void PopPasswordFont();
inline ImDrawList* GetForegroundDrawList(ImGuiWindow* window) { return GetForegroundDrawList(window->Viewport); }
inline ImDrawList* GetForegroundDrawList(ImGuiWindow* window) { IM_UNUSED(window); return GetForegroundDrawList(); } // This seemingly unnecessary wrapper simplifies compatibility between the 'master' and 'docking' branches.
IMGUI_API ImDrawList* GetBackgroundDrawList(ImGuiViewport* viewport); // get background draw list for the given viewport. this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents.
IMGUI_API ImDrawList* GetForegroundDrawList(ImGuiViewport* viewport); // get foreground draw list for the given viewport. this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents.
IMGUI_API void AddDrawListToDrawDataEx(ImDrawData* draw_data, ImVector<ImDrawList*>* out_list, ImDrawList* draw_list);
// Init
@@ -3481,19 +3246,14 @@ namespace ImGui
IMGUI_API void UpdateHoveredWindowAndCaptureFlags(const ImVec2& mouse_pos);
IMGUI_API void FindHoveredWindowEx(const ImVec2& pos, bool find_first_and_in_any_viewport, ImGuiWindow** out_hovered_window, ImGuiWindow** out_hovered_window_under_moving_window);
IMGUI_API void StartMouseMovingWindow(ImGuiWindow* window);
IMGUI_API void StartMouseMovingWindowOrNode(ImGuiWindow* window, ImGuiDockNode* node, bool undock);
IMGUI_API void StopMouseMovingWindow();
IMGUI_API void UpdateMouseMovingWindowNewFrame();
IMGUI_API void UpdateMouseMovingWindowEndFrame();
// Viewports
IMGUI_API void TranslateWindowsInViewport(ImGuiViewportP* viewport, const ImVec2& old_pos, const ImVec2& new_pos, const ImVec2& old_size, const ImVec2& new_size);
inline ImGuiViewport* GetWindowViewport() { return GetMainViewport(); } // For code consistency. This is public API in docking branch.
IMGUI_API void ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale);
IMGUI_API void DestroyPlatformWindow(ImGuiViewportP* viewport);
IMGUI_API void SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport);
IMGUI_API void SetCurrentViewport(ImGuiWindow* window, ImGuiViewportP* viewport);
IMGUI_API const ImGuiPlatformMonitor* GetViewportPlatformMonitor(ImGuiViewport* viewport);
IMGUI_API ImGuiViewportP* FindHoveredViewportFromPlatformWindowStack(const ImVec2& mouse_platform_pos);
// Settings
IMGUI_API void MarkIniSettingsDirty();
@@ -3675,7 +3435,7 @@ namespace ImGui
IMGUI_API ImGuiID GetKeyOwner(ImGuiKey key);
IMGUI_API void SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags = 0);
IMGUI_API void SetKeyOwnersForKeyChord(ImGuiKeyChord key, ImGuiID owner_id, ImGuiInputFlags flags = 0);
IMGUI_API bool SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags);
IMGUI_API void SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags); // Set key owner to last item if it is hovered or active. Equivalent to 'if (IsItemHovered() || IsItemActive()) { SetKeyOwner(key, GetItemID());'.
IMGUI_API bool TestKeyOwner(ImGuiKey key, ImGuiID owner_id); // Test that key is either not owned, either owned by 'owner_id'
inline ImGuiKeyOwnerData* GetKeyOwnerData(ImGuiContext* ctx, ImGuiKey key) { if (key & ImGuiMod_Mask_) key = ConvertSingleModFlagToKey(key); IM_ASSERT(IsNamedKey(key)); return &ctx->KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN]; }
@@ -3713,61 +3473,6 @@ namespace ImGui
IMGUI_API bool TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id);
IMGUI_API ImGuiKeyRoutingData* GetShortcutRoutingData(ImGuiKeyChord key_chord);
// Docking
// (some functions are only declared in imgui.cpp, see Docking section)
IMGUI_API void DockContextInitialize(ImGuiContext* ctx);
IMGUI_API void DockContextShutdown(ImGuiContext* ctx);
IMGUI_API void DockContextClearNodes(ImGuiContext* ctx, ImGuiID root_id, bool clear_settings_refs); // Use root_id==0 to clear all
IMGUI_API void DockContextRebuildNodes(ImGuiContext* ctx);
IMGUI_API void DockContextNewFrameUpdateUndocking(ImGuiContext* ctx);
IMGUI_API void DockContextNewFrameUpdateDocking(ImGuiContext* ctx);
IMGUI_API void DockContextEndFrame(ImGuiContext* ctx);
IMGUI_API ImGuiID DockContextGenNodeID(ImGuiContext* ctx);
IMGUI_API void DockContextQueueDock(ImGuiContext* ctx, ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, float split_ratio, bool split_outer);
IMGUI_API void DockContextQueueUndockWindow(ImGuiContext* ctx, ImGuiWindow* window);
IMGUI_API void DockContextQueueUndockNode(ImGuiContext* ctx, ImGuiDockNode* node);
IMGUI_API void DockContextProcessUndockWindow(ImGuiContext* ctx, ImGuiWindow* window, bool clear_persistent_docking_ref = true);
IMGUI_API void DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node);
IMGUI_API bool DockContextCalcDropPosForDocking(ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDir split_dir, bool split_outer, ImVec2* out_pos);
IMGUI_API ImGuiDockNode*DockContextFindNodeByID(ImGuiContext* ctx, ImGuiID id);
IMGUI_API void DockNodeWindowMenuHandler_Default(ImGuiContext* ctx, ImGuiDockNode* node, ImGuiTabBar* tab_bar);
IMGUI_API bool DockNodeBeginAmendTabBar(ImGuiDockNode* node);
IMGUI_API void DockNodeEndAmendTabBar();
inline ImGuiDockNode* DockNodeGetRootNode(ImGuiDockNode* node) { while (node->ParentNode) node = node->ParentNode; return node; }
inline bool DockNodeIsInHierarchyOf(ImGuiDockNode* node, ImGuiDockNode* parent) { while (node) { if (node == parent) return true; node = node->ParentNode; } return false; }
inline int DockNodeGetDepth(const ImGuiDockNode* node) { int depth = 0; while (node->ParentNode) { node = node->ParentNode; depth++; } return depth; }
inline ImGuiID DockNodeGetWindowMenuButtonId(const ImGuiDockNode* node) { return ImHashStr("#COLLAPSE", 0, node->ID); }
inline ImGuiDockNode* GetWindowDockNode() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DockNode; }
IMGUI_API bool GetWindowAlwaysWantOwnTabBar(ImGuiWindow* window);
IMGUI_API void BeginDocked(ImGuiWindow* window, bool* p_open);
IMGUI_API void BeginDockableDragDropSource(ImGuiWindow* window);
IMGUI_API void BeginDockableDragDropTarget(ImGuiWindow* window);
IMGUI_API void SetWindowDock(ImGuiWindow* window, ImGuiID dock_id, ImGuiCond cond);
// Docking - Builder function needs to be generally called before the node is used/submitted.
// - The DockBuilderXXX functions are designed to _eventually_ become a public API, but it is too early to expose it and guarantee stability.
// - Do not hold on ImGuiDockNode* pointers! They may be invalidated by any split/merge/remove operation and every frame.
// - To create a DockSpace() node, make sure to set the ImGuiDockNodeFlags_DockSpace flag when calling DockBuilderAddNode().
// You can create dockspace nodes (attached to a window) _or_ floating nodes (carry its own window) with this API.
// - DockBuilderSplitNode() create 2 child nodes within 1 node. The initial node becomes a parent node.
// - If you intend to split the node immediately after creation using DockBuilderSplitNode(), make sure
// to call DockBuilderSetNodeSize() beforehand. If you don't, the resulting split sizes may not be reliable.
// - Call DockBuilderFinish() after you are done.
IMGUI_API void DockBuilderDockWindow(const char* window_name, ImGuiID node_id);
IMGUI_API ImGuiDockNode*DockBuilderGetNode(ImGuiID node_id);
inline ImGuiDockNode* DockBuilderGetCentralNode(ImGuiID node_id) { ImGuiDockNode* node = DockBuilderGetNode(node_id); if (!node) return NULL; return DockNodeGetRootNode(node)->CentralNode; }
IMGUI_API ImGuiID DockBuilderAddNode(ImGuiID node_id = 0, ImGuiDockNodeFlags flags = 0);
IMGUI_API void DockBuilderRemoveNode(ImGuiID node_id); // Remove node and all its child, undock all windows
IMGUI_API void DockBuilderRemoveNodeDockedWindows(ImGuiID node_id, bool clear_settings_refs = true);
IMGUI_API void DockBuilderRemoveNodeChildNodes(ImGuiID node_id); // Remove all split/hierarchy. All remaining docked windows will be re-docked to the remaining root node (node_id).
IMGUI_API void DockBuilderSetNodePos(ImGuiID node_id, ImVec2 pos);
IMGUI_API void DockBuilderSetNodeSize(ImGuiID node_id, ImVec2 size);
IMGUI_API ImGuiID DockBuilderSplitNode(ImGuiID node_id, ImGuiDir split_dir, float size_ratio_for_node_at_dir, ImGuiID* out_id_at_dir, ImGuiID* out_id_at_opposite_dir); // Create 2 child nodes in this parent node.
IMGUI_API void DockBuilderCopyDockSpace(ImGuiID src_dockspace_id, ImGuiID dst_dockspace_id, ImVector<const char*>* in_window_remap_pairs);
IMGUI_API void DockBuilderCopyNode(ImGuiID src_node_id, ImGuiID dst_node_id, ImVector<ImGuiID>* out_node_remap_pairs);
IMGUI_API void DockBuilderCopyWindowSettings(const char* src_name, const char* dst_name);
IMGUI_API void DockBuilderFinish(ImGuiID node_id);
// [EXPERIMENTAL] Focus Scope
// This is generally used to identify a unique input location (for e.g. a selection set)
// There is one per window (automatically set in Begin), but:
@@ -3788,7 +3493,7 @@ namespace ImGui
IMGUI_API void ClearDragDrop();
IMGUI_API bool IsDragDropPayloadBeingAccepted();
IMGUI_API void RenderDragDropTargetRectForItem(const ImRect& bb);
IMGUI_API void RenderDragDropTargetRectEx(ImDrawList* draw_list, const ImRect& bb, float rounding);
IMGUI_API void RenderDragDropTargetRectEx(ImDrawList* draw_list, const ImRect& bb);
// Typing-Select API
// (provide Windows Explorer style "select items by typing partial name" + "cycle through items by typing same letter" feature)
@@ -3891,11 +3596,9 @@ namespace ImGui
IMGUI_API bool BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& bb, ImGuiTabBarFlags flags);
IMGUI_API ImGuiTabItem* TabBarFindTabByID(ImGuiTabBar* tab_bar, ImGuiID tab_id);
IMGUI_API ImGuiTabItem* TabBarFindTabByOrder(ImGuiTabBar* tab_bar, int order);
IMGUI_API ImGuiTabItem* TabBarFindMostRecentlySelectedTabForActiveWindow(ImGuiTabBar* tab_bar);
IMGUI_API ImGuiTabItem* TabBarGetCurrentTab(ImGuiTabBar* tab_bar);
inline int TabBarGetTabOrder(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) { return tab_bar->Tabs.index_from_ptr(tab); }
IMGUI_API const char* TabBarGetTabName(ImGuiTabBar* tab_bar, ImGuiTabItem* tab);
IMGUI_API void TabBarAddTab(ImGuiTabBar* tab_bar, ImGuiTabItemFlags tab_flags, ImGuiWindow* window);
IMGUI_API void TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id);
IMGUI_API void TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab);
IMGUI_API void TabBarQueueFocus(ImGuiTabBar* tab_bar, ImGuiTabItem* tab);
@@ -3934,7 +3637,6 @@ namespace ImGui
IMGUI_API void RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col);
IMGUI_API void RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float sz);
IMGUI_API void RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col);
IMGUI_API void RenderArrowDockMenu(ImDrawList* draw_list, ImVec2 p_min, float sz, ImU32 col);
IMGUI_API void RenderRectFilledInRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float fill_x0, float fill_x1, float rounding);
IMGUI_API void RenderRectFilledWithHole(ImDrawList* draw_list, const ImRect& outer, const ImRect& inner, ImU32 col, float rounding);
IMGUI_API ImDrawFlags CalcRoundingFlagsForRectInRect(const ImRect& r_in, const ImRect& r_outer, float threshold);
@@ -3955,7 +3657,7 @@ namespace ImGui
// Widgets: Window Decorations
IMGUI_API bool CloseButton(ImGuiID id, const ImVec2& pos);
IMGUI_API bool CollapseButton(ImGuiID id, const ImVec2& pos, ImGuiDockNode* dock_node);
IMGUI_API bool CollapseButton(ImGuiID id, const ImVec2& pos);
IMGUI_API void Scrollbar(ImGuiAxis axis);
IMGUI_API bool ScrollbarEx(const ImRect& bb, ImGuiID id, ImGuiAxis axis, ImS64* p_scroll_v, ImS64 avail_v, ImS64 contents_v, ImDrawFlags draw_rounding_flags = 0);
IMGUI_API ImRect GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis);
@@ -4055,7 +3757,6 @@ namespace ImGui
IMGUI_API ImU64 DebugTextureIDToU64(ImTextureID tex_id);
IMGUI_API void DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end);
IMGUI_API void DebugNodeColumns(ImGuiOldColumns* columns);
IMGUI_API void DebugNodeDockNode(ImGuiDockNode* node, const char* label);
IMGUI_API void DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, const ImDrawList* draw_list, const char* label);
IMGUI_API void DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb);
IMGUI_API void DebugNodeFont(ImFont* font);
@@ -4074,7 +3775,6 @@ namespace ImGui
IMGUI_API void DebugNodeWindowsList(ImVector<ImGuiWindow*>* windows, const char* label);
IMGUI_API void DebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows, int windows_size, ImGuiWindow* parent_in_begin_stack);
IMGUI_API void DebugNodeViewport(ImGuiViewportP* viewport);
IMGUI_API void DebugNodePlatformMonitor(ImGuiPlatformMonitor* monitor, const char* label, int idx);
IMGUI_API void DebugRenderKeyboardPreview(ImDrawList* draw_list);
IMGUI_API void DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb);
@@ -4276,7 +3976,6 @@ IMGUI_API void ImFontAtlasTextureBlockFill(ImTextureData* dst_tex,
IMGUI_API void ImFontAtlasTextureBlockCopy(ImTextureData* src_tex, int src_x, int src_y, ImTextureData* dst_tex, int dst_x, int dst_y, int w, int h);
IMGUI_API void ImFontAtlasTextureBlockQueueUpload(ImFontAtlas* atlas, ImTextureData* tex, int x, int y, int w, int h);
IMGUI_API void ImTextureDataQueueUpload(ImTextureData* tex, int x, int y, int w, int h);
IMGUI_API int ImTextureDataGetFormatBytesPerPixel(ImTextureFormat format);
IMGUI_API const char* ImTextureDataGetStatusName(ImTextureStatus status);
IMGUI_API const char* ImTextureDataGetFormatName(ImTextureFormat format);

View File

@@ -1,4 +1,4 @@
// dear imgui, v1.92.8
// dear imgui, v1.92.8 WIP
// (tables and columns code)
/*
@@ -2074,11 +2074,11 @@ void ImGui::TableEndRow(ImGuiTable* table)
// Draw top border
if (top_border_col && bg_y1 >= table->BgClipRect.Min.y && bg_y1 < table->BgClipRect.Max.y)
window->DrawList->AddLineH(table->BorderX1, table->BorderX2, bg_y1, top_border_col, border_size);
window->DrawList->AddLine(ImVec2(table->BorderX1, bg_y1), ImVec2(table->BorderX2, bg_y1), top_border_col, border_size);
// Draw bottom border at the row unfreezing mark (always strong)
if (draw_strong_bottom_border && bg_y2 >= table->BgClipRect.Min.y && bg_y2 < table->BgClipRect.Max.y)
window->DrawList->AddLineH(table->BorderX1, table->BorderX2, bg_y2, table->BorderColorStrong, border_size);
window->DrawList->AddLine(ImVec2(table->BorderX1, bg_y2), ImVec2(table->BorderX2, bg_y2), table->BorderColorStrong, border_size);
}
// End frozen rows (when we are past the last frozen row line, teleport cursor and alter clipping rectangle)
@@ -2855,7 +2855,7 @@ void ImGui::TableDrawBorders(ImGuiTable* table)
else if ((table->Flags & (ImGuiTableFlags_NoBordersInBodyUntilResize | ImGuiTableFlags_NoBordersInBody)) == 0)
draw_y2 = draw_y2_body;
if (draw_y2 > draw_y1)
inner_drawlist->AddLineV(column->MaxX, draw_y1, draw_y2, TableGetColumnBorderCol(table, order_n, column_n), border_size);
inner_drawlist->AddLine(ImVec2(column->MaxX, draw_y1), ImVec2(column->MaxX, draw_y2), TableGetColumnBorderCol(table, order_n, column_n), border_size);
}
}
@@ -2872,17 +2872,17 @@ void ImGui::TableDrawBorders(ImGuiTable* table)
const ImU32 outer_col = table->BorderColorStrong;
if ((table->Flags & ImGuiTableFlags_BordersOuter) == ImGuiTableFlags_BordersOuter)
{
inner_drawlist->AddRect(outer_border.Min, outer_border.Max, outer_col, 0.0f, border_size);
inner_drawlist->AddRect(outer_border.Min, outer_border.Max, outer_col, 0.0f, 0, border_size);
}
else if (table->Flags & ImGuiTableFlags_BordersOuterV)
{
inner_drawlist->AddLineV(outer_border.Min.x, outer_border.Min.y, outer_border.Max.y, outer_col, border_size);
inner_drawlist->AddLineV(outer_border.Max.x, outer_border.Min.y, outer_border.Max.y, outer_col, border_size);
inner_drawlist->AddLine(outer_border.Min, ImVec2(outer_border.Min.x, outer_border.Max.y), outer_col, border_size);
inner_drawlist->AddLine(ImVec2(outer_border.Max.x, outer_border.Min.y), outer_border.Max, outer_col, border_size);
}
else if (table->Flags & ImGuiTableFlags_BordersOuterH)
{
inner_drawlist->AddLineH(outer_border.Min.x, outer_border.Max.x, outer_border.Min.y, outer_col, border_size);
inner_drawlist->AddLineH(outer_border.Min.x, outer_border.Max.x, outer_border.Max.y, outer_col, border_size);
inner_drawlist->AddLine(outer_border.Min, ImVec2(outer_border.Max.x, outer_border.Min.y), outer_col, border_size);
inner_drawlist->AddLine(ImVec2(outer_border.Min.x, outer_border.Max.y), outer_border.Max, outer_col, border_size);
}
}
if ((table->Flags & ImGuiTableFlags_BordersInnerH) && table->RowPosY2 < table->OuterRect.Max.y)
@@ -2890,7 +2890,7 @@ void ImGui::TableDrawBorders(ImGuiTable* table)
// Draw bottom-most row border between it is above outer border.
const float border_y = table->RowPosY2;
if (border_y >= table->BgClipRect.Min.y && border_y < table->BgClipRect.Max.y)
inner_drawlist->AddLineH(table->BorderX1, table->BorderX2, border_y, table->BorderColorLight, border_size);
inner_drawlist->AddLine(ImVec2(table->BorderX1, border_y), ImVec2(table->BorderX2, border_y), table->BorderColorLight, border_size);
}
inner_drawlist->PopClipRect();
@@ -4618,7 +4618,7 @@ void ImGui::EndColumns()
// Draw column
const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator);
const float xi = IM_TRUNC(x);
window->DrawList->AddLineV(xi, y1 + 1.0f, y2, col);
window->DrawList->AddLine(ImVec2(xi, y1 + 1.0f), ImVec2(xi, y2), col);
}
// Apply dragging after drawing the column lines, so our rendered lines are in sync with how items were displayed during the frame.

View File

@@ -1,4 +1,4 @@
// dear imgui, v1.92.8
// dear imgui, v1.92.8 WIP
// (widgets code)
/*
@@ -562,7 +562,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
flags |= (item_flags & ImGuiItemFlags_ButtonRepeat) ? ImGuiButtonFlags_PressedOnClick : ImGuiButtonFlags_PressedOnDefault_;
ImGuiWindow* backup_hovered_window = g.HoveredWindow;
const bool flatten_hovered_children = (flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredWindow && g.HoveredWindow->RootWindowDockTree == window->RootWindowDockTree;
const bool flatten_hovered_children = (flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredWindow && g.HoveredWindow->RootWindow == window->RootWindow;
if (flatten_hovered_children)
g.HoveredWindow = window;
@@ -937,8 +937,7 @@ bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos)
return pressed;
}
// The Collapse button also functions as a Dock Menu button.
bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos, ImGuiDockNode* dock_node)
bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
@@ -951,21 +950,16 @@ bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos, ImGuiDockNode* dock_no
return pressed;
// Render
//bool is_dock_menu = (window->DockNodeAsHost && !window->Collapsed);
ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
ImU32 text_col = GetColorU32(ImGuiCol_Text);
if (hovered || held)
window->DrawList->AddRectFilled(bb.Min, bb.Max, bg_col);
RenderNavCursor(bb, id, ImGuiNavRenderCursorFlags_Compact);
if (dock_node)
RenderArrowDockMenu(window->DrawList, bb.Min, g.FontSize, text_col);
else
RenderArrow(window->DrawList, bb.Min, text_col, window->Collapsed ? ImGuiDir_Right : ImGuiDir_Down, 1.0f);
RenderArrow(window->DrawList, bb.Min, text_col, window->Collapsed ? ImGuiDir_Right : ImGuiDir_Down, 1.0f);
// Switch to moving the window after mouse is moved beyond the initial drag threshold
if (IsItemActive() && IsMouseDragging(0))
StartMouseMovingWindowOrNode(window, dock_node, true); // Undock from window/collapse menu button
StartMouseMovingWindow(window);
return pressed;
}
@@ -1009,8 +1003,7 @@ void ImGui::Scrollbar(ImGuiAxis axis)
// Calculate scrollbar bounding box
ImRect bb = GetWindowScrollbarRect(window, axis);
ImRect host_rect = (window->DockIsActive ? window->DockNode->HostWindow : window)->Rect();
ImDrawFlags rounding_corners = CalcRoundingFlagsForRectInRect(bb, host_rect, g.Style.WindowBorderSize);
ImDrawFlags rounding_corners = CalcRoundingFlagsForRectInRect(bb, window->Rect(), g.Style.WindowBorderSize);
float size_visible = window->InnerRect.Max[axis] - window->InnerRect.Min[axis];
float size_contents = window->ContentSize[axis] + window->WindowPadding[axis] * 2.0f;
ImS64 scroll = (ImS64)window->Scroll[axis];
@@ -1158,7 +1151,7 @@ void ImGui::ImageWithBg(ImTextureRef tex_ref, const ImVec2& image_size, const Im
else
window->DrawList->AddImage(tex_ref, bb.Min + padding, bb.Max - padding, uv0, uv1, GetColorU32(tint_col));
if (g.Style.ImageBorderSize > 0.0f)
window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border), rounding, g.Style.ImageBorderSize);
window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border), rounding, ImDrawFlags_None, g.Style.ImageBorderSize);
}
void ImGui::Image(ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1)
@@ -1295,9 +1288,8 @@ bool ImGui::Checkbox(const char* label, bool* v)
if (is_visible)
{
RenderNavCursor(total_bb, id);
ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : (mixed_value || checked) ? ImGuiCol_CheckboxSelectedBg : ImGuiCol_FrameBg);
RenderFrame(check_bb.Min, check_bb.Max, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), true, style.FrameRounding);
ImU32 check_col = GetColorU32(ImGuiCol_CheckMark);
RenderFrame(check_bb.Min, check_bb.Max, bg_col, true, style.FrameRounding);
if (mixed_value)
{
// Undocumented tristate/mixed/indeterminate checkbox (#2644)
@@ -1564,7 +1556,7 @@ bool ImGui::TextLink(const char* label)
}
float line_y = bb.Max.y + ImFloor(g.FontBaked->Descent * g.FontBakedScale * 0.20f);
window->DrawList->AddLineH(bb.Min.x, bb.Max.x, line_y, GetColorU32(line_colf), 1.0f * (float)(int)g.Style._MainScale); // FIXME-TEXT: Underline mode // FIXME-DPI
window->DrawList->AddLine(ImVec2(bb.Min.x, line_y), ImVec2(bb.Max.x, line_y), GetColorU32(line_colf), 1.0f * (float)(int)g.Style._MainScale); // FIXME-TEXT: Underline mode // FIXME-DPI
PushStyleColor(ImGuiCol_Text, GetColorU32(text_colf));
RenderText(bb.Min, label, label_end, false);
@@ -1774,9 +1766,9 @@ void ImGui::SeparatorTextEx(ImGuiID id, const char* label, const char* label_end
const float sep1_x2 = label_pos.x - style.ItemSpacing.x;
const float sep2_x1 = label_pos.x + label_size.x + extra_w + style.ItemSpacing.x;
if (sep1_x2 > sep1_x1 && separator_thickness > 0.0f)
window->DrawList->AddLineH(sep1_x1, sep1_x2, seps_y, separator_col, separator_thickness);
window->DrawList->AddLine(ImVec2(sep1_x1, seps_y), ImVec2(sep1_x2, seps_y), separator_col, separator_thickness);
if (sep2_x2 > sep2_x1 && separator_thickness > 0.0f)
window->DrawList->AddLineH(sep2_x1, sep2_x2, seps_y, separator_col, separator_thickness);
window->DrawList->AddLine(ImVec2(sep2_x1, seps_y), ImVec2(sep2_x2, seps_y), separator_col, separator_thickness);
if (g.LogEnabled)
LogSetNextTextDecoration("---", NULL);
RenderTextEllipsis(window->DrawList, label_pos, ImVec2(bb.Max.x, bb.Max.y + style.ItemSpacing.y), bb.Max.x, label, label_end, &label_size);
@@ -1786,7 +1778,7 @@ void ImGui::SeparatorTextEx(ImGuiID id, const char* label, const char* label_end
if (g.LogEnabled)
LogText("---");
if (separator_thickness > 0.0f)
window->DrawList->AddLineH(sep1_x1, sep2_x2, seps_y, separator_col, separator_thickness);
window->DrawList->AddLine(ImVec2(sep1_x1, seps_y), ImVec2(sep2_x2, seps_y), separator_col, separator_thickness);
}
}
@@ -2383,17 +2375,12 @@ bool ImGui::DataTypeApplyFromText(const char* buf, ImGuiDataType data_type, void
// Sanitize format
// - For float/double we have to ignore format with precision (e.g. "%.2f") because sscanf doesn't take them in, so force them into %f and %lf
// - In theory could treat empty format as using default, but this would only cover rare/bizarre case of using InputScalar() + integer + format string without %.
char format_sanitized[32];
if (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double)
{
format = type_info->ScanFmt;
}
else
{
format = ImParseFormatSanitizeForScanning(format, format_sanitized, IM_COUNTOF(format_sanitized));
if (format[0] == '\0')
format = type_info->ScanFmt; // Format doesn't want us to show the number currently, but we still need to parse the resulting input
}
// Small types need a 32-bit buffer to receive the result from scanf()
int v32 = 0;
@@ -3579,8 +3566,7 @@ bool ImGui::VSliderInt(const char* label, const ImVec2& size, int* v, int v_min,
// - ImParseFormatSanitizeForPrinting() [Internal]
// - ImParseFormatSanitizeForScanning() [Internal]
// - ImParseFormatPrecision() [Internal]
// - TempInputText() [Internal]
// - TempInputScalar() [Internal]
// - TempInputTextScalar() [Internal]
// - InputScalar()
// - InputScalarN()
// - InputFloat()
@@ -3809,7 +3795,7 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* p_data
ImGuiContext& g = *GImGui;
ImGuiStyle& style = g.Style;
//IM_ASSERT((flags & ImGuiInputTextFlags_EnterReturnsTrue) == 0); // Not supported by InputScalar(). Please open an issue if you this would be useful to you. Otherwise use IsItemDeactivatedAfterEdit()!
IM_ASSERT((flags & ImGuiInputTextFlags_EnterReturnsTrue) == 0); // Not supported by InputScalar(). Please open an issue if you this would be useful to you. Otherwise use IsItemDeactivatedAfterEdit()!
if (format == NULL)
format = DataTypeGetInfo(data_type)->PrintFmt;
@@ -3846,8 +3832,7 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* p_data
}
// Apply
bool input_edited = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_EditedInternal) != 0; // We would be using 'ret' if ImGuiInputTextFlags_EnterReturnsTrue was not involved.
bool value_changed = input_edited ? DataTypeApplyFromText(buf, data_type, p_data, format, (flags & ImGuiInputTextFlags_ParseEmptyRefVal) ? p_data_default : NULL) : false;
bool value_changed = ret ? DataTypeApplyFromText(buf, data_type, p_data, format, (flags & ImGuiInputTextFlags_ParseEmptyRefVal) ? p_data_default : NULL) : false;
// Step buttons
if (has_step_buttons)
@@ -3861,13 +3846,13 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* p_data
if (ButtonEx("-", ImVec2(button_size, button_size)))
{
DataTypeApplyOp(data_type, '-', p_data, p_data, g.IO.KeyCtrl && p_step_fast ? p_step_fast : p_step);
value_changed = ret = true;
value_changed = true;
}
SameLine(0, style.ItemInnerSpacing.x);
if (ButtonEx("+", ImVec2(button_size, button_size)))
{
DataTypeApplyOp(data_type, '+', p_data, p_data, g.IO.KeyCtrl && p_step_fast ? p_step_fast : p_step);
value_changed = ret = true;
value_changed = true;
}
PopItemFlag();
if (flags & ImGuiInputTextFlags_ReadOnly)
@@ -3889,8 +3874,6 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* p_data
if (value_changed)
MarkItemEdited(g.LastItemData.ID);
if (flags & ImGuiInputTextFlags_EnterReturnsTrue)
return ret;
return value_changed;
}
@@ -4591,7 +4574,6 @@ void ImGui::InputTextDeactivateHook(ImGuiID id)
ImGuiInputTextState* state = &g.InputTextState;
if (id == 0 || state->ID != id)
return;
//IMGUI_DEBUG_LOG_ACTIVEID("InputTextDeactivateHook() id = 0x%08X\n", id);
g.InputTextDeactivatedState.ID = state->ID;
if (state->Flags & ImGuiInputTextFlags_ReadOnly)
{
@@ -4907,7 +4889,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
}
const bool is_osx = io.ConfigMacOSXBehaviors;
if (init_make_active && g.ActiveId != id)
if (g.ActiveId != id && init_make_active)
{
IM_ASSERT(state && state->ID == id);
SetActiveID(id, window);
@@ -5648,7 +5630,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
ImVec2 cursor_screen_pos = ImTrunc(draw_pos + cursor_offset - draw_scroll);
ImRect cursor_screen_rect(cursor_screen_pos.x, cursor_screen_pos.y - g.FontSize + 0.5f, cursor_screen_pos.x + 1.0f, cursor_screen_pos.y - 1.5f);
if (cursor_is_visible && cursor_screen_rect.Overlaps(clip_rect))
draw_window->DrawList->AddLineV(cursor_screen_rect.Min.x, cursor_screen_rect.Min.y, cursor_screen_rect.Max.y, GetColorU32(ImGuiCol_InputTextCursor), 1.0f * (float)(int)style._MainScale); // FIXME-DPI: Cursor thickness (#7031)
draw_window->DrawList->AddLine(cursor_screen_rect.Min, cursor_screen_rect.GetBL(), GetColorU32(ImGuiCol_InputTextCursor), 1.0f * (float)(int)style._MainScale); // FIXME-DPI: Cursor thickness (#7031)
// Notify OS of text input position for advanced IME (-1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.)
// This is required for some backends (SDL3) to start emitting character/text inputs.
@@ -6362,7 +6344,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
const float a1 = (n+1.0f)/6.0f * 2.0f * IM_PI + aeps;
const int vert_start_idx = draw_list->VtxBuffer.Size;
draw_list->PathArcTo(wheel_center, (wheel_r_inner + wheel_r_outer)*0.5f, a0, a1, segment_per_arc);
draw_list->PathStroke(col_white, wheel_thickness);
draw_list->PathStroke(col_white, 0, wheel_thickness);
const int vert_end_idx = draw_list->VtxBuffer.Size;
// Paint colors over existing vertices
@@ -6506,7 +6488,7 @@ bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFl
if (g.Style.FrameBorderSize > 0.0f)
RenderFrameBorder(bb.Min, bb.Max, rounding);
else
window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), rounding, 1.0f * (float)(int)g.Style._MainScale); // Color buttons are often in need of some sort of border // FIXME-DPI
window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), rounding, 0, 1.0f * (float)(int)g.Style._MainScale); // Color buttons are often in need of some sort of border // FIXME-DPI
}
// Drag and Drop Source
@@ -7179,11 +7161,11 @@ void ImGui::TreeNodeDrawLineToChildNode(const ImVec2& target_pos)
window->DrawList->PathArcToFast(ImVec2(x1, y - rounding), rounding, 6, 3);
if (x1 < x2)
window->DrawList->PathLineTo(ImVec2(x2, y));
window->DrawList->PathStroke(GetColorU32(ImGuiCol_TreeLines), g.Style.TreeLinesSize);
window->DrawList->PathStroke(GetColorU32(ImGuiCol_TreeLines), ImDrawFlags_None, g.Style.TreeLinesSize);
}
else
{
window->DrawList->AddLineH(x1, x2, y, GetColorU32(ImGuiCol_TreeLines), g.Style.TreeLinesSize);
window->DrawList->AddLine(ImVec2(x1, y), ImVec2(x2, y), GetColorU32(ImGuiCol_TreeLines), g.Style.TreeLinesSize);
}
}
@@ -7209,7 +7191,7 @@ void ImGui::TreeNodeDrawLineToTreePop(const ImGuiTreeNodeStackData* data)
float x = ImTrunc(data->DrawLinesX1);
if (data->DrawLinesTableColumn != -1)
TablePushColumnChannel(data->DrawLinesTableColumn);
window->DrawList->AddLineV(x, y1, y2, GetColorU32(ImGuiCol_TreeLines), g.Style.TreeLinesSize);
window->DrawList->AddLine(ImVec2(x, y1), ImVec2(x, y2), GetColorU32(ImGuiCol_TreeLines), g.Style.TreeLinesSize);
if (data->DrawLinesTableColumn != -1)
TablePopColumnChannel();
}
@@ -8382,23 +8364,11 @@ void ImGui::MultiSelectItemFooter(ImGuiID id, bool* p_selected, bool* p_pressed)
if (ImGuiTable* table = g.CurrentTable)
if (table->CurrentColumn != -1)
{
// FIXME: We cannot solely use current ClipRect as it includes HostClipRect.
// However we account for ClipRect being larger than current column (e.g. when using SpanAllColumns)
// A more generic version would be nice, but window->WorkRect.Min/Max exclude CellPadding. (#7994, #9383)
// FIXME: We cannot use current ClipRect as it includes HostClipRect.
// A more generic version would be nice, but window->WorkRect.Min/Max exclude CellPadding. (#7994)
ImGuiTableColumn* column = &table->Columns[table->CurrentColumn];
float clip_min_x = (g.LastItemData.ItemFlags & ImGuiItemStatusFlags_HasClipRect) ? g.LastItemData.ClipRect.Min.x : window->ClipRect.Min.x;
float clip_max_x = (g.LastItemData.ItemFlags & ImGuiItemStatusFlags_HasClipRect) ? g.LastItemData.ClipRect.Max.x : window->ClipRect.Max.x;
if (clip_min_x != clip_max_x) // When zero sized we expect that bounds have been clamped and thus are unreliable
{
item_rect.Min.x = ImMax(item_rect.Min.x, ImMin(column->MinX, clip_min_x));
item_rect.Max.x = ImMin(item_rect.Max.x, ImMax(column->MaxX, clip_max_x));
}
else
{
item_rect.Min.x = ImMax(item_rect.Min.x, column->MinX);
item_rect.Max.x = ImMin(item_rect.Max.x, column->MaxX);
}
//GetForegroundDrawList()->AddRect(item_rect.Min, item_rect.Max, IM_COL32(255, 0, 255, 255));
item_rect.Min.x = ImMax(item_rect.Min.x, column->MinX);
item_rect.Max.x = ImMin(item_rect.Max.x, column->MaxX);
}
const bool rect_overlap_curr = bs->BoxSelectRectCurr.Overlaps(item_rect);
const bool rect_overlap_prev = bs->BoxSelectRectPrev.Overlaps(item_rect);
@@ -9170,10 +9140,9 @@ bool ImGui::BeginMenuBar()
// We don't clip with current window clipping rectangle as it is already set to the area below. However we clip with window full rect.
// We remove 1 worth of rounding to Max.x to that text in long menus and small windows don't tend to display over the lower-right rounded area, which looks particularly glitchy.
const float border_top = ImMax(IM_ROUND(window->WindowBorderSize * 0.5f - window->TitleBarHeight), 0.0f);
const float border_half = IM_ROUND(window->WindowBorderSize * 0.5f);
const float border_top = ImMax(window->WindowBorderSize * 0.5f - window->TitleBarHeight, 0.0f);
ImRect bar_rect = window->MenuBarRect();
ImRect clip_rect(ImFloor(bar_rect.Min.x + border_half), ImFloor(bar_rect.Min.y + border_top), ImFloor(ImMax(bar_rect.Min.x, bar_rect.Max.x - ImMax(window->WindowRounding, border_half))), ImFloor(bar_rect.Max.y));
ImRect clip_rect(IM_ROUND(bar_rect.Min.x + window->WindowBorderSize * 0.5f), IM_ROUND(bar_rect.Min.y + border_top), IM_ROUND(ImMax(bar_rect.Min.x, bar_rect.Max.x - ImMax(window->WindowRounding, window->WindowBorderSize * 0.5f))), IM_ROUND(bar_rect.Max.y));
clip_rect.ClipWith(window->OuterRectClipped);
PushClipRect(clip_rect.Min, clip_rect.Max, false);
@@ -9254,10 +9223,10 @@ bool ImGui::BeginViewportSideBar(const char* name, ImGuiViewport* viewport_p, Im
IM_ASSERT(dir != ImGuiDir_None);
ImGuiWindow* bar_window = FindWindowByName(name);
ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)(viewport_p ? viewport_p : GetMainViewport());
if (bar_window == NULL || bar_window->BeginCount == 0)
{
// Calculate and set window size/position
ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)(viewport_p ? viewport_p : GetMainViewport());
ImRect avail_rect = viewport->GetBuildWorkRect();
ImGuiAxis axis = (dir == ImGuiDir_Up || dir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X;
ImVec2 pos = avail_rect.Min;
@@ -9275,8 +9244,7 @@ bool ImGui::BeginViewportSideBar(const char* name, ImGuiViewport* viewport_p, Im
viewport->BuildWorkInsetMax[axis] += axis_size;
}
window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoDocking;
SetNextWindowViewport(viewport->ID); // Enforce viewport so we don't create our own viewport when ImGuiConfigFlags_ViewportsNoMerge is set.
window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove;
PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(0, 0)); // Lift normal size constraint
bool is_open = Begin(name, NULL, window_flags);
@@ -9290,9 +9258,6 @@ bool ImGui::BeginMainMenuBar()
ImGuiContext& g = *GImGui;
ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)GetMainViewport();
// Notify of viewport change so GetFrameHeight() can be accurate in case of DPI change
SetCurrentViewport(NULL, viewport);
// For the main menu bar, which cannot be moved, we honor g.Style.DisplaySafeAreaPadding to ensure text can be visible on a TV set.
// FIXME: This could be generalized as an opt-in way to clamp window->DC.CursorStartPos to avoid SafeArea?
// FIXME: Consider removing support for safe area down the line... it's messy. Nowadays consoles have support for TV calibration in OS settings.
@@ -9350,7 +9315,7 @@ static bool IsRootOfOpenMenuSet()
const ImGuiPopupData* upper_popup = &g.OpenPopupStack[g.BeginPopupStack.Size];
if (window->DC.NavLayerCurrent != upper_popup->ParentNavLayer)
return false;
return upper_popup->Window && (upper_popup->Window->Flags & ImGuiWindowFlags_ChildMenu) && ImGui::IsWindowChildOf(upper_popup->Window, window, true, false);
return upper_popup->Window && (upper_popup->Window->Flags & ImGuiWindowFlags_ChildMenu) && ImGui::IsWindowChildOf(upper_popup->Window, window, true);
}
bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled)
@@ -9405,7 +9370,8 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled)
bool pressed;
const ImGuiSelectableFlags selectable_flags = ImGuiSelectableFlags_NoAutoClosePopups | (ImGuiSelectableFlags)ImGuiSelectableFlags_SelectOnClick;
// We use ImGuiSelectableFlags_NoSetKeyOwner to allow down on one menu item, move, up on another.
const ImGuiSelectableFlags selectable_flags = ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_NoSetKeyOwner | ImGuiSelectableFlags_SelectOnClick | ImGuiSelectableFlags_NoAutoClosePopups;
ImGuiMenuColumns* offsets = &window->DC.MenuColumns;
if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
{
@@ -9443,14 +9409,6 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled)
if (!enabled)
EndDisabled();
// Once dragged, release ActiveId + key ownership. This is to allow the idiom of mouse down a menu, dragging elsewhere, up on some other MenuItem(). (#8233, #9394)
// Could move logic into lower-level ImGuiButtonFlags_AutoReleaseActiveId + ImGuiButtonFlags_AutoReleaseKeyOwner? Easier once we get rid of the Selectable() middle-man here.
if (g.ActiveId == id && g.HoveredId != id && g.ActiveIdSource == ImGuiInputSource_Mouse && IsMouseDragging(0))
{
ClearActiveID();
SetKeyOwner(ImGuiKey_MouseLeft, ImGuiKeyOwner_NoOwner);
}
const bool hovered = (g.HoveredId == id) && enabled && !g.NavHighlightItemUnderNav;
if (menuset_is_open)
PopItemFlag();
@@ -9531,9 +9489,6 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled)
IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Openable | (menu_is_open ? ImGuiItemStatusFlags_Opened : 0));
PopID();
if (g.ActiveId == id && want_open)
g.ActiveIdNoClearOnFocusLoss = true;
if (want_open && !menu_is_open && g.OpenPopupStack.Size > g.BeginPopupStack.Size)
{
// Don't reopen/recycle same menu level in the same frame if it is a different menu ID, first close the other menu and yield for a frame.
@@ -9626,7 +9581,7 @@ bool ImGui::MenuItemEx(const char* label, const char* icon, const char* shortcut
BeginDisabled();
// We use ImGuiSelectableFlags_NoSetKeyOwner to allow down on one menu item, move, up on another.
const ImGuiSelectableFlags selectable_flags = (ImGuiSelectableFlags)ImGuiSelectableFlags_SelectOnRelease | (ImGuiSelectableFlags)ImGuiSelectableFlags_SetNavIdOnHover;
const ImGuiSelectableFlags selectable_flags = ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_SelectOnRelease | ImGuiSelectableFlags_NoSetKeyOwner | ImGuiSelectableFlags_SetNavIdOnHover;
ImGuiMenuColumns* offsets = &window->DC.MenuColumns;
if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
{
@@ -9669,17 +9624,6 @@ bool ImGui::MenuItemEx(const char* label, const char* icon, const char* shortcut
RenderCheckMark(window->DrawList, text_pos + ImVec2(offsets->OffsetMark + stretch_w + g.FontSize * 0.40f, g.FontSize * 0.134f * 0.5f), GetColorU32(ImGuiCol_Text), g.FontSize * 0.866f);
}
}
// Once dragged, release ActiveId + key ownership. This is to allow the idiom of mouse down a menu, dragging elsewhere, up on some other MenuItem(). (#8233, #9394)
// Could move logic into lower-level ImGuiButtonFlags_AutoReleaseActiveId + ImGuiButtonFlags_AutoReleaseKeyOwner? Easier once we get rid of the Selectable() middle-man here.
const ImGuiID id = g.LastItemData.ID;
if (g.ActiveId == id && g.HoveredId != id && g.ActiveIdSource == ImGuiInputSource_Mouse && IsMouseDragging(0))
{
ClearActiveID();
SetKeyOwner(ImGuiKey_MouseLeft, ImGuiKeyOwner_NoOwner);
}
IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (selected ? ImGuiItemStatusFlags_Checked : 0));
if (!enabled)
EndDisabled();
@@ -9717,10 +9661,8 @@ bool ImGui::MenuItem(const char* label, const char* shortcut, bool* p_selected,
// - TabBarCalcMaxTabWidth() [Internal]
// - TabBarFindTabById() [Internal]
// - TabBarFindTabByOrder() [Internal]
// - TabBarFindMostRecentlySelectedTabForActiveWindow() [Internal]
// - TabBarGetCurrentTab() [Internal]
// - TabBarGetTabName() [Internal]
// - TabBarAddTab() [Internal]
// - TabBarRemoveTab() [Internal]
// - TabBarCloseTab() [Internal]
// - TabBarScrollClamp() [Internal]
@@ -9837,7 +9779,7 @@ bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImG
return false;
IM_ASSERT(tab_bar->ID != 0);
if ((flags & ImGuiTabBarFlags_DockNode) == 0) // Already done
if ((flags & ImGuiTabBarFlags_DockNode) == 0)
PushOverrideID(tab_bar->ID);
// Add to stack
@@ -9856,8 +9798,7 @@ bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImG
// Ensure correct ordering when toggling ImGuiTabBarFlags_Reorderable flag, or when a new tab was added while being not reorderable
if ((flags & ImGuiTabBarFlags_Reorderable) != (tab_bar->Flags & ImGuiTabBarFlags_Reorderable) || (tab_bar->TabsAddedNew && !(flags & ImGuiTabBarFlags_Reorderable)))
if ((flags & ImGuiTabBarFlags_DockNode) == 0) // FIXME: TabBar with DockNode can now be hybrid
ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerByBeginOrder);
ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerByBeginOrder);
tab_bar->TabsAddedNew = false;
// Flags
@@ -9920,7 +9861,7 @@ void ImGui::EndTabBar()
window->DC.CursorPos = tab_bar->BackupCursorPos;
tab_bar->LastTabItemIdx = -1;
if ((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0) // Already done
if ((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0)
PopID();
g.CurrentTabBarStack.pop_back();
@@ -10162,10 +10103,6 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar)
tab_bar->VisibleTabId = tab_bar->SelectedTabId;
tab_bar->VisibleTabWasSubmitted = false;
// CTRL+TAB can override visible tab temporarily
if (g.NavWindowingTarget != NULL && g.NavWindowingTarget->DockNode && g.NavWindowingTarget->DockNode->TabBar == tab_bar)
tab_bar->VisibleTabId = scroll_to_tab_id = g.NavWindowingTarget->TabId;
// Apply request requests
if (scroll_to_tab_id != 0)
TabBarScrollToTab(tab_bar, scroll_to_tab_id, sections);
@@ -10211,11 +10148,11 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar)
// Dockable windows uses Name/ID in the global namespace. Non-dockable items use the ID stack.
static ImU32 ImGui::TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label, ImGuiWindow* docked_window)
{
if (docked_window != NULL)
IM_ASSERT(docked_window == NULL); // master branch only
IM_UNUSED(docked_window);
if (tab_bar->Flags & ImGuiTabBarFlags_DockNode)
{
IM_UNUSED(tab_bar);
IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_DockNode);
ImGuiID id = docked_window->TabId;
ImGuiID id = ImHashStr(label);
KeepAliveID(id);
return id;
}
@@ -10249,20 +10186,6 @@ ImGuiTabItem* ImGui::TabBarFindTabByOrder(ImGuiTabBar* tab_bar, int order)
return &tab_bar->Tabs[order];
}
// FIXME: See references to #2304 in TODO.txt
ImGuiTabItem* ImGui::TabBarFindMostRecentlySelectedTabForActiveWindow(ImGuiTabBar* tab_bar)
{
ImGuiTabItem* most_recently_selected_tab = NULL;
for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
{
ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
if (most_recently_selected_tab == NULL || most_recently_selected_tab->LastFrameSelected < tab->LastFrameSelected)
if (tab->Window && tab->Window->WasActive)
most_recently_selected_tab = tab;
}
return most_recently_selected_tab;
}
ImGuiTabItem* ImGui::TabBarGetCurrentTab(ImGuiTabBar* tab_bar)
{
if (tab_bar->LastTabItemIdx < 0 || tab_bar->LastTabItemIdx >= tab_bar->Tabs.Size)
@@ -10272,35 +10195,12 @@ ImGuiTabItem* ImGui::TabBarGetCurrentTab(ImGuiTabBar* tab_bar)
const char* ImGui::TabBarGetTabName(ImGuiTabBar* tab_bar, ImGuiTabItem* tab)
{
if (tab->Window)
return tab->Window->Name;
if (tab->NameOffset == -1)
return "N/A";
IM_ASSERT(tab->NameOffset < tab_bar->TabsNames.Buf.Size);
return tab_bar->TabsNames.Buf.Data + tab->NameOffset;
}
// The purpose of this call is to register tab in advance so we can control their order at the time they appear.
// Otherwise calling this is unnecessary as tabs are appending as needed by the BeginTabItem() function.
void ImGui::TabBarAddTab(ImGuiTabBar* tab_bar, ImGuiTabItemFlags tab_flags, ImGuiWindow* window)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(TabBarFindTabByID(tab_bar, window->TabId) == NULL);
IM_ASSERT(g.CurrentTabBar != tab_bar); // Can't work while the tab bar is active as our tab doesn't have an X offset yet, in theory we could/should test something like (tab_bar->CurrFrameVisible < g.FrameCount) but we'd need to solve why triggers the commented early-out assert in BeginTabBarEx() (probably dock node going from implicit to explicit in same frame)
if (!window->HasCloseButton)
tab_flags |= ImGuiTabItemFlags_NoCloseButton; // Set _NoCloseButton immediately because it will be used for first-frame width calculation.
ImGuiTabItem new_tab;
new_tab.ID = window->TabId;
new_tab.Flags = tab_flags;
new_tab.LastFrameVisible = tab_bar->CurrFrameVisible; // Required so BeginTabBar() doesn't ditch the tab
if (new_tab.LastFrameVisible == -1)
new_tab.LastFrameVisible = g.FrameCount - 1;
new_tab.Window = window; // Required so tab bar layout can compute the tab width before tab submission
tab_bar->Tabs.push_back(new_tab);
}
// The *TabId fields are already set by the docking system _before_ the actual TabItem was created, so we clear them regardless.
void ImGui::TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id)
{
@@ -10702,14 +10602,11 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
const bool is_tab_button = (flags & ImGuiTabItemFlags_Button) != 0;
tab->LastFrameVisible = g.FrameCount;
tab->Flags = flags;
tab->Window = docked_window;
// Append name _WITH_ the zero-terminator
// (regular tabs are permitted in a DockNode tab bar, but window tabs not permitted in a non-DockNode tab bar)
if (docked_window != NULL)
{
IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_DockNode);
tab->NameOffset = -1;
IM_ASSERT(docked_window == NULL); // master branch only
}
else
{
@@ -10734,7 +10631,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
tab_bar->VisibleTabWasSubmitted = true;
// On the very first frame of a tab bar we let first tab contents be visible to minimize appearing glitches
if (!tab_contents_visible && tab_bar->SelectedTabId == 0 && tab_bar_appearing && docked_window == NULL)
if (!tab_contents_visible && tab_bar->SelectedTabId == 0 && tab_bar_appearing)
if (tab_bar->Tabs.Size == 1 && !(tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs))
tab_contents_visible = true;
@@ -10782,8 +10679,9 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
}
// Click to Select a tab
// Allow the close button to overlap
ImGuiButtonFlags button_flags = ((ImGuiButtonFlags)(is_tab_button ? ImGuiButtonFlags_PressedOnClickRelease : ImGuiButtonFlags_PressedOnClick) | ImGuiButtonFlags_AllowOverlap);
if (g.DragDropActive && !g.DragDropPayload.IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW)) // FIXME: May be an opt-in property of the payload to disable this
if (g.DragDropActive)
button_flags |= ImGuiButtonFlags_PressedOnDragDropHold;
bool hovered, held, pressed;
if (flags & ImGuiTabItemFlags_Invisible)
@@ -10793,74 +10691,21 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
if (pressed && !is_tab_button)
TabBarQueueFocus(tab_bar, tab);
// Transfer active id window so the active id is not owned by the dock host (as StartMouseMovingWindow()
// will only do it on the drag). This allows FocusWindow() to be more conservative in how it clears active id.
if (held && docked_window && g.ActiveId == id && g.ActiveIdIsJustActivated)
g.ActiveIdWindow = docked_window;
// Drag and drop a single floating window node moves it
ImGuiDockNode* node = docked_window ? docked_window->DockNode : NULL;
const bool single_floating_window_node = node && node->IsFloatingNode() && (node->Windows.Size == 1);
if (held && single_floating_window_node && IsMouseDragging(0, 0.0f))
// Drag and drop: re-order tabs
if (held && !tab_appearing && IsMouseDragging(0))
{
// Move
StartMouseMovingWindow(docked_window);
}
else if (held && !tab_appearing && IsMouseDragging(0))
{
// Drag and drop: re-order tabs
int drag_dir = 0;
float drag_distance_from_edge_x = 0.0f;
if (!g.DragDropActive && ((tab_bar->Flags & ImGuiTabBarFlags_Reorderable) || (docked_window != NULL)))
if (!g.DragDropActive && (tab_bar->Flags & ImGuiTabBarFlags_Reorderable))
{
// While moving a tab it will jump on the other side of the mouse, so we also test for MouseDelta.x
if (g.IO.MouseDelta.x < 0.0f && g.IO.MousePos.x < bb.Min.x)
{
drag_dir = -1;
drag_distance_from_edge_x = bb.Min.x - g.IO.MousePos.x;
TabBarQueueReorderFromMousePos(tab_bar, tab, g.IO.MousePos);
}
else if (g.IO.MouseDelta.x > 0.0f && g.IO.MousePos.x > bb.Max.x)
{
drag_dir = +1;
drag_distance_from_edge_x = g.IO.MousePos.x - bb.Max.x;
TabBarQueueReorderFromMousePos(tab_bar, tab, g.IO.MousePos);
}
}
// Extract a Dockable window out of it's tab bar
const bool can_undock = docked_window != NULL && !(docked_window->Flags & ImGuiWindowFlags_NoMove) && !(node->MergedFlags & ImGuiDockNodeFlags_NoUndocking);
if (can_undock)
{
// We use a variable threshold to distinguish dragging tabs within a tab bar and extracting them out of the tab bar
bool undocking_tab = (g.DragDropActive && g.DragDropPayload.SourceId == id);
if (!undocking_tab) //&& (!g.IO.ConfigDockingWithShift || g.IO.KeyShift)
{
float threshold_base = g.FontSize;
float threshold_x = (threshold_base * 2.2f);
float threshold_y = (threshold_base * 1.5f) + ImClamp((ImFabs(g.IO.MouseDragMaxDistanceAbs[0].x) - threshold_base * 2.0f) * 0.20f, 0.0f, threshold_base * 4.0f);
//GetForegroundDrawList()->AddRect(ImVec2(bb.Min.x - threshold_x, bb.Min.y - threshold_y), ImVec2(bb.Max.x + threshold_x, bb.Max.y + threshold_y), IM_COL32_WHITE); // [DEBUG]
float distance_from_edge_y = ImMax(bb.Min.y - g.IO.MousePos.y, g.IO.MousePos.y - bb.Max.y);
if (distance_from_edge_y >= threshold_y)
undocking_tab = true;
if (drag_distance_from_edge_x > threshold_x)
if ((drag_dir < 0 && TabBarGetTabOrder(tab_bar, tab) == 0) || (drag_dir > 0 && TabBarGetTabOrder(tab_bar, tab) == tab_bar->Tabs.Size - 1))
undocking_tab = true;
}
if (undocking_tab)
{
// Undock
// FIXME: refactor to share more code with e.g. StartMouseMovingWindow
DockContextQueueUndockWindow(&g, docked_window);
g.MovingWindow = docked_window;
SetActiveID(g.MovingWindow->MoveId, g.MovingWindow);
g.ActiveIdClickOffset -= g.MovingWindow->Pos - bb.Min;
g.ActiveIdNoClearOnFocusLoss = true;
SetActiveIdUsingAllKeyboardKeys();
}
}
}
#if 0
@@ -10891,7 +10736,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
float rounding = style.TabRounding;
display_draw_list->PathArcToFast(tl + ImVec2(+rounding, +rounding), rounding, 7, 9);
display_draw_list->PathArcToFast(tr + ImVec2(-rounding, +rounding), rounding, 9, 11);
display_draw_list->PathStroke(overline_col, style.TabBarOverlineSize);
display_draw_list->PathStroke(overline_col, 0, style.TabBarOverlineSize);
}
else
{
@@ -10909,7 +10754,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton;
// Render tab label, process close button
const ImGuiID close_button_id = p_open ? GetIDWithSeed("#CLOSE", NULL, docked_window ? docked_window->ID : id) : 0;
const ImGuiID close_button_id = p_open ? GetIDWithSeed("#CLOSE", NULL, id) : 0;
bool just_closed;
bool text_clipped;
TabItemLabelAndCloseButton(display_draw_list, bb, tab_just_unsaved ? (flags & ~ImGuiTabItemFlags_UnsavedDocument) : flags, tab_bar->FramePadding, label, id, close_button_id, tab_contents_visible, &just_closed, &text_clipped);
@@ -10919,11 +10764,6 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
TabBarCloseTab(tab_bar, tab);
}
// Forward Hovered state so IsItemHovered() after Begin() can work (even though we are technically hovering our parent)
// That state is copied to window->DockTabItemStatusFlags by our caller.
if (docked_window && (hovered || g.HoveredId == close_button_id))
g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow;
// Tooltip
// (Won't work over the close button because ItemOverlap systems messes up with HoveredIdTimer-> seems ok)
// (We test IsItemHovered() to discard e.g. when another item is active or drag and drop over the tab bar, which g.HoveredId ignores)
@@ -10959,16 +10799,6 @@ void ImGui::SetTabItemClosed(const char* label)
if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id))
tab->WantClose = true; // Will be processed by next call to TabBarLayout()
}
else if (ImGuiWindow* window = FindWindowByName(label))
{
if (window->DockIsActive)
if (ImGuiDockNode* node = window->DockNode)
{
ImGuiID tab_id = TabBarCalcTabID(node->TabBar, label, window);
TabBarRemoveTab(node->TabBar, tab_id);
window->DockTabWantClose = true;
}
}
}
ImVec2 ImGui::TabItemCalcSize(const char* label, bool has_close_button_or_unsaved_marker)
@@ -10983,9 +10813,10 @@ ImVec2 ImGui::TabItemCalcSize(const char* label, bool has_close_button_or_unsave
return ImVec2(ImMin(size.x, TabBarCalcMaxTabWidth()), size.y);
}
ImVec2 ImGui::TabItemCalcSize(ImGuiWindow* window)
ImVec2 ImGui::TabItemCalcSize(ImGuiWindow*)
{
return TabItemCalcSize(window->Name, window->HasCloseButton || (window->Flags & ImGuiWindowFlags_UnsavedDocument));
IM_ASSERT(0); // This function exists to facilitate merge with 'docking' branch.
return ImVec2(0.0f, 0.0f);
}
void ImGui::TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col)
@@ -11009,7 +10840,7 @@ void ImGui::TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabI
draw_list->PathArcToFast(ImVec2(bb.Min.x + rounding + 0.5f, y1 + rounding + 0.5f), rounding, 6, 9);
draw_list->PathArcToFast(ImVec2(bb.Max.x - rounding - 0.5f, y1 + rounding + 0.5f), rounding, 9, 12);
draw_list->PathLineTo(ImVec2(bb.Max.x - 0.5f, y2));
draw_list->PathStroke(GetColorU32(ImGuiCol_Border), g.Style.TabBorderSize);
draw_list->PathStroke(GetColorU32(ImGuiCol_Border), 0, g.Style.TabBorderSize);
}
}

View File

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