diff --git a/.github/ISSUE_TEMPLATE/issue_template.yml b/.github/ISSUE_TEMPLATE/issue_template.yml
index 792d8f63ed49..6ed62493a43b 100644
--- a/.github/ISSUE_TEMPLATE/issue_template.yml
+++ b/.github/ISSUE_TEMPLATE/issue_template.yml
@@ -4,10 +4,12 @@ body:
- type: markdown
attributes:
value: |
- FOR FIRST-TIME USERS ISSUES COMPILING/LINKING/RUNNING or LOADING FONTS, please use [GitHub Discussions](https://github.com/ocornut/imgui/discussions)
- For anything else: we are happy to use 'GitHub Issues' for many types of open-ended questions. We are encouraging 'Issues' becoming a large, centralized and cross-referenced database of Dear ImGui contents.
+ FOR FIRST-TIME USERS ISSUES COMPILING/LINKING/RUNNING, please use [GitHub Discussions](https://github.com/ocornut/imgui/discussions)
+ For anything else: **we are happy to use 'GitHub Issues' for many types of open-ended questions**. We are encouraging 'Issues' becoming a large, centralized, tagged, cross-referenced database of Dear ImGui contents.
Be mindful that messages are being sent to the e-mail box of "Watching" users. Try to proof-read your messages before sending them. Edits are not seen by those users.
+
+ **If you are using Dear ImGui as part of a job that you are being well-paid for** and your company is not a sponsor. Please be mindful that this is a Free Software and you might be about to ask volunteers to help you doing your job. Please put extra effort describing your issue or question properly. If your company is wealthy, please read [Funding](https://github.com/ocornut/imgui/wiki/Funding) and consider getting in touch.
- type: markdown
attributes:
value: |
diff --git a/.github/pull_request_template.md b/.github/pull_request_template.md
index 638545bd6d3f..796ec0b9e165 100644
--- a/.github/pull_request_template.md
+++ b/.github/pull_request_template.md
@@ -2,5 +2,7 @@
1. PLEASE CAREFULLY READ: [Contributing Guidelines](https://github.com/ocornut/imgui/blob/master/docs/CONTRIBUTING.md)
-2. Clear this template before submitting your PR.
+2. Make sure you're using a special branch just for this pull request. (Sometimes people unknowingly use a default branch, then later update that branch, which updates the pull request with the other changes if it hasn't been merged yet.)
+
+3. Clear this template before submitting your PR.
diff --git a/.github/workflows/build.yml b/.github/workflows/build.yml
index f95ff43c8a9c..95bcf3e76787 100644
--- a/.github/workflows/build.yml
+++ b/.github/workflows/build.yml
@@ -17,10 +17,10 @@ on:
jobs:
Windows:
- runs-on: windows-2019
+ runs-on: windows-2025
env:
- VS_PATH: C:\Program Files (x86)\Microsoft Visual Studio\2019\Enterprise\
- MSBUILD_PATH: C:\Program Files (x86)\Microsoft Visual Studio\2019\Enterprise\MSBuild\Current\Bin\
+ VS_PATH: C:\Program Files\Microsoft Visual Studio\2022\Enterprise\
+ MSBUILD_PATH: C:\Program Files\Microsoft Visual Studio\2022\Enterprise\MSBuild\Current\Bin\
steps:
- uses: actions/checkout@v4
@@ -40,8 +40,8 @@ jobs:
run: |
# CI workers do not supporter older Visual Studio versions. Fix projects to target newer available version.
gci -recurse -filter "*.vcxproj" | ForEach-Object {
- (Get-Content $_.FullName) -Replace "v\d{3}","v142" | Set-Content -Path $_.FullName
- (Get-Content $_.FullName) -Replace "[\d\.]+","10.0.18362.0" | Set-Content -Path $_.FullName
+ (Get-Content $_.FullName) -Replace "v\d{3}","v143" | Set-Content -Path $_.FullName
+ (Get-Content $_.FullName) -Replace "[\d\.]+",'$(LatestTargetPlatformVersion)' | Set-Content -Path $_.FullName
}
# Not using matrix here because it would inflate job count too much. Check out and setup is done for every job and that makes build times way too long.
@@ -51,15 +51,11 @@ jobs:
- name: Build example_null (mingw 64-bit, as DLL)
shell: bash
run: |
- echo '#ifdef _EXPORT' > example_single_file.cpp
- echo '# define IMGUI_API __declspec(dllexport)' >> example_single_file.cpp
- echo '#else' >> example_single_file.cpp
- echo '# define IMGUI_API __declspec(dllimport)' >> example_single_file.cpp
- echo '#endif' >> example_single_file.cpp
+ echo '#define IMGUI_API __declspec(dllexport)' > example_single_file.cpp
echo '#define IMGUI_IMPLEMENTATION' >> example_single_file.cpp
echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp
- g++ -I. -Wall -Wformat -D_EXPORT -shared -o libimgui.dll -Wl,--out-implib,libimgui.a example_single_file.cpp -limm32
- g++ -I. -Wall -Wformat -o example_null.exe examples/example_null/main.cpp -L. -limgui
+ g++ -I. -Wall -Wformat -shared -o libimgui.dll -Wl,--out-implib,libimgui.a example_single_file.cpp -limm32
+ g++ -I. -Wall -Wformat -DIMGUI_API='__declspec(dllimport)' -o example_null.exe examples/example_null/main.cpp -L. -limgui
rm -f example_null.exe libimgui.* example_single_file.*
- name: Build example_null (extra warnings, msvc 64-bit)
@@ -99,16 +95,12 @@ jobs:
run: |
call "%VS_PATH%\VC\Auxiliary\Build\vcvars64.bat"
- echo #ifdef _EXPORT > example_single_file.cpp
- echo # define IMGUI_API __declspec(dllexport) >> example_single_file.cpp
- echo #else >> example_single_file.cpp
- echo # define IMGUI_API __declspec(dllimport) >> example_single_file.cpp
- echo #endif >> example_single_file.cpp
+ echo #define IMGUI_API __declspec(dllexport) > example_single_file.cpp
echo #define IMGUI_IMPLEMENTATION >> example_single_file.cpp
echo #include "misc/single_file/imgui_single_file.h" >> example_single_file.cpp
- cl.exe /D_USRDLL /D_WINDLL /D_EXPORT /I. example_single_file.cpp /LD /FeImGui.dll /link
- cl.exe /I. ImGui.lib /Feexample_null.exe examples/example_null/main.cpp
+ cl.exe /D_USRDLL /D_WINDLL /I. example_single_file.cpp /LD /FeImGui.dll /link
+ cl.exe /DIMGUI_API=__declspec(dllimport) /I. ImGui.lib /Feexample_null.exe examples/example_null/main.cpp
- name: Build Win32 example_glfw_opengl2
shell: cmd
@@ -218,7 +210,7 @@ jobs:
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx12/example_win32_directx12.vcxproj /p:Platform=x64 /p:Configuration=Release'
Linux:
- runs-on: ubuntu-24.04
+ runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v4
@@ -516,7 +508,7 @@ jobs:
xcodebuild -project examples/example_apple_metal/example_apple_metal.xcodeproj -target example_apple_metal_ios CODE_SIGN_IDENTITY="" CODE_SIGNING_REQUIRED=NO CODE_SIGNING_ALLOWED=NO
Emscripten:
- runs-on: ubuntu-24.04
+ runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v4
@@ -557,7 +549,7 @@ jobs:
cmake --build build
Android:
- runs-on: ubuntu-24.04
+ runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v4
diff --git a/.github/workflows/static-analysis.yml b/.github/workflows/static-analysis.yml
index 69df5cdf8031..53db047646c8 100644
--- a/.github/workflows/static-analysis.yml
+++ b/.github/workflows/static-analysis.yml
@@ -10,7 +10,7 @@ on:
jobs:
PVS-Studio:
- runs-on: ubuntu-22.04
+ runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v4
with:
diff --git a/.gitignore b/.gitignore
index f632636e0fdd..6f6c50cb4648 100644
--- a/.gitignore
+++ b/.gitignore
@@ -29,12 +29,14 @@ ipch
## Getting files created in JSON/Schemas/Catalog/ from a VS2022 update
JSON/
-## Commonly used CMake directories
+## Commonly used CMake directories & CMake CPM cache
build*/
+.cache
-## Xcode artifacts
+## Xcode & macOS artifacts
project.xcworkspace
xcuserdata
+examples/*/*.dSYM
## Emscripten artifacts
examples/*.o.tmp
@@ -49,13 +51,24 @@ examples/example_sdl2_opengl3/web/*
.idea
cmake-build-*
+## VS code artifacts
+.vscode
+
## Unix executables from our example Makefiles
+examples/example_apple_metal/example_apple_metal
+examples/example_apple_opengl2/example_apple_opengl2
examples/example_glfw_metal/example_glfw_metal
examples/example_glfw_opengl2/example_glfw_opengl2
examples/example_glfw_opengl3/example_glfw_opengl3
+examples/example_glfw_vulkan/example_glfw_vulkan
examples/example_glut_opengl2/example_glut_opengl2
examples/example_null/example_null
examples/example_sdl2_metal/example_sdl2_metal
examples/example_sdl2_opengl2/example_sdl2_opengl2
examples/example_sdl2_opengl3/example_sdl2_opengl3
-examples/example_sdl2_sdlrenderer/example_sdl2_sdlrenderer
+examples/example_sdl2_sdlrenderer2/example_sdl2_sdlrenderer2
+examples/example_sdl2_vulkan/example_sdl2_vulkan
+examples/example_sdl3_opengl3/example_sdl3_opengl3
+examples/example_sdl3_sdlgpu3/example_sdl3_sdlgpu3
+examples/example_sdl3_sdlrenderer3/example_sdl3_sdlrenderer3
+examples/example_sdl3_vulkan/example_sdl3_vulkan
diff --git a/LICENSE.txt b/LICENSE.txt
index 3282f5b5b105..00ae473abe62 100644
--- a/LICENSE.txt
+++ b/LICENSE.txt
@@ -1,6 +1,6 @@
The MIT License (MIT)
-Copyright (c) 2014-2024 Omar Cornut
+Copyright (c) 2014-2025 Omar Cornut
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
diff --git a/backends/imgui_impl_allegro5.cpp b/backends/imgui_impl_allegro5.cpp
index d5d65703e496..40417fc63b62 100644
--- a/backends/imgui_impl_allegro5.cpp
+++ b/backends/imgui_impl_allegro5.cpp
@@ -2,11 +2,12 @@
// (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.)
// Implemented features:
-// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID!
-// [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 ALLEGRO_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
-// [X] Platform: Clipboard support (from Allegro 5.1.12)
-// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
-// Issues:
+// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
+// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
+// [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 ALLEGRO_KEY_* values are obsolete since 1.87 and not supported since 1.91.5]
+// [X] Platform: Clipboard support (from Allegro 5.1.12).
+// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
+// Missing features or Issues:
// [ ] Renderer: The renderer is suboptimal as we need to convert vertices manually.
// [ ] Platform: Missing gamepad support.
@@ -20,6 +21,10 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
+// 2025-07-07: Fixed texture update broken on some platforms where ALLEGRO_LOCK_WRITEONLY needed all texels to be rewritten.
+// 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplSDLGPU3_CreateFontsTexture() and ImGui_ImplSDLGPU3_DestroyFontsTexture().
+// 2025-02-18: Added ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress mouse cursor support.
+// 2025-01-06: Avoid calling al_set_mouse_cursor() repeatedly since it appears to leak on on X11 (#8256).
// 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
// - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn
// - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn
@@ -95,6 +100,7 @@ struct ImGui_ImplAllegro5_Data
ALLEGRO_MOUSE_CURSOR* MouseCursorInvisible;
ALLEGRO_VERTEX_DECL* VertexDecl;
char* ClipboardTextData;
+ ImGuiMouseCursor LastCursor;
ImVector BufVertices;
ImVector BufIndices;
@@ -134,6 +140,13 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
return;
+ // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do.
+ // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates).
+ if (draw_data->Textures != nullptr)
+ for (ImTextureData* tex : *draw_data->Textures)
+ if (tex->Status != ImTextureStatus_OK)
+ ImGui_ImplAllegro5_UpdateTexture(tex);
+
// Backup Allegro state that will be modified
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
ALLEGRO_TRANSFORM last_transform = *al_get_current_transform();
@@ -147,10 +160,8 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
ImGui_ImplAllegro5_SetupRenderState(draw_data);
// Render command lists
- for (int n = 0; n < draw_data->CmdListsCount; n++)
+ for (const ImDrawList* draw_list : draw_data->CmdLists)
{
- const ImDrawList* draw_list = draw_data->CmdLists[n];
-
ImVector& vertices = bd->BufVertices;
#if ALLEGRO_HAS_DRAW_INDEXED_PRIM
vertices.resize(draw_list->VtxBuffer.Size);
@@ -229,43 +240,7 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
bool ImGui_ImplAllegro5_CreateDeviceObjects()
{
- // Build texture atlas
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
- ImGuiIO& io = ImGui::GetIO();
- unsigned char* pixels;
- int width, height;
- io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
-
- // Create texture
- // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
- int flags = al_get_new_bitmap_flags();
- int fmt = al_get_new_bitmap_format();
- al_set_new_bitmap_flags(ALLEGRO_MEMORY_BITMAP | ALLEGRO_MIN_LINEAR | ALLEGRO_MAG_LINEAR);
- al_set_new_bitmap_format(ALLEGRO_PIXEL_FORMAT_ABGR_8888_LE);
- ALLEGRO_BITMAP* img = al_create_bitmap(width, height);
- al_set_new_bitmap_flags(flags);
- al_set_new_bitmap_format(fmt);
- if (!img)
- return false;
-
- ALLEGRO_LOCKED_REGION* locked_img = al_lock_bitmap(img, al_get_bitmap_format(img), ALLEGRO_LOCK_WRITEONLY);
- if (!locked_img)
- {
- al_destroy_bitmap(img);
- return false;
- }
- memcpy(locked_img->data, pixels, sizeof(int) * width * height);
- al_unlock_bitmap(img);
-
- // Convert software texture to hardware texture.
- ALLEGRO_BITMAP* cloned_img = al_clone_bitmap(img);
- al_destroy_bitmap(img);
- if (!cloned_img)
- return false;
-
- // Store our identifier
- io.Fonts->SetTexID((ImTextureID)(intptr_t)cloned_img);
- bd->Texture = cloned_img;
// Create an invisible mouse cursor
// Because al_hide_mouse_cursor() seems to mess up with the actual inputs..
@@ -276,16 +251,79 @@ bool ImGui_ImplAllegro5_CreateDeviceObjects()
return true;
}
-void ImGui_ImplAllegro5_InvalidateDeviceObjects()
+void ImGui_ImplAllegro5_UpdateTexture(ImTextureData* tex)
{
- ImGuiIO& io = ImGui::GetIO();
- ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
- if (bd->Texture)
+ if (tex->Status == ImTextureStatus_WantCreate)
+ {
+ // Create and upload new texture to graphics system
+ //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
+ IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);
+ IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
+
+ // Create texture
+ // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
+ const int new_bitmap_flags = al_get_new_bitmap_flags();
+ int new_bitmap_format = al_get_new_bitmap_format();
+ al_set_new_bitmap_flags(ALLEGRO_MEMORY_BITMAP | ALLEGRO_MIN_LINEAR | ALLEGRO_MAG_LINEAR);
+ al_set_new_bitmap_format(ALLEGRO_PIXEL_FORMAT_ABGR_8888_LE);
+ ALLEGRO_BITMAP* cpu_bitmap = al_create_bitmap(tex->Width, tex->Height);
+ al_set_new_bitmap_flags(new_bitmap_flags);
+ al_set_new_bitmap_format(new_bitmap_format);
+ IM_ASSERT(cpu_bitmap != nullptr && "Backend failed to create texture!");
+
+ // Upload pixels
+ ALLEGRO_LOCKED_REGION* locked_region = al_lock_bitmap(cpu_bitmap, al_get_bitmap_format(cpu_bitmap), ALLEGRO_LOCK_WRITEONLY);
+ IM_ASSERT(locked_region != nullptr && "Backend failed to create texture!");
+ memcpy(locked_region->data, tex->GetPixels(), tex->GetSizeInBytes());
+ al_unlock_bitmap(cpu_bitmap);
+
+ // Convert software texture to hardware texture.
+ ALLEGRO_BITMAP* gpu_bitmap = al_clone_bitmap(cpu_bitmap);
+ al_destroy_bitmap(cpu_bitmap);
+ IM_ASSERT(gpu_bitmap != nullptr && "Backend failed to create texture!");
+
+ // Store identifiers
+ tex->SetTexID((ImTextureID)(intptr_t)gpu_bitmap);
+ tex->SetStatus(ImTextureStatus_OK);
+ }
+ else if (tex->Status == ImTextureStatus_WantUpdates)
{
- io.Fonts->SetTexID(0);
- al_destroy_bitmap(bd->Texture);
- bd->Texture = nullptr;
+ // Update selected blocks. We only ever write to textures regions which have never been used before!
+ // This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region.
+ ImTextureRect r = tex->UpdateRect; // Bounding box encompassing all individual updates
+ ALLEGRO_BITMAP* gpu_bitmap = (ALLEGRO_BITMAP*)(intptr_t)tex->TexID;
+ ALLEGRO_LOCKED_REGION* locked_region = al_lock_bitmap_region(gpu_bitmap, r.x, r.y, r.w, r.h, al_get_bitmap_format(gpu_bitmap), ALLEGRO_LOCK_WRITEONLY);
+ IM_ASSERT(locked_region && "Backend failed to update texture!");
+ for (int y = 0; y < r.h; y++)
+ memcpy((unsigned char*)locked_region->data + locked_region->pitch * y, tex->GetPixelsAt(r.x, r.y + y), r.w * tex->BytesPerPixel); // dst, src, block pitch
+ al_unlock_bitmap(gpu_bitmap);
+ tex->SetStatus(ImTextureStatus_OK);
+ }
+ else if (tex->Status == ImTextureStatus_WantDestroy)
+ {
+ ALLEGRO_BITMAP* backend_tex = (ALLEGRO_BITMAP*)(intptr_t)tex->TexID;
+ if (backend_tex)
+ al_destroy_bitmap(backend_tex);
+
+ // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
+ tex->SetTexID(ImTextureID_Invalid);
+ tex->SetStatus(ImTextureStatus_Destroyed);
}
+}
+
+void ImGui_ImplAllegro5_InvalidateDeviceObjects()
+{
+ ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
+
+ // Destroy all textures
+ for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
+ if (tex->RefCount == 1)
+ {
+ tex->SetStatus(ImTextureStatus_WantDestroy);
+ ImGui_ImplAllegro5_UpdateTexture(tex);
+ }
+
+ // Destroy mouse cursor
if (bd->MouseCursorInvisible)
{
al_destroy_mouse_cursor(bd->MouseCursorInvisible);
@@ -436,8 +474,10 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
io.BackendPlatformUserData = (void*)bd;
io.BackendPlatformName = io.BackendRendererName = "imgui_impl_allegro5";
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
+ io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
bd->Display = display;
+ bd->LastCursor = ALLEGRO_SYSTEM_MOUSE_CURSOR_NONE;
// Create custom vertex declaration.
// Unfortunately Allegro doesn't support 32-bit packed colors so we have to convert them to 4 floats.
@@ -474,7 +514,7 @@ void ImGui_ImplAllegro5_Shutdown()
io.BackendPlatformName = io.BackendRendererName = nullptr;
io.BackendPlatformUserData = nullptr;
- io.BackendFlags &= ~ImGuiBackendFlags_HasMouseCursors;
+ io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_RendererHasTextures);
IM_DELETE(bd);
}
@@ -568,9 +608,16 @@ static void ImGui_ImplAllegro5_UpdateMouseCursor()
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
- if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None)
+
+ // Hide OS mouse cursor if imgui is drawing it
+ if (io.MouseDrawCursor)
+ imgui_cursor = ImGuiMouseCursor_None;
+
+ if (bd->LastCursor == imgui_cursor)
+ return;
+ bd->LastCursor = imgui_cursor;
+ if (imgui_cursor == ImGuiMouseCursor_None)
{
- // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
al_set_mouse_cursor(bd->Display, bd->MouseCursorInvisible);
}
else
@@ -584,6 +631,8 @@ static void ImGui_ImplAllegro5_UpdateMouseCursor()
case ImGuiMouseCursor_ResizeEW: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_E; break;
case ImGuiMouseCursor_ResizeNESW: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_NE; break;
case ImGuiMouseCursor_ResizeNWSE: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_NW; break;
+ case ImGuiMouseCursor_Wait: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_BUSY; break;
+ case ImGuiMouseCursor_Progress: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_PROGRESS; break;
case ImGuiMouseCursor_NotAllowed: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_UNAVAILABLE; break;
}
al_set_system_mouse_cursor(bd->Display, cursor_id);
@@ -595,12 +644,11 @@ void ImGui_ImplAllegro5_NewFrame()
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplAllegro5_Init()?");
- if (!bd->Texture)
+ if (!bd->MouseCursorInvisible)
ImGui_ImplAllegro5_CreateDeviceObjects();
- ImGuiIO& io = ImGui::GetIO();
-
// Setup display size (every frame to accommodate for window resizing)
+ ImGuiIO& io = ImGui::GetIO();
int w, h;
w = al_get_display_width(bd->Display);
h = al_get_display_height(bd->Display);
diff --git a/backends/imgui_impl_allegro5.h b/backends/imgui_impl_allegro5.h
index f1501eca8ff6..421bbf1294af 100644
--- a/backends/imgui_impl_allegro5.h
+++ b/backends/imgui_impl_allegro5.h
@@ -2,11 +2,12 @@
// (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.)
// Implemented features:
-// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID!
-// [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 ALLEGRO_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
-// [X] Platform: Clipboard support (from Allegro 5.1.12)
-// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
-// Issues:
+// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
+// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
+// [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 ALLEGRO_KEY_* values are obsolete since 1.87 and not supported since 1.91.5]
+// [X] Platform: Clipboard support (from Allegro 5.1.12).
+// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
+// Missing features or Issues:
// [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert vertices manually.
// [ ] Platform: Missing gamepad support.
@@ -36,4 +37,7 @@ IMGUI_IMPL_API bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT* event);
IMGUI_IMPL_API bool ImGui_ImplAllegro5_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplAllegro5_InvalidateDeviceObjects();
+// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
+IMGUI_IMPL_API void ImGui_ImplAllegro5_UpdateTexture(ImTextureData* tex);
+
#endif // #ifndef IMGUI_DISABLE
diff --git a/backends/imgui_impl_android.cpp b/backends/imgui_impl_android.cpp
index b0c46393111f..a76de1c260b5 100644
--- a/backends/imgui_impl_android.cpp
+++ b/backends/imgui_impl_android.cpp
@@ -2,12 +2,12 @@
// This needs to be used along with the OpenGL 3 Renderer (imgui_impl_opengl3)
// Implemented features:
-// [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 AKEYCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
+// [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 AKEYCODE_* values are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen.
-// Missing features:
+// Missing features or Issues:
// [ ] Platform: Clipboard support.
-// [ ] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
-// [ ] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: Check if this is even possible with Android.
+// [ ] 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.
// 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)
diff --git a/backends/imgui_impl_android.h b/backends/imgui_impl_android.h
index 92a044db028a..f6e41039a2ba 100644
--- a/backends/imgui_impl_android.h
+++ b/backends/imgui_impl_android.h
@@ -2,12 +2,12 @@
// This needs to be used along with the OpenGL 3 Renderer (imgui_impl_opengl3)
// Implemented features:
-// [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 AKEYCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
+// [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 AKEYCODE_* values are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen.
-// Missing features:
+// Missing features or Issues:
// [ ] Platform: Clipboard support.
-// [ ] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
-// [ ] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: Check if this is even possible with Android.
+// [ ] 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.
// 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)
diff --git a/backends/imgui_impl_dx10.cpp b/backends/imgui_impl_dx10.cpp
index 2638caf9cadb..3781a0974277 100644
--- a/backends/imgui_impl_dx10.cpp
+++ b/backends/imgui_impl_dx10.cpp
@@ -2,8 +2,9 @@
// This needs to be used along with a Platform Backend (e.g. Win32)
// Implemented features:
-// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
-// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
+// [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).
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@@ -15,6 +16,9 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
+// 2025-06-11: DirectX10: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas.
+// 2025-05-07: DirectX10: Honor draw_data->FramebufferScale to allow for custom backends and experiment using it (consistently with other renderer backends, even though in normal condition it is not set under Windows).
+// 2025-01-06: DirectX10: Expose selected render state in ImGui_ImplDX10_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
// 2024-10-07: DirectX10: Changed default texture sampler to Clamp instead of Repeat/Wrap.
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 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).
@@ -46,7 +50,19 @@
#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
#endif
-// DirectX data
+// Clang/GCC warnings with -Weverything
+#if defined(__clang__)
+#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse.
+#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
+#endif
+
+// DirectX10 data
+struct ImGui_ImplDX10_Texture
+{
+ ID3D10Texture2D* pTexture;
+ ID3D10ShaderResourceView* pTextureView;
+};
+
struct ImGui_ImplDX10_Data
{
ID3D10Device* pd3dDevice;
@@ -58,7 +74,6 @@ struct ImGui_ImplDX10_Data
ID3D10Buffer* pVertexConstantBuffer;
ID3D10PixelShader* pPixelShader;
ID3D10SamplerState* pFontSampler;
- ID3D10ShaderResourceView* pFontTextureView;
ID3D10RasterizerState* pRasterizerState;
ID3D10BlendState* pBlendState;
ID3D10DepthStencilState* pDepthStencilState;
@@ -86,16 +101,36 @@ static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device*
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
// Setup viewport
- D3D10_VIEWPORT vp;
- memset(&vp, 0, sizeof(D3D10_VIEWPORT));
- vp.Width = (UINT)draw_data->DisplaySize.x;
- vp.Height = (UINT)draw_data->DisplaySize.y;
+ D3D10_VIEWPORT vp = {};
+ vp.Width = (UINT)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
+ vp.Height = (UINT)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
vp.TopLeftX = vp.TopLeftY = 0;
device->RSSetViewports(1, &vp);
- // Bind shader and vertex buffers
+ // Setup orthographic projection matrix into our constant buffer
+ // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
+ void* mapped_resource;
+ if (bd->pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) == S_OK)
+ {
+ VERTEX_CONSTANT_BUFFER_DX10* constant_buffer = (VERTEX_CONSTANT_BUFFER_DX10*)mapped_resource;
+ float L = draw_data->DisplayPos.x;
+ float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
+ float T = draw_data->DisplayPos.y;
+ float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
+ float mvp[4][4] =
+ {
+ { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
+ { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
+ { 0.0f, 0.0f, 0.5f, 0.0f },
+ { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
+ };
+ memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
+ bd->pVertexConstantBuffer->Unmap();
+ }
+
+ // Setup shader and vertex buffers
unsigned int stride = sizeof(ImDrawVert);
unsigned int offset = 0;
device->IASetInputLayout(bd->pInputLayout);
@@ -125,13 +160,19 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
ID3D10Device* device = bd->pd3dDevice;
+ // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do.
+ // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates).
+ if (draw_data->Textures != nullptr)
+ for (ImTextureData* tex : *draw_data->Textures)
+ if (tex->Status != ImTextureStatus_OK)
+ ImGui_ImplDX10_UpdateTexture(tex);
+
// Create and grow vertex/index buffers if needed
if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
{
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
- D3D10_BUFFER_DESC desc;
- memset(&desc, 0, sizeof(D3D10_BUFFER_DESC));
+ D3D10_BUFFER_DESC desc = {};
desc.Usage = D3D10_USAGE_DYNAMIC;
desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert);
desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
@@ -145,8 +186,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
{
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
- D3D10_BUFFER_DESC desc;
- memset(&desc, 0, sizeof(D3D10_BUFFER_DESC));
+ D3D10_BUFFER_DESC desc = {};
desc.Usage = D3D10_USAGE_DYNAMIC;
desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx);
desc.BindFlags = D3D10_BIND_INDEX_BUFFER;
@@ -160,9 +200,8 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
ImDrawIdx* idx_dst = nullptr;
bd->pVB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&vtx_dst);
bd->pIB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&idx_dst);
- for (int n = 0; n < draw_data->CmdListsCount; n++)
+ for (const ImDrawList* draw_list : draw_data->CmdLists)
{
- const ImDrawList* draw_list = draw_data->CmdLists[n];
memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert));
memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
vtx_dst += draw_list->VtxBuffer.Size;
@@ -171,28 +210,6 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
bd->pVB->Unmap();
bd->pIB->Unmap();
- // Setup orthographic projection matrix into our constant buffer
- // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
- {
- void* mapped_resource;
- if (bd->pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
- return;
- VERTEX_CONSTANT_BUFFER_DX10* constant_buffer = (VERTEX_CONSTANT_BUFFER_DX10*)mapped_resource;
- float L = draw_data->DisplayPos.x;
- float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
- float T = draw_data->DisplayPos.y;
- float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
- float mvp[4][4] =
- {
- { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
- { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
- { 0.0f, 0.0f, 0.5f, 0.0f },
- { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
- };
- memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
- bd->pVertexConstantBuffer->Unmap();
- }
-
// Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
struct BACKUP_DX10_STATE
{
@@ -236,19 +253,26 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
// Setup desired DX state
ImGui_ImplDX10_SetupRenderState(draw_data, device);
+ // Setup render state structure (for callbacks and custom texture bindings)
+ ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
+ ImGui_ImplDX10_RenderState render_state;
+ render_state.Device = bd->pd3dDevice;
+ render_state.SamplerDefault = bd->pFontSampler;
+ render_state.VertexConstantBuffer = bd->pVertexConstantBuffer;
+ platform_io.Renderer_RenderState = &render_state;
// Render command lists
// (Because we merged all buffers into a single one, we maintain our own offset into them)
int global_vtx_offset = 0;
int global_idx_offset = 0;
ImVec2 clip_off = draw_data->DisplayPos;
- for (int n = 0; n < draw_data->CmdListsCount; n++)
+ ImVec2 clip_scale = draw_data->FramebufferScale;
+ for (const ImDrawList* draw_list : draw_data->CmdLists)
{
- const ImDrawList* draw_list = draw_data->CmdLists[n];
for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
- if (pcmd->UserCallback)
+ if (pcmd->UserCallback != nullptr)
{
// User callback, registered via ImDrawList::AddCallback()
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
@@ -260,8 +284,8 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
else
{
// Project scissor/clipping rectangles into framebuffer space
- ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
- ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
+ ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
+ ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
continue;
@@ -278,6 +302,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
global_idx_offset += draw_list->IdxBuffer.Size;
global_vtx_offset += draw_list->VtxBuffer.Size;
}
+ platform_io.Renderer_RenderState = nullptr;
// Restore modified DX state
device->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
@@ -297,21 +322,39 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
device->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
}
-static void ImGui_ImplDX10_CreateFontsTexture()
+static void ImGui_ImplDX10_DestroyTexture(ImTextureData* tex)
{
- // Build texture atlas
- ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
- ImGuiIO& io = ImGui::GetIO();
- unsigned char* pixels;
- int width, height;
- io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
+ ImGui_ImplDX10_Texture* backend_tex = (ImGui_ImplDX10_Texture*)tex->BackendUserData;
+ if (backend_tex == nullptr)
+ return;
+ IM_ASSERT(backend_tex->pTextureView == (ID3D10ShaderResourceView*)(intptr_t)tex->TexID);
+ backend_tex->pTexture->Release();
+ backend_tex->pTextureView->Release();
+ IM_DELETE(backend_tex);
+
+ // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
+ tex->SetTexID(ImTextureID_Invalid);
+ tex->SetStatus(ImTextureStatus_Destroyed);
+ tex->BackendUserData = nullptr;
+}
- // Upload texture to graphics system
+void ImGui_ImplDX10_UpdateTexture(ImTextureData* tex)
+{
+ ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
+ if (tex->Status == ImTextureStatus_WantCreate)
{
+ // Create and upload new texture to graphics system
+ //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
+ IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);
+ IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
+ unsigned int* pixels = (unsigned int*)tex->GetPixels();
+ ImGui_ImplDX10_Texture* backend_tex = IM_NEW(ImGui_ImplDX10_Texture)();
+
+ // Create texture
D3D10_TEXTURE2D_DESC desc;
ZeroMemory(&desc, sizeof(desc));
- desc.Width = width;
- desc.Height = height;
+ desc.Width = (UINT)tex->Width;
+ desc.Height = (UINT)tex->Height;
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
@@ -320,13 +363,12 @@ static void ImGui_ImplDX10_CreateFontsTexture()
desc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
desc.CPUAccessFlags = 0;
- ID3D10Texture2D* pTexture = nullptr;
D3D10_SUBRESOURCE_DATA subResource;
subResource.pSysMem = pixels;
subResource.SysMemPitch = desc.Width * 4;
subResource.SysMemSlicePitch = 0;
- bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
- IM_ASSERT(pTexture != nullptr);
+ bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &backend_tex->pTexture);
+ IM_ASSERT(backend_tex->pTexture != nullptr && "Backend failed to create texture!");
// Create texture view
D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc;
@@ -335,28 +377,29 @@ static void ImGui_ImplDX10_CreateFontsTexture()
srv_desc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D;
srv_desc.Texture2D.MipLevels = desc.MipLevels;
srv_desc.Texture2D.MostDetailedMip = 0;
- bd->pd3dDevice->CreateShaderResourceView(pTexture, &srv_desc, &bd->pFontTextureView);
- pTexture->Release();
- }
+ bd->pd3dDevice->CreateShaderResourceView(backend_tex->pTexture, &srv_desc, &backend_tex->pTextureView);
+ IM_ASSERT(backend_tex->pTextureView != nullptr && "Backend failed to create texture!");
- // Store our identifier
- io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView);
-
- // Create texture sampler
- // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
+ // Store identifiers
+ tex->SetTexID((ImTextureID)(intptr_t)backend_tex->pTextureView);
+ tex->SetStatus(ImTextureStatus_OK);
+ tex->BackendUserData = backend_tex;
+ }
+ else if (tex->Status == ImTextureStatus_WantUpdates)
{
- D3D10_SAMPLER_DESC desc;
- ZeroMemory(&desc, sizeof(desc));
- desc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR;
- desc.AddressU = D3D10_TEXTURE_ADDRESS_CLAMP;
- desc.AddressV = D3D10_TEXTURE_ADDRESS_CLAMP;
- desc.AddressW = D3D10_TEXTURE_ADDRESS_CLAMP;
- desc.MipLODBias = 0.f;
- desc.ComparisonFunc = D3D10_COMPARISON_ALWAYS;
- desc.MinLOD = 0.f;
- desc.MaxLOD = 0.f;
- bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler);
+ // Update selected blocks. We only ever write to textures regions which have never been used before!
+ // This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region.
+ ImGui_ImplDX10_Texture* backend_tex = (ImGui_ImplDX10_Texture*)tex->BackendUserData;
+ IM_ASSERT(backend_tex->pTextureView == (ID3D10ShaderResourceView*)(intptr_t)tex->TexID);
+ for (ImTextureRect& r : tex->Updates)
+ {
+ D3D10_BOX box = { (UINT)r.x, (UINT)r.y, (UINT)0, (UINT)(r.x + r.w), (UINT)(r.y + r.h), (UINT)1 };
+ bd->pd3dDevice->UpdateSubresource(backend_tex->pTexture, 0, &box, tex->GetPixelsAt(r.x, r.y), (UINT)tex->GetPitch(), 0);
+ }
+ tex->SetStatus(ImTextureStatus_OK);
}
+ if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames > 0)
+ ImGui_ImplDX10_DestroyTexture(tex);
}
bool ImGui_ImplDX10_CreateDeviceObjects()
@@ -364,8 +407,7 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
if (!bd->pd3dDevice)
return false;
- if (bd->pFontSampler)
- ImGui_ImplDX10_InvalidateDeviceObjects();
+ ImGui_ImplDX10_InvalidateDeviceObjects();
// By using D3DCompile() from / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
// If you would like to use this DX10 sample code but remove this dependency you can:
@@ -428,7 +470,7 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
// Create the constant buffer
{
- D3D10_BUFFER_DESC desc;
+ D3D10_BUFFER_DESC desc = {};
desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER_DX10);
desc.Usage = D3D10_USAGE_DYNAMIC;
desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
@@ -508,7 +550,21 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
bd->pd3dDevice->CreateDepthStencilState(&desc, &bd->pDepthStencilState);
}
- ImGui_ImplDX10_CreateFontsTexture();
+ // Create texture sampler
+ // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
+ {
+ D3D10_SAMPLER_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR;
+ desc.AddressU = D3D10_TEXTURE_ADDRESS_CLAMP;
+ desc.AddressV = D3D10_TEXTURE_ADDRESS_CLAMP;
+ desc.AddressW = D3D10_TEXTURE_ADDRESS_CLAMP;
+ desc.MipLODBias = 0.f;
+ desc.ComparisonFunc = D3D10_COMPARISON_ALWAYS;
+ desc.MinLOD = 0.f;
+ desc.MaxLOD = 0.f;
+ bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler);
+ }
return true;
}
@@ -519,8 +575,11 @@ void ImGui_ImplDX10_InvalidateDeviceObjects()
if (!bd->pd3dDevice)
return;
+ // Destroy all textures
+ for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
+ if (tex->RefCount == 1)
+ ImGui_ImplDX10_DestroyTexture(tex);
if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = nullptr; }
- if (bd->pFontTextureView) { bd->pFontTextureView->Release(); bd->pFontTextureView = nullptr; ImGui::GetIO().Fonts->SetTexID(0); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; }
@@ -543,6 +602,10 @@ bool ImGui_ImplDX10_Init(ID3D10Device* device)
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_dx10";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
+ io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
+
+ ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
+ platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION;
// Get factory from device
IDXGIDevice* pDXGIDevice = nullptr;
@@ -573,7 +636,7 @@ void ImGui_ImplDX10_Shutdown()
if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
- io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
+ io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
IM_DELETE(bd);
}
@@ -582,8 +645,9 @@ void ImGui_ImplDX10_NewFrame()
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX10_Init()?");
- if (!bd->pFontSampler)
- ImGui_ImplDX10_CreateDeviceObjects();
+ if (!bd->pVertexShader)
+ if (!ImGui_ImplDX10_CreateDeviceObjects())
+ IM_ASSERT(0 && "ImGui_ImplDX10_CreateDeviceObjects() failed!");
}
//-----------------------------------------------------------------------------
diff --git a/backends/imgui_impl_dx10.h b/backends/imgui_impl_dx10.h
index 95759737b590..38ecbdfe369d 100644
--- a/backends/imgui_impl_dx10.h
+++ b/backends/imgui_impl_dx10.h
@@ -2,8 +2,9 @@
// This needs to be used along with a Platform Backend (e.g. Win32)
// Implemented features:
-// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
-// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
+// [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).
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@@ -18,6 +19,8 @@
#ifndef IMGUI_DISABLE
struct ID3D10Device;
+struct ID3D10SamplerState;
+struct ID3D10Buffer;
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplDX10_Init(ID3D10Device* device);
@@ -26,7 +29,20 @@ IMGUI_IMPL_API void ImGui_ImplDX10_NewFrame();
IMGUI_IMPL_API void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data);
// Use if you want to reset your rendering device without losing Dear ImGui state.
-IMGUI_IMPL_API void ImGui_ImplDX10_InvalidateDeviceObjects();
IMGUI_IMPL_API bool ImGui_ImplDX10_CreateDeviceObjects();
+IMGUI_IMPL_API void ImGui_ImplDX10_InvalidateDeviceObjects();
+
+// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
+IMGUI_IMPL_API void ImGui_ImplDX10_UpdateTexture(ImTextureData* tex);
+
+// [BETA] Selected render state data shared with callbacks.
+// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplDX10_RenderDrawData() call.
+// (Please open an issue if you feel you need access to more data)
+struct ImGui_ImplDX10_RenderState
+{
+ ID3D10Device* Device;
+ ID3D10SamplerState* SamplerDefault;
+ ID3D10Buffer* VertexConstantBuffer;
+};
#endif // #ifndef IMGUI_DISABLE
diff --git a/backends/imgui_impl_dx11.cpp b/backends/imgui_impl_dx11.cpp
index 16d480e0867b..08bf7998f08e 100644
--- a/backends/imgui_impl_dx11.cpp
+++ b/backends/imgui_impl_dx11.cpp
@@ -2,8 +2,9 @@
// This needs to be used along with a Platform Backend (e.g. Win32)
// Implemented features:
-// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
-// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
+// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' 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: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
@@ -16,6 +17,9 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
+// 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).
+// 2025-01-06: 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.
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
@@ -23,7 +27,7 @@
// 2021-05-19: DirectX11: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
// 2021-02-18: DirectX11: Change blending equation to preserve alpha in output buffer.
// 2019-08-01: DirectX11: Fixed code querying the Geometry Shader state (would generally error with Debug layer enabled).
-// 2019-07-21: DirectX11: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData. Clearing Hull/Domain/Compute shaders without backup/restore.
+// 2019-07-21: DirectX11: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX11_RenderDrawData. Clearing Hull/Domain/Compute shaders without backup/restore.
// 2019-05-29: DirectX11: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
// 2019-04-30: DirectX11: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
@@ -48,7 +52,19 @@
#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
#endif
+// Clang/GCC warnings with -Weverything
+#if defined(__clang__)
+#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse.
+#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
+#endif
+
// DirectX11 data
+struct ImGui_ImplDX11_Texture
+{
+ ID3D11Texture2D* pTexture;
+ ID3D11ShaderResourceView* pTextureView;
+};
+
struct ImGui_ImplDX11_Data
{
ID3D11Device* pd3dDevice;
@@ -61,7 +77,6 @@ struct ImGui_ImplDX11_Data
ID3D11Buffer* pVertexConstantBuffer;
ID3D11PixelShader* pPixelShader;
ID3D11SamplerState* pFontSampler;
- ID3D11ShaderResourceView* pFontTextureView;
ID3D11RasterizerState* pRasterizerState;
ID3D11BlendState* pBlendState;
ID3D11DepthStencilState* pDepthStencilState;
@@ -89,15 +104,35 @@ static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceC
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
// Setup viewport
- D3D11_VIEWPORT vp;
- memset(&vp, 0, sizeof(D3D11_VIEWPORT));
- vp.Width = draw_data->DisplaySize.x;
- vp.Height = draw_data->DisplaySize.y;
+ D3D11_VIEWPORT vp = {};
+ vp.Width = draw_data->DisplaySize.x * draw_data->FramebufferScale.x;
+ vp.Height = draw_data->DisplaySize.y * draw_data->FramebufferScale.y;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
vp.TopLeftX = vp.TopLeftY = 0;
device_ctx->RSSetViewports(1, &vp);
+ // Setup orthographic projection matrix into our constant buffer
+ // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
+ D3D11_MAPPED_SUBRESOURCE mapped_resource;
+ if (device_ctx->Map(bd->pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) == S_OK)
+ {
+ VERTEX_CONSTANT_BUFFER_DX11* constant_buffer = (VERTEX_CONSTANT_BUFFER_DX11*)mapped_resource.pData;
+ float L = draw_data->DisplayPos.x;
+ float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
+ float T = draw_data->DisplayPos.y;
+ float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
+ float mvp[4][4] =
+ {
+ { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
+ { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
+ { 0.0f, 0.0f, 0.5f, 0.0f },
+ { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
+ };
+ memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
+ device_ctx->Unmap(bd->pVertexConstantBuffer, 0);
+ }
+
// Setup shader and vertex buffers
unsigned int stride = sizeof(ImDrawVert);
unsigned int offset = 0;
@@ -114,7 +149,7 @@ static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceC
device_ctx->DSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
device_ctx->CSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
- // Setup blend state
+ // Setup render state
const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
device_ctx->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff);
device_ctx->OMSetDepthStencilState(bd->pDepthStencilState, 0);
@@ -131,13 +166,19 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
ID3D11DeviceContext* device = bd->pd3dDeviceContext;
+ // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do.
+ // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates).
+ if (draw_data->Textures != nullptr)
+ for (ImTextureData* tex : *draw_data->Textures)
+ if (tex->Status != ImTextureStatus_OK)
+ ImGui_ImplDX11_UpdateTexture(tex);
+
// Create and grow vertex/index buffers if needed
if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
{
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
- D3D11_BUFFER_DESC desc;
- memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
+ D3D11_BUFFER_DESC desc = {};
desc.Usage = D3D11_USAGE_DYNAMIC;
desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert);
desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
@@ -150,8 +191,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
{
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
- D3D11_BUFFER_DESC desc;
- memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
+ D3D11_BUFFER_DESC desc = {};
desc.Usage = D3D11_USAGE_DYNAMIC;
desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx);
desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
@@ -168,9 +208,8 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
return;
ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData;
ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData;
- for (int n = 0; n < draw_data->CmdListsCount; n++)
+ for (const ImDrawList* draw_list : draw_data->CmdLists)
{
- const ImDrawList* draw_list = draw_data->CmdLists[n];
memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert));
memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
vtx_dst += draw_list->VtxBuffer.Size;
@@ -179,28 +218,6 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
device->Unmap(bd->pVB, 0);
device->Unmap(bd->pIB, 0);
- // Setup orthographic projection matrix into our constant buffer
- // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
- {
- D3D11_MAPPED_SUBRESOURCE mapped_resource;
- if (device->Map(bd->pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
- return;
- VERTEX_CONSTANT_BUFFER_DX11* constant_buffer = (VERTEX_CONSTANT_BUFFER_DX11*)mapped_resource.pData;
- float L = draw_data->DisplayPos.x;
- float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
- float T = draw_data->DisplayPos.y;
- float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
- float mvp[4][4] =
- {
- { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
- { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
- { 0.0f, 0.0f, 0.5f, 0.0f },
- { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
- };
- memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
- device->Unmap(bd->pVertexConstantBuffer, 0);
- }
-
// Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
struct BACKUP_DX11_STATE
{
@@ -255,6 +272,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
render_state.Device = bd->pd3dDevice;
render_state.DeviceContext = bd->pd3dDeviceContext;
render_state.SamplerDefault = bd->pFontSampler;
+ render_state.VertexConstantBuffer = bd->pVertexConstantBuffer;
platform_io.Renderer_RenderState = &render_state;
// Render command lists
@@ -262,9 +280,9 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
int global_idx_offset = 0;
int global_vtx_offset = 0;
ImVec2 clip_off = draw_data->DisplayPos;
- for (int n = 0; n < draw_data->CmdListsCount; n++)
+ ImVec2 clip_scale = draw_data->FramebufferScale;
+ for (const ImDrawList* draw_list : draw_data->CmdLists)
{
- const ImDrawList* draw_list = draw_data->CmdLists[n];
for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
@@ -280,8 +298,8 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
else
{
// Project scissor/clipping rectangles into framebuffer space
- ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
- ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
+ ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
+ ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
continue;
@@ -298,7 +316,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
global_idx_offset += draw_list->IdxBuffer.Size;
global_vtx_offset += draw_list->VtxBuffer.Size;
}
- platform_io.Renderer_RenderState = NULL;
+ platform_io.Renderer_RenderState = nullptr;
// Restore modified DX state
device->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
@@ -320,21 +338,39 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
device->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
}
-static void ImGui_ImplDX11_CreateFontsTexture()
+static void ImGui_ImplDX11_DestroyTexture(ImTextureData* tex)
{
- // Build texture atlas
- ImGuiIO& io = ImGui::GetIO();
- ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
- unsigned char* pixels;
- int width, height;
- io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
+ ImGui_ImplDX11_Texture* backend_tex = (ImGui_ImplDX11_Texture*)tex->BackendUserData;
+ if (backend_tex == nullptr)
+ return;
+ IM_ASSERT(backend_tex->pTextureView == (ID3D11ShaderResourceView*)(intptr_t)tex->TexID);
+ backend_tex->pTextureView->Release();
+ backend_tex->pTexture->Release();
+ IM_DELETE(backend_tex);
+
+ // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
+ tex->SetTexID(ImTextureID_Invalid);
+ tex->SetStatus(ImTextureStatus_Destroyed);
+ tex->BackendUserData = nullptr;
+}
- // Upload texture to graphics system
+void ImGui_ImplDX11_UpdateTexture(ImTextureData* tex)
+{
+ ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
+ if (tex->Status == ImTextureStatus_WantCreate)
{
+ // Create and upload new texture to graphics system
+ //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
+ IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);
+ IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
+ unsigned int* pixels = (unsigned int*)tex->GetPixels();
+ ImGui_ImplDX11_Texture* backend_tex = IM_NEW(ImGui_ImplDX11_Texture)();
+
+ // Create texture
D3D11_TEXTURE2D_DESC desc;
ZeroMemory(&desc, sizeof(desc));
- desc.Width = width;
- desc.Height = height;
+ desc.Width = (UINT)tex->Width;
+ desc.Height = (UINT)tex->Height;
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
@@ -342,14 +378,12 @@ static void ImGui_ImplDX11_CreateFontsTexture()
desc.Usage = D3D11_USAGE_DEFAULT;
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
desc.CPUAccessFlags = 0;
-
- ID3D11Texture2D* pTexture = nullptr;
D3D11_SUBRESOURCE_DATA subResource;
subResource.pSysMem = pixels;
subResource.SysMemPitch = desc.Width * 4;
subResource.SysMemSlicePitch = 0;
- bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
- IM_ASSERT(pTexture != nullptr);
+ bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &backend_tex->pTexture);
+ IM_ASSERT(backend_tex->pTexture != nullptr && "Backend failed to create texture!");
// Create texture view
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
@@ -358,28 +392,29 @@ static void ImGui_ImplDX11_CreateFontsTexture()
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
srvDesc.Texture2D.MipLevels = desc.MipLevels;
srvDesc.Texture2D.MostDetailedMip = 0;
- bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &bd->pFontTextureView);
- pTexture->Release();
- }
-
- // Store our identifier
- io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView);
+ bd->pd3dDevice->CreateShaderResourceView(backend_tex->pTexture, &srvDesc, &backend_tex->pTextureView);
+ IM_ASSERT(backend_tex->pTextureView != nullptr && "Backend failed to create texture!");
- // Create texture sampler
- // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
+ // Store identifiers
+ tex->SetTexID((ImTextureID)(intptr_t)backend_tex->pTextureView);
+ tex->SetStatus(ImTextureStatus_OK);
+ tex->BackendUserData = backend_tex;
+ }
+ else if (tex->Status == ImTextureStatus_WantUpdates)
{
- D3D11_SAMPLER_DESC desc;
- ZeroMemory(&desc, sizeof(desc));
- desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
- desc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
- desc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
- desc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
- desc.MipLODBias = 0.f;
- desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
- desc.MinLOD = 0.f;
- desc.MaxLOD = 0.f;
- bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler);
+ // Update selected blocks. We only ever write to textures regions which have never been used before!
+ // This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region.
+ ImGui_ImplDX11_Texture* backend_tex = (ImGui_ImplDX11_Texture*)tex->BackendUserData;
+ IM_ASSERT(backend_tex->pTextureView == (ID3D11ShaderResourceView*)(intptr_t)tex->TexID);
+ for (ImTextureRect& r : tex->Updates)
+ {
+ D3D11_BOX box = { (UINT)r.x, (UINT)r.y, (UINT)0, (UINT)(r.x + r.w), (UINT)(r.y + r .h), (UINT)1 };
+ bd->pd3dDeviceContext->UpdateSubresource(backend_tex->pTexture, 0, &box, tex->GetPixelsAt(r.x, r.y), (UINT)tex->GetPitch(), 0);
+ }
+ tex->SetStatus(ImTextureStatus_OK);
}
+ if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames > 0)
+ ImGui_ImplDX11_DestroyTexture(tex);
}
bool ImGui_ImplDX11_CreateDeviceObjects()
@@ -387,8 +422,7 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
if (!bd->pd3dDevice)
return false;
- if (bd->pFontSampler)
- ImGui_ImplDX11_InvalidateDeviceObjects();
+ ImGui_ImplDX11_InvalidateDeviceObjects();
// By using D3DCompile() from / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
// If you would like to use this DX11 sample code but remove this dependency you can:
@@ -451,7 +485,7 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
// Create the constant buffer
{
- D3D11_BUFFER_DESC desc;
+ D3D11_BUFFER_DESC desc = {};
desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER_DX11);
desc.Usage = D3D11_USAGE_DYNAMIC;
desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
@@ -531,7 +565,21 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
bd->pd3dDevice->CreateDepthStencilState(&desc, &bd->pDepthStencilState);
}
- ImGui_ImplDX11_CreateFontsTexture();
+ // Create texture sampler
+ // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
+ {
+ D3D11_SAMPLER_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
+ desc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
+ desc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
+ desc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
+ desc.MipLODBias = 0.f;
+ desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
+ desc.MinLOD = 0.f;
+ desc.MaxLOD = 0.f;
+ bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler);
+ }
return true;
}
@@ -542,8 +590,12 @@ void ImGui_ImplDX11_InvalidateDeviceObjects()
if (!bd->pd3dDevice)
return;
+ // Destroy all textures
+ for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
+ if (tex->RefCount == 1)
+ ImGui_ImplDX11_DestroyTexture(tex);
+
if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = nullptr; }
- if (bd->pFontTextureView) { bd->pFontTextureView->Release(); bd->pFontTextureView = nullptr; ImGui::GetIO().Fonts->SetTexID(0); } // We copied data->pFontTextureView to io.Fonts->TexID so let's clear that as well.
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; }
@@ -566,6 +618,10 @@ bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_co
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_dx11";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
+ io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
+
+ ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
+ platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
// Get factory from device
IDXGIDevice* pDXGIDevice = nullptr;
@@ -600,7 +656,7 @@ void ImGui_ImplDX11_Shutdown()
if (bd->pd3dDeviceContext) { bd->pd3dDeviceContext->Release(); }
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
- io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
+ io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
IM_DELETE(bd);
}
@@ -609,8 +665,9 @@ void ImGui_ImplDX11_NewFrame()
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX11_Init()?");
- if (!bd->pFontSampler)
- ImGui_ImplDX11_CreateDeviceObjects();
+ if (!bd->pVertexShader)
+ if (!ImGui_ImplDX11_CreateDeviceObjects())
+ IM_ASSERT(0 && "ImGui_ImplDX11_CreateDeviceObjects() failed!");
}
//-----------------------------------------------------------------------------
diff --git a/backends/imgui_impl_dx11.h b/backends/imgui_impl_dx11.h
index 57b19bc037ee..c120bf093b30 100644
--- a/backends/imgui_impl_dx11.h
+++ b/backends/imgui_impl_dx11.h
@@ -2,8 +2,9 @@
// This needs to be used along with a Platform Backend (e.g. Win32)
// Implemented features:
-// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
-// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
+// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' 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: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
@@ -21,6 +22,7 @@
struct ID3D11Device;
struct ID3D11DeviceContext;
struct ID3D11SamplerState;
+struct ID3D11Buffer;
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context);
@@ -29,8 +31,11 @@ IMGUI_IMPL_API void ImGui_ImplDX11_NewFrame();
IMGUI_IMPL_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data);
// Use if you want to reset your rendering device without losing Dear ImGui state.
-IMGUI_IMPL_API void ImGui_ImplDX11_InvalidateDeviceObjects();
IMGUI_IMPL_API bool ImGui_ImplDX11_CreateDeviceObjects();
+IMGUI_IMPL_API void ImGui_ImplDX11_InvalidateDeviceObjects();
+
+// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
+IMGUI_IMPL_API void ImGui_ImplDX11_UpdateTexture(ImTextureData* tex);
// [BETA] Selected render state data shared with callbacks.
// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplDX11_RenderDrawData() call.
@@ -40,6 +45,7 @@ struct ImGui_ImplDX11_RenderState
ID3D11Device* Device;
ID3D11DeviceContext* DeviceContext;
ID3D11SamplerState* SamplerDefault;
+ ID3D11Buffer* VertexConstantBuffer;
};
#endif // #ifndef IMGUI_DISABLE
diff --git a/backends/imgui_impl_dx12.cpp b/backends/imgui_impl_dx12.cpp
index 7a428a1a5ad1..2932855ed987 100644
--- a/backends/imgui_impl_dx12.cpp
+++ b/backends/imgui_impl_dx12.cpp
@@ -2,10 +2,14 @@
// This needs to be used along with a Platform Backend (e.g. Win32)
// Implemented features:
-// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
-// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
+// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' 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: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
+// 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/
+
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui:
@@ -16,6 +20,14 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
+// 2025-06-19: Fixed build on MinGW. (#8702, #4594)
+// 2025-06-11: DirectX12: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas.
+// 2025-05-07: DirectX12: Honor draw_data->FramebufferScale to allow for custom backends and experiment using it (consistently with other renderer backends, even though in normal condition it is not set under Windows).
+// 2025-02-24: DirectX12: Fixed an issue where ImGui_ImplDX12_Init() signature change from 2024-11-15 combined with change from 2025-01-15 made legacy ImGui_ImplDX12_Init() crash. (#8429)
+// 2025-01-15: DirectX12: Texture upload use the command queue provided in ImGui_ImplDX12_InitInfo instead of creating its own.
+// 2024-12-09: DirectX12: Let user specifies the DepthStencilView format by setting ImGui_ImplDX12_InitInfo::DSVFormat.
+// 2024-11-15: DirectX12: *BREAKING CHANGE* Changed ImGui_ImplDX12_Init() signature to take a ImGui_ImplDX12_InitInfo struct. Legacy ImGui_ImplDX12_Init() signature is still supported (will obsolete).
+// 2024-11-15: DirectX12: *BREAKING CHANGE* User is now required to pass function pointers to allocate/free SRV Descriptors. We provide convenience legacy fields to pass a single descriptor, matching the old API, but upcoming features will want multiple.
// 2024-10-23: DirectX12: Unmap() call specify written range. The range is informational and may be used by debug tools.
// 2024-10-07: DirectX12: Changed default texture sampler to Clamp instead of Repeat/Wrap.
// 2024-10-07: DirectX12: Expose selected render state in ImGui_ImplDX12_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
@@ -50,23 +62,46 @@
#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
#endif
-// DirectX data
+// Clang/GCC warnings with -Weverything
+#if defined(__clang__)
+#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse.
+#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
+#endif
+
+// MinGW workaround, see #4594
+typedef decltype(D3D12SerializeRootSignature) *_PFN_D3D12_SERIALIZE_ROOT_SIGNATURE;
+
+// DirectX12 data
struct ImGui_ImplDX12_RenderBuffers;
+
+struct ImGui_ImplDX12_Texture
+{
+ ID3D12Resource* pTextureResource;
+ D3D12_CPU_DESCRIPTOR_HANDLE hFontSrvCpuDescHandle;
+ D3D12_GPU_DESCRIPTOR_HANDLE hFontSrvGpuDescHandle;
+
+ ImGui_ImplDX12_Texture() { memset((void*)this, 0, sizeof(*this)); }
+};
+
struct ImGui_ImplDX12_Data
{
+ ImGui_ImplDX12_InitInfo InitInfo;
ID3D12Device* pd3dDevice;
ID3D12RootSignature* pRootSignature;
ID3D12PipelineState* pPipelineState;
+ ID3D12CommandQueue* pCommandQueue;
+ bool commandQueueOwned;
DXGI_FORMAT RTVFormat;
- ID3D12Resource* pFontTextureResource;
- D3D12_CPU_DESCRIPTOR_HANDLE hFontSrvCpuDescHandle;
- D3D12_GPU_DESCRIPTOR_HANDLE hFontSrvGpuDescHandle;
+ DXGI_FORMAT DSVFormat;
ID3D12DescriptorHeap* pd3dSrvDescHeap;
UINT numFramesInFlight;
ImGui_ImplDX12_RenderBuffers* pFrameResources;
UINT frameIndex;
+ ImGui_ImplDX12_Texture FontTexture;
+ bool LegacySingleDescriptorUsed;
+
ImGui_ImplDX12_Data() { memset((void*)this, 0, sizeof(*this)); frameIndex = UINT_MAX; }
};
@@ -115,10 +150,9 @@ static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12Graphic
}
// Setup viewport
- D3D12_VIEWPORT vp;
- memset(&vp, 0, sizeof(D3D12_VIEWPORT));
- vp.Width = draw_data->DisplaySize.x;
- vp.Height = draw_data->DisplaySize.y;
+ D3D12_VIEWPORT vp = {};
+ vp.Width = draw_data->DisplaySize.x * draw_data->FramebufferScale.x;
+ vp.Height = draw_data->DisplaySize.y * draw_data->FramebufferScale.y;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
vp.TopLeftX = vp.TopLeftY = 0.0f;
@@ -127,14 +161,12 @@ static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12Graphic
// Bind shader and vertex buffers
unsigned int stride = sizeof(ImDrawVert);
unsigned int offset = 0;
- D3D12_VERTEX_BUFFER_VIEW vbv;
- memset(&vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW));
+ D3D12_VERTEX_BUFFER_VIEW vbv = {};
vbv.BufferLocation = fr->VertexBuffer->GetGPUVirtualAddress() + offset;
vbv.SizeInBytes = fr->VertexBufferSize * stride;
vbv.StrideInBytes = stride;
command_list->IASetVertexBuffers(0, 1, &vbv);
- D3D12_INDEX_BUFFER_VIEW ibv;
- memset(&ibv, 0, sizeof(D3D12_INDEX_BUFFER_VIEW));
+ D3D12_INDEX_BUFFER_VIEW ibv = {};
ibv.BufferLocation = fr->IndexBuffer->GetGPUVirtualAddress();
ibv.SizeInBytes = fr->IndexBufferSize * sizeof(ImDrawIdx);
ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT;
@@ -164,8 +196,14 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
return;
- // FIXME: I'm assuming that this only gets called once per frame!
- // If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator.
+ // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do.
+ // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates).
+ if (draw_data->Textures != nullptr)
+ for (ImTextureData* tex : *draw_data->Textures)
+ if (tex->Status != ImTextureStatus_OK)
+ ImGui_ImplDX12_UpdateTexture(tex);
+
+ // FIXME: We are assuming that this only gets called once per frame!
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
bd->frameIndex = bd->frameIndex + 1;
ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[bd->frameIndex % bd->numFramesInFlight];
@@ -175,13 +213,11 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
{
SafeRelease(fr->VertexBuffer);
fr->VertexBufferSize = draw_data->TotalVtxCount + 5000;
- D3D12_HEAP_PROPERTIES props;
- memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
+ D3D12_HEAP_PROPERTIES props = {};
props.Type = D3D12_HEAP_TYPE_UPLOAD;
props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
- D3D12_RESOURCE_DESC desc;
- memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC));
+ D3D12_RESOURCE_DESC desc = {};
desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
desc.Width = fr->VertexBufferSize * sizeof(ImDrawVert);
desc.Height = 1;
@@ -198,13 +234,11 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
{
SafeRelease(fr->IndexBuffer);
fr->IndexBufferSize = draw_data->TotalIdxCount + 10000;
- D3D12_HEAP_PROPERTIES props;
- memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
+ D3D12_HEAP_PROPERTIES props = {};
props.Type = D3D12_HEAP_TYPE_UPLOAD;
props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
- D3D12_RESOURCE_DESC desc;
- memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC));
+ D3D12_RESOURCE_DESC desc = {};
desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
desc.Width = fr->IndexBufferSize * sizeof(ImDrawIdx);
desc.Height = 1;
@@ -228,9 +262,8 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
return;
ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource;
ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource;
- for (int n = 0; n < draw_data->CmdListsCount; n++)
+ for (const ImDrawList* draw_list : draw_data->CmdLists)
{
- const ImDrawList* draw_list = draw_data->CmdLists[n];
memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert));
memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
vtx_dst += draw_list->VtxBuffer.Size;
@@ -260,9 +293,9 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
int global_vtx_offset = 0;
int global_idx_offset = 0;
ImVec2 clip_off = draw_data->DisplayPos;
- for (int n = 0; n < draw_data->CmdListsCount; n++)
+ ImVec2 clip_scale = draw_data->FramebufferScale;
+ for (const ImDrawList* draw_list : draw_data->CmdLists)
{
- const ImDrawList* draw_list = draw_data->CmdLists[n];
for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
@@ -278,8 +311,8 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
else
{
// Project scissor/clipping rectangles into framebuffer space
- ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
- ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
+ ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
+ ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
continue;
@@ -297,22 +330,43 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
global_idx_offset += draw_list->IdxBuffer.Size;
global_vtx_offset += draw_list->VtxBuffer.Size;
}
- platform_io.Renderer_RenderState = NULL;
+ platform_io.Renderer_RenderState = nullptr;
}
-static void ImGui_ImplDX12_CreateFontsTexture()
+static void ImGui_ImplDX12_DestroyTexture(ImTextureData* tex)
{
- // Build texture atlas
- ImGuiIO& io = ImGui::GetIO();
+ ImGui_ImplDX12_Texture* backend_tex = (ImGui_ImplDX12_Texture*)tex->BackendUserData;
+ if (backend_tex == nullptr)
+ return;
+ IM_ASSERT(backend_tex->hFontSrvGpuDescHandle.ptr == (UINT64)tex->TexID);
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
- unsigned char* pixels;
- int width, height;
- io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
+ bd->InitInfo.SrvDescriptorFreeFn(&bd->InitInfo, backend_tex->hFontSrvCpuDescHandle, backend_tex->hFontSrvGpuDescHandle);
+ SafeRelease(backend_tex->pTextureResource);
+ backend_tex->hFontSrvCpuDescHandle.ptr = 0;
+ backend_tex->hFontSrvGpuDescHandle.ptr = 0;
+ IM_DELETE(backend_tex);
+
+ // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
+ tex->SetTexID(ImTextureID_Invalid);
+ tex->SetStatus(ImTextureStatus_Destroyed);
+ tex->BackendUserData = nullptr;
+}
- // Upload texture to graphics system
+void ImGui_ImplDX12_UpdateTexture(ImTextureData* tex)
+{
+ ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
+ bool need_barrier_before_copy = true; // Do we need a resource barrier before we copy new data in?
+
+ if (tex->Status == ImTextureStatus_WantCreate)
{
- D3D12_HEAP_PROPERTIES props;
- memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
+ // Create and upload new texture to graphics system
+ //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
+ IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);
+ IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
+ ImGui_ImplDX12_Texture* backend_tex = IM_NEW(ImGui_ImplDX12_Texture)();
+ bd->InitInfo.SrvDescriptorAllocFn(&bd->InitInfo, &backend_tex->hFontSrvCpuDescHandle, &backend_tex->hFontSrvGpuDescHandle); // Allocate a desctriptor handle
+
+ D3D12_HEAP_PROPERTIES props = {};
props.Type = D3D12_HEAP_TYPE_DEFAULT;
props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
@@ -321,8 +375,8 @@ static void ImGui_ImplDX12_CreateFontsTexture()
ZeroMemory(&desc, sizeof(desc));
desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
desc.Alignment = 0;
- desc.Width = width;
- desc.Height = height;
+ desc.Width = tex->Width;
+ desc.Height = tex->Height;
desc.DepthOrArraySize = 1;
desc.MipLevels = 1;
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
@@ -335,11 +389,50 @@ static void ImGui_ImplDX12_CreateFontsTexture()
bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&pTexture));
- UINT uploadPitch = (width * 4 + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u);
- UINT uploadSize = height * uploadPitch;
+ // Create SRV
+ D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ ZeroMemory(&srvDesc, sizeof(srvDesc));
+ srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
+ srvDesc.Texture2D.MipLevels = desc.MipLevels;
+ srvDesc.Texture2D.MostDetailedMip = 0;
+ srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
+ bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, backend_tex->hFontSrvCpuDescHandle);
+ SafeRelease(backend_tex->pTextureResource);
+ backend_tex->pTextureResource = pTexture;
+
+ // Store identifiers
+ tex->SetTexID((ImTextureID)backend_tex->hFontSrvGpuDescHandle.ptr);
+ tex->BackendUserData = backend_tex;
+ need_barrier_before_copy = false; // Because this is a newly-created texture it will be in D3D12_RESOURCE_STATE_COMMON and thus we don't need a barrier
+ // We don't set tex->Status to ImTextureStatus_OK to let the code fallthrough below.
+ }
+
+ if (tex->Status == ImTextureStatus_WantCreate || tex->Status == ImTextureStatus_WantUpdates)
+ {
+ ImGui_ImplDX12_Texture* backend_tex = (ImGui_ImplDX12_Texture*)tex->BackendUserData;
+ IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
+
+ // We could use the smaller rect on _WantCreate but using the full rect allows us to clear the texture.
+ // FIXME-OPT: Uploading single box even when using ImTextureStatus_WantUpdates. Could use tex->Updates[]
+ // - Copy all blocks contiguously in upload buffer.
+ // - Barrier before copy, submit all CopyTextureRegion(), barrier after copy.
+ const int upload_x = (tex->Status == ImTextureStatus_WantCreate) ? 0 : tex->UpdateRect.x;
+ const int upload_y = (tex->Status == ImTextureStatus_WantCreate) ? 0 : tex->UpdateRect.y;
+ const int upload_w = (tex->Status == ImTextureStatus_WantCreate) ? tex->Width : tex->UpdateRect.w;
+ const int upload_h = (tex->Status == ImTextureStatus_WantCreate) ? tex->Height : tex->UpdateRect.h;
+
+ // Update full texture or selected blocks. We only ever write to textures regions which have never been used before!
+ // This backend choose to use tex->UpdateRect but you can use tex->Updates[] to upload individual regions.
+ UINT upload_pitch_src = upload_w * tex->BytesPerPixel;
+ UINT upload_pitch_dst = (upload_pitch_src + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u);
+ UINT upload_size = upload_pitch_dst * upload_h;
+
+ D3D12_RESOURCE_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
desc.Alignment = 0;
- desc.Width = uploadSize;
+ desc.Width = upload_size;
desc.Height = 1;
desc.DepthOrArraySize = 1;
desc.MipLevels = 1;
@@ -349,104 +442,109 @@ static void ImGui_ImplDX12_CreateFontsTexture()
desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
+ D3D12_HEAP_PROPERTIES props;
+ memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
props.Type = D3D12_HEAP_TYPE_UPLOAD;
props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
+ // FIXME-OPT: Can upload buffer be reused?
ID3D12Resource* uploadBuffer = nullptr;
HRESULT hr = bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&uploadBuffer));
IM_ASSERT(SUCCEEDED(hr));
- void* mapped = nullptr;
- D3D12_RANGE range = { 0, uploadSize };
- hr = uploadBuffer->Map(0, &range, &mapped);
- IM_ASSERT(SUCCEEDED(hr));
- for (int y = 0; y < height; y++)
- memcpy((void*) ((uintptr_t) mapped + y * uploadPitch), pixels + y * width * 4, width * 4);
- uploadBuffer->Unmap(0, &range);
-
- D3D12_TEXTURE_COPY_LOCATION srcLocation = {};
- srcLocation.pResource = uploadBuffer;
- srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
- srcLocation.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
- srcLocation.PlacedFootprint.Footprint.Width = width;
- srcLocation.PlacedFootprint.Footprint.Height = height;
- srcLocation.PlacedFootprint.Footprint.Depth = 1;
- srcLocation.PlacedFootprint.Footprint.RowPitch = uploadPitch;
-
- D3D12_TEXTURE_COPY_LOCATION dstLocation = {};
- dstLocation.pResource = pTexture;
- dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
- dstLocation.SubresourceIndex = 0;
-
- D3D12_RESOURCE_BARRIER barrier = {};
- barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
- barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
- barrier.Transition.pResource = pTexture;
- barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
- barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
- barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
-
+ // Create temporary command list and execute immediately
ID3D12Fence* fence = nullptr;
hr = bd->pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence));
IM_ASSERT(SUCCEEDED(hr));
- HANDLE event = CreateEvent(0, 0, 0, 0);
+ HANDLE event = ::CreateEvent(0, 0, 0, 0);
IM_ASSERT(event != nullptr);
- D3D12_COMMAND_QUEUE_DESC queueDesc = {};
- queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
- queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
- queueDesc.NodeMask = 1;
-
- ID3D12CommandQueue* cmdQueue = nullptr;
- hr = bd->pd3dDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&cmdQueue));
- IM_ASSERT(SUCCEEDED(hr));
-
+ // FIXME-OPT: Create once and reuse?
ID3D12CommandAllocator* cmdAlloc = nullptr;
hr = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc));
IM_ASSERT(SUCCEEDED(hr));
+ // FIXME-OPT: Can be use the one from user? (pass ID3D12GraphicsCommandList* to ImGui_ImplDX12_UpdateTextures)
ID3D12GraphicsCommandList* cmdList = nullptr;
hr = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, nullptr, IID_PPV_ARGS(&cmdList));
IM_ASSERT(SUCCEEDED(hr));
- cmdList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, nullptr);
- cmdList->ResourceBarrier(1, &barrier);
+ // Copy to upload buffer
+ void* mapped = nullptr;
+ D3D12_RANGE range = { 0, upload_size };
+ hr = uploadBuffer->Map(0, &range, &mapped);
+ IM_ASSERT(SUCCEEDED(hr));
+ for (int y = 0; y < upload_h; y++)
+ memcpy((void*)((uintptr_t)mapped + y * upload_pitch_dst), tex->GetPixelsAt(upload_x, upload_y + y), upload_pitch_src);
+ uploadBuffer->Unmap(0, &range);
+
+ if (need_barrier_before_copy)
+ {
+ D3D12_RESOURCE_BARRIER barrier = {};
+ barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
+ barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
+ barrier.Transition.pResource = backend_tex->pTextureResource;
+ barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
+ barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
+ barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_COPY_DEST;
+ cmdList->ResourceBarrier(1, &barrier);
+ }
+
+ D3D12_TEXTURE_COPY_LOCATION srcLocation = {};
+ D3D12_TEXTURE_COPY_LOCATION dstLocation = {};
+ {
+ srcLocation.pResource = uploadBuffer;
+ srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
+ srcLocation.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ srcLocation.PlacedFootprint.Footprint.Width = upload_w;
+ srcLocation.PlacedFootprint.Footprint.Height = upload_h;
+ srcLocation.PlacedFootprint.Footprint.Depth = 1;
+ srcLocation.PlacedFootprint.Footprint.RowPitch = upload_pitch_dst;
+ dstLocation.pResource = backend_tex->pTextureResource;
+ dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
+ dstLocation.SubresourceIndex = 0;
+ }
+ cmdList->CopyTextureRegion(&dstLocation, upload_x, upload_y, 0, &srcLocation, nullptr);
+
+ {
+ D3D12_RESOURCE_BARRIER barrier = {};
+ barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
+ barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
+ barrier.Transition.pResource = backend_tex->pTextureResource;
+ barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
+ barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
+ barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
+ cmdList->ResourceBarrier(1, &barrier);
+ }
hr = cmdList->Close();
IM_ASSERT(SUCCEEDED(hr));
+ ID3D12CommandQueue* cmdQueue = bd->pCommandQueue;
cmdQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmdList);
hr = cmdQueue->Signal(fence, 1);
IM_ASSERT(SUCCEEDED(hr));
+ // FIXME-OPT: Suboptimal?
+ // - To remove this may need to create NumFramesInFlight x ImGui_ImplDX12_FrameContext in backend data (mimick docking version)
+ // - Store per-frame in flight: upload buffer?
+ // - Where do cmdList and cmdAlloc fit?
fence->SetEventOnCompletion(1, event);
- WaitForSingleObject(event, INFINITE);
+ ::WaitForSingleObject(event, INFINITE);
cmdList->Release();
cmdAlloc->Release();
- cmdQueue->Release();
- CloseHandle(event);
+ ::CloseHandle(event);
fence->Release();
uploadBuffer->Release();
-
- // Create texture view
- D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc;
- ZeroMemory(&srvDesc, sizeof(srvDesc));
- srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
- srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
- srvDesc.Texture2D.MipLevels = desc.MipLevels;
- srvDesc.Texture2D.MostDetailedMip = 0;
- srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
- bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, bd->hFontSrvCpuDescHandle);
- SafeRelease(bd->pFontTextureResource);
- bd->pFontTextureResource = pTexture;
+ tex->SetStatus(ImTextureStatus_OK);
}
- // Store our identifier
- io.Fonts->SetTexID((ImTextureID)bd->hFontSrvGpuDescHandle.ptr);
+ if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames >= (int)bd->numFramesInFlight)
+ ImGui_ImplDX12_DestroyTexture(tex);
}
bool ImGui_ImplDX12_CreateDeviceObjects()
@@ -490,7 +588,7 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
staticSampler.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
staticSampler.BorderColor = D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK;
staticSampler.MinLOD = 0.f;
- staticSampler.MaxLOD = 0.f;
+ staticSampler.MaxLOD = D3D12_FLOAT32_MAX;
staticSampler.ShaderRegister = 0;
staticSampler.RegisterSpace = 0;
staticSampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
@@ -528,7 +626,7 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
return false;
}
- PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignatureFn = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)::GetProcAddress(d3d12_dll, "D3D12SerializeRootSignature");
+ _PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignatureFn = (_PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)(void*)::GetProcAddress(d3d12_dll, "D3D12SerializeRootSignature");
if (D3D12SerializeRootSignatureFn == nullptr)
return false;
@@ -546,14 +644,14 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
// See https://github.com/ocornut/imgui/pull/638 for sources and details.
- D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc;
- memset(&psoDesc, 0, sizeof(D3D12_GRAPHICS_PIPELINE_STATE_DESC));
+ D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {};
psoDesc.NodeMask = 1;
psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
psoDesc.pRootSignature = bd->pRootSignature;
psoDesc.SampleMask = UINT_MAX;
psoDesc.NumRenderTargets = 1;
psoDesc.RTVFormats[0] = bd->RTVFormat;
+ psoDesc.DSVFormat = bd->DSVFormat;
psoDesc.SampleDesc.Count = 1;
psoDesc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE;
@@ -678,8 +776,6 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
if (result_pipeline_state != S_OK)
return false;
- ImGui_ImplDX12_CreateFontsTexture();
-
return true;
}
@@ -689,11 +785,16 @@ void ImGui_ImplDX12_InvalidateDeviceObjects()
if (!bd || !bd->pd3dDevice)
return;
- ImGuiIO& io = ImGui::GetIO();
+ if (bd->commandQueueOwned)
+ SafeRelease(bd->pCommandQueue);
+ bd->commandQueueOwned = false;
SafeRelease(bd->pRootSignature);
SafeRelease(bd->pPipelineState);
- SafeRelease(bd->pFontTextureResource);
- io.Fonts->SetTexID(0); // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
+
+ // Destroy all textures
+ for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
+ if (tex->RefCount == 1)
+ ImGui_ImplDX12_DestroyTexture(tex);
for (UINT i = 0; i < bd->numFramesInFlight; i++)
{
@@ -703,8 +804,29 @@ void ImGui_ImplDX12_InvalidateDeviceObjects()
}
}
-bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* cbv_srv_heap,
- D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle)
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+static void ImGui_ImplDX12_InitLegacySingleDescriptorMode(ImGui_ImplDX12_InitInfo* init_info)
+{
+ // Wrap legacy behavior of passing space for a single descriptor
+ IM_ASSERT(init_info->LegacySingleSrvCpuDescriptor.ptr != 0 && init_info->LegacySingleSrvGpuDescriptor.ptr != 0);
+ init_info->SrvDescriptorAllocFn = [](ImGui_ImplDX12_InitInfo*, D3D12_CPU_DESCRIPTOR_HANDLE* out_cpu_handle, D3D12_GPU_DESCRIPTOR_HANDLE* out_gpu_handle)
+ {
+ ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
+ IM_ASSERT(bd->LegacySingleDescriptorUsed == false && "Only 1 simultaneous texture allowed with legacy ImGui_ImplDX12_Init() signature!");
+ *out_cpu_handle = bd->InitInfo.LegacySingleSrvCpuDescriptor;
+ *out_gpu_handle = bd->InitInfo.LegacySingleSrvGpuDescriptor;
+ bd->LegacySingleDescriptorUsed = true;
+ };
+ init_info->SrvDescriptorFreeFn = [](ImGui_ImplDX12_InitInfo*, D3D12_CPU_DESCRIPTOR_HANDLE, D3D12_GPU_DESCRIPTOR_HANDLE)
+ {
+ ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
+ IM_ASSERT(bd->LegacySingleDescriptorUsed == true);
+ bd->LegacySingleDescriptorUsed = false;
+ };
+}
+#endif
+
+bool ImGui_ImplDX12_Init(ImGui_ImplDX12_InitInfo* init_info)
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
@@ -712,21 +834,32 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO
// Setup backend capabilities flags
ImGui_ImplDX12_Data* bd = IM_NEW(ImGui_ImplDX12_Data)();
+ bd->InitInfo = *init_info; // Deep copy
+ init_info = &bd->InitInfo;
+
+ bd->pd3dDevice = init_info->Device;
+ IM_ASSERT(init_info->CommandQueue != NULL);
+ bd->pCommandQueue = init_info->CommandQueue;
+ bd->RTVFormat = init_info->RTVFormat;
+ bd->DSVFormat = init_info->DSVFormat;
+ bd->numFramesInFlight = init_info->NumFramesInFlight;
+ bd->pd3dSrvDescHeap = init_info->SrvDescriptorHeap;
+
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_dx12";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
+ io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
- bd->pd3dDevice = device;
- bd->RTVFormat = rtv_format;
- bd->hFontSrvCpuDescHandle = font_srv_cpu_desc_handle;
- bd->hFontSrvGpuDescHandle = font_srv_gpu_desc_handle;
- bd->pFrameResources = new ImGui_ImplDX12_RenderBuffers[num_frames_in_flight];
- bd->numFramesInFlight = num_frames_in_flight;
- bd->pd3dSrvDescHeap = cbv_srv_heap;
- bd->frameIndex = UINT_MAX;
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+ if (init_info->SrvDescriptorAllocFn == nullptr)
+ ImGui_ImplDX12_InitLegacySingleDescriptorMode(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)
- for (int i = 0; i < num_frames_in_flight; i++)
+ 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;
@@ -738,6 +871,36 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO
return true;
}
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+// Legacy initialization API Obsoleted in 1.91.5
+// font_srv_cpu_desc_handle and font_srv_gpu_desc_handle are handles to a single SRV descriptor to use for the internal font texture, they must be in 'srv_descriptor_heap'
+bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* srv_descriptor_heap, D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle)
+{
+ ImGui_ImplDX12_InitInfo init_info;
+ init_info.Device = device;
+ init_info.NumFramesInFlight = num_frames_in_flight;
+ init_info.RTVFormat = rtv_format;
+ init_info.SrvDescriptorHeap = srv_descriptor_heap;
+ init_info.LegacySingleSrvCpuDescriptor = font_srv_cpu_desc_handle;
+ init_info.LegacySingleSrvGpuDescriptor = font_srv_gpu_desc_handle;
+
+ D3D12_COMMAND_QUEUE_DESC queueDesc = {};
+ queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
+ queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
+ queueDesc.NodeMask = 1;
+ HRESULT hr = device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&init_info.CommandQueue));
+ IM_ASSERT(SUCCEEDED(hr));
+
+ bool ret = ImGui_ImplDX12_Init(&init_info);
+ ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
+ bd->commandQueueOwned = true;
+ ImGuiIO& io = ImGui::GetIO();
+ io.BackendFlags &= ~ImGuiBackendFlags_RendererHasTextures; // Using legacy ImGui_ImplDX12_Init() call with 1 SRV descriptor we cannot support multiple textures.
+
+ return ret;
+}
+#endif
+
void ImGui_ImplDX12_Shutdown()
{
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
@@ -747,9 +910,10 @@ void ImGui_ImplDX12_Shutdown()
// Clean up windows and device objects
ImGui_ImplDX12_InvalidateDeviceObjects();
delete[] bd->pFrameResources;
+
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
- io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
+ io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
IM_DELETE(bd);
}
@@ -759,7 +923,8 @@ void ImGui_ImplDX12_NewFrame()
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX12_Init()?");
if (!bd->pPipelineState)
- ImGui_ImplDX12_CreateDeviceObjects();
+ if (!ImGui_ImplDX12_CreateDeviceObjects())
+ IM_ASSERT(0 && "ImGui_ImplDX12_CreateDeviceObjects() failed!");
}
//-----------------------------------------------------------------------------
diff --git a/backends/imgui_impl_dx12.h b/backends/imgui_impl_dx12.h
index 5da528573429..4ff510455563 100644
--- a/backends/imgui_impl_dx12.h
+++ b/backends/imgui_impl_dx12.h
@@ -2,10 +2,14 @@
// This needs to be used along with a Platform Backend (e.g. Win32)
// Implemented features:
-// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
-// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
+// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' 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: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
+// 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/
+
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui:
@@ -18,27 +22,50 @@
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
#include // DXGI_FORMAT
+#include // D3D12_CPU_DESCRIPTOR_HANDLE
+
+// Initialization data, for ImGui_ImplDX12_Init()
+struct ImGui_ImplDX12_InitInfo
+{
+ ID3D12Device* Device;
+ ID3D12CommandQueue* CommandQueue; // Command queue used for queuing texture uploads.
+ int NumFramesInFlight;
+ DXGI_FORMAT RTVFormat; // RenderTarget format.
+ DXGI_FORMAT DSVFormat; // DepthStencilView format.
+ void* UserData;
-struct ID3D12Device;
-struct ID3D12DescriptorHeap;
-struct ID3D12GraphicsCommandList;
-struct D3D12_CPU_DESCRIPTOR_HANDLE;
-struct D3D12_GPU_DESCRIPTOR_HANDLE;
+ // Allocating SRV descriptors for textures is up to the application, so we provide callbacks.
+ // (current version of the backend will only allocate one descriptor, from 1.92 the backend will need to allocate more)
+ ID3D12DescriptorHeap* SrvDescriptorHeap;
+ void (*SrvDescriptorAllocFn)(ImGui_ImplDX12_InitInfo* info, D3D12_CPU_DESCRIPTOR_HANDLE* out_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE* out_gpu_desc_handle);
+ void (*SrvDescriptorFreeFn)(ImGui_ImplDX12_InitInfo* info, D3D12_CPU_DESCRIPTOR_HANDLE cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE gpu_desc_handle);
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+ D3D12_CPU_DESCRIPTOR_HANDLE LegacySingleSrvCpuDescriptor; // To facilitate transition from single descriptor to allocator callback, you may use those.
+ D3D12_GPU_DESCRIPTOR_HANDLE LegacySingleSrvGpuDescriptor;
+#endif
-// Follow "Getting Started" link and check examples/ folder to learn about using backends!
+ ImGui_ImplDX12_InitInfo() { memset((void*)this, 0, sizeof(*this)); }
+};
-// Before calling the render function, caller must prepare the command list by resetting it and setting the appropriate
-// render target and descriptor heap that contains font_srv_cpu_desc_handle/font_srv_gpu_desc_handle.
-// font_srv_cpu_desc_handle and font_srv_gpu_desc_handle are handles to a single SRV descriptor to use for the internal font texture.
-IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* cbv_srv_heap,
- D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle);
+// Follow "Getting Started" link and check examples/ folder to learn about using backends!
+IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ImGui_ImplDX12_InitInfo* info);
IMGUI_IMPL_API void ImGui_ImplDX12_Shutdown();
IMGUI_IMPL_API void ImGui_ImplDX12_NewFrame();
IMGUI_IMPL_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* graphics_command_list);
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+// Legacy initialization API Obsoleted in 1.91.5
+// - font_srv_cpu_desc_handle and font_srv_gpu_desc_handle are handles to a single SRV descriptor to use for the internal font texture, they must be in 'srv_descriptor_heap'
+// - When we introduced the ImGui_ImplDX12_InitInfo struct we also added a 'ID3D12CommandQueue* CommandQueue' field.
+IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* srv_descriptor_heap, D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle);
+#endif
+
// Use if you want to reset your rendering device without losing Dear ImGui state.
-IMGUI_IMPL_API void ImGui_ImplDX12_InvalidateDeviceObjects();
IMGUI_IMPL_API bool ImGui_ImplDX12_CreateDeviceObjects();
+IMGUI_IMPL_API void ImGui_ImplDX12_InvalidateDeviceObjects();
+
+// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
+IMGUI_IMPL_API void ImGui_ImplDX12_UpdateTexture(ImTextureData* tex);
// [BETA] Selected render state data shared with callbacks.
// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplDX12_RenderDrawData() call.
diff --git a/backends/imgui_impl_dx9.cpp b/backends/imgui_impl_dx9.cpp
index f1b069df11fe..94411fabea8f 100644
--- a/backends/imgui_impl_dx9.cpp
+++ b/backends/imgui_impl_dx9.cpp
@@ -2,8 +2,10 @@
// This needs to be used along with a Platform Backend (e.g. Win32)
// Implemented features:
-// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
-// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
+// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' 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: IMGUI_USE_BGRA_PACKED_COLOR support, as this is the optimal color encoding for DirectX9.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@@ -15,6 +17,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
+// 2025-06-11: DirectX9: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas.
// 2024-10-07: DirectX9: Changed default texture sampler to Clamp instead of Repeat/Wrap.
// 2024-02-12: DirectX9: Using RGBA format when supported by the driver to avoid CPU side conversion. (#6575)
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
@@ -43,15 +46,21 @@
// DirectX
#include
+// Clang/GCC warnings with -Weverything
+#if defined(__clang__)
+#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse.
+#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
+#endif
+
// DirectX data
struct ImGui_ImplDX9_Data
{
LPDIRECT3DDEVICE9 pd3dDevice;
LPDIRECT3DVERTEXBUFFER9 pVB;
LPDIRECT3DINDEXBUFFER9 pIB;
- LPDIRECT3DTEXTURE9 FontTexture;
int VertexBufferSize;
int IndexBufferSize;
+ bool HasRgbaSupport;
ImGui_ImplDX9_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
};
@@ -161,6 +170,13 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
LPDIRECT3DDEVICE9 device = bd->pd3dDevice;
+ // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do.
+ // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates).
+ if (draw_data->Textures != nullptr)
+ for (ImTextureData* tex : *draw_data->Textures)
+ if (tex->Status != ImTextureStatus_OK)
+ ImGui_ImplDX9_UpdateTexture(tex);
+
// Create and grow buffers if needed
if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
{
@@ -212,9 +228,8 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
// FIXME-OPT: This is a minor waste of resource, the ideal is to use imconfig.h and
// 1) to avoid repacking colors: #define IMGUI_USE_BGRA_PACKED_COLOR
// 2) to avoid repacking vertices: #define IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT struct ImDrawVert { ImVec2 pos; float z; ImU32 col; ImVec2 uv; }
- for (int n = 0; n < draw_data->CmdListsCount; n++)
+ for (const ImDrawList* draw_list : draw_data->CmdLists)
{
- const ImDrawList* draw_list = draw_data->CmdLists[n];
const ImDrawVert* vtx_src = draw_list->VtxBuffer.Data;
for (int i = 0; i < draw_list->VtxBuffer.Size; i++)
{
@@ -244,9 +259,8 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
int global_vtx_offset = 0;
int global_idx_offset = 0;
ImVec2 clip_off = draw_data->DisplayPos;
- for (int n = 0; n < draw_data->CmdListsCount; n++)
+ for (const ImDrawList* draw_list : draw_data->CmdLists)
{
- const ImDrawList* draw_list = draw_data->CmdLists[n];
for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
@@ -291,6 +305,24 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
state_block->Release();
}
+static bool ImGui_ImplDX9_CheckFormatSupport(LPDIRECT3DDEVICE9 pDevice, D3DFORMAT format)
+{
+ LPDIRECT3D9 pd3d = nullptr;
+ if (pDevice->GetDirect3D(&pd3d) != D3D_OK)
+ return false;
+ D3DDEVICE_CREATION_PARAMETERS param = {};
+ D3DDISPLAYMODE mode = {};
+ if (pDevice->GetCreationParameters(¶m) != D3D_OK || pDevice->GetDisplayMode(0, &mode) != D3D_OK)
+ {
+ pd3d->Release();
+ return false;
+ }
+ // Font texture should support linear filter, color blend and write to render-target
+ bool support = (pd3d->CheckDeviceFormat(param.AdapterOrdinal, param.DeviceType, mode.Format, D3DUSAGE_DYNAMIC | D3DUSAGE_QUERY_FILTER | D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING, D3DRTYPE_TEXTURE, format)) == D3D_OK;
+ pd3d->Release();
+ return support;
+}
+
bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
{
ImGuiIO& io = ImGui::GetIO();
@@ -302,9 +334,14 @@ bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_dx9";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
+ io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
+
+ ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
+ platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = 4096;
bd->pd3dDevice = device;
bd->pd3dDevice->AddRef();
+ bd->HasRgbaSupport = ImGui_ImplDX9_CheckFormatSupport(bd->pd3dDevice, D3DFMT_A8B8G8R8);
return true;
}
@@ -319,71 +356,87 @@ void ImGui_ImplDX9_Shutdown()
if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
- io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
+ io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
IM_DELETE(bd);
}
-static bool ImGui_ImplDX9_CheckFormatSupport(IDirect3DDevice9* pDevice, D3DFORMAT format)
+// Convert RGBA32 to BGRA32 (because RGBA32 is not well supported by DX9 devices)
+static void ImGui_ImplDX9_CopyTextureRegion(bool tex_use_colors, const ImU32* src, int src_pitch, ImU32* dst, int dst_pitch, int w, int h)
{
- IDirect3D9* pd3d = nullptr;
- if (pDevice->GetDirect3D(&pd3d) != D3D_OK)
- return false;
- D3DDEVICE_CREATION_PARAMETERS param = {};
- D3DDISPLAYMODE mode = {};
- if (pDevice->GetCreationParameters(¶m) != D3D_OK || pDevice->GetDisplayMode(0, &mode) != D3D_OK)
+#ifndef IMGUI_USE_BGRA_PACKED_COLOR
+ ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
+ const bool convert_rgba_to_bgra = (!bd->HasRgbaSupport && tex_use_colors);
+#else
+ const bool convert_rgba_to_bgra = false;
+ IM_UNUSED(tex_use_colors);
+#endif
+ for (int y = 0; y < h; y++)
{
- pd3d->Release();
- return false;
+ const ImU32* src_p = (const ImU32*)(const void*)((const unsigned char*)src + src_pitch * y);
+ ImU32* dst_p = (ImU32*)(void*)((unsigned char*)dst + dst_pitch * y);
+ if (convert_rgba_to_bgra)
+ for (int x = w; x > 0; x--, src_p++, dst_p++) // Convert copy
+ *dst_p = IMGUI_COL_TO_DX9_ARGB(*src_p);
+ else
+ memcpy(dst_p, src_p, w * 4); // Raw copy
}
- // Font texture should support linear filter, color blend and write to render-target
- bool support = (pd3d->CheckDeviceFormat(param.AdapterOrdinal, param.DeviceType, mode.Format, D3DUSAGE_DYNAMIC | D3DUSAGE_QUERY_FILTER | D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING, D3DRTYPE_TEXTURE, format)) == D3D_OK;
- pd3d->Release();
- return support;
}
-static bool ImGui_ImplDX9_CreateFontsTexture()
+void ImGui_ImplDX9_UpdateTexture(ImTextureData* tex)
{
- // Build texture atlas
- ImGuiIO& io = ImGui::GetIO();
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
- unsigned char* pixels;
- int width, height, bytes_per_pixel;
- io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel);
- // Convert RGBA32 to BGRA32 (because RGBA32 is not well supported by DX9 devices)
-#ifndef IMGUI_USE_BGRA_PACKED_COLOR
- const bool rgba_support = ImGui_ImplDX9_CheckFormatSupport(bd->pd3dDevice, D3DFMT_A8B8G8R8);
- if (!rgba_support && io.Fonts->TexPixelsUseColors)
+ if (tex->Status == ImTextureStatus_WantCreate)
{
- ImU32* dst_start = (ImU32*)ImGui::MemAlloc((size_t)width * height * bytes_per_pixel);
- for (ImU32* src = (ImU32*)pixels, *dst = dst_start, *dst_end = dst_start + (size_t)width * height; dst < dst_end; src++, dst++)
- *dst = IMGUI_COL_TO_DX9_ARGB(*src);
- pixels = (unsigned char*)dst_start;
- }
-#else
- const bool rgba_support = false;
-#endif
-
- // Upload texture to graphics system
- bd->FontTexture = nullptr;
- if (bd->pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, rgba_support ? D3DFMT_A8B8G8R8 : D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &bd->FontTexture, nullptr) < 0)
- return false;
- D3DLOCKED_RECT tex_locked_rect;
- if (bd->FontTexture->LockRect(0, &tex_locked_rect, nullptr, 0) != D3D_OK)
- return false;
- for (int y = 0; y < height; y++)
- memcpy((unsigned char*)tex_locked_rect.pBits + (size_t)tex_locked_rect.Pitch * y, pixels + (size_t)width * bytes_per_pixel * y, (size_t)width * bytes_per_pixel);
- bd->FontTexture->UnlockRect(0);
+ // Create and upload new texture to graphics system
+ //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
+ IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);
+ IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
+ LPDIRECT3DTEXTURE9 dx_tex = nullptr;
+ HRESULT hr = bd->pd3dDevice->CreateTexture(tex->Width, tex->Height, 1, D3DUSAGE_DYNAMIC, bd->HasRgbaSupport ? D3DFMT_A8B8G8R8 : D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &dx_tex, nullptr);
+ if (hr < 0)
+ {
+ IM_ASSERT(hr >= 0 && "Backend failed to create texture!");
+ return;
+ }
- // Store our identifier
- io.Fonts->SetTexID((ImTextureID)bd->FontTexture);
+ D3DLOCKED_RECT locked_rect;
+ if (dx_tex->LockRect(0, &locked_rect, nullptr, 0) == D3D_OK)
+ {
+ ImGui_ImplDX9_CopyTextureRegion(tex->UseColors, (ImU32*)tex->GetPixels(), tex->Width * 4, (ImU32*)locked_rect.pBits, (ImU32)locked_rect.Pitch, tex->Width, tex->Height);
+ dx_tex->UnlockRect(0);
+ }
-#ifndef IMGUI_USE_BGRA_PACKED_COLOR
- if (!rgba_support && io.Fonts->TexPixelsUseColors)
- ImGui::MemFree(pixels);
-#endif
+ // Store identifiers
+ tex->SetTexID((ImTextureID)(intptr_t)dx_tex);
+ tex->SetStatus(ImTextureStatus_OK);
+ }
+ else if (tex->Status == ImTextureStatus_WantUpdates)
+ {
+ // Update selected blocks. We only ever write to textures regions which have never been used before!
+ // This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region.
+ LPDIRECT3DTEXTURE9 backend_tex = (LPDIRECT3DTEXTURE9)(intptr_t)tex->TexID;
+ RECT update_rect = { (LONG)tex->UpdateRect.x, (LONG)tex->UpdateRect.y, (LONG)(tex->UpdateRect.x + tex->UpdateRect.w), (LONG)(tex->UpdateRect.y + tex->UpdateRect.h) };
+ D3DLOCKED_RECT locked_rect;
+ if (backend_tex->LockRect(0, &locked_rect, &update_rect, 0) == D3D_OK)
+ for (ImTextureRect& r : tex->Updates)
+ ImGui_ImplDX9_CopyTextureRegion(tex->UseColors, (ImU32*)tex->GetPixelsAt(r.x, r.y), tex->Width * 4,
+ (ImU32*)locked_rect.pBits + (r.x - update_rect.left) + (r.y - update_rect.top) * (locked_rect.Pitch / 4), (int)locked_rect.Pitch, r.w, r.h);
+ backend_tex->UnlockRect(0);
+ tex->SetStatus(ImTextureStatus_OK);
+ }
+ else if (tex->Status == ImTextureStatus_WantDestroy)
+ {
+ LPDIRECT3DTEXTURE9 backend_tex = (LPDIRECT3DTEXTURE9)tex->TexID;
+ if (backend_tex == nullptr)
+ return;
+ IM_ASSERT(tex->TexID == (ImTextureID)(intptr_t)backend_tex);
+ backend_tex->Release();
- return true;
+ // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
+ tex->SetTexID(ImTextureID_Invalid);
+ tex->SetStatus(ImTextureStatus_Destroyed);
+ }
}
bool ImGui_ImplDX9_CreateDeviceObjects()
@@ -391,8 +444,6 @@ bool ImGui_ImplDX9_CreateDeviceObjects()
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
if (!bd || !bd->pd3dDevice)
return false;
- if (!ImGui_ImplDX9_CreateFontsTexture())
- return false;
return true;
}
@@ -401,18 +452,23 @@ void ImGui_ImplDX9_InvalidateDeviceObjects()
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
if (!bd || !bd->pd3dDevice)
return;
+
+ // Destroy all textures
+ for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
+ if (tex->RefCount == 1)
+ {
+ tex->SetStatus(ImTextureStatus_WantDestroy);
+ ImGui_ImplDX9_UpdateTexture(tex);
+ }
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
- if (bd->FontTexture) { bd->FontTexture->Release(); bd->FontTexture = nullptr; ImGui::GetIO().Fonts->SetTexID(0); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
}
void ImGui_ImplDX9_NewFrame()
{
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX9_Init()?");
-
- if (!bd->FontTexture)
- ImGui_ImplDX9_CreateDeviceObjects();
+ IM_UNUSED(bd);
}
//-----------------------------------------------------------------------------
diff --git a/backends/imgui_impl_dx9.h b/backends/imgui_impl_dx9.h
index df6a0a012479..600f0a750af8 100644
--- a/backends/imgui_impl_dx9.h
+++ b/backends/imgui_impl_dx9.h
@@ -2,8 +2,10 @@
// This needs to be used along with a Platform Backend (e.g. Win32)
// Implemented features:
-// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
-// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
+// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' 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: IMGUI_USE_BGRA_PACKED_COLOR support, as this is the optimal color encoding for DirectX9.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@@ -29,4 +31,7 @@ IMGUI_IMPL_API void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data);
IMGUI_IMPL_API bool ImGui_ImplDX9_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplDX9_InvalidateDeviceObjects();
+// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
+IMGUI_IMPL_API void ImGui_ImplDX9_UpdateTexture(ImTextureData* tex);
+
#endif // #ifndef IMGUI_DISABLE
diff --git a/backends/imgui_impl_glfw.cpp b/backends/imgui_impl_glfw.cpp
index 774fb0d5d78a..98e07ce5cb2e 100644
--- a/backends/imgui_impl_glfw.cpp
+++ b/backends/imgui_impl_glfw.cpp
@@ -6,9 +6,13 @@
// Implemented features:
// [X] Platform: Clipboard support.
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only).
-// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
+// [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. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).
+// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Resizing cursors requires GLFW 3.4+! Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
+// [X] Multiple Dear ImGui contexts support.
+// Missing features or Issues:
+// [ ] Touch events are only correctly identified as Touch on Windows. This create issues with some interactions. GLFW doesn't provide a way to identify touch inputs from mouse inputs, we cannot call io.AddMouseSourceEvent() to identify the source. We provide a Windows-specific workaround.
+// [ ] Missing ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress cursors.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@@ -25,7 +29,12 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
-// 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
+// 2025-07-08: 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.
+// 2025-03-10: 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.
+// 2024-08-22: Moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
// - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn
// - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn
// - io.PlatformOpenInShellFn -> platform_io.Platform_OpenInShellFn
@@ -112,6 +121,7 @@
#ifndef _WIN32
#include // for usleep()
#endif
+#include // for snprintf()
#ifdef __EMSCRIPTEN__
#include
@@ -125,6 +135,7 @@
// We gather version tests as define in order to easily see which features are version-dependent.
#define GLFW_VERSION_COMBINED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 + GLFW_VERSION_REVISION)
+#define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetMonitorContentScale
#ifdef GLFW_RESIZE_NESW_CURSOR // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2019-11-29 (cursors defines) // FIXME: Remove when GLFW 3.4 is released?
#define GLFW_HAS_NEW_CURSORS (GLFW_VERSION_COMBINED >= 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GLFW_RESIZE_NWSE_CURSOR, GLFW_NOT_ALLOWED_CURSOR
#else
@@ -134,6 +145,16 @@
#define GLFW_HAS_GETKEYNAME (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwGetKeyName()
#define GLFW_HAS_GETERROR (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetError()
+// Map GLFWWindow* to ImGuiContext*.
+// - Would be simpler if we could use glfwSetWindowUserPointer()/glfwGetWindowUserPointer(), but this is a single and shared resource.
+// - Would be simpler if we could use e.g. std::map<> as well. But we don't.
+// - This is not particularly optimized as we expect size to be small and queries to be rare.
+struct ImGui_ImplGlfw_WindowToContext { GLFWwindow* Window; ImGuiContext* Context; };
+static ImVector g_ContextMap;
+static void ImGui_ImplGlfw_ContextMap_Add(GLFWwindow* window, ImGuiContext* ctx) { g_ContextMap.push_back(ImGui_ImplGlfw_WindowToContext{ window, ctx }); }
+static void ImGui_ImplGlfw_ContextMap_Remove(GLFWwindow* window) { for (ImGui_ImplGlfw_WindowToContext& entry : g_ContextMap) if (entry.Window == window) { g_ContextMap.erase_unsorted(&entry); return; } }
+static ImGuiContext* ImGui_ImplGlfw_ContextMap_Get(GLFWwindow* window) { for (ImGui_ImplGlfw_WindowToContext& entry : g_ContextMap) if (entry.Window == window) return entry.Context; return nullptr; }
+
// GLFW data
enum GlfwClientApi
{
@@ -144,6 +165,7 @@ enum GlfwClientApi
struct ImGui_ImplGlfw_Data
{
+ ImGuiContext* Context;
GLFWwindow* Window;
GlfwClientApi ClientApi;
double Time;
@@ -152,6 +174,7 @@ struct ImGui_ImplGlfw_Data
ImVec2 LastValidMousePos;
bool InstalledCallbacks;
bool CallbacksChainForAllWindows;
+ char BackendPlatformName[32];
#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
const char* CanvasSelector;
#endif
@@ -179,10 +202,18 @@ struct ImGui_ImplGlfw_Data
// (passing install_callbacks=false in ImGui_ImplGlfw_InitXXX functions), set the current dear imgui context and then call our callbacks.
// - Otherwise we may need to store a GLFWWindow* -> ImGuiContext* map and handle this in the backend, adding a little bit of extra complexity to it.
// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
+namespace ImGui { extern ImGuiIO& GetIO(ImGuiContext*); }
static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData()
{
+ // Get data for current context
return ImGui::GetCurrentContext() ? (ImGui_ImplGlfw_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
}
+static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData(GLFWwindow* window)
+{
+ // Get data for a given GLFW window, regardless of current context (since GLFW events are sent together)
+ ImGuiContext* ctx = ImGui_ImplGlfw_ContextMap_Get(window);
+ return (ImGui_ImplGlfw_Data*)ImGui::GetIO(ctx).BackendPlatformUserData;
+}
// Functions
@@ -217,6 +248,8 @@ ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int keycode, int scancode)
case GLFW_KEY_EQUAL: return ImGuiKey_Equal;
case GLFW_KEY_LEFT_BRACKET: return ImGuiKey_LeftBracket;
case GLFW_KEY_BACKSLASH: return ImGuiKey_Backslash;
+ case GLFW_KEY_WORLD_1: return ImGuiKey_Oem102;
+ case GLFW_KEY_WORLD_2: return ImGuiKey_Oem102;
case GLFW_KEY_RIGHT_BRACKET: return ImGuiKey_RightBracket;
case GLFW_KEY_GRAVE_ACCENT: return ImGuiKey_GraveAccent;
case GLFW_KEY_CAPS_LOCK: return ImGuiKey_CapsLock;
@@ -316,38 +349,36 @@ ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int keycode, int scancode)
// X11 does not include current pressed/released modifier key in 'mods' flags submitted by GLFW
// See https://github.com/ocornut/imgui/issues/6034 and https://github.com/glfw/glfw/issues/1630
-static void ImGui_ImplGlfw_UpdateKeyModifiers(GLFWwindow* window)
+static void ImGui_ImplGlfw_UpdateKeyModifiers(ImGuiIO& io, GLFWwindow* window)
{
- ImGuiIO& io = ImGui::GetIO();
io.AddKeyEvent(ImGuiMod_Ctrl, (glfwGetKey(window, GLFW_KEY_LEFT_CONTROL) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_CONTROL) == GLFW_PRESS));
io.AddKeyEvent(ImGuiMod_Shift, (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_SHIFT) == GLFW_PRESS));
io.AddKeyEvent(ImGuiMod_Alt, (glfwGetKey(window, GLFW_KEY_LEFT_ALT) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_ALT) == GLFW_PRESS));
io.AddKeyEvent(ImGuiMod_Super, (glfwGetKey(window, GLFW_KEY_LEFT_SUPER) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_SUPER) == GLFW_PRESS));
}
-static bool ImGui_ImplGlfw_ShouldChainCallback(GLFWwindow* window)
+static bool ImGui_ImplGlfw_ShouldChainCallback(ImGui_ImplGlfw_Data* bd, GLFWwindow* window)
{
- ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
return bd->CallbacksChainForAllWindows ? true : (window == bd->Window);
}
void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
{
- ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
- if (bd->PrevUserCallbackMousebutton != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
- bd->PrevUserCallbackMousebutton(window, button, action, mods);
+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
- ImGui_ImplGlfw_UpdateKeyModifiers(window);
+ if (bd->PrevUserCallbackMousebutton != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))
+ bd->PrevUserCallbackMousebutton(window, button, action, mods);
- ImGuiIO& io = ImGui::GetIO();
+ ImGuiIO& io = ImGui::GetIO(bd->Context);
+ ImGui_ImplGlfw_UpdateKeyModifiers(io, window);
if (button >= 0 && button < ImGuiMouseButton_COUNT)
io.AddMouseButtonEvent(button, action == GLFW_PRESS);
}
void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
{
- ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
- if (bd->PrevUserCallbackScroll != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
+ if (bd->PrevUserCallbackScroll != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))
bd->PrevUserCallbackScroll(window, xoffset, yoffset);
#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
@@ -355,7 +386,7 @@ void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yo
return;
#endif
- ImGuiIO& io = ImGui::GetIO();
+ ImGuiIO& io = ImGui::GetIO(bd->Context);
io.AddMouseWheelEvent((float)xoffset, (float)yoffset);
}
@@ -395,18 +426,18 @@ static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode)
void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int keycode, int scancode, int action, int mods)
{
- ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
- if (bd->PrevUserCallbackKey != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
+ if (bd->PrevUserCallbackKey != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))
bd->PrevUserCallbackKey(window, keycode, scancode, action, mods);
if (action != GLFW_PRESS && action != GLFW_RELEASE)
return;
- ImGui_ImplGlfw_UpdateKeyModifiers(window);
+ ImGuiIO& io = ImGui::GetIO(bd->Context);
+ ImGui_ImplGlfw_UpdateKeyModifiers(io, window);
keycode = ImGui_ImplGlfw_TranslateUntranslatedKey(keycode, scancode);
- ImGuiIO& io = ImGui::GetIO();
ImGuiKey imgui_key = ImGui_ImplGlfw_KeyToImGuiKey(keycode, scancode);
io.AddKeyEvent(imgui_key, (action == GLFW_PRESS));
io.SetKeyEventNativeData(imgui_key, keycode, scancode); // To support legacy indexing (<1.87 user code)
@@ -414,21 +445,21 @@ void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int keycode, int scancode, i
void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused)
{
- ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
- if (bd->PrevUserCallbackWindowFocus != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
+ if (bd->PrevUserCallbackWindowFocus != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))
bd->PrevUserCallbackWindowFocus(window, focused);
- ImGuiIO& io = ImGui::GetIO();
+ ImGuiIO& io = ImGui::GetIO(bd->Context);
io.AddFocusEvent(focused != 0);
}
void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y)
{
- ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
- if (bd->PrevUserCallbackCursorPos != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
+ if (bd->PrevUserCallbackCursorPos != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))
bd->PrevUserCallbackCursorPos(window, x, y);
- ImGuiIO& io = ImGui::GetIO();
+ ImGuiIO& io = ImGui::GetIO(bd->Context);
io.AddMousePosEvent((float)x, (float)y);
bd->LastValidMousePos = ImVec2((float)x, (float)y);
}
@@ -437,11 +468,11 @@ void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y)
// so we back it up and restore on Leave/Enter (see https://github.com/ocornut/imgui/issues/4984)
void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered)
{
- ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
- if (bd->PrevUserCallbackCursorEnter != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
+ if (bd->PrevUserCallbackCursorEnter != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))
bd->PrevUserCallbackCursorEnter(window, entered);
- ImGuiIO& io = ImGui::GetIO();
+ ImGuiIO& io = ImGui::GetIO(bd->Context);
if (entered)
{
bd->MouseWindow = window;
@@ -457,31 +488,32 @@ void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered)
void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
{
- ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
- if (bd->PrevUserCallbackChar != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
+ if (bd->PrevUserCallbackChar != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))
bd->PrevUserCallbackChar(window, c);
- ImGuiIO& io = ImGui::GetIO();
+ ImGuiIO& io = ImGui::GetIO(bd->Context);
io.AddInputCharacter(c);
}
void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int)
{
- // Unused in 'master' branch but 'docking' branch will use this, so we declare it ahead of it so if you have to install callbacks you can install this one too.
+ // 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
-static EM_BOOL ImGui_ImplEmscripten_WheelCallback(int, const EmscriptenWheelEvent* ev, void*)
+static EM_BOOL ImGui_ImplEmscripten_WheelCallback(int, const EmscriptenWheelEvent* ev, void* user_data)
{
// Mimic Emscripten_HandleWheel() in SDL.
// Corresponding equivalent in GLFW JS emulation layer has incorrect quantizing preventing small values. See #6096
+ ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)user_data;
float multiplier = 0.0f;
if (ev->deltaMode == DOM_DELTA_PIXEL) { multiplier = 1.0f / 100.0f; } // 100 pixels make up a step.
else if (ev->deltaMode == DOM_DELTA_LINE) { multiplier = 1.0f / 3.0f; } // 3 lines make up a step.
else if (ev->deltaMode == DOM_DELTA_PAGE) { multiplier = 80.0f; } // A page makes up 80 steps.
float wheel_x = ev->deltaX * -multiplier;
float wheel_y = ev->deltaY * -multiplier;
- ImGuiIO& io = ImGui::GetIO();
+ ImGuiIO& io = ImGui::GetIO(bd->Context);
io.AddMouseWheelEvent(wheel_x, wheel_y);
//IMGUI_DEBUG_LOG("[Emsc] mode %d dx: %.2f, dy: %.2f, dz: %.2f --> feed %.2f %.2f\n", (int)ev->deltaMode, ev->deltaX, ev->deltaY, ev->deltaZ, wheel_x, wheel_y);
return EM_TRUE;
@@ -502,7 +534,9 @@ static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo()
}
static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
- ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+ 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:
@@ -510,8 +544,9 @@ static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wPara
case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: case WM_RBUTTONUP:
case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: case WM_MBUTTONUP:
case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: case WM_XBUTTONUP:
- ImGui::GetIO().AddMouseSourceEvent(GetMouseSourceFromMessageExtraInfo());
+ io.AddMouseSourceEvent(GetMouseSourceFromMessageExtraInfo());
break;
+ default: break;
}
return ::CallWindowProcW(bd->PrevWndProc, hWnd, msg, wParam, lParam);
}
@@ -519,7 +554,7 @@ static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wPara
void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window)
{
- ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
IM_ASSERT(bd->InstalledCallbacks == false && "Callbacks already installed!");
IM_ASSERT(bd->Window == window);
@@ -536,7 +571,7 @@ void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window)
void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window)
{
- ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
IM_ASSERT(bd->InstalledCallbacks == true && "Callbacks not installed!");
IM_ASSERT(bd->Window == window);
@@ -586,17 +621,26 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
// Setup backend capabilities flags
ImGui_ImplGlfw_Data* bd = IM_NEW(ImGui_ImplGlfw_Data)();
+ snprintf(bd->BackendPlatformName, sizeof(bd->BackendPlatformName), "imgui_impl_glfw (%d)", GLFW_VERSION_COMBINED);
io.BackendPlatformUserData = (void*)bd;
- io.BackendPlatformName = "imgui_impl_glfw";
+ 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)
+ bd->Context = ImGui::GetCurrentContext();
bd->Window = window;
bd->Time = 0.0;
+ ImGui_ImplGlfw_ContextMap_Add(window, bd->Context);
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
- platform_io.Platform_SetClipboardTextFn = [](ImGuiContext*, const char* text) { glfwSetClipboardString(NULL, text); };
- platform_io.Platform_GetClipboardTextFn = [](ImGuiContext*) { return glfwGetClipboardString(NULL); };
+#if GLFW_VERSION_COMBINED < 3300
+ platform_io.Platform_SetClipboardTextFn = [](ImGuiContext*, const char* text) { glfwSetClipboardString(ImGui_ImplGlfw_GetBackendData()->Window, text); };
+ platform_io.Platform_GetClipboardTextFn = [](ImGuiContext*) { return glfwGetClipboardString(ImGui_ImplGlfw_GetBackendData()->Window); };
+#else
+ platform_io.Platform_SetClipboardTextFn = [](ImGuiContext*, const char* text) { glfwSetClipboardString(nullptr, text); };
+ platform_io.Platform_GetClipboardTextFn = [](ImGuiContext*) { return glfwGetClipboardString(nullptr); };
+#endif
+
#ifdef __EMSCRIPTEN__
platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { ImGui_ImplGlfw_EmscriptenOpenURL(url); return true; };
#endif
@@ -644,7 +688,9 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
// Windows: register a WndProc hook so we can intercept some messages.
#ifdef _WIN32
- bd->PrevWndProc = (WNDPROC)::GetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC);
+ HWND hwnd = (HWND)main_viewport->PlatformHandleRaw;
+ ::SetPropA(hwnd, "IMGUI_BACKEND_DATA", bd);
+ bd->PrevWndProc = (WNDPROC)::GetWindowLongPtrW(hwnd, GWLP_WNDPROC);
IM_ASSERT(bd->PrevWndProc != nullptr);
::SetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc);
#endif
@@ -655,7 +701,7 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
#if EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3 >= 34020240817
if (emscripten::glfw3::IsRuntimePlatformApple())
{
- ImGui::GetIO().ConfigMacOSXBehaviors = true;
+ io.ConfigMacOSXBehaviors = true;
// Due to how the browser (poorly) handles the Meta Key, this line essentially disables repeats when used.
// This means that Meta + V only registers a single key-press, even if the keys are held.
@@ -704,6 +750,7 @@ void ImGui_ImplGlfw_Shutdown()
// Windows: restore our WndProc hook
#ifdef _WIN32
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
+ ::SetPropA((HWND)main_viewport->PlatformHandleRaw, "IMGUI_BACKEND_DATA", nullptr);
::SetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)bd->PrevWndProc);
bd->PrevWndProc = nullptr;
#endif
@@ -711,6 +758,7 @@ void ImGui_ImplGlfw_Shutdown()
io.BackendPlatformName = nullptr;
io.BackendPlatformUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad);
+ ImGui_ImplGlfw_ContextMap_Remove(bd->Window);
IM_DELETE(bd);
}
@@ -776,7 +824,7 @@ static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0
static void ImGui_ImplGlfw_UpdateGamepads()
{
ImGuiIO& io = ImGui::GetIO();
- if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
+ if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs, but see #8075
return;
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
@@ -824,20 +872,53 @@ static void ImGui_ImplGlfw_UpdateGamepads()
#undef MAP_ANALOG
}
+// - On Windows the process needs to be marked DPI-aware!! SDL2 doesn't do it by default. You can call ::SetProcessDPIAware() or call ImGui_ImplWin32_EnableDpiAwareness() from Win32 backend.
+// - Apple platforms use FramebufferScale so we always return 1.0f.
+// - Some accessibility applications are declaring virtual monitors with a DPI of 0.0f, see #7902. We preserve this value for caller to handle.
+float ImGui_ImplGlfw_GetContentScaleForWindow(GLFWwindow* window)
+{
+#if GLFW_HAS_PER_MONITOR_DPI && !(defined(__APPLE__) || defined(__EMSCRIPTEN__) || defined(__ANDROID__))
+ float x_scale, y_scale;
+ glfwGetWindowContentScale(window, &x_scale, &y_scale);
+ return x_scale;
+#else
+ IM_UNUSED(window);
+ return 1.0f;
+#endif
+}
+
+float ImGui_ImplGlfw_GetContentScaleForMonitor(GLFWmonitor* monitor)
+{
+#if GLFW_HAS_PER_MONITOR_DPI && !(defined(__APPLE__) || defined(__EMSCRIPTEN__) || defined(__ANDROID__))
+ float x_scale, y_scale;
+ glfwGetMonitorContentScale(monitor, &x_scale, &y_scale);
+ return x_scale;
+#else
+ IM_UNUSED(monitor);
+ return 1.0f;
+#endif
+}
+
+static void ImGui_ImplGlfw_GetWindowSizeAndFramebufferScale(GLFWwindow* window, ImVec2* out_size, ImVec2* out_framebuffer_scale)
+{
+ int w, h;
+ int display_w, display_h;
+ glfwGetWindowSize(window, &w, &h);
+ glfwGetFramebufferSize(window, &display_w, &display_h);
+ if (out_size != nullptr)
+ *out_size = ImVec2((float)w, (float)h);
+ if (out_framebuffer_scale != nullptr)
+ *out_framebuffer_scale = (w > 0 && h > 0) ? ImVec2((float)display_w / (float)w, (float)display_h / (float)h) : ImVec2(1.0f, 1.0f);
+}
+
void ImGui_ImplGlfw_NewFrame()
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplGlfw_InitForXXX()?");
- // Setup display size (every frame to accommodate for window resizing)
- int w, h;
- int display_w, display_h;
- glfwGetWindowSize(bd->Window, &w, &h);
- glfwGetFramebufferSize(bd->Window, &display_w, &display_h);
- io.DisplaySize = ImVec2((float)w, (float)h);
- if (w > 0 && h > 0)
- io.DisplayFramebufferScale = ImVec2((float)display_w / (float)w, (float)display_h / (float)h);
+ // Setup main viewport size (every frame to accommodate for window resizing)
+ ImGui_ImplGlfw_GetWindowSizeAndFramebufferScale(bd->Window, &io.DisplaySize, &io.DisplayFramebufferScale);
// 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)
@@ -901,7 +982,7 @@ void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow*, const char* canvas_s
// Register Emscripten Wheel callback to workaround issue in Emscripten GLFW Emulation (#6096)
// We intentionally do not check 'if (install_callbacks)' here, as some users may set it to false and call GLFW callback themselves.
// FIXME: May break chaining in case user registered their own Emscripten callback?
- emscripten_set_wheel_callback(bd->CanvasSelector, nullptr, false, ImGui_ImplEmscripten_WheelCallback);
+ emscripten_set_wheel_callback(bd->CanvasSelector, bd, false, ImGui_ImplEmscripten_WheelCallback);
}
#elif defined(EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3)
// When using --use-port=contrib.glfw3 for the GLFW implementation, you can override the behavior of this call
diff --git a/backends/imgui_impl_glfw.h b/backends/imgui_impl_glfw.h
index 60b95bd99d46..80e2b55efa38 100644
--- a/backends/imgui_impl_glfw.h
+++ b/backends/imgui_impl_glfw.h
@@ -5,9 +5,13 @@
// Implemented features:
// [X] Platform: Clipboard support.
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only).
-// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
+// [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. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).
+// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Resizing cursors requires GLFW 3.4+! Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
+// [X] Multiple Dear ImGui contexts support.
+// Missing features or Issues:
+// [ ] Touch events are only correctly identified as Touch on Windows. This create issues with some interactions. GLFW doesn't provide a way to identify touch inputs from mouse inputs, we cannot call io.AddMouseSourceEvent() to identify the source. We provide a Windows-specific workaround.
+// [ ] Missing ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress cursors.
// 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.
@@ -59,5 +63,8 @@ IMGUI_IMPL_API void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor* monitor, int
// GLFW helpers
IMGUI_IMPL_API void ImGui_ImplGlfw_Sleep(int milliseconds);
+IMGUI_IMPL_API float ImGui_ImplGlfw_GetContentScaleForWindow(GLFWwindow* window);
+IMGUI_IMPL_API float ImGui_ImplGlfw_GetContentScaleForMonitor(GLFWmonitor* monitor);
+
#endif // #ifndef IMGUI_DISABLE
diff --git a/backends/imgui_impl_glut.cpp b/backends/imgui_impl_glut.cpp
index d8ffc9073688..a68f9dbc8ed7 100644
--- a/backends/imgui_impl_glut.cpp
+++ b/backends/imgui_impl_glut.cpp
@@ -6,8 +6,8 @@
// !!! Nowadays, prefer using GLFW or SDL instead!
// Implemented features:
-// [X] Platform: Partial 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 GLUT values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
-// Issues:
+// [X] Platform: Partial 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 GLUT values are obsolete since 1.87 and not supported since 1.91.5]
+// Missing features or Issues:
// [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I
// [ ] Platform: Missing horizontal mouse wheel support.
// [ ] Platform: Missing mouse cursor shape/visibility support.
@@ -50,7 +50,7 @@
static int g_Time = 0; // Current time, in milliseconds
-// Glut has 1 function for characters and one for "special keys". We map the characters in the 0..255 range and the keys above.
+// Glut has one function for characters and one for "special keys". We map the characters in the 0..255 range and the keys above.
static ImGuiKey ImGui_ImplGLUT_KeyToImGuiKey(int key)
{
switch (key)
diff --git a/backends/imgui_impl_glut.h b/backends/imgui_impl_glut.h
index a7479e1d7480..20e77dbceb70 100644
--- a/backends/imgui_impl_glut.h
+++ b/backends/imgui_impl_glut.h
@@ -6,8 +6,8 @@
// !!! Nowadays, prefer using GLFW or SDL instead!
// Implemented features:
-// [X] Platform: Partial 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 GLUT values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
-// Issues:
+// [X] Platform: Partial 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 GLUT values are obsolete since 1.87 and not supported since 1.91.5]
+// Missing features or Issues:
// [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I
// [ ] Platform: Missing horizontal mouse wheel support.
// [ ] Platform: Missing mouse cursor shape/visibility support.
diff --git a/backends/imgui_impl_metal.h b/backends/imgui_impl_metal.h
index 2402c02c62c8..2a9a26a02756 100644
--- a/backends/imgui_impl_metal.h
+++ b/backends/imgui_impl_metal.h
@@ -2,8 +2,9 @@
// This needs to be used along with a Platform Backend (e.g. OSX)
// Implemented features:
-// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID!
-// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
+// [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).
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@@ -13,6 +14,7 @@
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
+#pragma once
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
@@ -34,11 +36,12 @@ IMGUI_IMPL_API void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData,
id commandEncoder);
// Called by Init/NewFrame/Shutdown
-IMGUI_IMPL_API bool ImGui_ImplMetal_CreateFontsTexture(id device);
-IMGUI_IMPL_API void ImGui_ImplMetal_DestroyFontsTexture();
IMGUI_IMPL_API bool ImGui_ImplMetal_CreateDeviceObjects(id device);
IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects();
+// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
+IMGUI_IMPL_API void ImGui_ImplMetal_UpdateTexture(ImTextureData* tex);
+
#endif
//-----------------------------------------------------------------------------
@@ -61,11 +64,12 @@ IMGUI_IMPL_API void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data,
MTL::RenderCommandEncoder* commandEncoder);
// Called by Init/NewFrame/Shutdown
-IMGUI_IMPL_API bool ImGui_ImplMetal_CreateFontsTexture(MTL::Device* device);
-IMGUI_IMPL_API void ImGui_ImplMetal_DestroyFontsTexture();
IMGUI_IMPL_API bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device);
IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects();
+// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
+IMGUI_IMPL_API void ImGui_ImplMetal_UpdateTexture(ImTextureData* tex);
+
#endif
#endif
diff --git a/backends/imgui_impl_metal.mm b/backends/imgui_impl_metal.mm
index b8f82a65ded5..a1adc6c9a296 100644
--- a/backends/imgui_impl_metal.mm
+++ b/backends/imgui_impl_metal.mm
@@ -2,8 +2,9 @@
// This needs to be used along with a Platform Backend (e.g. OSX)
// Implemented features:
-// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID!
-// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
+// [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).
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@@ -15,6 +16,9 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
+// 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplMetal_CreateFontsTexture() and ImGui_ImplMetal_DestroyFontsTexture().
+// 2025-02-03: Metal: Crash fix. (#8367)
+// 2024-01-08: Metal: Fixed memory leaks when using metal-cpp (#8276, #8166) or when using multiple contexts (#7419).
// 2022-08-23: Metal: Update deprecated property 'sampleCount'->'rasterSampleCount'.
// 2022-07-05: Metal: Add dispatch synchronization.
// 2022-06-30: Metal: Use __bridge for ARC based systems.
@@ -57,6 +61,11 @@ @interface FramebufferDescriptor : NSObject
- (instancetype)initWithRenderPassDescriptor:(MTLRenderPassDescriptor*)renderPassDescriptor;
@end
+@interface MetalTexture : NSObject
+@property (nonatomic, strong) id metalTexture;
+- (instancetype)initWithTexture:(id)metalTexture;
+@end
+
// A singleton that stores long-lived objects that are needed by the Metal
// renderer backend. Stores the render pipeline state cache and the default
// font texture, and manages the reusable buffer cache.
@@ -65,7 +74,6 @@ @interface MetalContext : NSObject
@property (nonatomic, strong) id depthStencilState;
@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, nullable) id fontTexture;
@property (nonatomic, strong) NSMutableArray* bufferCache;
@property (nonatomic, assign) double lastBufferCachePurge;
- (MetalBuffer*)dequeueReusableBufferOfLength:(NSUInteger)length device:(id)device;
@@ -76,7 +84,7 @@ - (MetalBuffer*)dequeueReusableBufferOfLength:(NSUInteger)length device:(id)(device));
-}
-
bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device)
{
return ImGui_ImplMetal_CreateDeviceObjects((__bridge id)(device));
@@ -132,6 +135,7 @@ bool ImGui_ImplMetal_Init(id device)
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_metal";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
+ io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
bd->SharedMetalContext = [[MetalContext alloc] init];
bd->SharedMetalContext.device = device;
@@ -142,6 +146,7 @@ bool ImGui_ImplMetal_Init(id device)
void ImGui_ImplMetal_Shutdown()
{
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
+ IM_UNUSED(bd);
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGui_ImplMetal_DestroyDeviceObjects();
ImGui_ImplMetal_DestroyBackendData();
@@ -149,20 +154,23 @@ void ImGui_ImplMetal_Shutdown()
ImGuiIO& io = ImGui::GetIO();
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
- io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
+ io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
}
void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor)
{
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
IM_ASSERT(bd != nil && "Context or backend not initialized! Did you call ImGui_ImplMetal_Init()?");
+#ifdef IMGUI_IMPL_METAL_CPP
+ bd->SharedMetalContext.framebufferDescriptor = [[[FramebufferDescriptor alloc] initWithRenderPassDescriptor:renderPassDescriptor]autorelease];
+#else
bd->SharedMetalContext.framebufferDescriptor = [[FramebufferDescriptor alloc] initWithRenderPassDescriptor:renderPassDescriptor];
-
+#endif
if (bd->SharedMetalContext.depthStencilState == nil)
ImGui_ImplMetal_CreateDeviceObjects(bd->SharedMetalContext.device);
}
-static void ImGui_ImplMetal_SetupRenderState(ImDrawData* drawData, id commandBuffer,
+static void ImGui_ImplMetal_SetupRenderState(ImDrawData* draw_data, id commandBuffer,
id commandEncoder, id renderPipelineState,
MetalBuffer* vertexBuffer, size_t vertexBufferOffset)
{
@@ -178,17 +186,17 @@ static void ImGui_ImplMetal_SetupRenderState(ImDrawData* drawData, idDisplaySize.x * drawData->FramebufferScale.x),
- .height = (double)(drawData->DisplaySize.y * drawData->FramebufferScale.y),
+ .width = (double)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x),
+ .height = (double)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y),
.znear = 0.0,
.zfar = 1.0
};
[commandEncoder setViewport:viewport];
- float L = drawData->DisplayPos.x;
- float R = drawData->DisplayPos.x + drawData->DisplaySize.x;
- float T = drawData->DisplayPos.y;
- float B = drawData->DisplayPos.y + drawData->DisplaySize.y;
+ float L = draw_data->DisplayPos.x;
+ float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
+ float T = draw_data->DisplayPos.y;
+ float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
float N = (float)viewport.znear;
float F = (float)viewport.zfar;
const float ortho_projection[4][4] =
@@ -207,17 +215,24 @@ static void ImGui_ImplMetal_SetupRenderState(ImDrawData* drawData, id commandBuffer, id commandEncoder)
+void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, id commandBuffer, id commandEncoder)
{
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
MetalContext* ctx = bd->SharedMetalContext;
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
- int fb_width = (int)(drawData->DisplaySize.x * drawData->FramebufferScale.x);
- int fb_height = (int)(drawData->DisplaySize.y * drawData->FramebufferScale.y);
- if (fb_width <= 0 || fb_height <= 0 || drawData->CmdListsCount == 0)
+ int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
+ int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
+ if (fb_width <= 0 || fb_height <= 0 || draw_data->CmdLists.Size == 0)
return;
+ // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do.
+ // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates).
+ if (draw_data->Textures != nullptr)
+ for (ImTextureData* tex : *draw_data->Textures)
+ if (tex->Status != ImTextureStatus_OK)
+ ImGui_ImplMetal_UpdateTexture(tex);
+
// Try to retrieve a render pipeline state that is compatible with the framebuffer config for this frame
// The hit rate for this cache should be very near 100%.
id renderPipelineState = ctx.renderPipelineStateCache[ctx.framebufferDescriptor];
@@ -230,24 +245,22 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData, id c
ctx.renderPipelineStateCache[ctx.framebufferDescriptor] = renderPipelineState;
}
- size_t vertexBufferLength = (size_t)drawData->TotalVtxCount * sizeof(ImDrawVert);
- size_t indexBufferLength = (size_t)drawData->TotalIdxCount * sizeof(ImDrawIdx);
+ size_t vertexBufferLength = (size_t)draw_data->TotalVtxCount * sizeof(ImDrawVert);
+ size_t indexBufferLength = (size_t)draw_data->TotalIdxCount * sizeof(ImDrawIdx);
MetalBuffer* vertexBuffer = [ctx dequeueReusableBufferOfLength:vertexBufferLength device:commandBuffer.device];
MetalBuffer* indexBuffer = [ctx dequeueReusableBufferOfLength:indexBufferLength device:commandBuffer.device];
- ImGui_ImplMetal_SetupRenderState(drawData, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, 0);
+ ImGui_ImplMetal_SetupRenderState(draw_data, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, 0);
// Will project scissor/clipping rectangles into framebuffer space
- ImVec2 clip_off = drawData->DisplayPos; // (0,0) unless using multi-viewports
- ImVec2 clip_scale = drawData->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
+ ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
+ ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
// Render command lists
size_t vertexBufferOffset = 0;
size_t indexBufferOffset = 0;
- for (int n = 0; n < drawData->CmdListsCount; n++)
+ for (const ImDrawList* draw_list : draw_data->CmdLists)
{
- const ImDrawList* draw_list = drawData->CmdLists[n];
-
memcpy((char*)vertexBuffer.buffer.contents + vertexBufferOffset, draw_list->VtxBuffer.Data, (size_t)draw_list->VtxBuffer.Size * sizeof(ImDrawVert));
memcpy((char*)indexBuffer.buffer.contents + indexBufferOffset, draw_list->IdxBuffer.Data, (size_t)draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
@@ -259,7 +272,7 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData, id c
// User callback, registered via ImDrawList::AddCallback()
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
- ImGui_ImplMetal_SetupRenderState(drawData, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, vertexBufferOffset);
+ ImGui_ImplMetal_SetupRenderState(draw_data, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, vertexBufferOffset);
else
pcmd->UserCallback(draw_list, pcmd);
}
@@ -306,58 +319,84 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData, id c
indexBufferOffset += (size_t)draw_list->IdxBuffer.Size * sizeof(ImDrawIdx);
}
+ MetalContext* sharedMetalContext = bd->SharedMetalContext;
[commandBuffer addCompletedHandler:^(id)
{
dispatch_async(dispatch_get_main_queue(), ^{
- ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
- if (bd != nullptr)
+ @synchronized(sharedMetalContext.bufferCache)
{
- @synchronized(bd->SharedMetalContext.bufferCache)
- {
- [bd->SharedMetalContext.bufferCache addObject:vertexBuffer];
- [bd->SharedMetalContext.bufferCache addObject:indexBuffer];
- }
+ [sharedMetalContext.bufferCache addObject:vertexBuffer];
+ [sharedMetalContext.bufferCache addObject:indexBuffer];
}
});
}];
}
-bool ImGui_ImplMetal_CreateFontsTexture(id device)
+static void ImGui_ImplMetal_DestroyTexture(ImTextureData* tex)
{
- ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
- ImGuiIO& io = ImGui::GetIO();
-
- // We are retrieving and uploading the font atlas as a 4-channels RGBA texture here.
- // In theory we could call GetTexDataAsAlpha8() and upload a 1-channel texture to save on memory access bandwidth.
- // However, using a shader designed for 1-channel texture would make it less obvious to use the ImTextureID facility to render users own textures.
- // You can make that change in your implementation.
- unsigned char* pixels;
- int width, height;
- io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
- MTLTextureDescriptor* textureDescriptor = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:MTLPixelFormatRGBA8Unorm
- width:(NSUInteger)width
- height:(NSUInteger)height
- mipmapped:NO];
- textureDescriptor.usage = MTLTextureUsageShaderRead;
-#if TARGET_OS_OSX || TARGET_OS_MACCATALYST
- textureDescriptor.storageMode = MTLStorageModeManaged;
-#else
- textureDescriptor.storageMode = MTLStorageModeShared;
-#endif
- id texture = [device newTextureWithDescriptor:textureDescriptor];
- [texture replaceRegion:MTLRegionMake2D(0, 0, (NSUInteger)width, (NSUInteger)height) mipmapLevel:0 withBytes:pixels bytesPerRow:(NSUInteger)width * 4];
- bd->SharedMetalContext.fontTexture = texture;
- io.Fonts->SetTexID((ImTextureID)(intptr_t)(__bridge void*)bd->SharedMetalContext.fontTexture); // ImTextureID == ImU64
+ MetalTexture* backend_tex = (__bridge_transfer MetalTexture*)(tex->BackendUserData);
+ if (backend_tex == nullptr)
+ return;
+ IM_ASSERT(backend_tex.metalTexture == (__bridge id)(void*)(intptr_t)tex->TexID);
+ backend_tex.metalTexture = nil;
- return (bd->SharedMetalContext.fontTexture != nil);
+ // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
+ tex->SetTexID(ImTextureID_Invalid);
+ tex->SetStatus(ImTextureStatus_Destroyed);
+ tex->BackendUserData = nullptr;
}
-void ImGui_ImplMetal_DestroyFontsTexture()
+void ImGui_ImplMetal_UpdateTexture(ImTextureData* tex)
{
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
- ImGuiIO& io = ImGui::GetIO();
- bd->SharedMetalContext.fontTexture = nil;
- io.Fonts->SetTexID(0);
+ if (tex->Status == ImTextureStatus_WantCreate)
+ {
+ // Create and upload new texture to graphics system
+ //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
+ IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);
+ IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
+
+ // We are retrieving and uploading the font atlas as a 4-channels RGBA texture here.
+ // In theory we could call GetTexDataAsAlpha8() and upload a 1-channel texture to save on memory access bandwidth.
+ // However, using a shader designed for 1-channel texture would make it less obvious to use the ImTextureID facility to render users own textures.
+ // You can make that change in your implementation.
+ MTLTextureDescriptor* textureDescriptor = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:MTLPixelFormatRGBA8Unorm
+ width:(NSUInteger)tex->Width
+ height:(NSUInteger)tex->Height
+ mipmapped:NO];
+ textureDescriptor.usage = MTLTextureUsageShaderRead;
+ #if TARGET_OS_OSX || TARGET_OS_MACCATALYST
+ textureDescriptor.storageMode = MTLStorageModeManaged;
+ #else
+ textureDescriptor.storageMode = MTLStorageModeShared;
+ #endif
+ id texture = [bd->SharedMetalContext.device newTextureWithDescriptor:textureDescriptor];
+ [texture replaceRegion:MTLRegionMake2D(0, 0, (NSUInteger)tex->Width, (NSUInteger)tex->Height) mipmapLevel:0 withBytes:tex->Pixels bytesPerRow:(NSUInteger)tex->Width * 4];
+ MetalTexture* backend_tex = [[MetalTexture alloc] initWithTexture:texture];
+
+ // Store identifiers
+ tex->SetTexID((ImTextureID)(intptr_t)texture);
+ tex->SetStatus(ImTextureStatus_OK);
+ tex->BackendUserData = (__bridge_retained void*)(backend_tex);
+ }
+ else if (tex->Status == ImTextureStatus_WantUpdates)
+ {
+ // Update selected blocks. We only ever write to textures regions which have never been used before!
+ // This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region.
+ MetalTexture* backend_tex = (__bridge MetalTexture*)(tex->BackendUserData);
+ for (ImTextureRect& r : tex->Updates)
+ {
+ [backend_tex.metalTexture replaceRegion:MTLRegionMake2D((NSUInteger)r.x, (NSUInteger)r.y, (NSUInteger)r.w, (NSUInteger)r.h)
+ mipmapLevel:0
+ withBytes:tex->GetPixelsAt(r.x, r.y)
+ bytesPerRow:(NSUInteger)tex->Width * 4];
+ }
+ tex->SetStatus(ImTextureStatus_OK);
+ }
+ else if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames > 0)
+ {
+ ImGui_ImplMetal_DestroyTexture(tex);
+ }
}
bool ImGui_ImplMetal_CreateDeviceObjects(id device)
@@ -367,7 +406,9 @@ bool ImGui_ImplMetal_CreateDeviceObjects(id device)
depthStencilDescriptor.depthWriteEnabled = NO;
depthStencilDescriptor.depthCompareFunction = MTLCompareFunctionAlways;
bd->SharedMetalContext.depthStencilState = [device newDepthStencilStateWithDescriptor:depthStencilDescriptor];
- ImGui_ImplMetal_CreateFontsTexture(device);
+#ifdef IMGUI_IMPL_METAL_CPP
+ [depthStencilDescriptor release];
+#endif
return true;
}
@@ -375,7 +416,12 @@ bool ImGui_ImplMetal_CreateDeviceObjects(id device)
void ImGui_ImplMetal_DestroyDeviceObjects()
{
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
- ImGui_ImplMetal_DestroyFontsTexture();
+
+ // Destroy all textures
+ for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
+ if (tex->RefCount == 1)
+ ImGui_ImplMetal_DestroyTexture(tex);
+
[bd->SharedMetalContext.renderPipelineStateCache removeAllObjects];
}
@@ -441,6 +487,18 @@ - (BOOL)isEqual:(id)object
@end
+#pragma mark - MetalTexture implementation
+
+@implementation MetalTexture
+- (instancetype)initWithTexture:(id)metalTexture
+{
+ if ((self = [super init]))
+ self.metalTexture = metalTexture;
+ return self;
+}
+
+@end
+
#pragma mark - MetalContext implementation
@implementation MetalContext
diff --git a/backends/imgui_impl_opengl2.cpp b/backends/imgui_impl_opengl2.cpp
index 789d74afb2b6..477e3a0433ca 100644
--- a/backends/imgui_impl_opengl2.cpp
+++ b/backends/imgui_impl_opengl2.cpp
@@ -2,7 +2,10 @@
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
// Implemented features:
-// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
+// [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).
+// Missing features or Issues:
+// [ ] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// 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.
@@ -22,6 +25,8 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
+// 2025-07-15: OpenGL: Set GL_UNPACK_ALIGNMENT to 1 before updating textures. (#8802)
+// 2025-06-11: OpenGL: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplOpenGL2_CreateFontsTexture() and ImGui_ImplOpenGL2_DestroyFontsTexture().
// 2024-10-07: OpenGL: Changed default texture sampler to Clamp instead of Repeat/Wrap.
// 2024-06-28: OpenGL: ImGui_ImplOpenGL2_NewFrame() recreates font texture if it has been destroyed by ImGui_ImplOpenGL2_DestroyFontsTexture(). (#7748)
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
@@ -67,10 +72,18 @@
#include
#endif
+// [Debugging]
+//#define IMGUI_IMPL_OPENGL_DEBUG
+#ifdef IMGUI_IMPL_OPENGL_DEBUG
+#include
+#define GL_CALL(_CALL) do { _CALL; GLenum gl_err = glGetError(); if (gl_err != 0) fprintf(stderr, "GL error 0x%x returned from '%s'.\n", gl_err, #_CALL); } while (0) // Call with error check
+#else
+#define GL_CALL(_CALL) _CALL // Call without error check
+#endif
+
+// OpenGL data
struct ImGui_ImplOpenGL2_Data
{
- GLuint FontTexture;
-
ImGui_ImplOpenGL2_Data() { memset((void*)this, 0, sizeof(*this)); }
};
@@ -92,6 +105,7 @@ bool ImGui_ImplOpenGL2_Init()
ImGui_ImplOpenGL2_Data* bd = IM_NEW(ImGui_ImplOpenGL2_Data)();
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_opengl2";
+ io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
return true;
}
@@ -105,6 +119,7 @@ void ImGui_ImplOpenGL2_Shutdown()
ImGui_ImplOpenGL2_DestroyDeviceObjects();
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
+ io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasTextures);
IM_DELETE(bd);
}
@@ -112,11 +127,7 @@ void ImGui_ImplOpenGL2_NewFrame()
{
ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplOpenGL2_Init()?");
-
- if (!bd->FontTexture)
- ImGui_ImplOpenGL2_CreateDeviceObjects();
- if (!bd->FontTexture)
- ImGui_ImplOpenGL2_CreateFontsTexture();
+ IM_UNUSED(bd);
}
static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height)
@@ -153,7 +164,7 @@ static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_wid
// Setup viewport, orthographic projection matrix
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
- glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
+ GL_CALL(glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height));
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
@@ -174,6 +185,13 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
if (fb_width == 0 || fb_height == 0)
return;
+ // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do.
+ // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates).
+ if (draw_data->Textures != nullptr)
+ for (ImTextureData* tex : *draw_data->Textures)
+ if (tex->Status != ImTextureStatus_OK)
+ ImGui_ImplOpenGL2_UpdateTexture(tex);
+
// Backup GL state
GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
@@ -191,9 +209,8 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
// Render command lists
- for (int n = 0; n < draw_data->CmdListsCount; n++)
+ for (const ImDrawList* draw_list : draw_data->CmdLists)
{
- const ImDrawList* draw_list = draw_data->CmdLists[n];
const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data;
const ImDrawIdx* idx_buffer = draw_list->IdxBuffer.Data;
glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, pos)));
@@ -247,57 +264,79 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, last_tex_env_mode);
}
-bool ImGui_ImplOpenGL2_CreateFontsTexture()
+void ImGui_ImplOpenGL2_UpdateTexture(ImTextureData* tex)
{
- // Build texture atlas
- ImGuiIO& io = ImGui::GetIO();
- ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
- unsigned char* pixels;
- int width, height;
- io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
-
- // Upload texture to graphics system
- // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
- GLint last_texture;
- glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
- glGenTextures(1, &bd->FontTexture);
- glBindTexture(GL_TEXTURE_2D, bd->FontTexture);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
- glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
-
- // Store our identifier
- io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
-
- // Restore state
- glBindTexture(GL_TEXTURE_2D, last_texture);
-
- return true;
-}
-
-void ImGui_ImplOpenGL2_DestroyFontsTexture()
-{
- ImGuiIO& io = ImGui::GetIO();
- ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
- if (bd->FontTexture)
+ if (tex->Status == ImTextureStatus_WantCreate)
{
- glDeleteTextures(1, &bd->FontTexture);
- io.Fonts->SetTexID(0);
- bd->FontTexture = 0;
+ // Create and upload new texture to graphics system
+ //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
+ IM_ASSERT(tex->TexID == 0 && tex->BackendUserData == nullptr);
+ IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
+ const void* pixels = tex->GetPixels();
+ GLuint gl_texture_id = 0;
+
+ // Upload texture to graphics system
+ // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
+ GLint last_texture;
+ GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture));
+ GL_CALL(glGenTextures(1, &gl_texture_id));
+ GL_CALL(glBindTexture(GL_TEXTURE_2D, gl_texture_id));
+ GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
+ GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
+ GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP));
+ GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP));
+ GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0));
+ GL_CALL(glPixelStorei(GL_UNPACK_ALIGNMENT, 1));
+ GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex->Width, tex->Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels));
+
+ // Store identifiers
+ tex->SetTexID((ImTextureID)(intptr_t)gl_texture_id);
+ tex->SetStatus(ImTextureStatus_OK);
+
+ // Restore state
+ GL_CALL(glBindTexture(GL_TEXTURE_2D, last_texture));
+ }
+ else if (tex->Status == ImTextureStatus_WantUpdates)
+ {
+ // Update selected blocks. We only ever write to textures regions which have never been used before!
+ // This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region.
+ GLint last_texture;
+ GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture));
+
+ GLuint gl_tex_id = (GLuint)(intptr_t)tex->TexID;
+ GL_CALL(glBindTexture(GL_TEXTURE_2D, gl_tex_id));
+ GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, tex->Width));
+ GL_CALL(glPixelStorei(GL_UNPACK_ALIGNMENT, 1));
+ for (ImTextureRect& r : tex->Updates)
+ GL_CALL(glTexSubImage2D(GL_TEXTURE_2D, 0, r.x, r.y, r.w, r.h, GL_RGBA, GL_UNSIGNED_BYTE, tex->GetPixelsAt(r.x, r.y)));
+ GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0));
+ GL_CALL(glBindTexture(GL_TEXTURE_2D, last_texture)); // Restore state
+ tex->SetStatus(ImTextureStatus_OK);
+ }
+ else if (tex->Status == ImTextureStatus_WantDestroy)
+ {
+ GLuint gl_tex_id = (GLuint)(intptr_t)tex->TexID;
+ glDeleteTextures(1, &gl_tex_id);
+
+ // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
+ tex->SetTexID(ImTextureID_Invalid);
+ tex->SetStatus(ImTextureStatus_Destroyed);
}
}
bool ImGui_ImplOpenGL2_CreateDeviceObjects()
{
- return ImGui_ImplOpenGL2_CreateFontsTexture();
+ return true;
}
void ImGui_ImplOpenGL2_DestroyDeviceObjects()
{
- ImGui_ImplOpenGL2_DestroyFontsTexture();
+ for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
+ if (tex->RefCount == 1)
+ {
+ tex->SetStatus(ImTextureStatus_WantDestroy);
+ ImGui_ImplOpenGL2_UpdateTexture(tex);
+ }
}
//-----------------------------------------------------------------------------
diff --git a/backends/imgui_impl_opengl2.h b/backends/imgui_impl_opengl2.h
index e7f7a58c1f0e..014a03aca619 100644
--- a/backends/imgui_impl_opengl2.h
+++ b/backends/imgui_impl_opengl2.h
@@ -2,7 +2,10 @@
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
// Implemented features:
-// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
+// [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).
+// Missing features or Issues:
+// [ ] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// 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.
@@ -31,9 +34,10 @@ IMGUI_IMPL_API void ImGui_ImplOpenGL2_NewFrame();
IMGUI_IMPL_API void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data);
// Called by Init/NewFrame/Shutdown
-IMGUI_IMPL_API bool ImGui_ImplOpenGL2_CreateFontsTexture();
-IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyFontsTexture();
IMGUI_IMPL_API bool ImGui_ImplOpenGL2_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyDeviceObjects();
+// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
+IMGUI_IMPL_API void ImGui_ImplOpenGL2_UpdateTexture(ImTextureData* tex);
+
#endif // #ifndef IMGUI_DISABLE
diff --git a/backends/imgui_impl_opengl3.cpp b/backends/imgui_impl_opengl3.cpp
index f5235096faff..00d1d94c3357 100644
--- a/backends/imgui_impl_opengl3.cpp
+++ b/backends/imgui_impl_opengl3.cpp
@@ -4,8 +4,9 @@
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
// Implemented features:
-// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
-// [x] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only).
+// [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).
// About WebGL/ES:
// - You need to '#define IMGUI_IMPL_OPENGL_ES2' or '#define IMGUI_IMPL_OPENGL_ES3' to use WebGL or OpenGL ES.
@@ -22,6 +23,10 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
+// 2025-07-15: OpenGL: Set GL_UNPACK_ALIGNMENT to 1 before updating textures (#8802) + restore non-WebGL/ES update path that doesn't require a CPU-side copy.
+// 2025-06-11: OpenGL: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplOpenGL3_CreateFontsTexture() and ImGui_ImplOpenGL3_DestroyFontsTexture().
+// 2025-06-04: OpenGL: Made GLES 3.20 contexts not access GL_CONTEXT_PROFILE_MASK nor GL_PRIMITIVE_RESTART. (#8664)
+// 2025-02-18: OpenGL: Lazily reinitialize embedded GL loader for when calling backend from e.g. other DLL boundaries. (#8406)
// 2024-10-07: OpenGL: Changed default texture sampler to Clamp instead of Repeat/Wrap.
// 2024-06-28: OpenGL: ImGui_ImplOpenGL3_NewFrame() recreates font texture if it has been destroyed by ImGui_ImplOpenGL3_DestroyFontsTexture(). (#7748)
// 2024-05-07: OpenGL: Update loader for Linux to support EGL/GLVND. (#7562)
@@ -53,7 +58,7 @@
// 2021-01-03: OpenGL: Backup, setup and restore GL_STENCIL_TEST state.
// 2020-10-23: OpenGL: Backup, setup and restore GL_PRIMITIVE_RESTART state.
// 2020-10-15: OpenGL: Use glGetString(GL_VERSION) instead of glGetIntegerv(GL_MAJOR_VERSION, ...) when the later returns zero (e.g. Desktop GL 2.x)
-// 2020-09-17: OpenGL: Fix to avoid compiling/calling glBindSampler() on ES or pre 3.3 context which have the defines set by a loader.
+// 2020-09-17: OpenGL: Fix to avoid compiling/calling glBindSampler() on ES or pre-3.3 context which have the defines set by a loader.
// 2020-07-10: OpenGL: Added support for glad2 OpenGL loader.
// 2020-05-08: OpenGL: Made default GLSL version 150 (instead of 130) on OSX.
// 2020-04-21: OpenGL: Fixed handling of glClipControl(GL_UPPER_LEFT) by inverting projection matrix.
@@ -137,6 +142,7 @@
#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
#pragma GCC diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx'
#pragma GCC diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader)
+#pragma GCC diagnostic ignored "-Wstrict-overflow" // warning: assuming signed overflow does not occur when simplifying division / ..when changing X +- C1 cmp C2 to X cmp C2 -+ C1
#endif
// GL includes
@@ -164,9 +170,11 @@
// In the rest of your app/engine, you can use another loader of your choice (gl3w, glew, glad, glbinding, glext, glLoadGen, etc.).
// If you happen to be developing a new feature for this backend (imgui_impl_opengl3.cpp):
// - You may need to regenerate imgui_impl_opengl3_loader.h to add new symbols. See https://github.com/dearimgui/gl3w_stripped
+// Typically you would run: python3 ./gl3w_gen.py --output ../imgui/backends/imgui_impl_opengl3_loader.h --ref ../imgui/backends/imgui_impl_opengl3.cpp ./extra_symbols.txt
// - You can temporarily use an unstripped version. See https://github.com/dearimgui/gl3w_stripped/releases
// Changes to this backend using new APIs should be accompanied by a regenerated stripped loader version.
#define IMGL3W_IMPL
+#define IMGUI_IMPL_OPENGL_LOADER_IMGL3W
#include "imgui_impl_opengl3_loader.h"
#endif
@@ -226,7 +234,7 @@ struct ImGui_ImplOpenGL3_Data
bool GlProfileIsES3;
bool GlProfileIsCompat;
GLint GlProfileMask;
- GLuint FontTexture;
+ GLint MaxTextureSize;
GLuint ShaderHandle;
GLint AttribLocationTex; // Uniforms location
GLint AttribLocationProjMtx;
@@ -239,6 +247,7 @@ struct ImGui_ImplOpenGL3_Data
bool HasPolygonMode;
bool HasClipOrigin;
bool UseBufferSubData;
+ ImVector TempBuffer;
ImGui_ImplOpenGL3_Data() { memset((void*)this, 0, sizeof(*this)); }
};
@@ -274,6 +283,21 @@ struct ImGui_ImplOpenGL3_VtxAttribState
};
#endif
+// Not static to allow third-party code to use that if they want to (but undocumented)
+bool ImGui_ImplOpenGL3_InitLoader();
+bool ImGui_ImplOpenGL3_InitLoader()
+{
+ // Initialize our loader
+#ifdef IMGUI_IMPL_OPENGL_LOADER_IMGL3W
+ if (glGetIntegerv == nullptr && imgl3wInit() != 0)
+ {
+ fprintf(stderr, "Failed to initialize OpenGL loader!\n");
+ return false;
+ }
+#endif
+ return true;
+}
+
// Functions
bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
{
@@ -281,14 +305,9 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
- // Initialize our loader
-#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
- if (imgl3wInit() != 0)
- {
- fprintf(stderr, "Failed to initialize OpenGL loader!\n");
+ // Initialize loader
+ if (!ImGui_ImplOpenGL3_InitLoader())
return false;
- }
-#endif
// Setup backend capabilities flags
ImGui_ImplOpenGL3_Data* bd = IM_NEW(ImGui_ImplOpenGL3_Data)();
@@ -296,13 +315,14 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
io.BackendRendererName = "imgui_impl_opengl3";
// Query for GL version (e.g. 320 for GL 3.2)
+ const char* gl_version_str = (const char*)glGetString(GL_VERSION);
#if defined(IMGUI_IMPL_OPENGL_ES2)
// GLES 2
bd->GlVersion = 200;
bd->GlProfileIsES2 = true;
+ IM_UNUSED(gl_version_str);
#else
// Desktop or GLES 3
- const char* gl_version_str = (const char*)glGetString(GL_VERSION);
GLint major = 0;
GLint minor = 0;
glGetIntegerv(GL_MAJOR_VERSION, &major);
@@ -310,11 +330,7 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
if (major == 0 && minor == 0)
sscanf(gl_version_str, "%d.%d", &major, &minor); // Query GL_VERSION in desktop GL 2.x, the string will start with "."
bd->GlVersion = (GLuint)(major * 100 + minor * 10);
-#if defined(GL_CONTEXT_PROFILE_MASK)
- if (bd->GlVersion >= 320)
- glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &bd->GlProfileMask);
- bd->GlProfileIsCompat = (bd->GlProfileMask & GL_CONTEXT_COMPATIBILITY_PROFILE_BIT) != 0;
-#endif
+ glGetIntegerv(GL_MAX_TEXTURE_SIZE, &bd->MaxTextureSize);
#if defined(IMGUI_IMPL_OPENGL_ES3)
bd->GlProfileIsES3 = true;
@@ -323,6 +339,12 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
bd->GlProfileIsES3 = true;
#endif
+#if defined(GL_CONTEXT_PROFILE_MASK)
+ if (!bd->GlProfileIsES3 && bd->GlVersion >= 320)
+ glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &bd->GlProfileMask);
+ bd->GlProfileIsCompat = (bd->GlProfileMask & GL_CONTEXT_COMPATIBILITY_PROFILE_BIT) != 0;
+#endif
+
bd->UseBufferSubData = false;
/*
// Query vendor to enable glBufferSubData kludge
@@ -335,13 +357,17 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
#endif
#ifdef IMGUI_IMPL_OPENGL_DEBUG
- printf("GlVersion = %d, \"%s\"\nGlProfileIsCompat = %d\nGlProfileMask = 0x%X\nGlProfileIsES2 = %d, GlProfileIsES3 = %d\nGL_VENDOR = '%s'\nGL_RENDERER = '%s'\n", bd->GlVersion, gl_version_str, bd->GlProfileIsCompat, bd->GlProfileMask, bd->GlProfileIsES2, bd->GlProfileIsES3, (const char*)glGetString(GL_VENDOR), (const char*)glGetString(GL_RENDERER)); // [DEBUG]
+ printf("GlVersion = %d, \"%s\"\nGlProfileIsCompat = %d\nGlProfileMask = 0x%X\nGlProfileIsES2/IsEs3 = %d/%d\nGL_VENDOR = '%s'\nGL_RENDERER = '%s'\n", bd->GlVersion, gl_version_str, bd->GlProfileIsCompat, bd->GlProfileMask, bd->GlProfileIsES2, bd->GlProfileIsES3, (const char*)glGetString(GL_VENDOR), (const char*)glGetString(GL_RENDERER)); // [DEBUG]
#endif
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
if (bd->GlVersion >= 320)
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
#endif
+ io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
+
+ ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
+ platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = (int)bd->MaxTextureSize;
// Store GLSL version string so we can refer to it later in case we recreate shaders.
// Note: GLSL version is NOT the same as GL version. Leave this to nullptr if unsure.
@@ -394,7 +420,7 @@ void ImGui_ImplOpenGL3_Shutdown()
ImGui_ImplOpenGL3_DestroyDeviceObjects();
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
- io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
+ io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
IM_DELETE(bd);
}
@@ -403,10 +429,11 @@ void ImGui_ImplOpenGL3_NewFrame()
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplOpenGL3_Init()?");
+ ImGui_ImplOpenGL3_InitLoader(); // Lazily init loader if not already done for e.g. DLL boundaries.
+
if (!bd->ShaderHandle)
- ImGui_ImplOpenGL3_CreateDeviceObjects();
- if (!bd->FontTexture)
- ImGui_ImplOpenGL3_CreateFontsTexture();
+ if (!ImGui_ImplOpenGL3_CreateDeviceObjects())
+ IM_ASSERT(0 && "ImGui_ImplOpenGL3_CreateDeviceObjects() failed!");
}
static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object)
@@ -422,7 +449,7 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
glDisable(GL_STENCIL_TEST);
glEnable(GL_SCISSOR_TEST);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
- if (bd->GlVersion >= 310)
+ if (!bd->GlProfileIsES3 && bd->GlVersion >= 310)
glDisable(GL_PRIMITIVE_RESTART);
#endif
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE
@@ -494,8 +521,17 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
if (fb_width <= 0 || fb_height <= 0)
return;
+ ImGui_ImplOpenGL3_InitLoader(); // Lazily init loader if not already done for e.g. DLL boundaries.
+
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
+ // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do.
+ // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates).
+ if (draw_data->Textures != nullptr)
+ for (ImTextureData* tex : *draw_data->Textures)
+ if (tex->Status != ImTextureStatus_OK)
+ ImGui_ImplOpenGL3_UpdateTexture(tex);
+
// Backup GL state
GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
glActiveTexture(GL_TEXTURE0);
@@ -532,7 +568,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
GLboolean last_enable_stencil_test = glIsEnabled(GL_STENCIL_TEST);
GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
- GLboolean last_enable_primitive_restart = (bd->GlVersion >= 310) ? glIsEnabled(GL_PRIMITIVE_RESTART) : GL_FALSE;
+ GLboolean last_enable_primitive_restart = (!bd->GlProfileIsES3 && bd->GlVersion >= 310) ? glIsEnabled(GL_PRIMITIVE_RESTART) : GL_FALSE;
#endif
// Setup desired GL state
@@ -549,10 +585,8 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
// Render command lists
- for (int n = 0; n < draw_data->CmdListsCount; n++)
+ for (const ImDrawList* draw_list : draw_data->CmdLists)
{
- const ImDrawList* draw_list = draw_data->CmdLists[n];
-
// Upload vertex/index buffers
// - OpenGL drivers are in a very sorry state nowadays....
// During 2021 we attempted to switch from glBufferData() to orphaning+glBufferSubData() following reports
@@ -651,7 +685,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
if (last_enable_stencil_test) glEnable(GL_STENCIL_TEST); else glDisable(GL_STENCIL_TEST);
if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
- if (bd->GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); }
+ if (!bd->GlProfileIsES3 && bd->GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); }
#endif
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE
@@ -664,50 +698,90 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
(void)bd; // Not all compilation paths use this
}
-bool ImGui_ImplOpenGL3_CreateFontsTexture()
+static void ImGui_ImplOpenGL3_DestroyTexture(ImTextureData* tex)
{
- ImGuiIO& io = ImGui::GetIO();
- ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
-
- // Build texture atlas
- unsigned char* pixels;
- int width, height;
- io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
-
- // Upload texture to graphics system
- // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
- GLint last_texture;
- GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture));
- GL_CALL(glGenTextures(1, &bd->FontTexture));
- GL_CALL(glBindTexture(GL_TEXTURE_2D, bd->FontTexture));
- GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
- GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
- GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
- GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));
-#ifdef GL_UNPACK_ROW_LENGTH // Not on WebGL/ES
- GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0));
-#endif
- GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels));
-
- // Store our identifier
- io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
+ GLuint gl_tex_id = (GLuint)(intptr_t)tex->TexID;
+ glDeleteTextures(1, &gl_tex_id);
- // Restore state
- GL_CALL(glBindTexture(GL_TEXTURE_2D, last_texture));
-
- return true;
+ // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
+ tex->SetTexID(ImTextureID_Invalid);
+ tex->SetStatus(ImTextureStatus_Destroyed);
}
-void ImGui_ImplOpenGL3_DestroyFontsTexture()
+void ImGui_ImplOpenGL3_UpdateTexture(ImTextureData* tex)
{
- ImGuiIO& io = ImGui::GetIO();
- ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
- if (bd->FontTexture)
+ // FIXME: Consider backing up and restoring
+ if (tex->Status == ImTextureStatus_WantCreate || tex->Status == ImTextureStatus_WantUpdates)
{
- glDeleteTextures(1, &bd->FontTexture);
- io.Fonts->SetTexID(0);
- bd->FontTexture = 0;
+#ifdef GL_UNPACK_ROW_LENGTH // Not on WebGL/ES
+ GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0));
+#endif
+#ifdef GL_UNPACK_ALIGNMENT
+ GL_CALL(glPixelStorei(GL_UNPACK_ALIGNMENT, 1));
+#endif
}
+
+ if (tex->Status == ImTextureStatus_WantCreate)
+ {
+ // Create and upload new texture to graphics system
+ //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
+ IM_ASSERT(tex->TexID == 0 && tex->BackendUserData == nullptr);
+ IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
+ const void* pixels = tex->GetPixels();
+ GLuint gl_texture_id = 0;
+
+ // Upload texture to graphics system
+ // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
+ GLint last_texture;
+ GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture));
+ GL_CALL(glGenTextures(1, &gl_texture_id));
+ GL_CALL(glBindTexture(GL_TEXTURE_2D, gl_texture_id));
+ GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
+ GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
+ GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
+ GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));
+ GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex->Width, tex->Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels));
+
+ // Store identifiers
+ tex->SetTexID((ImTextureID)(intptr_t)gl_texture_id);
+ tex->SetStatus(ImTextureStatus_OK);
+
+ // Restore state
+ GL_CALL(glBindTexture(GL_TEXTURE_2D, last_texture));
+ }
+ else if (tex->Status == ImTextureStatus_WantUpdates)
+ {
+ // Update selected blocks. We only ever write to textures regions which have never been used before!
+ // This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region.
+ GLint last_texture;
+ GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture));
+
+ GLuint gl_tex_id = (GLuint)(intptr_t)tex->TexID;
+ GL_CALL(glBindTexture(GL_TEXTURE_2D, gl_tex_id));
+#if GL_UNPACK_ROW_LENGTH // Not on WebGL/ES
+ GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, tex->Width));
+ for (ImTextureRect& r : tex->Updates)
+ GL_CALL(glTexSubImage2D(GL_TEXTURE_2D, 0, r.x, r.y, r.w, r.h, GL_RGBA, GL_UNSIGNED_BYTE, tex->GetPixelsAt(r.x, r.y)));
+ GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0));
+#else
+ // GL ES doesn't have GL_UNPACK_ROW_LENGTH, so we need to (A) copy to a contiguous buffer or (B) upload line by line.
+ ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
+ for (ImTextureRect& r : tex->Updates)
+ {
+ const int src_pitch = r.w * tex->BytesPerPixel;
+ bd->TempBuffer.resize(r.h * src_pitch);
+ char* out_p = bd->TempBuffer.Data;
+ for (int y = 0; y < r.h; y++, out_p += src_pitch)
+ memcpy(out_p, tex->GetPixelsAt(r.x, r.y + y), src_pitch);
+ IM_ASSERT(out_p == bd->TempBuffer.end());
+ GL_CALL(glTexSubImage2D(GL_TEXTURE_2D, 0, r.x, r.y, r.w, r.h, GL_RGBA, GL_UNSIGNED_BYTE, bd->TempBuffer.Data));
+ }
+#endif
+ tex->SetStatus(ImTextureStatus_OK);
+ GL_CALL(glBindTexture(GL_TEXTURE_2D, last_texture)); // Restore state
+ }
+ else if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames > 0)
+ ImGui_ImplOpenGL3_DestroyTexture(tex);
}
// If you get an error please report on github. You may try different GL context version or GLSL version. See GL<>GLSL version table at the top of this file.
@@ -895,23 +969,28 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
// Create shaders
const GLchar* vertex_shader_with_version[2] = { bd->GlslVersionString, vertex_shader };
- GLuint vert_handle = glCreateShader(GL_VERTEX_SHADER);
+ GLuint vert_handle;
+ GL_CALL(vert_handle = glCreateShader(GL_VERTEX_SHADER));
glShaderSource(vert_handle, 2, vertex_shader_with_version, nullptr);
glCompileShader(vert_handle);
- CheckShader(vert_handle, "vertex shader");
+ if (!CheckShader(vert_handle, "vertex shader"))
+ return false;
const GLchar* fragment_shader_with_version[2] = { bd->GlslVersionString, fragment_shader };
- GLuint frag_handle = glCreateShader(GL_FRAGMENT_SHADER);
+ GLuint frag_handle;
+ GL_CALL(frag_handle = glCreateShader(GL_FRAGMENT_SHADER));
glShaderSource(frag_handle, 2, fragment_shader_with_version, nullptr);
glCompileShader(frag_handle);
- CheckShader(frag_handle, "fragment shader");
+ if (!CheckShader(frag_handle, "fragment shader"))
+ return false;
// Link
bd->ShaderHandle = glCreateProgram();
glAttachShader(bd->ShaderHandle, vert_handle);
glAttachShader(bd->ShaderHandle, frag_handle);
glLinkProgram(bd->ShaderHandle);
- CheckProgram(bd->ShaderHandle, "shader program");
+ if (!CheckProgram(bd->ShaderHandle, "shader program"))
+ return false;
glDetachShader(bd->ShaderHandle, vert_handle);
glDetachShader(bd->ShaderHandle, frag_handle);
@@ -928,8 +1007,6 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
glGenBuffers(1, &bd->VboHandle);
glGenBuffers(1, &bd->ElementsHandle);
- ImGui_ImplOpenGL3_CreateFontsTexture();
-
// Restore modified GL state
glBindTexture(GL_TEXTURE_2D, last_texture);
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
@@ -949,7 +1026,11 @@ void ImGui_ImplOpenGL3_DestroyDeviceObjects()
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; }
- ImGui_ImplOpenGL3_DestroyFontsTexture();
+
+ // Destroy all textures
+ for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
+ if (tex->RefCount == 1)
+ ImGui_ImplOpenGL3_DestroyTexture(tex);
}
//-----------------------------------------------------------------------------
diff --git a/backends/imgui_impl_opengl3.h b/backends/imgui_impl_opengl3.h
index 54545f957b91..b72b5c887d63 100644
--- a/backends/imgui_impl_opengl3.h
+++ b/backends/imgui_impl_opengl3.h
@@ -4,8 +4,9 @@
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
// Implemented features:
-// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
-// [x] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only).
+// [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).
// About WebGL/ES:
// - You need to '#define IMGUI_IMPL_OPENGL_ES2' or '#define IMGUI_IMPL_OPENGL_ES3' to use WebGL or OpenGL ES.
@@ -36,11 +37,12 @@ IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame();
IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data);
// (Optional) Called by Init/NewFrame/Shutdown
-IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateFontsTexture();
-IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyFontsTexture();
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
+// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
+IMGUI_IMPL_API void ImGui_ImplOpenGL3_UpdateTexture(ImTextureData* tex);
+
// Configuration flags to add in your imconfig file:
//#define IMGUI_IMPL_OPENGL_ES2 // Enable ES 2 (Auto-detected on Emscripten)
//#define IMGUI_IMPL_OPENGL_ES3 // Enable ES 3 (Auto-detected on iOS/Android)
diff --git a/backends/imgui_impl_opengl3_loader.h b/backends/imgui_impl_opengl3_loader.h
index d6ffa5a2d427..aa8fdc27e1fe 100644
--- a/backends/imgui_impl_opengl3_loader.h
+++ b/backends/imgui_impl_opengl3_loader.h
@@ -166,7 +166,9 @@ typedef khronos_uint8_t GLubyte;
#define GL_SCISSOR_BOX 0x0C10
#define GL_SCISSOR_TEST 0x0C11
#define GL_UNPACK_ROW_LENGTH 0x0CF2
+#define GL_UNPACK_ALIGNMENT 0x0CF5
#define GL_PACK_ALIGNMENT 0x0D05
+#define GL_MAX_TEXTURE_SIZE 0x0D33
#define GL_TEXTURE_2D 0x0DE1
#define GL_UNSIGNED_BYTE 0x1401
#define GL_UNSIGNED_SHORT 0x1403
@@ -224,11 +226,13 @@ typedef khronos_float_t GLclampf;
typedef double GLclampd;
#define GL_TEXTURE_BINDING_2D 0x8069
typedef void (APIENTRYP PFNGLDRAWELEMENTSPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices);
+typedef void (APIENTRYP PFNGLTEXSUBIMAGE2DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels);
typedef void (APIENTRYP PFNGLBINDTEXTUREPROC) (GLenum target, GLuint texture);
typedef void (APIENTRYP PFNGLDELETETEXTURESPROC) (GLsizei n, const GLuint *textures);
typedef void (APIENTRYP PFNGLGENTEXTURESPROC) (GLsizei n, GLuint *textures);
#ifdef GL_GLEXT_PROTOTYPES
GLAPI void APIENTRY glDrawElements (GLenum mode, GLsizei count, GLenum type, const void *indices);
+GLAPI void APIENTRY glTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels);
GLAPI void APIENTRY glBindTexture (GLenum target, GLuint texture);
GLAPI void APIENTRY glDeleteTextures (GLsizei n, const GLuint *textures);
GLAPI void APIENTRY glGenTextures (GLsizei n, GLuint *textures);
@@ -478,7 +482,7 @@ GL3W_API GL3WglProc imgl3wGetProcAddress(const char *proc);
/* gl3w internal state */
union ImGL3WProcs {
- GL3WglProc ptr[59];
+ GL3WglProc ptr[60];
struct {
PFNGLACTIVETEXTUREPROC ActiveTexture;
PFNGLATTACHSHADERPROC AttachShader;
@@ -534,6 +538,7 @@ union ImGL3WProcs {
PFNGLSHADERSOURCEPROC ShaderSource;
PFNGLTEXIMAGE2DPROC TexImage2D;
PFNGLTEXPARAMETERIPROC TexParameteri;
+ PFNGLTEXSUBIMAGE2DPROC TexSubImage2D;
PFNGLUNIFORM1IPROC Uniform1i;
PFNGLUNIFORMMATRIX4FVPROC UniformMatrix4fv;
PFNGLUSEPROGRAMPROC UseProgram;
@@ -599,6 +604,7 @@ GL3W_API extern union ImGL3WProcs imgl3wProcs;
#define glShaderSource imgl3wProcs.gl.ShaderSource
#define glTexImage2D imgl3wProcs.gl.TexImage2D
#define glTexParameteri imgl3wProcs.gl.TexParameteri
+#define glTexSubImage2D imgl3wProcs.gl.TexSubImage2D
#define glUniform1i imgl3wProcs.gl.Uniform1i
#define glUniformMatrix4fv imgl3wProcs.gl.UniformMatrix4fv
#define glUseProgram imgl3wProcs.gl.UseProgram
@@ -894,6 +900,7 @@ static const char *proc_names[] = {
"glShaderSource",
"glTexImage2D",
"glTexParameteri",
+ "glTexSubImage2D",
"glUniform1i",
"glUniformMatrix4fv",
"glUseProgram",
diff --git a/backends/imgui_impl_osx.h b/backends/imgui_impl_osx.h
index 28e1331285df..ea2b4f492e8c 100644
--- a/backends/imgui_impl_osx.h
+++ b/backends/imgui_impl_osx.h
@@ -4,11 +4,11 @@
// - Requires linking with the GameController framework ("-framework GameController").
// Implemented features:
-// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
+// [X] Platform: Clipboard support is part of core Dear ImGui (no specific code in this backend).
// [X] Platform: Mouse support. Can discriminate Mouse/Pen.
-// [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 kVK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
-// [X] Platform: OSX clipboard is supported within core Dear ImGui (no specific code in this backend).
-// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
+// [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 kVK_* 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: IME support.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
@@ -19,6 +19,7 @@
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
+#pragma once
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
diff --git a/backends/imgui_impl_osx.mm b/backends/imgui_impl_osx.mm
index de9b57408a06..06a6aff8b9c8 100644
--- a/backends/imgui_impl_osx.mm
+++ b/backends/imgui_impl_osx.mm
@@ -4,11 +4,11 @@
// - Requires linking with the GameController framework ("-framework GameController").
// Implemented features:
-// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
+// [X] Platform: Clipboard support is part of core Dear ImGui (no specific code in this backend).
// [X] Platform: Mouse support. Can discriminate Mouse/Pen.
-// [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 kVK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
-// [X] Platform: OSX clipboard is supported within core Dear ImGui (no specific code in this backend).
-// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
+// [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 kVK_* 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: IME support.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
@@ -29,6 +29,10 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
+// 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)
+// 2025-03-21: 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:
// - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn
// - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn
@@ -36,7 +40,7 @@
// 2024-07-02: Update for io.SetPlatformImeDataFn() -> io.PlatformSetImeDataFn() renaming in main library.
// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F20 function keys. Stopped mapping F13 into PrintScreen.
// 2023-04-09: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_Pen.
-// 2023-02-01: Fixed scroll wheel scaling for devices emitting events with hasPreciseScrollingDeltas==false (e.g. non-Apple mices).
+// 2023-02-01: Fixed scroll wheel scaling for devices emitting events with hasPreciseScrollingDeltas==false (e.g. non-Apple mice).
// 2022-11-02: Fixed mouse coordinates before clicking the host window.
// 2022-10-06: Fixed mouse inputs on flipped views.
// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
@@ -87,7 +91,7 @@
id Monitor;
NSWindow* Window;
- ImGui_ImplOSX_Data() { memset(this, 0, sizeof(*this)); }
+ ImGui_ImplOSX_Data() { memset((void*)this, 0, sizeof(*this)); }
};
static ImGui_ImplOSX_Data* ImGui_ImplOSX_GetBackendData() { return (ImGui_ImplOSX_Data*)ImGui::GetIO().BackendPlatformUserData; }
@@ -105,6 +109,7 @@ + (id)_windowResizeNorthWestSouthEastCursor;
+ (id)_windowResizeNorthEastSouthWestCursor;
+ (id)_windowResizeNorthSouthCursor;
+ (id)_windowResizeEastWestCursor;
++ (id)busyButClickableCursor;
@end
/**
@@ -421,12 +426,13 @@ bool ImGui_ImplOSX_Init(NSView* view)
bd->MouseCursors[ImGuiMouseCursor_Arrow] = [NSCursor arrowCursor];
bd->MouseCursors[ImGuiMouseCursor_TextInput] = [NSCursor IBeamCursor];
bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = [NSCursor closedHandCursor];
- bd->MouseCursors[ImGuiMouseCursor_Hand] = [NSCursor pointingHandCursor];
- bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = [NSCursor operationNotAllowedCursor];
bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = [NSCursor respondsToSelector:@selector(_windowResizeNorthSouthCursor)] ? [NSCursor _windowResizeNorthSouthCursor] : [NSCursor resizeUpDownCursor];
bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = [NSCursor respondsToSelector:@selector(_windowResizeEastWestCursor)] ? [NSCursor _windowResizeEastWestCursor] : [NSCursor resizeLeftRightCursor];
bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = [NSCursor respondsToSelector:@selector(_windowResizeNorthEastSouthWestCursor)] ? [NSCursor _windowResizeNorthEastSouthWestCursor] : [NSCursor closedHandCursor];
bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = [NSCursor respondsToSelector:@selector(_windowResizeNorthWestSouthEastCursor)] ? [NSCursor _windowResizeNorthWestSouthEastCursor] : [NSCursor closedHandCursor];
+ bd->MouseCursors[ImGuiMouseCursor_Hand] = [NSCursor pointingHandCursor];
+ bd->MouseCursors[ImGuiMouseCursor_Wait] = bd->MouseCursors[ImGuiMouseCursor_Progress] = [NSCursor respondsToSelector:@selector(busyButClickableCursor)] ? [NSCursor busyButClickableCursor] : [NSCursor arrowCursor];
+ bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = [NSCursor operationNotAllowedCursor];
// Note that imgui.cpp also include default OSX clipboard handlers which can be enabled
// by adding '#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS' in imconfig.h and adding '-framework ApplicationServices' to your linker command-line.
@@ -473,7 +479,7 @@ bool ImGui_ImplOSX_Init(NSView* view)
[view addSubview:bd->KeyEventResponder];
ImGui_ImplOSX_AddTrackingArea(view);
- platform_io.Platform_SetImeDataFn = [](ImGuiContext*, ImGuiViewport* viewport, ImGuiPlatformImeData* data) -> void
+ platform_io.Platform_SetImeDataFn = [](ImGuiContext*, ImGuiViewport*, ImGuiPlatformImeData* data) -> void
{
ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData();
if (data->WantVisible)
@@ -497,6 +503,7 @@ void ImGui_ImplOSX_Shutdown()
ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData();
IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
+ [[NSNotificationCenter defaultCenter] removeObserver:bd->Observer];
bd->Observer = nullptr;
if (bd->Monitor != nullptr)
{
@@ -532,7 +539,7 @@ static void ImGui_ImplOSX_UpdateMouseCursor()
else
{
NSCursor* desired = bd->MouseCursors[imgui_cursor] ?: bd->MouseCursors[ImGuiMouseCursor_Arrow];
- // -[NSCursor set] generates measureable overhead if called unconditionally.
+ // -[NSCursor set] generates measurable overhead if called unconditionally.
if (desired != NSCursor.currentCursor)
{
[desired set];
@@ -548,8 +555,6 @@ static void ImGui_ImplOSX_UpdateMouseCursor()
static void ImGui_ImplOSX_UpdateGamepads()
{
ImGuiIO& io = ImGui::GetIO();
- if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
- return;
#if APPLE_HAS_CONTROLLER
GCController* controller = GCController.current;
@@ -660,6 +665,9 @@ static ImGuiMouseSource GetMouseSource(NSEvent* event)
static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view)
{
+ // Only process events from the window containing ImGui view
+ if (event.window != view.window)
+ return false;
ImGuiIO& io = ImGui::GetIO();
if (event.type == NSEventTypeLeftMouseDown || event.type == NSEventTypeRightMouseDown || event.type == NSEventTypeOtherMouseDown)
@@ -785,8 +793,6 @@ static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view)
default:
return io.WantCaptureKeyboard;
}
-
- NSEventModifierFlags modifier_flags = [event modifierFlags];
io.AddKeyEvent(key, (modifier_flags & mask) != 0);
io.SetKeyEventNativeData(key, key_code, -1); // To support legacy indexing (<1.87 user code)
}
diff --git a/backends/imgui_impl_sdl2.cpp b/backends/imgui_impl_sdl2.cpp
index 529ca79e0a2f..291edb8118af 100644
--- a/backends/imgui_impl_sdl2.cpp
+++ b/backends/imgui_impl_sdl2.cpp
@@ -6,9 +6,9 @@
// Implemented features:
// [X] Platform: Clipboard support.
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
-// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
-// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
-// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
+// [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: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
@@ -21,6 +21,16 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
+// 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.
+// 2025-04-09: 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)
+// 2025-02-24: Avoid calling SDL_GetGlobalMouseState() when mouse is in relative mode.
+// 2025-02-18: Added ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress mouse cursor support.
+// 2025-02-10: Using SDL_OpenURL() in platform_io.Platform_OpenInShellFn handler.
+// 2025-01-20: Made ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode_Manual) accept an empty array.
// 2024-10-24: Emscripten: from SDL 2.30.9, SDL_EVENT_MOUSE_WHEEL event doesn't require dividing by 100.0f.
// 2024-09-09: use SDL_Vulkan_GetDrawableSize() when available. (#7967, #3190)
// 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
@@ -95,25 +105,30 @@
// Clang warnings with -Weverything
#if defined(__clang__)
#pragma clang diagnostic push
+#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
#endif
// SDL
#include
#include
+#include // for snprintf()
#ifdef __APPLE__
#include
#endif
#ifdef __EMSCRIPTEN__
#include
#endif
+#undef Status // X11 headers are leaking this.
#if SDL_VERSION_ATLEAST(2,0,4) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) && !defined(__amigaos4__)
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 1
#else
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0
#endif
+#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_OPEN_URL SDL_VERSION_ATLEAST(2,0,14)
#if SDL_HAS_VULKAN
#include
#endif
@@ -126,6 +141,7 @@ struct ImGui_ImplSDL2_Data
SDL_Renderer* Renderer;
Uint64 Time;
char* ClipboardTextData;
+ char BackendPlatformName[48];
// Mouse handling
Uint32 MouseWindowID;
@@ -134,6 +150,7 @@ struct ImGui_ImplSDL2_Data
SDL_Cursor* MouseLastCursor;
int MouseLastLeaveFrame;
bool MouseCanUseGlobalState;
+ bool MouseCanUseCapture;
// Gamepad handling
ImVector Gamepads;
@@ -185,7 +202,6 @@ static void ImGui_ImplSDL2_PlatformSetImeData(ImGuiContext*, ImGuiViewport*, ImG
ImGuiKey ImGui_ImplSDL2_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode);
ImGuiKey ImGui_ImplSDL2_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode)
{
- IM_UNUSED(scancode);
switch (keycode)
{
case SDLK_TAB: return ImGuiKey_Tab;
@@ -203,17 +219,17 @@ ImGuiKey ImGui_ImplSDL2_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode sca
case SDLK_SPACE: return ImGuiKey_Space;
case SDLK_RETURN: return ImGuiKey_Enter;
case SDLK_ESCAPE: return ImGuiKey_Escape;
- case SDLK_QUOTE: return ImGuiKey_Apostrophe;
+ //case SDLK_QUOTE: return ImGuiKey_Apostrophe;
case SDLK_COMMA: return ImGuiKey_Comma;
- case SDLK_MINUS: return ImGuiKey_Minus;
+ //case SDLK_MINUS: return ImGuiKey_Minus;
case SDLK_PERIOD: return ImGuiKey_Period;
- case SDLK_SLASH: return ImGuiKey_Slash;
+ //case SDLK_SLASH: return ImGuiKey_Slash;
case SDLK_SEMICOLON: return ImGuiKey_Semicolon;
- case SDLK_EQUALS: return ImGuiKey_Equal;
- case SDLK_LEFTBRACKET: return ImGuiKey_LeftBracket;
- case SDLK_BACKSLASH: return ImGuiKey_Backslash;
- case SDLK_RIGHTBRACKET: return ImGuiKey_RightBracket;
- case SDLK_BACKQUOTE: return ImGuiKey_GraveAccent;
+ //case SDLK_EQUALS: return ImGuiKey_Equal;
+ //case SDLK_LEFTBRACKET: return ImGuiKey_LeftBracket;
+ //case SDLK_BACKSLASH: return ImGuiKey_Backslash;
+ //case SDLK_RIGHTBRACKET: return ImGuiKey_RightBracket;
+ //case SDLK_BACKQUOTE: return ImGuiKey_GraveAccent;
case SDLK_CAPSLOCK: return ImGuiKey_CapsLock;
case SDLK_SCROLLLOCK: return ImGuiKey_ScrollLock;
case SDLK_NUMLOCKCLEAR: return ImGuiKey_NumLock;
@@ -309,6 +325,24 @@ ImGuiKey ImGui_ImplSDL2_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode sca
case SDLK_AC_FORWARD: return ImGuiKey_AppForward;
default: break;
}
+
+ // Fallback to scancode
+ switch (scancode)
+ {
+ case SDL_SCANCODE_GRAVE: return ImGuiKey_GraveAccent;
+ case SDL_SCANCODE_MINUS: return ImGuiKey_Minus;
+ case SDL_SCANCODE_EQUALS: return ImGuiKey_Equal;
+ case SDL_SCANCODE_LEFTBRACKET: return ImGuiKey_LeftBracket;
+ case SDL_SCANCODE_RIGHTBRACKET: return ImGuiKey_RightBracket;
+ case SDL_SCANCODE_NONUSBACKSLASH: return ImGuiKey_Oem102;
+ case SDL_SCANCODE_BACKSLASH: return ImGuiKey_Backslash;
+ case SDL_SCANCODE_SEMICOLON: return ImGuiKey_Semicolon;
+ case SDL_SCANCODE_APOSTROPHE: return ImGuiKey_Apostrophe;
+ case SDL_SCANCODE_COMMA: return ImGuiKey_Comma;
+ case SDL_SCANCODE_PERIOD: return ImGuiKey_Period;
+ case SDL_SCANCODE_SLASH: return ImGuiKey_Slash;
+ default: break;
+ }
return ImGuiKey_None;
}
@@ -324,7 +358,7 @@ static void ImGui_ImplSDL2_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
static ImGuiViewport* ImGui_ImplSDL2_GetViewportForWindowID(Uint32 window_id)
{
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
- return (window_id == bd->WindowID) ? ImGui::GetMainViewport() : NULL;
+ 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.
@@ -342,7 +376,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
{
case SDL_MOUSEMOTION:
{
- if (ImGui_ImplSDL2_GetViewportForWindowID(event->motion.windowID) == NULL)
+ if (ImGui_ImplSDL2_GetViewportForWindowID(event->motion.windowID) == nullptr)
return false;
ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y);
io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
@@ -351,7 +385,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
}
case SDL_MOUSEWHEEL:
{
- if (ImGui_ImplSDL2_GetViewportForWindowID(event->wheel.windowID) == NULL)
+ if (ImGui_ImplSDL2_GetViewportForWindowID(event->wheel.windowID) == nullptr)
return false;
//IMGUI_DEBUG_LOG("wheel %.2f %.2f, precise %.2f %.2f\n", (float)event->wheel.x, (float)event->wheel.y, event->wheel.preciseX, event->wheel.preciseY);
#if SDL_VERSION_ATLEAST(2,0,18) // If this fails to compile on Emscripten: update to latest Emscripten!
@@ -371,7 +405,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP:
{
- if (ImGui_ImplSDL2_GetViewportForWindowID(event->button.windowID) == NULL)
+ if (ImGui_ImplSDL2_GetViewportForWindowID(event->button.windowID) == nullptr)
return false;
int mouse_button = -1;
if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; }
@@ -388,7 +422,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
}
case SDL_TEXTINPUT:
{
- if (ImGui_ImplSDL2_GetViewportForWindowID(event->text.windowID) == NULL)
+ if (ImGui_ImplSDL2_GetViewportForWindowID(event->text.windowID) == nullptr)
return false;
io.AddInputCharactersUTF8(event->text.text);
return true;
@@ -396,17 +430,19 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
case SDL_KEYDOWN:
case SDL_KEYUP:
{
- if (ImGui_ImplSDL2_GetViewportForWindowID(event->key.windowID) == NULL)
+ if (ImGui_ImplSDL2_GetViewportForWindowID(event->key.windowID) == nullptr)
return false;
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, event->key.keysym.sym, event->key.keysym.scancode, event->key.keysym.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions.
+ io.SetKeyEventNativeData(key, (int)event->key.keysym.sym, (int)event->key.keysym.scancode, (int)event->key.keysym.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions.
return true;
}
case SDL_WINDOWEVENT:
{
- if (ImGui_ImplSDL2_GetViewportForWindowID(event->window.windowID) == 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.
@@ -433,6 +469,8 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
bd->WantUpdateGamepadsList = true;
return true;
}
+ default:
+ break;
}
return false;
}
@@ -447,28 +485,36 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
- // Check and store if we are on a SDL backend that supports global mouse position
- // ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list)
- bool mouse_can_use_global_state = false;
-#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
- const char* sdl_backend = SDL_GetCurrentVideoDriver();
- const char* global_mouse_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" };
- for (int n = 0; n < IM_ARRAYSIZE(global_mouse_whitelist); n++)
- if (strncmp(sdl_backend, global_mouse_whitelist[n], strlen(global_mouse_whitelist[n])) == 0)
- mouse_can_use_global_state = true;
-#endif
+ // Obtain compiled and runtime versions
+ SDL_version ver_compiled;
+ SDL_version ver_runtime;
+ SDL_VERSION(&ver_compiled);
+ SDL_GetVersion(&ver_runtime);
// Setup backend capabilities flags
ImGui_ImplSDL2_Data* bd = IM_NEW(ImGui_ImplSDL2_Data)();
+ snprintf(bd->BackendPlatformName, sizeof(bd->BackendPlatformName), "imgui_impl_sdl2 (%u.%u.%u, %u.%u.%u)",
+ ver_compiled.major, ver_compiled.minor, ver_compiled.patch, ver_runtime.major, ver_runtime.minor, ver_runtime.patch);
io.BackendPlatformUserData = (void*)bd;
- io.BackendPlatformName = "imgui_impl_sdl2";
- io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
- io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
+ io.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)
bd->Window = window;
bd->WindowID = SDL_GetWindowID(window);
bd->Renderer = renderer;
- bd->MouseCanUseGlobalState = mouse_can_use_global_state;
+
+ // Check and store if we are on a SDL backend that supports SDL_GetGlobalMouseState() and SDL_CaptureMouse()
+ // ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list)
+ bd->MouseCanUseGlobalState = false;
+ bd->MouseCanUseCapture = false;
+#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
+ const char* sdl_backend = SDL_GetCurrentVideoDriver();
+ const char* capture_and_global_state_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" };
+ for (const char* item : capture_and_global_state_whitelist)
+ if (strncmp(sdl_backend, item, strlen(item)) == 0)
+ bd->MouseCanUseGlobalState = bd->MouseCanUseCapture = true;
+#endif
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Platform_SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText;
@@ -477,6 +523,8 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void
platform_io.Platform_SetImeDataFn = ImGui_ImplSDL2_PlatformSetImeData;
#ifdef __EMSCRIPTEN__
platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { ImGui_ImplSDL2_EmscriptenOpenURL(url); return true; };
+#elif SDL_HAS_OPEN_URL
+ platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { return SDL_OpenURL(url) == 0; };
#endif
// Gamepad handling
@@ -492,6 +540,8 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void
bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND);
+ bd->MouseCursors[ImGuiMouseCursor_Wait] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_WAIT);
+ bd->MouseCursors[ImGuiMouseCursor_Progress] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_WAITARROW);
bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO);
// Set platform dependent data in viewport
@@ -598,8 +648,17 @@ static void ImGui_ImplSDL2_UpdateMouseData()
// We forward mouse input when hovered or captured (via SDL_MOUSEMOTION) or when focused (below)
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
- // SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger other operations outside
- SDL_CaptureMouse((bd->MouseButtonsDown != 0) ? SDL_TRUE : SDL_FALSE);
+ // - SDL_CaptureMouse() let the OS know e.g. that our drags can extend outside of parent boundaries (we want updated position) and shouldn't trigger other operations outside.
+ // - Debuggers under Linux tends to leave captured mouse on break, which may be very inconvenient, so to mitigate the issue we wait until mouse has moved to begin capture.
+ if (bd->MouseCanUseCapture)
+ {
+ bool want_capture = false;
+ for (int button_n = 0; button_n < ImGuiMouseButton_COUNT && !want_capture; button_n++)
+ if (ImGui::IsMouseDragging(button_n, 1.0f))
+ want_capture = true;
+ SDL_CaptureMouse(want_capture ? SDL_TRUE : SDL_FALSE);
+ }
+
SDL_Window* focused_window = SDL_GetKeyboardFocus();
const bool is_app_focused = (bd->Window == focused_window);
#else
@@ -612,8 +671,10 @@ static void ImGui_ImplSDL2_UpdateMouseData()
SDL_WarpMouseInWindow(bd->Window, (int)io.MousePos.x, (int)io.MousePos.y);
// (Optional) Fallback to provide mouse position when focused (SDL_MOUSEMOTION already provides this when hovered or captured)
- if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0)
+ const bool is_relative_mouse_mode = SDL_GetRelativeMouseMode() != 0;
+ if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0 && !is_relative_mouse_mode)
{
+ // Single-viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
int window_x, window_y, mouse_x_global, mouse_y_global;
SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global);
SDL_GetWindowPosition(bd->Window, &window_x, &window_y);
@@ -648,6 +709,27 @@ static void ImGui_ImplSDL2_UpdateMouseCursor()
}
}
+// - On Windows the process needs to be marked DPI-aware!! SDL2 doesn't do it by default. You can call ::SetProcessDPIAware() or call ImGui_ImplWin32_EnableDpiAwareness() from Win32 backend.
+// - Apple platforms use FramebufferScale so we always return 1.0f.
+// - Some accessibility applications are declaring virtual monitors with a DPI of 0.0f, see #7902. We preserve this value for caller to handle.
+float ImGui_ImplSDL2_GetContentScaleForWindow(SDL_Window* window)
+{
+ return ImGui_ImplSDL2_GetContentScaleForDisplay(SDL_GetWindowDisplayIndex(window));
+}
+
+float ImGui_ImplSDL2_GetContentScaleForDisplay(int display_index)
+{
+#if SDL_HAS_PER_MONITOR_DPI
+#if !defined(__APPLE__) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__)
+ float dpi = 0.0f;
+ if (SDL_GetDisplayDPI(display_index, &dpi, nullptr, nullptr) == 0)
+ return dpi / 96.0f;
+#endif
+#endif
+ IM_UNUSED(display_index);
+ return 1.0f;
+}
+
static void ImGui_ImplSDL2_CloseGamepads()
{
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
@@ -663,7 +745,7 @@ void ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_
ImGui_ImplSDL2_CloseGamepads();
if (mode == ImGui_ImplSDL2_GamepadMode_Manual)
{
- IM_ASSERT(manual_gamepads_array != nullptr && manual_gamepads_count > 0);
+ IM_ASSERT(manual_gamepads_array != nullptr || manual_gamepads_count <= 0);
for (int n = 0; n < manual_gamepads_count; n++)
bd->Gamepads.push_back(manual_gamepads_array[n]);
}
@@ -717,9 +799,6 @@ static void ImGui_ImplSDL2_UpdateGamepads()
bd->WantUpdateGamepadsList = false;
}
- // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
- if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
- return;
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
if (bd->Gamepads.Size == 0)
return;
@@ -753,29 +832,35 @@ static void ImGui_ImplSDL2_UpdateGamepads()
ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickDown, SDL_CONTROLLER_AXIS_RIGHTY, +thumb_dead_zone, +32767);
}
-void ImGui_ImplSDL2_NewFrame()
+static void ImGui_ImplSDL2_GetWindowSizeAndFramebufferScale(SDL_Window* window, SDL_Renderer* renderer, ImVec2* out_size, ImVec2* out_framebuffer_scale)
{
- ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
- IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL2_Init()?");
- ImGuiIO& io = ImGui::GetIO();
-
- // Setup display size (every frame to accommodate for window resizing)
int w, h;
int display_w, display_h;
- SDL_GetWindowSize(bd->Window, &w, &h);
- if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_MINIMIZED)
+ SDL_GetWindowSize(window, &w, &h);
+ if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
w = h = 0;
- if (bd->Renderer != nullptr)
- SDL_GetRendererOutputSize(bd->Renderer, &display_w, &display_h);
+ if (renderer != nullptr)
+ SDL_GetRendererOutputSize(renderer, &display_w, &display_h);
#if SDL_HAS_VULKAN
- else if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_VULKAN)
- SDL_Vulkan_GetDrawableSize(bd->Window, &display_w, &display_h);
+ else if (SDL_GetWindowFlags(window) & SDL_WINDOW_VULKAN)
+ SDL_Vulkan_GetDrawableSize(window, &display_w, &display_h);
#endif
else
- SDL_GL_GetDrawableSize(bd->Window, &display_w, &display_h);
- io.DisplaySize = ImVec2((float)w, (float)h);
- if (w > 0 && h > 0)
- io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
+ SDL_GL_GetDrawableSize(window, &display_w, &display_h);
+ if (out_size != nullptr)
+ *out_size = ImVec2((float)w, (float)h);
+ if (out_framebuffer_scale != nullptr)
+ *out_framebuffer_scale = (w > 0 && h > 0) ? ImVec2((float)display_w / w, (float)display_h / h) : ImVec2(1.0f, 1.0f);
+}
+
+void ImGui_ImplSDL2_NewFrame()
+{
+ ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
+ IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL2_Init()?");
+ ImGuiIO& io = ImGui::GetIO();
+
+ // Setup main viewport size (every frame to accommodate for window resizing)
+ ImGui_ImplSDL2_GetWindowSizeAndFramebufferScale(bd->Window, bd->Renderer, &io.DisplaySize, &io.DisplayFramebufferScale);
// 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)
diff --git a/backends/imgui_impl_sdl2.h b/backends/imgui_impl_sdl2.h
index e551e52a2853..3c0a4a7e4e7d 100644
--- a/backends/imgui_impl_sdl2.h
+++ b/backends/imgui_impl_sdl2.h
@@ -5,9 +5,9 @@
// Implemented features:
// [X] Platform: Clipboard support.
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
-// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
-// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
-// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
+// [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: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
@@ -38,9 +38,13 @@ IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown();
IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame();
IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event);
+// DPI-related helpers (optional)
+IMGUI_IMPL_API float ImGui_ImplSDL2_GetContentScaleForWindow(SDL_Window* window);
+IMGUI_IMPL_API float ImGui_ImplSDL2_GetContentScaleForDisplay(int display_index);
+
// Gamepad selection automatically starts in AutoFirst mode, picking first available SDL_Gamepad. You may override this.
// When using manual mode, caller is responsible for opening/closing gamepad.
enum ImGui_ImplSDL2_GamepadMode { ImGui_ImplSDL2_GamepadMode_AutoFirst, ImGui_ImplSDL2_GamepadMode_AutoAll, ImGui_ImplSDL2_GamepadMode_Manual };
-IMGUI_IMPL_API void ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_GameController** manual_gamepads_array = NULL, int manual_gamepads_count = -1);
+IMGUI_IMPL_API void ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_GameController** manual_gamepads_array = nullptr, int manual_gamepads_count = -1);
#endif // #ifndef IMGUI_DISABLE
diff --git a/backends/imgui_impl_sdl3.cpp b/backends/imgui_impl_sdl3.cpp
index de8b531582d8..48e766bcdf9c 100644
--- a/backends/imgui_impl_sdl3.cpp
+++ b/backends/imgui_impl_sdl3.cpp
@@ -1,15 +1,14 @@
-// dear imgui: Platform Backend for SDL3 (*EXPERIMENTAL*)
-// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
+// dear imgui: Platform Backend for SDL3
+// This needs to be used along with a Renderer (e.g. SDL_GPU, DirectX11, OpenGL3, Vulkan..)
// (Info: SDL3 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
-// (**IMPORTANT: SDL 3.0.0 is NOT YET RELEASED AND CURRENTLY HAS A FAST CHANGING API. THIS CODE BREAKS OFTEN AS SDL3 CHANGES.**)
-
// Implemented features:
// [X] Platform: Clipboard support.
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
-// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
-// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
-// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
+// [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: 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.
@@ -21,6 +20,17 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
+// 2025-06-27: IME: avoid calling SDL_StartTextInput() again if already active. (#8727)
+// 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)
+// 2025-02-24: Avoid calling SDL_GetGlobalMouseState() when mouse is in relative mode.
+// 2025-02-18: Added ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress mouse cursor support.
+// 2025-02-10: Using SDL_OpenURL() in platform_io.Platform_OpenInShellFn handler.
+// 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.
// 2024-09-03: 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:
@@ -55,11 +65,13 @@
// Clang warnings with -Weverything
#if defined(__clang__)
#pragma clang diagnostic push
+#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
#endif
// SDL
#include
+#include // for snprintf()
#if defined(__APPLE__)
#include
#endif
@@ -92,6 +104,7 @@ struct ImGui_ImplSDL3_Data
SDL_Renderer* Renderer;
Uint64 Time;
char* ClipboardTextData;
+ char BackendPlatformName[48];
// IME handling
SDL_Window* ImeWindow;
@@ -103,6 +116,7 @@ struct ImGui_ImplSDL3_Data
SDL_Cursor* MouseLastCursor;
int MousePendingLeaveFrame;
bool MouseCanUseGlobalState;
+ bool MouseCanUseCapture;
// Gamepad handling
ImVector Gamepads;
@@ -127,8 +141,7 @@ static const char* ImGui_ImplSDL3_GetClipboardText(ImGuiContext*)
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
if (bd->ClipboardTextData)
SDL_free(bd->ClipboardTextData);
- const char* sdl_clipboard_text = SDL_GetClipboardText();
- bd->ClipboardTextData = sdl_clipboard_text ? SDL_strdup(sdl_clipboard_text) : NULL;
+ bd->ClipboardTextData = SDL_GetClipboardText();
return bd->ClipboardTextData;
}
@@ -142,7 +155,7 @@ static void ImGui_ImplSDL3_PlatformSetImeData(ImGuiContext*, ImGuiViewport* view
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
SDL_WindowID window_id = (SDL_WindowID)(intptr_t)viewport->PlatformHandle;
SDL_Window* window = SDL_GetWindowFromID(window_id);
- if ((data->WantVisible == false || bd->ImeWindow != window) && bd->ImeWindow != NULL)
+ if ((!(data->WantVisible || data->WantTextInput) || bd->ImeWindow != window) && bd->ImeWindow != nullptr)
{
SDL_StopTextInput(bd->ImeWindow);
bd->ImeWindow = nullptr;
@@ -155,9 +168,10 @@ static void ImGui_ImplSDL3_PlatformSetImeData(ImGuiContext*, ImGuiViewport* view
r.w = 1;
r.h = (int)data->InputLineHeight;
SDL_SetTextInputArea(window, &r, 0);
- SDL_StartTextInput(window);
bd->ImeWindow = window;
}
+ if (!SDL_TextInputActive(window) && (data->WantVisible || data->WantTextInput))
+ SDL_StartTextInput(window);
}
// Not static to allow third-party code to use that if they want to (but undocumented)
@@ -203,17 +217,17 @@ ImGuiKey ImGui_ImplSDL3_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode sca
case SDLK_SPACE: return ImGuiKey_Space;
case SDLK_RETURN: return ImGuiKey_Enter;
case SDLK_ESCAPE: return ImGuiKey_Escape;
- case SDLK_APOSTROPHE: return ImGuiKey_Apostrophe;
+ //case SDLK_APOSTROPHE: return ImGuiKey_Apostrophe;
case SDLK_COMMA: return ImGuiKey_Comma;
- case SDLK_MINUS: return ImGuiKey_Minus;
+ //case SDLK_MINUS: return ImGuiKey_Minus;
case SDLK_PERIOD: return ImGuiKey_Period;
- case SDLK_SLASH: return ImGuiKey_Slash;
+ //case SDLK_SLASH: return ImGuiKey_Slash;
case SDLK_SEMICOLON: return ImGuiKey_Semicolon;
- case SDLK_EQUALS: return ImGuiKey_Equal;
- case SDLK_LEFTBRACKET: return ImGuiKey_LeftBracket;
- case SDLK_BACKSLASH: return ImGuiKey_Backslash;
- case SDLK_RIGHTBRACKET: return ImGuiKey_RightBracket;
- case SDLK_GRAVE: return ImGuiKey_GraveAccent;
+ //case SDLK_EQUALS: return ImGuiKey_Equal;
+ //case SDLK_LEFTBRACKET: return ImGuiKey_LeftBracket;
+ //case SDLK_BACKSLASH: return ImGuiKey_Backslash;
+ //case SDLK_RIGHTBRACKET: return ImGuiKey_RightBracket;
+ //case SDLK_GRAVE: return ImGuiKey_GraveAccent;
case SDLK_CAPSLOCK: return ImGuiKey_CapsLock;
case SDLK_SCROLLLOCK: return ImGuiKey_ScrollLock;
case SDLK_NUMLOCKCLEAR: return ImGuiKey_NumLock;
@@ -292,6 +306,24 @@ ImGuiKey ImGui_ImplSDL3_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode sca
case SDLK_AC_FORWARD: return ImGuiKey_AppForward;
default: break;
}
+
+ // Fallback to scancode
+ switch (scancode)
+ {
+ case SDL_SCANCODE_GRAVE: return ImGuiKey_GraveAccent;
+ case SDL_SCANCODE_MINUS: return ImGuiKey_Minus;
+ case SDL_SCANCODE_EQUALS: return ImGuiKey_Equal;
+ case SDL_SCANCODE_LEFTBRACKET: return ImGuiKey_LeftBracket;
+ case SDL_SCANCODE_RIGHTBRACKET: return ImGuiKey_RightBracket;
+ case SDL_SCANCODE_NONUSBACKSLASH: return ImGuiKey_Oem102;
+ case SDL_SCANCODE_BACKSLASH: return ImGuiKey_Backslash;
+ case SDL_SCANCODE_SEMICOLON: return ImGuiKey_Semicolon;
+ case SDL_SCANCODE_APOSTROPHE: return ImGuiKey_Apostrophe;
+ case SDL_SCANCODE_COMMA: return ImGuiKey_Comma;
+ case SDL_SCANCODE_PERIOD: return ImGuiKey_Period;
+ case SDL_SCANCODE_SLASH: return ImGuiKey_Slash;
+ default: break;
+ }
return ImGuiKey_None;
}
@@ -308,7 +340,7 @@ static void ImGui_ImplSDL3_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
static ImGuiViewport* ImGui_ImplSDL3_GetViewportForWindowID(SDL_WindowID window_id)
{
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
- return (window_id == bd->WindowID) ? ImGui::GetMainViewport() : NULL;
+ 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.
@@ -326,7 +358,7 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
{
case SDL_EVENT_MOUSE_MOTION:
{
- if (ImGui_ImplSDL3_GetViewportForWindowID(event->motion.windowID) == NULL)
+ if (ImGui_ImplSDL3_GetViewportForWindowID(event->motion.windowID) == nullptr)
return false;
ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y);
io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
@@ -335,7 +367,7 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
}
case SDL_EVENT_MOUSE_WHEEL:
{
- if (ImGui_ImplSDL3_GetViewportForWindowID(event->wheel.windowID) == NULL)
+ if (ImGui_ImplSDL3_GetViewportForWindowID(event->wheel.windowID) == nullptr)
return false;
//IMGUI_DEBUG_LOG("wheel %.2f %.2f, precise %.2f %.2f\n", (float)event->wheel.x, (float)event->wheel.y, event->wheel.preciseX, event->wheel.preciseY);
float wheel_x = -event->wheel.x;
@@ -347,7 +379,7 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
case SDL_EVENT_MOUSE_BUTTON_DOWN:
case SDL_EVENT_MOUSE_BUTTON_UP:
{
- if (ImGui_ImplSDL3_GetViewportForWindowID(event->button.windowID) == NULL)
+ if (ImGui_ImplSDL3_GetViewportForWindowID(event->button.windowID) == nullptr)
return false;
int mouse_button = -1;
if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; }
@@ -364,7 +396,7 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
}
case SDL_EVENT_TEXT_INPUT:
{
- if (ImGui_ImplSDL3_GetViewportForWindowID(event->text.windowID) == NULL)
+ if (ImGui_ImplSDL3_GetViewportForWindowID(event->text.windowID) == nullptr)
return false;
io.AddInputCharactersUTF8(event->text.text);
return true;
@@ -372,18 +404,19 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
case SDL_EVENT_KEY_DOWN:
case SDL_EVENT_KEY_UP:
{
- if (ImGui_ImplSDL3_GetViewportForWindowID(event->key.windowID) == NULL)
+ if (ImGui_ImplSDL3_GetViewportForWindowID(event->key.windowID) == nullptr)
return false;
- //IMGUI_DEBUG_LOG("SDL_EVENT_KEY_%d: key=%d, scancode=%d, mod=%X\n", (event->type == SDL_EVENT_KEY_DOWN) ? "DOWN" : "UP", event->key.key, event->key.scancode, event->key.mod);
ImGui_ImplSDL3_UpdateKeyModifiers((SDL_Keymod)event->key.mod);
+ //IMGUI_DEBUG_LOG("SDL_EVENT_KEY_%s : key=%d ('%s'), scancode=%d ('%s'), mod=%X\n",
+ // (event->type == SDL_EVENT_KEY_DOWN) ? "DOWN" : "UP ", event->key.key, SDL_GetKeyName(event->key.key), event->key.scancode, SDL_GetScancodeName(event->key.scancode), event->key.mod);
ImGuiKey key = ImGui_ImplSDL3_KeyEventToImGuiKey(event->key.key, event->key.scancode);
io.AddKeyEvent(key, (event->type == SDL_EVENT_KEY_DOWN));
- io.SetKeyEventNativeData(key, event->key.key, event->key.scancode, event->key.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions.
+ io.SetKeyEventNativeData(key, (int)event->key.key, (int)event->key.scancode, (int)event->key.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions.
return true;
}
case SDL_EVENT_WINDOW_MOUSE_ENTER:
{
- if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == NULL)
+ if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == nullptr)
return false;
bd->MouseWindowID = event->window.windowID;
bd->MousePendingLeaveFrame = 0;
@@ -395,7 +428,7 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
// FIXME: Unconfirmed whether this is still needed with SDL3.
case SDL_EVENT_WINDOW_MOUSE_LEAVE:
{
- if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == NULL)
+ if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == nullptr)
return false;
bd->MousePendingLeaveFrame = ImGui::GetFrameCount() + 1;
return true;
@@ -403,7 +436,7 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
case SDL_EVENT_WINDOW_FOCUS_GAINED:
case SDL_EVENT_WINDOW_FOCUS_LOST:
{
- if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == NULL)
+ if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == nullptr)
return false;
io.AddFocusEvent(event->type == SDL_EVENT_WINDOW_FOCUS_GAINED);
return true;
@@ -414,6 +447,8 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
bd->WantUpdateGamepadsList = true;
return true;
}
+ default:
+ break;
}
return false;
}
@@ -424,7 +459,7 @@ static void ImGui_ImplSDL3_SetupPlatformHandles(ImGuiViewport* viewport, SDL_Win
viewport->PlatformHandleRaw = nullptr;
#if defined(_WIN32) && !defined(__WINRT__)
viewport->PlatformHandleRaw = (HWND)SDL_GetPointerProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_WIN32_HWND_POINTER, nullptr);
-#elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA)
+#elif defined(__APPLE__)
viewport->PlatformHandleRaw = SDL_GetPointerProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_COCOA_WINDOW_POINTER, nullptr);
#endif
}
@@ -436,33 +471,38 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
IM_UNUSED(sdl_gl_context); // Unused in this branch
- // Check and store if we are on a SDL backend that supports global mouse position
- // ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list)
- bool mouse_can_use_global_state = false;
-#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
- const char* sdl_backend = SDL_GetCurrentVideoDriver();
- const char* global_mouse_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" };
- for (int n = 0; n < IM_ARRAYSIZE(global_mouse_whitelist); n++)
- if (strncmp(sdl_backend, global_mouse_whitelist[n], strlen(global_mouse_whitelist[n])) == 0)
- mouse_can_use_global_state = true;
-#endif
+ const int ver_linked = SDL_GetVersion();
// Setup backend capabilities flags
ImGui_ImplSDL3_Data* bd = IM_NEW(ImGui_ImplSDL3_Data)();
+ snprintf(bd->BackendPlatformName, sizeof(bd->BackendPlatformName), "imgui_impl_sdl3 (%d.%d.%d; %d.%d.%d)",
+ SDL_MAJOR_VERSION, SDL_MINOR_VERSION, SDL_MICRO_VERSION, SDL_VERSIONNUM_MAJOR(ver_linked), SDL_VERSIONNUM_MINOR(ver_linked), SDL_VERSIONNUM_MICRO(ver_linked));
io.BackendPlatformUserData = (void*)bd;
- io.BackendPlatformName = "imgui_impl_sdl3";
+ 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)
bd->Window = window;
bd->WindowID = SDL_GetWindowID(window);
bd->Renderer = renderer;
- bd->MouseCanUseGlobalState = mouse_can_use_global_state;
+
+ // Check and store if we are on a SDL backend that supports SDL_GetGlobalMouseState() and SDL_CaptureMouse()
+ // ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list)
+ bd->MouseCanUseGlobalState = false;
+ bd->MouseCanUseCapture = false;
+#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
+ const char* sdl_backend = SDL_GetCurrentVideoDriver();
+ const char* capture_and_global_state_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" };
+ for (const char* item : capture_and_global_state_whitelist)
+ if (strncmp(sdl_backend, item, strlen(item)) == 0)
+ bd->MouseCanUseGlobalState = bd->MouseCanUseCapture = true;
+#endif
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Platform_SetClipboardTextFn = ImGui_ImplSDL3_SetClipboardText;
platform_io.Platform_GetClipboardTextFn = ImGui_ImplSDL3_GetClipboardText;
platform_io.Platform_SetImeDataFn = ImGui_ImplSDL3_PlatformSetImeData;
+ platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { return SDL_OpenURL(url) == 0; };
// Gamepad handling
bd->GamepadMode = ImGui_ImplSDL3_GamepadMode_AutoFirst;
@@ -477,6 +517,8 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void
bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NESW_RESIZE);
bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NWSE_RESIZE);
bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_POINTER);
+ bd->MouseCursors[ImGuiMouseCursor_Wait] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_WAIT);
+ bd->MouseCursors[ImGuiMouseCursor_Progress] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_PROGRESS);
bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NOT_ALLOWED);
// Set platform dependent data in viewport
@@ -530,6 +572,11 @@ bool ImGui_ImplSDL3_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* rendere
return ImGui_ImplSDL3_Init(window, renderer, nullptr);
}
+bool ImGui_ImplSDL3_InitForSDLGPU(SDL_Window* window)
+{
+ return ImGui_ImplSDL3_Init(window, nullptr, nullptr);
+}
+
bool ImGui_ImplSDL3_InitForOther(SDL_Window* window)
{
return ImGui_ImplSDL3_Init(window, nullptr, nullptr);
@@ -562,8 +609,17 @@ static void ImGui_ImplSDL3_UpdateMouseData()
// We forward mouse input when hovered or captured (via SDL_EVENT_MOUSE_MOTION) or when focused (below)
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
- // SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger other operations outside
- SDL_CaptureMouse(bd->MouseButtonsDown != 0);
+ // - SDL_CaptureMouse() let the OS know e.g. that our drags can extend outside of parent boundaries (we want updated position) and shouldn't trigger other operations outside.
+ // - Debuggers under Linux tends to leave captured mouse on break, which may be very inconvenient, so to mitigate the issue we wait until mouse has moved to begin capture.
+ if (bd->MouseCanUseCapture)
+ {
+ bool want_capture = false;
+ for (int button_n = 0; button_n < ImGuiMouseButton_COUNT && !want_capture; button_n++)
+ if (ImGui::IsMouseDragging(button_n, 1.0f))
+ want_capture = true;
+ SDL_CaptureMouse(want_capture);
+ }
+
SDL_Window* focused_window = SDL_GetKeyboardFocus();
const bool is_app_focused = (bd->Window == focused_window);
#else
@@ -577,7 +633,8 @@ static void ImGui_ImplSDL3_UpdateMouseData()
SDL_WarpMouseInWindow(bd->Window, io.MousePos.x, io.MousePos.y);
// (Optional) Fallback to provide mouse position when focused (SDL_EVENT_MOUSE_MOTION already provides this when hovered or captured)
- if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0)
+ const bool is_relative_mouse_mode = SDL_GetWindowRelativeMouseMode(bd->Window);
+ if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0 && !is_relative_mouse_mode)
{
// Single-viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
float mouse_x_global, mouse_y_global;
@@ -630,7 +687,7 @@ void ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode mode, SDL_Gamepad*
ImGui_ImplSDL3_CloseGamepads();
if (mode == ImGui_ImplSDL3_GamepadMode_Manual)
{
- IM_ASSERT(manual_gamepads_array != nullptr && manual_gamepads_count > 0);
+ IM_ASSERT(manual_gamepads_array != nullptr || manual_gamepads_count <= 0);
for (int n = 0; n < manual_gamepads_count; n++)
bd->Gamepads.push_back(manual_gamepads_array[n]);
}
@@ -685,9 +742,6 @@ static void ImGui_ImplSDL3_UpdateGamepads()
SDL_free(sdl_gamepads);
}
- // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
- if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
- return;
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
if (bd->Gamepads.Size == 0)
return;
@@ -721,24 +775,30 @@ static void ImGui_ImplSDL3_UpdateGamepads()
ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickDown, SDL_GAMEPAD_AXIS_RIGHTY, +thumb_dead_zone, +32767);
}
+static void ImGui_ImplSDL3_GetWindowSizeAndFramebufferScale(SDL_Window* window, ImVec2* out_size, ImVec2* out_framebuffer_scale)
+{
+ int w, h;
+ int display_w, display_h;
+ SDL_GetWindowSize(window, &w, &h);
+ if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
+ w = h = 0;
+ SDL_GetWindowSizeInPixels(window, &display_w, &display_h);
+ if (out_size != nullptr)
+ *out_size = ImVec2((float)w, (float)h);
+ if (out_framebuffer_scale != nullptr)
+ *out_framebuffer_scale = (w > 0 && h > 0) ? ImVec2((float)display_w / w, (float)display_h / h) : ImVec2(1.0f, 1.0f);
+}
+
void ImGui_ImplSDL3_NewFrame()
{
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL3_Init()?");
ImGuiIO& io = ImGui::GetIO();
- // Setup display size (every frame to accommodate for window resizing)
- int w, h;
- int display_w, display_h;
- SDL_GetWindowSize(bd->Window, &w, &h);
- if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_MINIMIZED)
- w = h = 0;
- SDL_GetWindowSizeInPixels(bd->Window, &display_w, &display_h);
- io.DisplaySize = ImVec2((float)w, (float)h);
- if (w > 0 && h > 0)
- io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
+ // Setup main viewport size (every frame to accommodate for window resizing)
+ ImGui_ImplSDL3_GetWindowSizeAndFramebufferScale(bd->Window, &io.DisplaySize, &io.DisplayFramebufferScale);
- // Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
+ // 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();
Uint64 current_time = SDL_GetPerformanceCounter();
diff --git a/backends/imgui_impl_sdl3.h b/backends/imgui_impl_sdl3.h
index 880ba9615b18..a822a259bf72 100644
--- a/backends/imgui_impl_sdl3.h
+++ b/backends/imgui_impl_sdl3.h
@@ -1,15 +1,14 @@
-// dear imgui: Platform Backend for SDL3 (*EXPERIMENTAL*)
-// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
+// dear imgui: Platform Backend for SDL3
+// This needs to be used along with a Renderer (e.g. SDL_GPU, DirectX11, OpenGL3, Vulkan..)
// (Info: SDL3 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
-// (**IMPORTANT: SDL 3.0.0 is NOT YET RELEASED AND CURRENTLY HAS A FAST CHANGING API. THIS CODE BREAKS OFTEN AS SDL3 CHANGES.**)
-
// Implemented features:
// [X] Platform: Clipboard support.
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
-// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
-// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
-// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
+// [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: 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.
@@ -34,6 +33,7 @@ IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForVulkan(SDL_Window* window);
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForD3D(SDL_Window* window);
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForMetal(SDL_Window* window);
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer);
+IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForSDLGPU(SDL_Window* window);
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForOther(SDL_Window* window);
IMGUI_IMPL_API void ImGui_ImplSDL3_Shutdown();
IMGUI_IMPL_API void ImGui_ImplSDL3_NewFrame();
@@ -42,6 +42,6 @@ IMGUI_IMPL_API bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event);
// Gamepad selection automatically starts in AutoFirst mode, picking first available SDL_Gamepad. You may override this.
// When using manual mode, caller is responsible for opening/closing gamepad.
enum ImGui_ImplSDL3_GamepadMode { ImGui_ImplSDL3_GamepadMode_AutoFirst, ImGui_ImplSDL3_GamepadMode_AutoAll, ImGui_ImplSDL3_GamepadMode_Manual };
-IMGUI_IMPL_API void ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode mode, SDL_Gamepad** manual_gamepads_array = NULL, int manual_gamepads_count = -1);
+IMGUI_IMPL_API void ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode mode, SDL_Gamepad** manual_gamepads_array = nullptr, int manual_gamepads_count = -1);
#endif // #ifndef IMGUI_DISABLE
diff --git a/backends/imgui_impl_sdlgpu3.cpp b/backends/imgui_impl_sdlgpu3.cpp
new file mode 100644
index 000000000000..f58324a8960b
--- /dev/null
+++ b/backends/imgui_impl_sdlgpu3.cpp
@@ -0,0 +1,659 @@
+// dear imgui: Renderer Backend for SDL_GPU
+// This needs to be used along with the SDL3 Platform Backend
+
+// Implemented features:
+// [X] Renderer: User texture binding. Use simply cast a reference to your SDL_GPUTextureSamplerBinding to ImTextureID.
+// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
+// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
+
+// 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/
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// Learn about Dear ImGui:
+// - FAQ https://dearimgui.com/faq
+// - Getting Started https://dearimgui.com/getting-started
+// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+// Important note to the reader who wish to integrate imgui_impl_sdlgpu3.cpp/.h in their own engine/app.
+// - Unlike other backends, the user must call the function ImGui_ImplSDLGPU3_PrepareDrawData() BEFORE issuing a SDL_GPURenderPass containing ImGui_ImplSDLGPU3_RenderDrawData.
+// Calling the function is MANDATORY, otherwise the ImGui will not upload neither the vertex nor the index buffer for the GPU. See imgui_impl_sdlgpu3.cpp for more info.
+
+// CHANGELOG
+// 2025-06-25: Mapping transfer buffer for texture update use cycle=true. Fixes artifacts e.g. on Metal backend.
+// 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplSDLGPU3_CreateFontsTexture() and ImGui_ImplSDLGPU3_DestroyFontsTexture().
+// 2025-04-28: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
+// 2025-03-30: Made ImGui_ImplSDLGPU3_PrepareDrawData() reuse GPU Transfer Buffers which were unusually slow to recreate every frame. Much faster now.
+// 2025-03-21: Fixed typo in function name Imgui_ImplSDLGPU3_PrepareDrawData() -> ImGui_ImplSDLGPU3_PrepareDrawData().
+// 2025-01-16: Renamed ImGui_ImplSDLGPU3_InitInfo::GpuDevice to Device.
+// 2025-01-09: SDL_GPU: Added the SDL_GPU3 backend.
+
+#include "imgui.h"
+#ifndef IMGUI_DISABLE
+#include "imgui_impl_sdlgpu3.h"
+#include "imgui_impl_sdlgpu3_shaders.h"
+
+// SDL_GPU Data
+struct ImGui_ImplSDLGPU3_Texture
+{
+ SDL_GPUTexture* Texture = nullptr;
+ SDL_GPUTextureSamplerBinding TextureSamplerBinding = { nullptr, nullptr };
+};
+
+// Reusable buffers used for rendering 1 current in-flight frame, for ImGui_ImplSDLGPU3_RenderDrawData()
+struct ImGui_ImplSDLGPU3_FrameData
+{
+ SDL_GPUBuffer* VertexBuffer = nullptr;
+ SDL_GPUTransferBuffer* VertexTransferBuffer = nullptr;
+ uint32_t VertexBufferSize = 0;
+ SDL_GPUBuffer* IndexBuffer = nullptr;
+ SDL_GPUTransferBuffer* IndexTransferBuffer = nullptr;
+ uint32_t IndexBufferSize = 0;
+};
+
+struct ImGui_ImplSDLGPU3_Data
+{
+ ImGui_ImplSDLGPU3_InitInfo InitInfo;
+
+ // Graphics pipeline & shaders
+ SDL_GPUShader* VertexShader = nullptr;
+ SDL_GPUShader* FragmentShader = nullptr;
+ SDL_GPUGraphicsPipeline* Pipeline = nullptr;
+ SDL_GPUSampler* TexSampler = nullptr;
+ SDL_GPUTransferBuffer* TexTransferBuffer = nullptr;
+ uint32_t TexTransferBufferSize = 0;
+
+ // Frame data for main window
+ ImGui_ImplSDLGPU3_FrameData MainWindowFrameData;
+};
+
+// Forward Declarations
+static void ImGui_ImplSDLGPU3_DestroyFrameData();
+
+//-----------------------------------------------------------------------------
+// FUNCTIONS
+//-----------------------------------------------------------------------------
+
+// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
+// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
+// FIXME: multi-context support has never been tested.
+static ImGui_ImplSDLGPU3_Data* ImGui_ImplSDLGPU3_GetBackendData()
+{
+ return ImGui::GetCurrentContext() ? (ImGui_ImplSDLGPU3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
+}
+
+static void ImGui_ImplSDLGPU3_SetupRenderState(ImDrawData* draw_data, SDL_GPUGraphicsPipeline* pipeline, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass * render_pass, ImGui_ImplSDLGPU3_FrameData* fd, uint32_t fb_width, uint32_t fb_height)
+{
+ //ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
+
+ // Bind graphics pipeline
+ SDL_BindGPUGraphicsPipeline(render_pass,pipeline);
+
+ // Bind Vertex And Index Buffers
+ if (draw_data->TotalVtxCount > 0)
+ {
+ SDL_GPUBufferBinding vertex_buffer_binding = {};
+ vertex_buffer_binding.buffer = fd->VertexBuffer;
+ vertex_buffer_binding.offset = 0;
+ SDL_GPUBufferBinding index_buffer_binding = {};
+ index_buffer_binding.buffer = fd->IndexBuffer;
+ index_buffer_binding.offset = 0;
+ SDL_BindGPUVertexBuffers(render_pass,0, &vertex_buffer_binding, 1);
+ SDL_BindGPUIndexBuffer(render_pass, &index_buffer_binding, sizeof(ImDrawIdx) == 2 ? SDL_GPU_INDEXELEMENTSIZE_16BIT : SDL_GPU_INDEXELEMENTSIZE_32BIT);
+ }
+
+ // Setup viewport
+ SDL_GPUViewport viewport = {};
+ viewport.x = 0;
+ viewport.y = 0;
+ viewport.w = (float)fb_width;
+ viewport.h = (float)fb_height;
+ viewport.min_depth = 0.0f;
+ viewport.max_depth = 1.0f;
+ SDL_SetGPUViewport(render_pass, &viewport);
+
+ // Setup scale and translation
+ // Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
+ struct UBO { float scale[2]; float translation[2]; } ubo;
+ ubo.scale[0] = 2.0f / draw_data->DisplaySize.x;
+ ubo.scale[1] = 2.0f / draw_data->DisplaySize.y;
+ ubo.translation[0] = -1.0f - draw_data->DisplayPos.x * ubo.scale[0];
+ ubo.translation[1] = -1.0f - draw_data->DisplayPos.y * ubo.scale[1];
+ SDL_PushGPUVertexUniformData(command_buffer, 0, &ubo, sizeof(UBO));
+}
+
+static void CreateOrResizeBuffers(SDL_GPUBuffer** buffer, SDL_GPUTransferBuffer** transferbuffer, uint32_t* old_size, uint32_t new_size, SDL_GPUBufferUsageFlags usage)
+{
+ ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
+ ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
+
+ // FIXME-OPT: Not optimal, but this is fairly rarely called.
+ SDL_WaitForGPUIdle(v->Device);
+ SDL_ReleaseGPUBuffer(v->Device, *buffer);
+ SDL_ReleaseGPUTransferBuffer(v->Device, *transferbuffer);
+
+ SDL_GPUBufferCreateInfo buffer_info = {};
+ buffer_info.usage = usage;
+ buffer_info.size = new_size;
+ buffer_info.props = 0;
+ *buffer = SDL_CreateGPUBuffer(v->Device, &buffer_info);
+ *old_size = new_size;
+ IM_ASSERT(*buffer != nullptr && "Failed to create GPU Buffer, call SDL_GetError() for more information");
+
+ SDL_GPUTransferBufferCreateInfo transferbuffer_info = {};
+ transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
+ transferbuffer_info.size = new_size;
+ *transferbuffer = SDL_CreateGPUTransferBuffer(v->Device, &transferbuffer_info);
+ IM_ASSERT(*transferbuffer != nullptr && "Failed to create GPU Transfer Buffer, call SDL_GetError() for more information");
+}
+
+// SDL_GPU doesn't allow copy passes to occur while a render or compute pass is bound!
+// The only way to allow a user to supply their own RenderPass (to render to a texture instead of the window for example),
+// is to split the upload part of ImGui_ImplSDLGPU3_RenderDrawData() to another function that needs to be called by the user before rendering.
+void ImGui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer)
+{
+ // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
+ int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
+ int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
+ if (fb_width <= 0 || fb_height <= 0 || draw_data->TotalVtxCount <= 0)
+ return;
+
+ // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do.
+ // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates).
+ if (draw_data->Textures != nullptr)
+ for (ImTextureData* tex : *draw_data->Textures)
+ if (tex->Status != ImTextureStatus_OK)
+ ImGui_ImplSDLGPU3_UpdateTexture(tex);
+
+ ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
+ ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
+ ImGui_ImplSDLGPU3_FrameData* fd = &bd->MainWindowFrameData;
+
+ uint32_t vertex_size = draw_data->TotalVtxCount * sizeof(ImDrawVert);
+ uint32_t index_size = draw_data->TotalIdxCount * sizeof(ImDrawIdx);
+ if (fd->VertexBuffer == nullptr || fd->VertexBufferSize < vertex_size)
+ CreateOrResizeBuffers(&fd->VertexBuffer, &fd->VertexTransferBuffer, &fd->VertexBufferSize, vertex_size, SDL_GPU_BUFFERUSAGE_VERTEX);
+ if (fd->IndexBuffer == nullptr || fd->IndexBufferSize < index_size)
+ CreateOrResizeBuffers(&fd->IndexBuffer, &fd->IndexTransferBuffer, &fd->IndexBufferSize, index_size, SDL_GPU_BUFFERUSAGE_INDEX);
+
+ ImDrawVert* vtx_dst = (ImDrawVert*)SDL_MapGPUTransferBuffer(v->Device, fd->VertexTransferBuffer, true);
+ ImDrawIdx* idx_dst = (ImDrawIdx*)SDL_MapGPUTransferBuffer(v->Device, fd->IndexTransferBuffer, true);
+ for (const ImDrawList* draw_list : draw_data->CmdLists)
+ {
+ memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert));
+ memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
+ vtx_dst += draw_list->VtxBuffer.Size;
+ idx_dst += draw_list->IdxBuffer.Size;
+ }
+ SDL_UnmapGPUTransferBuffer(v->Device, fd->VertexTransferBuffer);
+ SDL_UnmapGPUTransferBuffer(v->Device, fd->IndexTransferBuffer);
+
+ SDL_GPUTransferBufferLocation vertex_buffer_location = {};
+ vertex_buffer_location.offset = 0;
+ vertex_buffer_location.transfer_buffer = fd->VertexTransferBuffer;
+ SDL_GPUTransferBufferLocation index_buffer_location = {};
+ index_buffer_location.offset = 0;
+ index_buffer_location.transfer_buffer = fd->IndexTransferBuffer;
+
+ SDL_GPUBufferRegion vertex_buffer_region = {};
+ vertex_buffer_region.buffer = fd->VertexBuffer;
+ vertex_buffer_region.offset = 0;
+ vertex_buffer_region.size = vertex_size;
+
+ SDL_GPUBufferRegion index_buffer_region = {};
+ index_buffer_region.buffer = fd->IndexBuffer;
+ index_buffer_region.offset = 0;
+ index_buffer_region.size = index_size;
+
+ SDL_GPUCopyPass* copy_pass = SDL_BeginGPUCopyPass(command_buffer);
+ SDL_UploadToGPUBuffer(copy_pass, &vertex_buffer_location, &vertex_buffer_region, true);
+ SDL_UploadToGPUBuffer(copy_pass, &index_buffer_location, &index_buffer_region, true);
+ SDL_EndGPUCopyPass(copy_pass);
+}
+
+void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass* render_pass, SDL_GPUGraphicsPipeline* pipeline)
+{
+ // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
+ int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
+ int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
+ if (fb_width <= 0 || fb_height <= 0)
+ return;
+
+ ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
+ ImGui_ImplSDLGPU3_FrameData* fd = &bd->MainWindowFrameData;
+
+ if (pipeline == nullptr)
+ pipeline = bd->Pipeline;
+
+ ImGui_ImplSDLGPU3_SetupRenderState(draw_data, pipeline, command_buffer, render_pass, fd, fb_width, fb_height);
+
+ // Will project scissor/clipping rectangles into framebuffer space
+ ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
+ ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
+
+ // Render command lists
+ // (Because we merged all buffers into a single one, we maintain our own offset into them)
+ int global_vtx_offset = 0;
+ int global_idx_offset = 0;
+ for (const ImDrawList* draw_list : draw_data->CmdLists)
+ {
+ for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
+ {
+ const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
+ if (pcmd->UserCallback != nullptr)
+ {
+ // User callback, registered via ImDrawList::AddCallback()
+ // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
+ if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
+ ImGui_ImplSDLGPU3_SetupRenderState(draw_data, pipeline, command_buffer, render_pass, fd, fb_width, fb_height);
+ else
+ pcmd->UserCallback(draw_list, pcmd);
+ }
+ else
+ {
+ // Project scissor/clipping rectangles into framebuffer space
+ ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
+ ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
+
+ // Clamp to viewport as SDL_SetGPUScissor() won't accept values that are off bounds
+ if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
+ if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
+ if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; }
+ if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; }
+ if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
+ continue;
+
+ // Apply scissor/clipping rectangle
+ SDL_Rect scissor_rect = {};
+ scissor_rect.x = (int)clip_min.x;
+ scissor_rect.y = (int)clip_min.y;
+ scissor_rect.w = (int)(clip_max.x - clip_min.x);
+ scissor_rect.h = (int)(clip_max.y - clip_min.y);
+ SDL_SetGPUScissor(render_pass,&scissor_rect);
+
+ // Bind DescriptorSet with font or user texture
+ SDL_BindGPUFragmentSamplers(render_pass, 0, (SDL_GPUTextureSamplerBinding*)pcmd->GetTexID(), 1);
+
+ // Draw
+ SDL_DrawGPUIndexedPrimitives(render_pass, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
+ }
+ }
+ global_idx_offset += draw_list->IdxBuffer.Size;
+ global_vtx_offset += draw_list->VtxBuffer.Size;
+ }
+
+ // Note: at this point both SDL_SetGPUViewport() and SDL_SetGPUScissor() have been called.
+ // Our last values will leak into user/application rendering if you forgot to call SDL_SetGPUViewport() and SDL_SetGPUScissor() yourself to explicitly set that state
+ // In theory we should aim to backup/restore those values but I am not sure this is possible.
+ // We perform a call to SDL_SetGPUScissor() to set back a full viewport which is likely to fix things for 99% users but technically this is not perfect. (See github #4644)
+ SDL_Rect scissor_rect { 0, 0, fb_width, fb_height };
+ SDL_SetGPUScissor(render_pass, &scissor_rect);
+}
+
+static void ImGui_ImplSDLGPU3_DestroyTexture(ImTextureData* tex)
+{
+ ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
+ ImGui_ImplSDLGPU3_Texture* backend_tex = (ImGui_ImplSDLGPU3_Texture*)tex->BackendUserData;
+ if (backend_tex == nullptr)
+ return;
+ SDL_GPUTextureSamplerBinding* binding = (SDL_GPUTextureSamplerBinding*)(intptr_t)tex->BackendUserData;
+ IM_ASSERT(backend_tex->Texture == binding->texture);
+ SDL_ReleaseGPUTexture(bd->InitInfo.Device, backend_tex->Texture);
+ IM_DELETE(backend_tex);
+
+ // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
+ tex->SetTexID(ImTextureID_Invalid);
+ tex->SetStatus(ImTextureStatus_Destroyed);
+ tex->BackendUserData = nullptr;
+}
+
+void ImGui_ImplSDLGPU3_UpdateTexture(ImTextureData* tex)
+{
+ ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
+ ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
+
+ if (tex->Status == ImTextureStatus_WantCreate)
+ {
+ // Create and upload new texture to graphics system
+ //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
+ IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);
+ IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
+ ImGui_ImplSDLGPU3_Texture* backend_tex = IM_NEW(ImGui_ImplSDLGPU3_Texture)();
+
+ // Create texture
+ SDL_GPUTextureCreateInfo texture_info = {};
+ texture_info.type = SDL_GPU_TEXTURETYPE_2D;
+ texture_info.format = SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM;
+ texture_info.usage = SDL_GPU_TEXTUREUSAGE_SAMPLER;
+ texture_info.width = tex->Width;
+ texture_info.height = tex->Height;
+ texture_info.layer_count_or_depth = 1;
+ texture_info.num_levels = 1;
+ texture_info.sample_count = SDL_GPU_SAMPLECOUNT_1;
+
+ backend_tex->Texture = SDL_CreateGPUTexture(v->Device, &texture_info);
+ backend_tex->TextureSamplerBinding.texture = backend_tex->Texture;
+ backend_tex->TextureSamplerBinding.sampler = bd->TexSampler;
+ IM_ASSERT(backend_tex->Texture && "Failed to create font texture, call SDL_GetError() for more info");
+
+ // Store identifiers
+ tex->SetTexID((ImTextureID)(intptr_t)&backend_tex->TextureSamplerBinding);
+ tex->BackendUserData = backend_tex;
+ }
+
+ if (tex->Status == ImTextureStatus_WantCreate || tex->Status == ImTextureStatus_WantUpdates)
+ {
+ ImGui_ImplSDLGPU3_Texture* backend_tex = (ImGui_ImplSDLGPU3_Texture*)tex->BackendUserData;
+ IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
+
+ // Update full texture or selected blocks. We only ever write to textures regions which have never been used before!
+ // This backend choose to use tex->UpdateRect but you can use tex->Updates[] to upload individual regions.
+ // We could use the smaller rect on _WantCreate but using the full rect allows us to clear the texture.
+ const int upload_x = (tex->Status == ImTextureStatus_WantCreate) ? 0 : tex->UpdateRect.x;
+ const int upload_y = (tex->Status == ImTextureStatus_WantCreate) ? 0 : tex->UpdateRect.y;
+ const int upload_w = (tex->Status == ImTextureStatus_WantCreate) ? tex->Width : tex->UpdateRect.w;
+ const int upload_h = (tex->Status == ImTextureStatus_WantCreate) ? tex->Height : tex->UpdateRect.h;
+ uint32_t upload_pitch = upload_w * tex->BytesPerPixel;
+ uint32_t upload_size = upload_w * upload_h * tex->BytesPerPixel;
+
+ // Create transfer buffer
+ if (bd->TexTransferBufferSize < upload_size)
+ {
+ SDL_ReleaseGPUTransferBuffer(v->Device, bd->TexTransferBuffer);
+ SDL_GPUTransferBufferCreateInfo transferbuffer_info = {};
+ transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
+ transferbuffer_info.size = upload_size + 1024;
+ bd->TexTransferBufferSize = upload_size + 1024;
+ bd->TexTransferBuffer = SDL_CreateGPUTransferBuffer(v->Device, &transferbuffer_info);
+ IM_ASSERT(bd->TexTransferBuffer != nullptr && "Failed to create font transfer buffer, call SDL_GetError() for more information");
+ }
+
+ // Copy to transfer buffer
+ {
+ void* texture_ptr = SDL_MapGPUTransferBuffer(v->Device, bd->TexTransferBuffer, true);
+ for (int y = 0; y < upload_h; y++)
+ memcpy((void*)((uintptr_t)texture_ptr + y * upload_pitch), tex->GetPixelsAt(upload_x, upload_y + y), upload_pitch);
+ SDL_UnmapGPUTransferBuffer(v->Device, bd->TexTransferBuffer);
+ }
+
+ SDL_GPUTextureTransferInfo transfer_info = {};
+ transfer_info.offset = 0;
+ transfer_info.transfer_buffer = bd->TexTransferBuffer;
+
+ SDL_GPUTextureRegion texture_region = {};
+ texture_region.texture = backend_tex->Texture;
+ texture_region.x = (Uint32)upload_x;
+ texture_region.y = (Uint32)upload_y;
+ texture_region.w = (Uint32)upload_w;
+ texture_region.h = (Uint32)upload_h;
+ texture_region.d = 1;
+
+ // Upload
+ {
+ SDL_GPUCommandBuffer* cmd = SDL_AcquireGPUCommandBuffer(v->Device);
+ SDL_GPUCopyPass* copy_pass = SDL_BeginGPUCopyPass(cmd);
+ SDL_UploadToGPUTexture(copy_pass, &transfer_info, &texture_region, false);
+ SDL_EndGPUCopyPass(copy_pass);
+ SDL_SubmitGPUCommandBuffer(cmd);
+ }
+
+ tex->SetStatus(ImTextureStatus_OK);
+ }
+ if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames > 0)
+ ImGui_ImplSDLGPU3_DestroyTexture(tex);
+}
+
+static void ImGui_ImplSDLGPU3_CreateShaders()
+{
+ // Create the shader modules
+ ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
+ ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
+
+ const char* driver = SDL_GetGPUDeviceDriver(v->Device);
+
+ SDL_GPUShaderCreateInfo vertex_shader_info = {};
+ vertex_shader_info.entrypoint = "main";
+ vertex_shader_info.stage = SDL_GPU_SHADERSTAGE_VERTEX;
+ vertex_shader_info.num_uniform_buffers = 1;
+ vertex_shader_info.num_storage_buffers = 0;
+ vertex_shader_info.num_storage_textures = 0;
+ vertex_shader_info.num_samplers = 0;
+
+ SDL_GPUShaderCreateInfo fragment_shader_info = {};
+ fragment_shader_info.entrypoint = "main";
+ fragment_shader_info.stage = SDL_GPU_SHADERSTAGE_FRAGMENT;
+ fragment_shader_info.num_samplers = 1;
+ fragment_shader_info.num_storage_buffers = 0;
+ fragment_shader_info.num_storage_textures = 0;
+ fragment_shader_info.num_uniform_buffers = 0;
+
+ if (strcmp(driver, "vulkan") == 0)
+ {
+ vertex_shader_info.format = SDL_GPU_SHADERFORMAT_SPIRV;
+ vertex_shader_info.code = spirv_vertex;
+ vertex_shader_info.code_size = sizeof(spirv_vertex);
+ fragment_shader_info.format = SDL_GPU_SHADERFORMAT_SPIRV;
+ fragment_shader_info.code = spirv_fragment;
+ fragment_shader_info.code_size = sizeof(spirv_fragment);
+ }
+ else if (strcmp(driver, "direct3d12") == 0)
+ {
+ vertex_shader_info.format = SDL_GPU_SHADERFORMAT_DXBC;
+ vertex_shader_info.code = dxbc_vertex;
+ vertex_shader_info.code_size = sizeof(dxbc_vertex);
+ fragment_shader_info.format = SDL_GPU_SHADERFORMAT_DXBC;
+ fragment_shader_info.code = dxbc_fragment;
+ fragment_shader_info.code_size = sizeof(dxbc_fragment);
+ }
+#ifdef __APPLE__
+ else
+ {
+ vertex_shader_info.entrypoint = "main0";
+ vertex_shader_info.format = SDL_GPU_SHADERFORMAT_METALLIB;
+ vertex_shader_info.code = metallib_vertex;
+ vertex_shader_info.code_size = sizeof(metallib_vertex);
+ fragment_shader_info.entrypoint = "main0";
+ fragment_shader_info.format = SDL_GPU_SHADERFORMAT_METALLIB;
+ fragment_shader_info.code = metallib_fragment;
+ fragment_shader_info.code_size = sizeof(metallib_fragment);
+ }
+#endif
+ bd->VertexShader = SDL_CreateGPUShader(v->Device, &vertex_shader_info);
+ bd->FragmentShader = SDL_CreateGPUShader(v->Device, &fragment_shader_info);
+ IM_ASSERT(bd->VertexShader != nullptr && "Failed to create vertex shader, call SDL_GetError() for more information");
+ IM_ASSERT(bd->FragmentShader != nullptr && "Failed to create fragment shader, call SDL_GetError() for more information");
+}
+
+static void ImGui_ImplSDLGPU3_CreateGraphicsPipeline()
+{
+ ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
+ ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
+ ImGui_ImplSDLGPU3_CreateShaders();
+
+ SDL_GPUVertexBufferDescription vertex_buffer_desc[1];
+ vertex_buffer_desc[0].slot = 0;
+ vertex_buffer_desc[0].input_rate = SDL_GPU_VERTEXINPUTRATE_VERTEX;
+ vertex_buffer_desc[0].instance_step_rate = 0;
+ vertex_buffer_desc[0].pitch = sizeof(ImDrawVert);
+
+ SDL_GPUVertexAttribute vertex_attributes[3];
+ vertex_attributes[0].buffer_slot = 0;
+ vertex_attributes[0].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2;
+ vertex_attributes[0].location = 0;
+ vertex_attributes[0].offset = offsetof(ImDrawVert,pos);
+
+ vertex_attributes[1].buffer_slot = 0;
+ vertex_attributes[1].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2;
+ vertex_attributes[1].location = 1;
+ vertex_attributes[1].offset = offsetof(ImDrawVert, uv);
+
+ vertex_attributes[2].buffer_slot = 0;
+ vertex_attributes[2].format = SDL_GPU_VERTEXELEMENTFORMAT_UBYTE4_NORM;
+ vertex_attributes[2].location = 2;
+ vertex_attributes[2].offset = offsetof(ImDrawVert, col);
+
+ SDL_GPUVertexInputState vertex_input_state = {};
+ vertex_input_state.num_vertex_attributes = 3;
+ vertex_input_state.vertex_attributes = vertex_attributes;
+ vertex_input_state.num_vertex_buffers = 1;
+ vertex_input_state.vertex_buffer_descriptions = vertex_buffer_desc;
+
+ SDL_GPURasterizerState rasterizer_state = {};
+ rasterizer_state.fill_mode = SDL_GPU_FILLMODE_FILL;
+ rasterizer_state.cull_mode = SDL_GPU_CULLMODE_NONE;
+ rasterizer_state.front_face = SDL_GPU_FRONTFACE_COUNTER_CLOCKWISE;
+ rasterizer_state.enable_depth_bias = false;
+ rasterizer_state.enable_depth_clip = false;
+
+ SDL_GPUMultisampleState multisample_state = {};
+ multisample_state.sample_count = v->MSAASamples;
+ multisample_state.enable_mask = false;
+
+ SDL_GPUDepthStencilState depth_stencil_state = {};
+ depth_stencil_state.enable_depth_test = false;
+ depth_stencil_state.enable_depth_write = false;
+ depth_stencil_state.enable_stencil_test = false;
+
+ SDL_GPUColorTargetBlendState blend_state = {};
+ blend_state.enable_blend = true;
+ blend_state.src_color_blendfactor = SDL_GPU_BLENDFACTOR_SRC_ALPHA;
+ blend_state.dst_color_blendfactor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA;
+ blend_state.color_blend_op = SDL_GPU_BLENDOP_ADD;
+ blend_state.src_alpha_blendfactor = SDL_GPU_BLENDFACTOR_ONE;
+ blend_state.dst_alpha_blendfactor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA;
+ blend_state.alpha_blend_op = SDL_GPU_BLENDOP_ADD;
+ blend_state.color_write_mask = SDL_GPU_COLORCOMPONENT_R | SDL_GPU_COLORCOMPONENT_G | SDL_GPU_COLORCOMPONENT_B | SDL_GPU_COLORCOMPONENT_A;
+
+ SDL_GPUColorTargetDescription color_target_desc[1];
+ color_target_desc[0].format = v->ColorTargetFormat;
+ color_target_desc[0].blend_state = blend_state;
+
+ SDL_GPUGraphicsPipelineTargetInfo target_info = {};
+ target_info.num_color_targets = 1;
+ target_info.color_target_descriptions = color_target_desc;
+ target_info.has_depth_stencil_target = false;
+
+ SDL_GPUGraphicsPipelineCreateInfo pipeline_info = {};
+ pipeline_info.vertex_shader = bd->VertexShader;
+ pipeline_info.fragment_shader = bd->FragmentShader;
+ pipeline_info.vertex_input_state = vertex_input_state;
+ pipeline_info.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST;
+ pipeline_info.rasterizer_state = rasterizer_state;
+ pipeline_info.multisample_state = multisample_state;
+ pipeline_info.depth_stencil_state = depth_stencil_state;
+ pipeline_info.target_info = target_info;
+
+ bd->Pipeline = SDL_CreateGPUGraphicsPipeline(v->Device, &pipeline_info);
+ IM_ASSERT(bd->Pipeline != nullptr && "Failed to create graphics pipeline, call SDL_GetError() for more information");
+}
+
+void ImGui_ImplSDLGPU3_CreateDeviceObjects()
+{
+ ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
+ ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
+
+ ImGui_ImplSDLGPU3_DestroyDeviceObjects();
+
+ if (bd->TexSampler == nullptr)
+ {
+ // Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling.
+ SDL_GPUSamplerCreateInfo sampler_info = {};
+ sampler_info.min_filter = SDL_GPU_FILTER_LINEAR;
+ sampler_info.mag_filter = SDL_GPU_FILTER_LINEAR;
+ sampler_info.mipmap_mode = SDL_GPU_SAMPLERMIPMAPMODE_LINEAR;
+ sampler_info.address_mode_u = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
+ sampler_info.address_mode_v = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
+ sampler_info.address_mode_w = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
+ sampler_info.mip_lod_bias = 0.0f;
+ sampler_info.min_lod = -1000.0f;
+ sampler_info.max_lod = 1000.0f;
+ sampler_info.enable_anisotropy = false;
+ sampler_info.max_anisotropy = 1.0f;
+ sampler_info.enable_compare = false;
+
+ bd->TexSampler = SDL_CreateGPUSampler(v->Device, &sampler_info);
+ IM_ASSERT(bd->TexSampler != nullptr && "Failed to create font sampler, call SDL_GetError() for more information");
+ }
+
+ ImGui_ImplSDLGPU3_CreateGraphicsPipeline();
+}
+
+void ImGui_ImplSDLGPU3_DestroyFrameData()
+{
+ ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
+ ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
+
+ ImGui_ImplSDLGPU3_FrameData* fd = &bd->MainWindowFrameData;
+ SDL_ReleaseGPUBuffer(v->Device, fd->VertexBuffer);
+ SDL_ReleaseGPUBuffer(v->Device, fd->IndexBuffer);
+ SDL_ReleaseGPUTransferBuffer(v->Device, fd->VertexTransferBuffer);
+ SDL_ReleaseGPUTransferBuffer(v->Device, fd->IndexTransferBuffer);
+ fd->VertexBuffer = fd->IndexBuffer = nullptr;
+ fd->VertexTransferBuffer = fd->IndexTransferBuffer = nullptr;
+ fd->VertexBufferSize = fd->IndexBufferSize = 0;
+}
+
+void ImGui_ImplSDLGPU3_DestroyDeviceObjects()
+{
+ ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
+ ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
+
+ ImGui_ImplSDLGPU3_DestroyFrameData();
+
+ // Destroy all textures
+ for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
+ if (tex->RefCount == 1)
+ ImGui_ImplSDLGPU3_DestroyTexture(tex);
+ if (bd->TexTransferBuffer) { SDL_ReleaseGPUTransferBuffer(v->Device, bd->TexTransferBuffer); bd->TexTransferBuffer = nullptr; }
+ if (bd->VertexShader) { SDL_ReleaseGPUShader(v->Device, bd->VertexShader); bd->VertexShader = nullptr; }
+ if (bd->FragmentShader) { SDL_ReleaseGPUShader(v->Device, bd->FragmentShader); bd->FragmentShader = nullptr; }
+ if (bd->TexSampler) { SDL_ReleaseGPUSampler(v->Device, bd->TexSampler); bd->TexSampler = nullptr; }
+ if (bd->Pipeline) { SDL_ReleaseGPUGraphicsPipeline(v->Device, bd->Pipeline); bd->Pipeline = nullptr; }
+}
+
+bool ImGui_ImplSDLGPU3_Init(ImGui_ImplSDLGPU3_InitInfo* info)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ IMGUI_CHECKVERSION();
+ IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
+
+ // Setup backend capabilities flags
+ ImGui_ImplSDLGPU3_Data* bd = IM_NEW(ImGui_ImplSDLGPU3_Data)();
+ io.BackendRendererUserData = (void*)bd;
+ 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.
+
+ IM_ASSERT(info->Device != nullptr);
+ IM_ASSERT(info->ColorTargetFormat != SDL_GPU_TEXTUREFORMAT_INVALID);
+
+ bd->InitInfo = *info;
+
+ return true;
+}
+
+void ImGui_ImplSDLGPU3_Shutdown()
+{
+ ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
+ IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
+ ImGuiIO& io = ImGui::GetIO();
+
+ ImGui_ImplSDLGPU3_DestroyDeviceObjects();
+ io.BackendRendererName = nullptr;
+ io.BackendRendererUserData = nullptr;
+ io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
+ IM_DELETE(bd);
+}
+
+void ImGui_ImplSDLGPU3_NewFrame()
+{
+ ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
+ IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLGPU3_Init()?");
+
+ if (!bd->TexSampler)
+ ImGui_ImplSDLGPU3_CreateDeviceObjects();
+}
+
+#endif // #ifndef IMGUI_DISABLE
diff --git a/backends/imgui_impl_sdlgpu3.h b/backends/imgui_impl_sdlgpu3.h
new file mode 100644
index 000000000000..826767ac5369
--- /dev/null
+++ b/backends/imgui_impl_sdlgpu3.h
@@ -0,0 +1,52 @@
+// dear imgui: Renderer Backend for SDL_GPU
+// This needs to be used along with the SDL3 Platform Backend
+
+// Implemented features:
+// [X] Renderer: User texture binding. Use simply cast a reference to your SDL_GPUTextureSamplerBinding to ImTextureID.
+// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
+// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
+
+// 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/
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// Learn about Dear ImGui:
+// - FAQ https://dearimgui.com/faq
+// - Getting Started https://dearimgui.com/getting-started
+// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+// Important note to the reader who wish to integrate imgui_impl_sdlgpu3.cpp/.h in their own engine/app.
+// - Unlike other backends, the user must call the function ImGui_ImplSDLGPU_PrepareDrawData BEFORE issuing a SDL_GPURenderPass containing ImGui_ImplSDLGPU_RenderDrawData.
+// Calling the function is MANDATORY, otherwise the ImGui will not upload neither the vertex nor the index buffer for the GPU. See imgui_impl_sdlgpu3.cpp for more info.
+
+#pragma once
+#include "imgui.h" // IMGUI_IMPL_API
+#ifndef IMGUI_DISABLE
+#include
+
+// Initialization data, for ImGui_ImplSDLGPU_Init()
+// - Remember to set ColorTargetFormat to the correct format. If you're rendering to the swapchain, call SDL_GetGPUSwapchainTextureFormat to query the right value
+struct ImGui_ImplSDLGPU3_InitInfo
+{
+ SDL_GPUDevice* Device = nullptr;
+ SDL_GPUTextureFormat ColorTargetFormat = SDL_GPU_TEXTUREFORMAT_INVALID;
+ SDL_GPUSampleCount MSAASamples = SDL_GPU_SAMPLECOUNT_1;
+};
+
+// Follow "Getting Started" link and check examples/ folder to learn about using backends!
+IMGUI_IMPL_API bool ImGui_ImplSDLGPU3_Init(ImGui_ImplSDLGPU3_InitInfo* info);
+IMGUI_IMPL_API void ImGui_ImplSDLGPU3_Shutdown();
+IMGUI_IMPL_API void ImGui_ImplSDLGPU3_NewFrame();
+IMGUI_IMPL_API void ImGui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer);
+IMGUI_IMPL_API void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass* render_pass, SDL_GPUGraphicsPipeline* pipeline = nullptr);
+
+// Use if you want to reset your rendering device without losing Dear ImGui state.
+IMGUI_IMPL_API void ImGui_ImplSDLGPU3_CreateDeviceObjects();
+IMGUI_IMPL_API void ImGui_ImplSDLGPU3_DestroyDeviceObjects();
+
+// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
+IMGUI_IMPL_API void ImGui_ImplSDLGPU3_UpdateTexture(ImTextureData* tex);
+
+#endif // #ifndef IMGUI_DISABLE
diff --git a/backends/imgui_impl_sdlgpu3_shaders.h b/backends/imgui_impl_sdlgpu3_shaders.h
new file mode 100644
index 000000000000..f792aa6abd77
--- /dev/null
+++ b/backends/imgui_impl_sdlgpu3_shaders.h
@@ -0,0 +1,372 @@
+#pragma once
+#ifndef IMGUI_DISABLE
+#include
+
+// Data exported using
+// misc/fonts/binary_to_compressed_c.exe -u8 -nocompress filename symbolname >filename.h
+// With some manual pasting.
+
+// Check sdlgpu3/ folder for the shaders' source code and instruction on how to build them
+const uint8_t spirv_vertex[1732] = {
+ 3,2,35,7,0,0,1,0,11,0,13,0,55,0,0,0,0,0,0,0,17,0,2,0,1,0,0,0,11,0,6,0,1,0,0,0,71,76,83,76,46,115,116,100,46,52,53,48,0,0,0,0,14,0,3,0,0,0,0,0,1,0,0,0,15,0,10,0,0,0,0,0,4,0,0,0,109,
+ 97,105,110,0,0,0,0,11,0,0,0,15,0,0,0,21,0,0,0,30,0,0,0,31,0,0,0,3,0,3,0,2,0,0,0,194,1,0,0,4,0,10,0,71,76,95,71,79,79,71,76,69,95,99,112,112,95,115,116,121,108,101,95,108,105,110,101,
+ 95,100,105,114,101,99,116,105,118,101,0,0,4,0,8,0,71,76,95,71,79,79,71,76,69,95,105,110,99,108,117,100,101,95,100,105,114,101,99,116,105,118,101,0,5,0,4,0,4,0,0,0,109,97,105,110,0,
+ 0,0,0,5,0,3,0,9,0,0,0,0,0,0,0,6,0,5,0,9,0,0,0,0,0,0,0,67,111,108,111,114,0,0,0,6,0,4,0,9,0,0,0,1,0,0,0,85,86,0,0,5,0,3,0,11,0,0,0,79,117,116,0,5,0,4,0,15,0,0,0,97,67,111,108,111,114,
+ 0,0,5,0,3,0,21,0,0,0,97,85,86,0,5,0,6,0,28,0,0,0,103,108,95,80,101,114,86,101,114,116,101,120,0,0,0,0,6,0,6,0,28,0,0,0,0,0,0,0,103,108,95,80,111,115,105,116,105,111,110,0,6,0,7,0,28,
+ 0,0,0,1,0,0,0,103,108,95,80,111,105,110,116,83,105,122,101,0,0,0,0,6,0,7,0,28,0,0,0,2,0,0,0,103,108,95,67,108,105,112,68,105,115,116,97,110,99,101,0,6,0,7,0,28,0,0,0,3,0,0,0,103,108,
+ 95,67,117,108,108,68,105,115,116,97,110,99,101,0,5,0,3,0,30,0,0,0,0,0,0,0,5,0,4,0,31,0,0,0,97,80,111,115,0,0,0,0,5,0,6,0,33,0,0,0,117,80,117,115,104,67,111,110,115,116,97,110,116,0,
+ 0,0,6,0,5,0,33,0,0,0,0,0,0,0,117,83,99,97,108,101,0,0,6,0,6,0,33,0,0,0,1,0,0,0,117,84,114,97,110,115,108,97,116,101,0,0,5,0,3,0,35,0,0,0,112,99,0,0,71,0,4,0,11,0,0,0,30,0,0,0,0,0,0,
+ 0,71,0,4,0,15,0,0,0,30,0,0,0,2,0,0,0,71,0,4,0,21,0,0,0,30,0,0,0,1,0,0,0,71,0,3,0,28,0,0,0,2,0,0,0,72,0,5,0,28,0,0,0,0,0,0,0,11,0,0,0,0,0,0,0,72,0,5,0,28,0,0,0,1,0,0,0,11,0,0,0,1,0,
+ 0,0,72,0,5,0,28,0,0,0,2,0,0,0,11,0,0,0,3,0,0,0,72,0,5,0,28,0,0,0,3,0,0,0,11,0,0,0,4,0,0,0,71,0,4,0,31,0,0,0,30,0,0,0,0,0,0,0,71,0,3,0,33,0,0,0,2,0,0,0,72,0,5,0,33,0,0,0,0,0,0,0,35,
+ 0,0,0,0,0,0,0,72,0,5,0,33,0,0,0,1,0,0,0,35,0,0,0,8,0,0,0,71,0,4,0,35,0,0,0,33,0,0,0,0,0,0,0,71,0,4,0,35,0,0,0,34,0,0,0,1,0,0,0,19,0,2,0,2,0,0,0,33,0,3,0,3,0,0,0,2,0,0,0,22,0,3,0,6,
+ 0,0,0,32,0,0,0,23,0,4,0,7,0,0,0,6,0,0,0,4,0,0,0,23,0,4,0,8,0,0,0,6,0,0,0,2,0,0,0,30,0,4,0,9,0,0,0,7,0,0,0,8,0,0,0,32,0,4,0,10,0,0,0,3,0,0,0,9,0,0,0,59,0,4,0,10,0,0,0,11,0,0,0,3,0,0,
+ 0,21,0,4,0,12,0,0,0,32,0,0,0,1,0,0,0,43,0,4,0,12,0,0,0,13,0,0,0,0,0,0,0,32,0,4,0,14,0,0,0,1,0,0,0,7,0,0,0,59,0,4,0,14,0,0,0,15,0,0,0,1,0,0,0,32,0,4,0,17,0,0,0,3,0,0,0,7,0,0,0,43,0,
+ 4,0,12,0,0,0,19,0,0,0,1,0,0,0,32,0,4,0,20,0,0,0,1,0,0,0,8,0,0,0,59,0,4,0,20,0,0,0,21,0,0,0,1,0,0,0,32,0,4,0,23,0,0,0,3,0,0,0,8,0,0,0,21,0,4,0,25,0,0,0,32,0,0,0,0,0,0,0,43,0,4,0,25,
+ 0,0,0,26,0,0,0,1,0,0,0,28,0,4,0,27,0,0,0,6,0,0,0,26,0,0,0,30,0,6,0,28,0,0,0,7,0,0,0,6,0,0,0,27,0,0,0,27,0,0,0,32,0,4,0,29,0,0,0,3,0,0,0,28,0,0,0,59,0,4,0,29,0,0,0,30,0,0,0,3,0,0,0,
+ 59,0,4,0,20,0,0,0,31,0,0,0,1,0,0,0,30,0,4,0,33,0,0,0,8,0,0,0,8,0,0,0,32,0,4,0,34,0,0,0,2,0,0,0,33,0,0,0,59,0,4,0,34,0,0,0,35,0,0,0,2,0,0,0,32,0,4,0,36,0,0,0,2,0,0,0,8,0,0,0,43,0,4,
+ 0,6,0,0,0,43,0,0,0,0,0,0,0,43,0,4,0,6,0,0,0,44,0,0,0,0,0,128,63,43,0,4,0,6,0,0,0,49,0,0,0,0,0,128,191,32,0,4,0,50,0,0,0,3,0,0,0,6,0,0,0,54,0,5,0,2,0,0,0,4,0,0,0,0,0,0,0,3,0,0,0,248,
+ 0,2,0,5,0,0,0,61,0,4,0,7,0,0,0,16,0,0,0,15,0,0,0,65,0,5,0,17,0,0,0,18,0,0,0,11,0,0,0,13,0,0,0,62,0,3,0,18,0,0,0,16,0,0,0,61,0,4,0,8,0,0,0,22,0,0,0,21,0,0,0,65,0,5,0,23,0,0,0,24,0,0,
+ 0,11,0,0,0,19,0,0,0,62,0,3,0,24,0,0,0,22,0,0,0,61,0,4,0,8,0,0,0,32,0,0,0,31,0,0,0,65,0,5,0,36,0,0,0,37,0,0,0,35,0,0,0,13,0,0,0,61,0,4,0,8,0,0,0,38,0,0,0,37,0,0,0,133,0,5,0,8,0,0,0,
+ 39,0,0,0,32,0,0,0,38,0,0,0,65,0,5,0,36,0,0,0,40,0,0,0,35,0,0,0,19,0,0,0,61,0,4,0,8,0,0,0,41,0,0,0,40,0,0,0,129,0,5,0,8,0,0,0,42,0,0,0,39,0,0,0,41,0,0,0,81,0,5,0,6,0,0,0,45,0,0,0,42,
+ 0,0,0,0,0,0,0,81,0,5,0,6,0,0,0,46,0,0,0,42,0,0,0,1,0,0,0,80,0,7,0,7,0,0,0,47,0,0,0,45,0,0,0,46,0,0,0,43,0,0,0,44,0,0,0,65,0,5,0,17,0,0,0,48,0,0,0,30,0,0,0,13,0,0,0,62,0,3,0,48,0,0,
+ 0,47,0,0,0,65,0,6,0,50,0,0,0,51,0,0,0,30,0,0,0,13,0,0,0,26,0,0,0,61,0,4,0,6,0,0,0,52,0,0,0,51,0,0,0,133,0,5,0,6,0,0,0,53,0,0,0,52,0,0,0,49,0,0,0,65,0,6,0,50,0,0,0,54,0,0,0,30,0,0,0,
+ 13,0,0,0,26,0,0,0,62,0,3,0,54,0,0,0,53,0,0,0,253,0,1,0,56,0,1,0,
+};
+const uint8_t spirv_fragment[844] = {
+ 3,2,35,7,0,0,1,0,11,0,13,0,30,0,0,0,0,0,0,0,17,0,2,0,1,0,0,0,11,0,6,0,1,0,0,0,71,76,83,76,46,115,116,100,46,52,53,48,0,0,0,0,14,0,3,0,0,0,0,0,1,0,0,0,15,0,7,0,4,0,0,0,4,0,0,0,109,97,
+ 105,110,0,0,0,0,9,0,0,0,13,0,0,0,16,0,3,0,4,0,0,0,7,0,0,0,3,0,3,0,2,0,0,0,194,1,0,0,4,0,10,0,71,76,95,71,79,79,71,76,69,95,99,112,112,95,115,116,121,108,101,95,108,105,110,101,95,100,
+ 105,114,101,99,116,105,118,101,0,0,4,0,8,0,71,76,95,71,79,79,71,76,69,95,105,110,99,108,117,100,101,95,100,105,114,101,99,116,105,118,101,0,5,0,4,0,4,0,0,0,109,97,105,110,0,0,0,0,5,
+ 0,4,0,9,0,0,0,102,67,111,108,111,114,0,0,5,0,3,0,11,0,0,0,0,0,0,0,6,0,5,0,11,0,0,0,0,0,0,0,67,111,108,111,114,0,0,0,6,0,4,0,11,0,0,0,1,0,0,0,85,86,0,0,5,0,3,0,13,0,0,0,73,110,0,0,5,
+ 0,5,0,22,0,0,0,115,84,101,120,116,117,114,101,0,0,0,0,71,0,4,0,9,0,0,0,30,0,0,0,0,0,0,0,71,0,4,0,13,0,0,0,30,0,0,0,0,0,0,0,71,0,4,0,22,0,0,0,33,0,0,0,0,0,0,0,71,0,4,0,22,0,0,0,34,0,
+ 0,0,2,0,0,0,19,0,2,0,2,0,0,0,33,0,3,0,3,0,0,0,2,0,0,0,22,0,3,0,6,0,0,0,32,0,0,0,23,0,4,0,7,0,0,0,6,0,0,0,4,0,0,0,32,0,4,0,8,0,0,0,3,0,0,0,7,0,0,0,59,0,4,0,8,0,0,0,9,0,0,0,3,0,0,0,23,
+ 0,4,0,10,0,0,0,6,0,0,0,2,0,0,0,30,0,4,0,11,0,0,0,7,0,0,0,10,0,0,0,32,0,4,0,12,0,0,0,1,0,0,0,11,0,0,0,59,0,4,0,12,0,0,0,13,0,0,0,1,0,0,0,21,0,4,0,14,0,0,0,32,0,0,0,1,0,0,0,43,0,4,0,
+ 14,0,0,0,15,0,0,0,0,0,0,0,32,0,4,0,16,0,0,0,1,0,0,0,7,0,0,0,25,0,9,0,19,0,0,0,6,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,27,0,3,0,20,0,0,0,19,0,0,0,32,0,4,0,21,0,0,0,0,
+ 0,0,0,20,0,0,0,59,0,4,0,21,0,0,0,22,0,0,0,0,0,0,0,43,0,4,0,14,0,0,0,24,0,0,0,1,0,0,0,32,0,4,0,25,0,0,0,1,0,0,0,10,0,0,0,54,0,5,0,2,0,0,0,4,0,0,0,0,0,0,0,3,0,0,0,248,0,2,0,5,0,0,0,65,
+ 0,5,0,16,0,0,0,17,0,0,0,13,0,0,0,15,0,0,0,61,0,4,0,7,0,0,0,18,0,0,0,17,0,0,0,61,0,4,0,20,0,0,0,23,0,0,0,22,0,0,0,65,0,5,0,25,0,0,0,26,0,0,0,13,0,0,0,24,0,0,0,61,0,4,0,10,0,0,0,27,0,
+ 0,0,26,0,0,0,87,0,5,0,7,0,0,0,28,0,0,0,23,0,0,0,27,0,0,0,133,0,5,0,7,0,0,0,29,0,0,0,18,0,0,0,28,0,0,0,62,0,3,0,9,0,0,0,29,0,0,0,253,0,1,0,56,0,1,0,
+};
+
+const uint8_t dxbc_vertex[1064] = {
+ 68,88,66,67,32,50,127,204,241,196,165,104,216,114,216,116,220,164,29,45,1,0,0,0,40,4,0,0,5,0,0,0,52,0,0,0,136,1,0,0,236,1,0,0,92,2,0,0,140,3,0,0,82,68,69,70,76,1,0,0,1,0,0,0,116,0,
+ 0,0,1,0,0,0,60,0,0,0,1,5,254,255,0,5,0,0,34,1,0,0,19,19,68,37,60,0,0,0,24,0,0,0,40,0,0,0,40,0,0,0,36,0,0,0,12,0,0,0,0,0,0,0,100,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,
+ 0,1,0,0,0,1,0,0,0,0,0,0,0,117,80,117,115,104,67,111,110,115,116,97,110,116,0,171,171,100,0,0,0,2,0,0,0,140,0,0,0,16,0,0,0,0,0,0,0,0,0,0,0,220,0,0,0,0,0,0,0,8,0,0,0,2,0,0,0,240,0,0,
+ 0,0,0,0,0,255,255,255,255,0,0,0,0,255,255,255,255,0,0,0,0,20,1,0,0,8,0,0,0,8,0,0,0,2,0,0,0,240,0,0,0,0,0,0,0,255,255,255,255,0,0,0,0,255,255,255,255,0,0,0,0,112,99,95,117,83,99,97,
+ 108,101,0,102,108,111,97,116,50,0,171,171,171,1,0,3,0,1,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,230,0,0,0,112,99,95,117,84,114,97,110,115,108,97,116,101,0,77,105,99,114,
+ 111,115,111,102,116,32,40,82,41,32,72,76,83,76,32,83,104,97,100,101,114,32,67,111,109,112,105,108,101,114,32,49,48,46,49,0,171,171,73,83,71,78,92,0,0,0,3,0,0,0,8,0,0,0,80,0,0,0,0,0,
+ 0,0,0,0,0,0,3,0,0,0,0,0,0,0,3,3,0,0,80,0,0,0,1,0,0,0,0,0,0,0,3,0,0,0,1,0,0,0,3,3,0,0,80,0,0,0,2,0,0,0,0,0,0,0,3,0,0,0,2,0,0,0,15,15,0,0,84,69,88,67,79,79,82,68,0,171,171,171,79,83,
+ 71,78,104,0,0,0,3,0,0,0,8,0,0,0,80,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,15,0,0,0,80,0,0,0,1,0,0,0,0,0,0,0,3,0,0,0,1,0,0,0,3,12,0,0,89,0,0,0,0,0,0,0,1,0,0,0,3,0,0,0,2,0,0,0,15,0,0,
+ 0,84,69,88,67,79,79,82,68,0,83,86,95,80,111,115,105,116,105,111,110,0,171,171,171,83,72,69,88,40,1,0,0,81,0,1,0,74,0,0,0,106,8,0,1,89,0,0,7,70,142,48,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,
+ 0,0,1,0,0,0,95,0,0,3,50,16,16,0,0,0,0,0,95,0,0,3,50,16,16,0,1,0,0,0,95,0,0,3,242,16,16,0,2,0,0,0,101,0,0,3,242,32,16,0,0,0,0,0,101,0,0,3,50,32,16,0,1,0,0,0,103,0,0,4,242,32,16,0,2,
+ 0,0,0,1,0,0,0,104,0,0,2,1,0,0,0,50,0,0,13,50,0,16,0,0,0,0,0,70,16,16,0,0,0,0,0,70,128,48,0,0,0,0,0,0,0,0,0,0,0,0,0,230,138,48,0,0,0,0,0,0,0,0,0,0,0,0,0,54,0,0,6,34,32,16,0,2,0,0,0,
+ 26,0,16,128,65,0,0,0,0,0,0,0,54,0,0,5,242,32,16,0,0,0,0,0,70,30,16,0,2,0,0,0,54,0,0,5,18,32,16,0,2,0,0,0,10,0,16,0,0,0,0,0,54,0,0,8,194,32,16,0,2,0,0,0,2,64,0,0,0,0,0,0,0,0,0,0,0,0,
+ 0,0,0,0,128,63,54,0,0,5,50,32,16,0,1,0,0,0,70,16,16,0,1,0,0,0,62,0,0,1,83,84,65,84,148,0,0,0,7,0,0,0,1,0,0,0,0,0,0,0,6,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
+ 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
+ 0,0,0,0,0,0,0,0,0,0,0,0,0,0,
+};
+const uint8_t dxbc_fragment[744] = {
+ 68,88,66,67,235,219,43,109,38,151,39,223,98,41,193,28,215,98,67,110,1,0,0,0,232,2,0,0,5,0,0,0,52,0,0,0,12,1,0,0,88,1,0,0,140,1,0,0,76,2,0,0,82,68,69,70,208,0,0,0,0,0,0,0,0,0,0,0,2,
+ 0,0,0,60,0,0,0,1,5,255,255,0,5,0,0,167,0,0,0,19,19,68,37,60,0,0,0,24,0,0,0,40,0,0,0,40,0,0,0,36,0,0,0,12,0,0,0,0,0,0,0,140,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,
+ 0,0,2,0,0,0,0,0,0,0,158,0,0,0,2,0,0,0,5,0,0,0,4,0,0,0,255,255,255,255,0,0,0,0,1,0,0,0,12,0,0,0,2,0,0,0,0,0,0,0,95,115,84,101,120,116,117,114,101,95,115,97,109,112,108,101,114,0,115,
+ 84,101,120,116,117,114,101,0,77,105,99,114,111,115,111,102,116,32,40,82,41,32,72,76,83,76,32,83,104,97,100,101,114,32,67,111,109,112,105,108,101,114,32,49,48,46,49,0,171,73,83,71,78,
+ 68,0,0,0,2,0,0,0,8,0,0,0,56,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,15,15,0,0,56,0,0,0,1,0,0,0,0,0,0,0,3,0,0,0,1,0,0,0,3,3,0,0,84,69,88,67,79,79,82,68,0,171,171,171,79,83,71,78,44,0,
+ 0,0,1,0,0,0,8,0,0,0,32,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,15,0,0,0,83,86,95,84,97,114,103,101,116,0,171,171,83,72,69,88,184,0,0,0,81,0,0,0,46,0,0,0,106,8,0,1,90,0,0,6,70,110,48,
+ 0,0,0,0,0,0,0,0,0,0,0,0,0,2,0,0,0,88,24,0,7,70,126,48,0,0,0,0,0,0,0,0,0,0,0,0,0,85,85,0,0,2,0,0,0,98,16,0,3,242,16,16,0,0,0,0,0,98,16,0,3,50,16,16,0,1,0,0,0,101,0,0,3,242,32,16,0,0,
+ 0,0,0,104,0,0,2,1,0,0,0,69,0,0,11,242,0,16,0,0,0,0,0,70,16,16,0,1,0,0,0,70,126,32,0,0,0,0,0,0,0,0,0,0,96,32,0,0,0,0,0,0,0,0,0,56,0,0,7,242,32,16,0,0,0,0,0,70,14,16,0,0,0,0,0,70,30,
+ 16,0,0,0,0,0,62,0,0,1,83,84,65,84,148,0,0,0,3,0,0,0,1,0,0,0,0,0,0,0,3,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,
+ 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
+};
+
+#ifdef __APPLE__
+#include
+#if TARGET_OS_MAC
+const uint8_t metallib_vertex[3892] = {
+ 77,84,76,66,1,128,2,0,7,0,0,129,14,0,0,0,52,15,0,0,0,0,0,0,88,0,0,0,0,0,0,0,123,0,0,0,0,0,0,0,219,0,0,0,0,0,0,0,49,0,0,0,0,0,0,0,12,1,0,0,0,0,0,0,8,0,0,0,0,0,0,0,20,1,0,0,0,0,0,0,32,
+ 14,0,0,0,0,0,0,1,0,0,0,123,0,0,0,78,65,77,69,6,0,109,97,105,110,48,0,84,89,80,69,1,0,0,72,65,83,72,32,0,62,81,190,157,8,240,236,158,164,213,65,62,170,226,96,136,231,243,238,160,100,
+ 26,13,254,254,64,19,129,180,3,149,75,77,68,83,90,8,0,32,14,0,0,0,0,0,0,79,70,70,84,24,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,86,69,82,83,8,0,2,0,6,0,3,0,1,0,69,78,68,84,
+ 69,78,68,84,45,0,0,0,86,65,84,84,24,0,3,0,97,80,111,115,0,0,128,97,85,86,0,1,128,97,67,111,108,111,114,0,2,128,86,65,84,89,5,0,3,0,4,4,6,69,78,68,84,4,0,0,0,69,78,68,84,222,192,23,
+ 11,0,0,0,0,20,0,0,0,8,14,0,0,255,255,255,255,66,67,192,222,53,20,0,0,3,0,0,0,98,12,48,36,128,16,5,200,20,0,0,0,33,12,0,0,74,3,0,0,11,2,33,0,2,0,0,0,22,0,0,0,7,129,35,145,65,200,4,73,
+ 6,16,50,57,146,1,132,12,37,5,8,25,30,4,139,98,128,16,69,2,66,146,11,66,132,16,50,20,56,8,24,75,10,50,66,136,72,112,196,33,35,68,18,135,140,16,65,146,2,100,200,8,177,20,32,67,70,136,
+ 32,201,1,50,66,132,24,42,40,42,144,49,124,176,92,145,32,196,200,0,0,0,137,32,0,0,24,0,0,0,50,34,8,9,32,98,70,0,33,43,36,152,16,33,37,36,152,16,25,39,12,133,164,144,96,66,100,92,32,
+ 36,100,130,224,153,1,24,70,32,128,97,4,1,184,67,72,32,37,77,17,37,76,62,149,82,210,193,57,141,52,1,205,148,4,145,65,4,66,48,197,136,68,145,13,4,204,17,128,129,10,228,28,1,40,12,34,
+ 8,194,48,2,145,140,0,0,0,0,0,81,24,0,0,100,0,0,0,27,246,35,248,255,255,255,255,1,48,5,192,15,0,56,0,254,0,144,0,10,232,3,34,28,224,1,30,228,225,29,240,161,13,204,161,30,220,97,28,218,
+ 192,28,224,161,13,218,33,28,232,1,29,0,122,144,135,122,40,7,128,48,7,121,8,135,118,40,135,54,128,135,119,72,7,119,160,135,114,144,7,32,28,216,129,29,0,162,29,210,193,29,218,128,29,
+ 202,225,28,194,129,29,218,192,30,202,97,28,232,225,29,228,161,13,238,33,29,200,129,30,208,1,136,3,57,192,3,96,112,135,119,104,3,113,168,135,116,96,7,122,72,7,119,152,7,128,112,135,
+ 119,104,131,116,112,7,115,152,135,54,48,7,120,104,131,118,8,7,122,64,7,128,30,228,161,30,202,1,32,220,225,29,218,192,29,194,193,29,230,161,13,204,1,30,218,160,29,194,129,30,208,1,160,
+ 7,121,168,135,114,0,8,119,120,135,54,152,135,116,56,7,119,40,7,114,104,3,125,40,7,121,120,135,121,104,3,115,128,135,54,104,135,112,160,7,116,0,232,65,30,234,161,28,0,194,29,222,161,
+ 13,232,65,30,194,1,30,224,33,29,220,225,28,218,160,29,194,129,30,208,1,160,7,121,168,135,114,0,136,121,160,135,112,24,135,117,104,3,120,144,135,119,160,135,114,24,7,122,120,7,121,104,
+ 3,113,168,7,115,48,135,114,144,135,54,152,135,116,208,135,114,0,240,0,32,234,193,29,230,33,28,204,161,28,218,192,28,224,161,13,218,33,28,232,1,29,0,122,144,135,122,40,7,96,195,24,8,
+ 4,176,0,164,0,84,65,128,4,105,0,13,225,144,14,242,208,6,226,80,15,230,96,14,229,32,15,109,224,14,239,208,6,225,192,14,233,16,14,243,0,0,0,73,24,0,0,1,0,0,0,19,132,64,0,19,176,112,72,
+ 7,121,176,3,58,104,131,112,128,7,120,96,135,114,104,131,118,8,135,113,120,135,121,192,135,56,160,3,55,128,3,55,128,131,13,183,81,14,109,0,15,122,96,7,116,160,7,118,64,7,122,96,7,116,
+ 208,6,233,16,7,122,128,7,122,128,7,109,144,14,120,160,7,120,160,7,120,208,6,233,16,7,118,160,7,113,96,7,122,16,7,118,208,6,233,48,7,114,160,7,115,32,7,122,48,7,114,208,6,233,96,7,116,
+ 160,7,118,64,7,122,96,7,116,208,6,230,48,7,114,160,7,115,32,7,122,48,7,114,208,6,230,96,7,116,160,7,118,64,7,122,96,7,116,208,6,246,16,7,118,160,7,113,96,7,122,16,7,118,208,6,246,32,
+ 7,116,160,7,115,32,7,122,48,7,114,208,6,246,48,7,114,160,7,115,32,7,122,48,7,114,208,6,246,64,7,120,160,7,118,64,7,122,96,7,116,208,6,246,96,7,116,160,7,118,64,7,122,96,7,116,208,6,
+ 246,144,7,118,160,7,113,32,7,120,160,7,113,32,7,120,208,6,246,16,7,114,128,7,122,16,7,114,128,7,122,16,7,114,128,7,109,96,15,113,144,7,114,160,7,114,80,7,118,160,7,114,80,7,118,208,
+ 6,246,32,7,117,96,7,122,32,7,117,96,7,122,32,7,117,96,7,109,96,15,117,16,7,114,160,7,117,16,7,114,160,7,117,16,7,114,208,6,246,16,7,112,32,7,116,160,7,113,0,7,114,64,7,122,16,7,112,
+ 32,7,116,208,6,238,128,7,122,16,7,118,160,7,115,32,7,26,33,12,89,48,0,210,208,67,42,160,48,0,0,8,0,0,0,4,0,0,0,0,0,10,64,98,131,64,81,166,1,0,128,44,16,0,11,0,0,0,50,30,152,16,25,17,
+ 76,144,140,9,38,71,198,4,67,202,34,40,129,66,40,135,242,41,64,129,130,40,144,98,24,1,40,3,218,17,0,210,177,132,39,0,0,0,177,24,0,0,165,0,0,0,51,8,128,28,196,225,28,102,20,1,61,136,
+ 67,56,132,195,140,66,128,7,121,120,7,115,152,113,12,230,0,15,237,16,14,244,128,14,51,12,66,30,194,193,29,206,161,28,102,48,5,61,136,67,56,132,131,27,204,3,61,200,67,61,140,3,61,204,
+ 120,140,116,112,7,123,8,7,121,72,135,112,112,7,122,112,3,118,120,135,112,32,135,25,204,17,14,236,144,14,225,48,15,110,48,15,227,240,14,240,80,14,51,16,196,29,222,33,28,216,33,29,194,
+ 97,30,102,48,137,59,188,131,59,208,67,57,180,3,60,188,131,60,132,3,59,204,240,20,118,96,7,123,104,7,55,104,135,114,104,7,55,128,135,112,144,135,112,96,7,118,40,7,118,248,5,118,120,
+ 135,119,128,135,95,8,135,113,24,135,114,152,135,121,152,129,44,238,240,14,238,224,14,245,192,14,236,48,3,98,200,161,28,228,161,28,204,161,28,228,161,28,220,97,28,202,33,28,196,129,
+ 29,202,97,6,214,144,67,57,200,67,57,152,67,57,200,67,57,184,195,56,148,67,56,136,3,59,148,195,47,188,131,60,252,130,59,212,3,59,176,195,12,199,105,135,112,88,135,114,112,131,116,104,
+ 7,120,96,135,116,24,135,116,160,135,25,206,83,15,238,0,15,242,80,14,228,144,14,227,64,15,225,32,14,236,80,14,51,32,40,29,220,193,30,194,65,30,210,33,28,220,129,30,220,224,28,228,225,
+ 29,234,1,30,102,24,81,56,176,67,58,156,131,59,204,80,36,118,96,7,123,104,7,55,96,135,119,120,7,120,152,81,76,244,144,15,240,80,14,51,30,106,30,202,97,28,232,33,29,222,193,29,126,1,
+ 30,228,161,28,204,33,29,240,97,6,84,133,131,56,204,195,59,176,67,61,208,67,57,252,194,60,228,67,59,136,195,59,176,195,140,197,10,135,121,152,135,119,24,135,116,8,7,122,40,7,114,152,
+ 129,92,227,16,14,236,192,14,229,80,14,243,48,35,193,210,65,30,228,225,23,216,225,29,222,1,30,102,72,25,59,176,131,61,180,131,27,132,195,56,140,67,57,204,195,60,184,193,57,200,195,59,
+ 212,3,60,204,72,180,113,8,7,118,96,7,113,8,135,113,88,135,25,219,198,14,236,96,15,237,224,6,240,32,15,229,48,15,229,32,15,246,80,14,110,16,14,227,48,14,229,48,15,243,224,6,233,224,
+ 14,228,80,14,248,48,35,226,236,97,28,194,129,29,216,225,23,236,33,29,230,33,29,196,33,29,216,33,29,232,33,31,102,32,157,59,188,67,61,184,3,57,148,131,57,204,88,188,112,112,7,119,120,
+ 7,122,8,7,122,72,135,119,112,135,25,206,135,14,229,16,14,240,16,14,236,192,14,239,48,14,243,144,14,244,80,14,51,40,48,8,135,116,144,7,55,48,135,122,112,135,113,160,135,116,120,7,119,
+ 248,133,115,144,135,119,168,7,120,152,7,0,0,0,0,121,32,0,0,26,1,0,0,114,30,72,32,67,136,12,25,9,114,50,72,32,35,129,140,145,145,209,68,160,16,40,100,60,49,50,66,142,144,33,163,152,
+ 6,100,208,82,0,0,0,139,210,88,216,6,109,80,28,20,27,71,6,209,18,25,76,178,24,6,179,64,18,49,24,202,131,68,148,161,68,87,35,0,0,0,0,83,68,75,32,86,101,114,115,105,111,110,119,99,104,
+ 97,114,95,115,105,122,101,102,114,97,109,101,45,112,111,105,110,116,101,114,97,105,114,46,109,97,120,95,100,101,118,105,99,101,95,98,117,102,102,101,114,115,97,105,114,46,109,97,120,
+ 95,99,111,110,115,116,97,110,116,95,98,117,102,102,101,114,115,97,105,114,46,109,97,120,95,116,104,114,101,97,100,103,114,111,117,112,95,98,117,102,102,101,114,115,97,105,114,46,109,
+ 97,120,95,116,101,120,116,117,114,101,115,97,105,114,46,109,97,120,95,114,101,97,100,95,119,114,105,116,101,95,116,101,120,116,117,114,101,115,97,105,114,46,109,97,120,95,115,97,109,
+ 112,108,101,114,115,65,112,112,108,101,32,109,101,116,97,108,32,118,101,114,115,105,111,110,32,51,50,48,50,51,46,51,54,56,32,40,109,101,116,97,108,102,101,45,51,50,48,50,51,46,51,54,
+ 56,41,77,101,116,97,108,97,105,114,46,99,111,109,112,105,108,101,46,100,101,110,111,114,109,115,95,100,105,115,97,98,108,101,97,105,114,46,99,111,109,112,105,108,101,46,102,97,115,
+ 116,95,109,97,116,104,95,101,110,97,98,108,101,97,105,114,46,99,111,109,112,105,108,101,46,102,114,97,109,101,98,117,102,102,101,114,95,102,101,116,99,104,95,101,110,97,98,108,101,
+ 97,105,114,46,118,101,114,116,101,120,95,111,117,116,112,117,116,117,115,101,114,40,108,111,99,110,48,41,97,105,114,46,97,114,103,95,116,121,112,101,95,110,97,109,101,102,108,111,97,
+ 116,52,97,105,114,46,97,114,103,95,110,97,109,101,79,117,116,95,67,111,108,111,114,117,115,101,114,40,108,111,99,110,49,41,102,108,111,97,116,50,79,117,116,95,85,86,97,105,114,46,112,
+ 111,115,105,116,105,111,110,103,108,95,80,111,115,105,116,105,111,110,97,105,114,46,118,101,114,116,101,120,95,105,110,112,117,116,97,105,114,46,108,111,99,97,116,105,111,110,95,105,
+ 110,100,101,120,97,80,111,115,97,85,86,97,67,111,108,111,114,97,105,114,46,98,117,102,102,101,114,97,105,114,46,98,117,102,102,101,114,95,115,105,122,101,97,105,114,46,114,101,97,100,
+ 97,105,114,46,97,100,100,114,101,115,115,95,115,112,97,99,101,97,105,114,46,115,116,114,117,99,116,95,116,121,112,101,95,105,110,102,111,117,83,99,97,108,101,117,84,114,97,110,115,
+ 108,97,116,101,97,105,114,46,97,114,103,95,116,121,112,101,95,115,105,122,101,97,105,114,46,97,114,103,95,116,121,112,101,95,97,108,105,103,110,95,115,105,122,101,117,80,117,115,104,
+ 67,111,110,115,116,97,110,116,112,99,0,0,0,166,119,0,0,0,0,0,0,48,130,144,4,35,8,74,51,130,144,8,35,8,201,48,130,144,16,35,8,73,49,130,144,24,35,8,201,49,130,144,32,35,8,73,50,130,
+ 144,40,35,8,201,50,130,112,0,51,12,106,16,172,193,12,3,27,8,109,48,195,224,6,131,26,204,48,184,1,241,6,51,12,110,80,188,193,12,131,27,24,111,48,195,224,6,7,28,204,48,184,1,18,7,51,
+ 12,110,144,200,193,12,129,50,195,160,6,115,64,7,51,16,75,29,176,1,29,204,16,48,51,4,205,12,129,51,131,241,64,145,52,81,51,24,79,21,89,211,53,67,129,69,210,148,205,48,152,194,41,160,
+ 194,12,9,29,104,27,29,176,65,100,77,220,12,9,27,104,27,27,176,65,100,77,221,12,137,26,104,155,26,176,65,36,77,222,12,10,29,196,1,29,88,100,16,7,113,64,7,86,25,204,64,213,193,7,6,114,
+ 176,209,1,27,132,129,24,168,193,24,180,130,25,200,193,25,196,65,132,6,83,26,204,64,168,194,42,176,130,43,204,48,216,65,42,188,194,157,1,192,113,28,199,113,28,199,113,28,199,185,129,
+ 27,184,129,27,184,129,27,184,129,27,184,129,69,7,122,96,89,22,29,208,129,27,208,1,46,224,2,46,240,3,122,128,130,140,4,38,40,35,54,54,187,54,151,182,55,178,58,182,50,23,51,182,176,179,
+ 185,81,18,59,184,3,60,200,3,61,216,3,62,232,3,63,72,133,141,205,174,205,37,141,172,204,141,110,148,224,15,114,9,75,147,115,177,43,147,155,75,123,115,27,37,0,133,164,194,210,228,92,
+ 216,194,220,206,234,194,206,202,190,236,202,228,230,210,222,220,70,9,66,33,167,176,52,57,151,177,183,54,184,52,182,178,175,55,56,186,180,55,183,185,81,6,81,24,5,82,72,37,44,77,206,
+ 197,174,76,142,174,12,111,148,224,21,0,0,0,169,24,0,0,37,0,0,0,11,10,114,40,135,119,128,7,122,88,112,152,67,61,184,195,56,176,67,57,208,195,130,230,28,198,161,13,232,65,30,194,193,
+ 29,230,33,29,232,33,29,222,193,29,22,52,227,96,14,231,80,15,225,32,15,228,64,15,225,32,15,231,80,14,244,176,128,129,7,121,40,135,112,96,7,118,120,135,113,8,7,122,40,7,114,88,112,156,
+ 195,56,180,1,59,164,131,61,148,195,2,107,28,216,33,28,220,225,28,220,32,28,228,97,28,220,32,28,232,129,30,194,97,28,208,161,28,200,97,28,194,129,29,216,97,193,1,15,244,32,15,225,80,
+ 15,244,128,14,0,0,0,0,209,16,0,0,6,0,0,0,7,204,60,164,131,59,156,3,59,148,3,61,160,131,60,148,67,56,144,195,1,0,0,0,97,32,0,0,68,0,0,0,19,4,65,44,16,0,0,0,11,0,0,0,148,51,0,180,37,
+ 64,61,7,161,72,146,52,7,161,72,9,65,48,26,48,2,48,70,0,130,32,136,127,20,115,16,150,117,97,36,163,1,52,51,0,0,0,0,0,241,48,0,0,32,0,0,0,34,71,200,144,81,18,196,43,0,0,0,0,207,115,89,
+ 0,111,109,110,105,112,111,116,101,110,116,32,99,104,97,114,83,105,109,112,108,101,32,67,43,43,32,84,66,65,65,97,105,114,45,97,108,105,97,115,45,115,99,111,112,101,115,40,109,97,105,
+ 110,48,41,97,105,114,45,97,108,105,97,115,45,115,99,111,112,101,45,97,114,103,40,51,41,0,19,132,133,89,33,216,194,44,172,24,110,193,22,104,97,67,32,11,27,134,88,192,133,90,216,48,228,
+ 66,46,212,194,134,224,22,0,0,157,134,5,146,40,16,130,1,36,254,157,6,103,234,40,16,130,67,0,254,131,12,1,226,12,50,4,138,51,134,48,68,22,128,255,28,195,16,76,179,13,204,5,204,54,4,89,
+ 48,219,16,12,194,6,1,49,0,4,0,0,0,91,138,32,200,133,67,23,182,20,68,144,11,135,46,0,0,0,0,0,0,113,32,0,0,3,0,0,0,50,14,16,34,132,0,134,6,0,0,0,0,0,0,0,0,101,12,0,0,31,0,0,0,18,3,148,
+ 240,0,0,0,0,3,0,0,0,5,0,0,0,9,0,0,0,76,0,0,0,1,0,0,0,88,0,0,0,0,0,0,0,88,0,0,0,1,0,0,0,112,0,0,0,0,0,0,0,14,0,0,0,24,0,0,0,0,0,0,0,5,0,0,0,5,0,0,0,0,0,0,0,112,0,0,0,0,0,0,0,0,0,0,0,
+ 1,0,0,0,0,0,0,0,0,0,0,0,5,0,0,0,0,0,0,0,5,0,0,0,255,255,255,255,0,36,0,0,0,0,0,0,93,12,0,0,13,0,0,0,18,3,148,102,0,0,0,0,109,97,105,110,48,51,50,48,50,51,46,51,54,56,97,105,114,54,
+ 52,45,97,112,112,108,101,45,109,97,99,111,115,120,49,52,46,48,46,48,0,0,0,0,0,0,0,0,0,0,
+};
+const uint8_t metallib_fragment[3787] = {
+ 77,84,76,66,1,128,2,0,7,0,0,129,14,0,0,0,203,14,0,0,0,0,0,0,88,0,0,0,0,0,0,0,123,0,0,0,0,0,0,0,219,0,0,0,0,0,0,0,8,0,0,0,0,0,0,0,227,0,0,0,0,0,0,0,8,0,0,0,0,0,0,0,235,0,0,0,0,0,0,0,
+ 224,13,0,0,0,0,0,0,1,0,0,0,123,0,0,0,78,65,77,69,6,0,109,97,105,110,48,0,84,89,80,69,1,0,1,72,65,83,72,32,0,201,103,233,140,10,95,185,107,79,93,85,82,78,218,248,8,95,184,8,139,191,
+ 155,174,56,51,95,203,135,255,117,44,62,77,68,83,90,8,0,224,13,0,0,0,0,0,0,79,70,70,84,24,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,86,69,82,83,8,0,2,0,6,0,3,0,1,0,69,78,68,
+ 84,69,78,68,84,4,0,0,0,69,78,68,84,4,0,0,0,69,78,68,84,222,192,23,11,0,0,0,0,20,0,0,0,196,13,0,0,255,255,255,255,66,67,192,222,53,20,0,0,3,0,0,0,98,12,48,36,128,16,5,200,20,0,0,0,33,
+ 12,0,0,44,3,0,0,11,2,33,0,2,0,0,0,22,0,0,0,7,129,35,145,65,200,4,73,6,16,50,57,146,1,132,12,37,5,8,25,30,4,139,98,128,20,69,2,66,146,11,66,164,16,50,20,56,8,24,75,10,50,82,136,72,112,
+ 196,33,35,68,18,135,140,16,65,146,2,100,200,8,177,20,32,67,70,136,32,201,1,50,82,132,24,42,40,42,144,49,124,176,92,145,32,197,200,0,0,0,137,32,0,0,31,0,0,0,50,34,72,9,32,98,70,0,33,
+ 43,36,152,20,33,37,36,152,20,25,39,12,133,164,144,96,82,100,92,32,36,101,130,128,154,1,24,70,32,128,27,132,97,4,1,64,74,154,34,74,152,252,127,34,174,137,138,136,223,30,254,105,140,
+ 0,24,68,32,2,140,164,41,162,132,201,255,37,128,121,22,34,250,167,49,2,96,16,193,16,76,33,194,40,135,208,28,1,114,132,160,230,8,130,57,2,48,24,70,16,26,163,172,114,6,115,12,128,70,111,
+ 32,64,5,218,8,0,0,81,24,0,0,105,0,0,0,27,246,35,248,255,255,255,255,1,104,3,96,13,0,83,0,252,0,144,128,10,232,3,34,28,224,1,30,228,225,29,240,161,13,204,161,30,220,97,28,218,192,28,
+ 224,161,13,218,33,28,232,1,29,0,122,144,135,122,40,7,128,48,7,121,8,135,118,40,135,54,128,135,119,72,7,119,160,135,114,144,7,32,28,216,129,29,0,162,29,210,193,29,218,128,29,202,225,
+ 28,194,129,29,218,192,30,202,97,28,232,225,29,228,161,13,238,33,29,200,129,30,208,1,136,3,57,192,3,96,112,135,119,104,3,113,168,135,116,96,7,122,72,7,119,152,7,128,112,135,119,104,
+ 131,116,112,7,115,152,135,54,48,7,120,104,131,118,8,7,122,64,7,128,30,228,161,30,202,1,32,220,225,29,218,192,29,194,193,29,230,161,13,204,1,30,218,160,29,194,129,30,208,1,160,7,121,
+ 168,135,114,0,8,119,120,135,54,152,135,116,56,7,119,40,7,114,104,3,125,40,7,121,120,135,121,104,3,115,128,135,54,104,135,112,160,7,116,0,232,65,30,234,161,28,0,194,29,222,161,13,232,
+ 65,30,194,1,30,224,33,29,220,225,28,218,160,29,194,129,30,208,1,160,7,121,168,135,114,0,136,121,160,135,112,24,135,117,104,3,120,144,135,119,160,135,114,24,7,122,120,7,121,104,3,113,
+ 168,7,115,48,135,114,144,135,54,152,135,116,208,135,114,0,240,0,32,234,193,29,230,33,28,204,161,28,218,192,28,224,161,13,218,33,28,232,1,29,0,122,144,135,122,40,7,96,131,33,12,192,
+ 2,84,27,140,129,0,22,160,218,0,17,255,255,255,255,63,0,109,0,172,1,96,10,128,31,0,18,80,1,125,176,193,40,2,96,1,170,13,134,33,0,11,80,109,96,142,255,255,255,255,31,128,54,0,214,0,144,
+ 128,10,232,3,0,73,24,0,0,4,0,0,0,19,134,64,24,38,12,68,97,76,24,142,194,0,0,0,0,19,176,112,72,7,121,176,3,58,104,131,112,128,7,120,96,135,114,104,131,118,8,135,113,120,135,121,192,
+ 135,56,160,3,55,128,3,55,128,131,13,183,81,14,109,0,15,122,96,7,116,160,7,118,64,7,122,96,7,116,208,6,233,16,7,122,128,7,122,128,7,109,144,14,120,160,7,120,160,7,120,208,6,233,16,7,
+ 118,160,7,113,96,7,122,16,7,118,208,6,233,48,7,114,160,7,115,32,7,122,48,7,114,208,6,233,96,7,116,160,7,118,64,7,122,96,7,116,208,6,230,48,7,114,160,7,115,32,7,122,48,7,114,208,6,230,
+ 96,7,116,160,7,118,64,7,122,96,7,116,208,6,246,16,7,118,160,7,113,96,7,122,16,7,118,208,6,246,32,7,116,160,7,115,32,7,122,48,7,114,208,6,246,48,7,114,160,7,115,32,7,122,48,7,114,208,
+ 6,246,64,7,120,160,7,118,64,7,122,96,7,116,208,6,246,96,7,116,160,7,118,64,7,122,96,7,116,208,6,246,144,7,118,160,7,113,32,7,120,160,7,113,32,7,120,208,6,246,16,7,114,128,7,122,16,
+ 7,114,128,7,122,16,7,114,128,7,109,96,15,113,144,7,114,160,7,114,80,7,118,160,7,114,80,7,118,208,6,246,32,7,117,96,7,122,32,7,117,96,7,122,32,7,117,96,7,109,96,15,117,16,7,114,160,
+ 7,117,16,7,114,160,7,117,16,7,114,208,6,246,16,7,112,32,7,116,160,7,113,0,7,114,64,7,122,16,7,112,32,7,116,208,6,238,128,7,122,16,7,118,160,7,115,32,7,26,33,12,89,48,0,210,208,67,42,
+ 160,64,0,0,8,0,0,0,4,0,0,0,0,0,10,96,72,85,108,15,16,0,2,0,0,128,0,0,0,0,0,64,1,72,108,16,40,234,50,0,0,144,5,2,0,0,0,10,0,0,0,50,30,152,16,25,17,76,144,140,9,38,71,198,4,67,106,69,
+ 80,2,133,80,14,229,83,128,2,5,81,32,197,48,2,80,6,36,199,18,158,0,0,177,24,0,0,165,0,0,0,51,8,128,28,196,225,28,102,20,1,61,136,67,56,132,195,140,66,128,7,121,120,7,115,152,113,12,
+ 230,0,15,237,16,14,244,128,14,51,12,66,30,194,193,29,206,161,28,102,48,5,61,136,67,56,132,131,27,204,3,61,200,67,61,140,3,61,204,120,140,116,112,7,123,8,7,121,72,135,112,112,7,122,
+ 112,3,118,120,135,112,32,135,25,204,17,14,236,144,14,225,48,15,110,48,15,227,240,14,240,80,14,51,16,196,29,222,33,28,216,33,29,194,97,30,102,48,137,59,188,131,59,208,67,57,180,3,60,
+ 188,131,60,132,3,59,204,240,20,118,96,7,123,104,7,55,104,135,114,104,7,55,128,135,112,144,135,112,96,7,118,40,7,118,248,5,118,120,135,119,128,135,95,8,135,113,24,135,114,152,135,121,
+ 152,129,44,238,240,14,238,224,14,245,192,14,236,48,3,98,200,161,28,228,161,28,204,161,28,228,161,28,220,97,28,202,33,28,196,129,29,202,97,6,214,144,67,57,200,67,57,152,67,57,200,67,
+ 57,184,195,56,148,67,56,136,3,59,148,195,47,188,131,60,252,130,59,212,3,59,176,195,12,199,105,135,112,88,135,114,112,131,116,104,7,120,96,135,116,24,135,116,160,135,25,206,83,15,238,
+ 0,15,242,80,14,228,144,14,227,64,15,225,32,14,236,80,14,51,32,40,29,220,193,30,194,65,30,210,33,28,220,129,30,220,224,28,228,225,29,234,1,30,102,24,81,56,176,67,58,156,131,59,204,80,
+ 36,118,96,7,123,104,7,55,96,135,119,120,7,120,152,81,76,244,144,15,240,80,14,51,30,106,30,202,97,28,232,33,29,222,193,29,126,1,30,228,161,28,204,33,29,240,97,6,84,133,131,56,204,195,
+ 59,176,67,61,208,67,57,252,194,60,228,67,59,136,195,59,176,195,140,197,10,135,121,152,135,119,24,135,116,8,7,122,40,7,114,152,129,92,227,16,14,236,192,14,229,80,14,243,48,35,193,210,
+ 65,30,228,225,23,216,225,29,222,1,30,102,72,25,59,176,131,61,180,131,27,132,195,56,140,67,57,204,195,60,184,193,57,200,195,59,212,3,60,204,72,180,113,8,7,118,96,7,113,8,135,113,88,
+ 135,25,219,198,14,236,96,15,237,224,6,240,32,15,229,48,15,229,32,15,246,80,14,110,16,14,227,48,14,229,48,15,243,224,6,233,224,14,228,80,14,248,48,35,226,236,97,28,194,129,29,216,225,
+ 23,236,33,29,230,33,29,196,33,29,216,33,29,232,33,31,102,32,157,59,188,67,61,184,3,57,148,131,57,204,88,188,112,112,7,119,120,7,122,8,7,122,72,135,119,112,135,25,206,135,14,229,16,
+ 14,240,16,14,236,192,14,239,48,14,243,144,14,244,80,14,51,40,48,8,135,116,144,7,55,48,135,122,112,135,113,160,135,116,120,7,119,248,133,115,144,135,119,168,7,120,152,7,0,0,0,0,121,
+ 32,0,0,252,0,0,0,114,30,72,32,67,136,12,25,9,114,50,72,32,35,129,140,145,145,209,68,160,16,40,100,60,49,50,66,142,144,33,163,56,6,220,41,1,0,0,0,139,210,88,216,6,109,80,28,20,27,71,
+ 6,81,100,48,134,180,40,15,178,24,197,34,41,24,178,28,13,83,68,75,32,86,101,114,115,105,111,110,119,99,104,97,114,95,115,105,122,101,102,114,97,109,101,45,112,111,105,110,116,101,114,
+ 97,105,114,46,109,97,120,95,100,101,118,105,99,101,95,98,117,102,102,101,114,115,97,105,114,46,109,97,120,95,99,111,110,115,116,97,110,116,95,98,117,102,102,101,114,115,97,105,114,
+ 46,109,97,120,95,116,104,114,101,97,100,103,114,111,117,112,95,98,117,102,102,101,114,115,97,105,114,46,109,97,120,95,116,101,120,116,117,114,101,115,97,105,114,46,109,97,120,95,114,
+ 101,97,100,95,119,114,105,116,101,95,116,101,120,116,117,114,101,115,97,105,114,46,109,97,120,95,115,97,109,112,108,101,114,115,65,112,112,108,101,32,109,101,116,97,108,32,118,101,
+ 114,115,105,111,110,32,51,50,48,50,51,46,51,54,56,32,40,109,101,116,97,108,102,101,45,51,50,48,50,51,46,51,54,56,41,77,101,116,97,108,97,105,114,46,99,111,109,112,105,108,101,46,100,
+ 101,110,111,114,109,115,95,100,105,115,97,98,108,101,97,105,114,46,99,111,109,112,105,108,101,46,102,97,115,116,95,109,97,116,104,95,101,110,97,98,108,101,97,105,114,46,99,111,109,
+ 112,105,108,101,46,102,114,97,109,101,98,117,102,102,101,114,95,102,101,116,99,104,95,101,110,97,98,108,101,97,105,114,46,114,101,110,100,101,114,95,116,97,114,103,101,116,97,105,114,
+ 46,97,114,103,95,116,121,112,101,95,110,97,109,101,102,108,111,97,116,52,97,105,114,46,97,114,103,95,110,97,109,101,102,67,111,108,111,114,97,105,114,46,102,114,97,103,109,101,110,
+ 116,95,105,110,112,117,116,117,115,101,114,40,108,111,99,110,48,41,97,105,114,46,99,101,110,116,101,114,97,105,114,46,112,101,114,115,112,101,99,116,105,118,101,73,110,95,67,111,108,
+ 111,114,117,115,101,114,40,108,111,99,110,49,41,102,108,111,97,116,50,73,110,95,85,86,97,105,114,46,116,101,120,116,117,114,101,97,105,114,46,108,111,99,97,116,105,111,110,95,105,110,
+ 100,101,120,97,105,114,46,115,97,109,112,108,101,116,101,120,116,117,114,101,50,100,60,102,108,111,97,116,44,32,115,97,109,112,108,101,62,115,84,101,120,116,117,114,101,97,105,114,
+ 46,115,97,109,112,108,101,114,115,97,109,112,108,101,114,115,84,101,120,116,117,114,101,83,109,112,108,114,0,198,96,0,0,0,0,0,0,48,130,208,8,35,8,82,51,130,208,12,35,8,13,49,130,208,
+ 20,35,8,141,49,130,208,28,35,8,13,50,130,208,36,35,8,141,50,130,208,44,35,8,13,51,130,144,0,51,12,100,16,148,193,12,131,25,8,103,48,195,128,6,3,25,204,48,160,1,145,6,51,12,104,80,164,
+ 193,12,3,26,24,105,48,195,128,6,135,26,204,48,160,1,178,6,51,12,104,144,176,193,12,129,50,195,64,6,109,224,6,51,16,203,27,152,129,27,204,16,48,51,4,205,12,129,51,195,241,184,129,27,
+ 64,145,52,205,16,128,194,12,137,27,80,149,117,65,145,132,205,144,152,1,149,89,23,164,73,219,12,10,25,112,157,27,152,129,7,125,18,24,204,144,188,65,24,116,110,96,6,144,24,72,99,48,3,
+ 33,10,163,64,10,165,48,195,0,7,161,96,10,71,6,0,199,113,28,199,113,28,199,113,28,231,6,110,224,6,110,224,6,110,224,6,110,224,6,22,29,232,129,101,89,166,192,177,2,43,144,131,58,128,
+ 130,140,4,38,40,35,54,54,187,54,151,182,55,178,58,182,50,23,51,182,176,179,185,81,18,56,136,3,57,152,3,58,168,3,59,184,3,60,72,133,141,205,174,205,37,141,172,204,141,110,148,32,15,
+ 114,9,75,147,115,177,43,147,155,75,123,115,27,37,208,131,164,194,210,228,92,216,194,220,206,234,194,206,202,190,236,202,228,230,210,222,220,70,9,246,32,167,176,52,57,151,177,183,54,
+ 184,52,182,178,175,55,56,186,180,55,183,185,81,6,62,232,3,63,72,38,44,77,206,197,76,46,236,172,173,204,141,110,148,192,20,0,0,0,0,169,24,0,0,37,0,0,0,11,10,114,40,135,119,128,7,122,
+ 88,112,152,67,61,184,195,56,176,67,57,208,195,130,230,28,198,161,13,232,65,30,194,193,29,230,33,29,232,33,29,222,193,29,22,52,227,96,14,231,80,15,225,32,15,228,64,15,225,32,15,231,
+ 80,14,244,176,128,129,7,121,40,135,112,96,7,118,120,135,113,8,7,122,40,7,114,88,112,156,195,56,180,1,59,164,131,61,148,195,2,107,28,216,33,28,220,225,28,220,32,28,228,97,28,220,32,
+ 28,232,129,30,194,97,28,208,161,28,200,97,28,194,129,29,216,97,193,1,15,244,32,15,225,80,15,244,128,14,0,0,0,0,209,16,0,0,6,0,0,0,7,204,60,164,131,59,156,3,59,148,3,61,160,131,60,148,
+ 67,56,144,195,1,0,0,0,97,32,0,0,49,0,0,0,19,4,65,44,16,0,0,0,4,0,0,0,196,106,96,4,128,220,8,0,129,17,0,18,51,0,0,0,241,48,0,0,28,0,0,0,34,71,200,144,81,14,196,42,0,0,0,0,23,134,1,0,
+ 97,105,114,45,97,108,105,97,115,45,115,99,111,112,101,115,40,109,97,105,110,48,41,97,105,114,45,97,108,105,97,115,45,115,99,111,112,101,45,115,97,109,112,108,101,114,115,97,105,114,
+ 45,97,108,105,97,115,45,115,99,111,112,101,45,116,101,120,116,117,114,101,115,0,43,132,85,64,133,21,3,43,172,66,42,172,24,90,97,21,84,97,131,208,10,172,0,0,35,6,205,16,130,96,240,88,
+ 135,129,20,3,33,8,204,104,66,0,96,176,136,255,108,3,17,0,27,4,196,0,0,0,2,0,0,0,91,6,224,104,5,0,0,0,0,0,0,0,113,32,0,0,3,0,0,0,50,14,16,34,132,0,251,5,0,0,0,0,0,0,0,0,101,12,0,0,37,
+ 0,0,0,18,3,148,40,1,0,0,0,3,0,0,0,32,0,0,0,9,0,0,0,76,0,0,0,1,0,0,0,88,0,0,0,0,0,0,0,88,0,0,0,2,0,0,0,136,0,0,0,0,0,0,0,41,0,0,0,24,0,0,0,0,0,0,0,5,0,0,0,5,0,0,0,0,0,0,0,136,0,0,0,
+ 0,0,0,0,0,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,5,0,0,0,0,0,0,0,5,0,0,0,255,255,255,255,0,36,0,0,5,0,0,0,27,0,0,0,5,0,0,0,27,0,0,0,255,255,255,255,8,36,0,0,0,0,0,0,93,12,0,0,20,0,0,0,18,3,
+ 148,161,0,0,0,0,109,97,105,110,48,97,105,114,46,115,97,109,112,108,101,95,116,101,120,116,117,114,101,95,50,100,46,118,52,102,51,50,51,50,48,50,51,46,51,54,56,97,105,114,54,52,45,97,
+ 112,112,108,101,45,109,97,99,111,115,120,49,52,46,48,46,48,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
+};
+#elif TARGET_OS_IPHONE
+const uint8_t metallib_vertex[3876] = {
+ 77,84,76,66,1,0,2,0,7,0,0,130,18,0,1,0,36,15,0,0,0,0,0,0,88,0,0,0,0,0,0,0,123,0,0,0,0,0,0,0,219,0,0,0,0,0,0,0,49,0,0,0,0,0,0,0,12,1,0,0,0,0,0,0,8,0,0,0,0,0,0,0,20,1,0,0,0,0,0,0,16,
+ 14,0,0,0,0,0,0,1,0,0,0,123,0,0,0,78,65,77,69,6,0,109,97,105,110,48,0,84,89,80,69,1,0,0,72,65,83,72,32,0,240,54,230,217,232,66,102,78,35,5,77,235,101,252,229,192,148,96,126,162,111,
+ 77,253,247,211,52,17,198,182,137,68,244,77,68,83,90,8,0,16,14,0,0,0,0,0,0,79,70,70,84,24,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,86,69,82,83,8,0,2,0,7,0,3,0,2,0,69,78,68,
+ 84,69,78,68,84,45,0,0,0,86,65,84,84,24,0,3,0,97,80,111,115,0,0,128,97,85,86,0,1,128,97,67,111,108,111,114,0,2,128,86,65,84,89,5,0,3,0,4,4,6,69,78,68,84,4,0,0,0,69,78,68,84,222,192,
+ 23,11,0,0,0,0,20,0,0,0,252,13,0,0,255,255,255,255,66,67,192,222,53,20,0,0,3,0,0,0,98,12,48,36,128,16,5,200,20,0,0,0,33,12,0,0,72,3,0,0,11,2,33,0,2,0,0,0,22,0,0,0,7,129,35,145,65,200,
+ 4,73,6,16,50,57,146,1,132,12,37,5,8,25,30,4,139,98,128,16,69,2,66,146,11,66,132,16,50,20,56,8,24,75,10,50,66,136,72,112,196,33,35,68,18,135,140,16,65,146,2,100,200,8,177,20,32,67,70,
+ 136,32,201,1,50,66,132,24,42,40,42,144,49,124,176,92,145,32,196,200,0,0,0,137,32,0,0,24,0,0,0,50,34,8,9,32,98,70,0,33,43,36,152,16,33,37,36,152,16,25,39,12,133,164,144,96,66,100,92,
+ 32,36,100,130,224,153,1,24,70,32,128,97,4,1,184,67,72,32,37,77,17,37,76,62,149,82,210,193,57,141,52,1,205,148,4,145,65,4,66,48,197,136,68,145,13,4,204,17,128,129,10,228,28,1,40,12,
+ 34,8,194,48,2,145,140,0,0,0,0,0,81,24,0,0,100,0,0,0,27,246,35,248,255,255,255,255,1,48,5,192,15,0,56,0,254,0,144,0,10,232,3,34,28,224,1,30,228,225,29,240,161,13,204,161,30,220,97,28,
+ 218,192,28,224,161,13,218,33,28,232,1,29,0,122,144,135,122,40,7,128,48,7,121,8,135,118,40,135,54,128,135,119,72,7,119,160,135,114,144,7,32,28,216,129,29,0,162,29,210,193,29,218,128,
+ 29,202,225,28,194,129,29,218,192,30,202,97,28,232,225,29,228,161,13,238,33,29,200,129,30,208,1,136,3,57,192,3,96,112,135,119,104,3,113,168,135,116,96,7,122,72,7,119,152,7,128,112,135,
+ 119,104,131,116,112,7,115,152,135,54,48,7,120,104,131,118,8,7,122,64,7,128,30,228,161,30,202,1,32,220,225,29,218,192,29,194,193,29,230,161,13,204,1,30,218,160,29,194,129,30,208,1,160,
+ 7,121,168,135,114,0,8,119,120,135,54,152,135,116,56,7,119,40,7,114,104,3,125,40,7,121,120,135,121,104,3,115,128,135,54,104,135,112,160,7,116,0,232,65,30,234,161,28,0,194,29,222,161,
+ 13,232,65,30,194,1,30,224,33,29,220,225,28,218,160,29,194,129,30,208,1,160,7,121,168,135,114,0,136,121,160,135,112,24,135,117,104,3,120,144,135,119,160,135,114,24,7,122,120,7,121,104,
+ 3,113,168,7,115,48,135,114,144,135,54,152,135,116,208,135,114,0,240,0,32,234,193,29,230,33,28,204,161,28,218,192,28,224,161,13,218,33,28,232,1,29,0,122,144,135,122,40,7,96,195,24,8,
+ 4,176,0,164,0,84,65,128,4,105,0,13,225,144,14,242,208,6,226,80,15,230,96,14,229,32,15,109,224,14,239,208,6,225,192,14,233,16,14,243,0,0,0,73,24,0,0,1,0,0,0,19,132,64,0,19,170,112,72,
+ 7,121,176,3,58,104,131,112,128,7,120,96,135,114,104,131,116,120,135,121,136,3,60,112,131,56,112,3,56,216,112,27,229,208,6,240,160,7,118,64,7,122,96,7,116,160,7,118,64,7,109,144,14,
+ 113,160,7,120,160,7,120,208,6,233,128,7,122,128,7,122,128,7,109,144,14,113,96,7,122,16,7,118,160,7,113,96,7,109,144,14,115,32,7,122,48,7,114,160,7,115,32,7,109,144,14,118,64,7,122,
+ 96,7,116,160,7,118,64,7,109,96,14,115,32,7,122,48,7,114,160,7,115,32,7,109,96,14,118,64,7,122,96,7,116,160,7,118,64,7,109,96,15,113,96,7,122,16,7,118,160,7,113,96,7,109,96,15,114,64,
+ 7,122,48,7,114,160,7,115,32,7,109,96,15,115,32,7,122,48,7,114,160,7,115,32,7,109,96,15,116,128,7,122,96,7,116,160,7,118,64,7,109,96,15,118,64,7,122,96,7,116,160,7,118,64,7,109,96,15,
+ 121,96,7,122,16,7,114,128,7,122,16,7,114,128,7,109,96,15,113,32,7,120,160,7,113,32,7,120,160,7,113,32,7,120,208,6,246,16,7,121,32,7,122,32,7,117,96,7,122,32,7,117,96,7,109,96,15,114,
+ 80,7,118,160,7,114,80,7,118,160,7,114,80,7,118,208,6,246,80,7,113,32,7,122,80,7,113,32,7,122,80,7,113,32,7,109,96,15,113,0,7,114,64,7,122,16,7,112,32,7,116,160,7,113,0,7,114,64,7,109,
+ 224,14,120,160,7,113,96,7,122,48,7,114,160,17,194,144,5,3,32,13,61,164,2,10,3,0,128,0,0,0,64,0,0,0,0,0,160,0,36,54,8,20,85,26,0,0,200,2,1,0,11,0,0,0,50,30,152,16,25,17,76,144,140,9,
+ 38,71,198,4,67,202,34,40,129,66,40,135,242,41,64,129,130,40,144,17,128,50,160,29,1,32,29,75,144,2,0,0,0,0,177,24,0,0,165,0,0,0,51,8,128,28,196,225,28,102,20,1,61,136,67,56,132,195,
+ 140,66,128,7,121,120,7,115,152,113,12,230,0,15,237,16,14,244,128,14,51,12,66,30,194,193,29,206,161,28,102,48,5,61,136,67,56,132,131,27,204,3,61,200,67,61,140,3,61,204,120,140,116,112,
+ 7,123,8,7,121,72,135,112,112,7,122,112,3,118,120,135,112,32,135,25,204,17,14,236,144,14,225,48,15,110,48,15,227,240,14,240,80,14,51,16,196,29,222,33,28,216,33,29,194,97,30,102,48,137,
+ 59,188,131,59,208,67,57,180,3,60,188,131,60,132,3,59,204,240,20,118,96,7,123,104,7,55,104,135,114,104,7,55,128,135,112,144,135,112,96,7,118,40,7,118,248,5,118,120,135,119,128,135,95,
+ 8,135,113,24,135,114,152,135,121,152,129,44,238,240,14,238,224,14,245,192,14,236,48,3,98,200,161,28,228,161,28,204,161,28,228,161,28,220,97,28,202,33,28,196,129,29,202,97,6,214,144,
+ 67,57,200,67,57,152,67,57,200,67,57,184,195,56,148,67,56,136,3,59,148,195,47,188,131,60,252,130,59,212,3,59,176,195,12,199,105,135,112,88,135,114,112,131,116,104,7,120,96,135,116,24,
+ 135,116,160,135,25,206,83,15,238,0,15,242,80,14,228,144,14,227,64,15,225,32,14,236,80,14,51,32,40,29,220,193,30,194,65,30,210,33,28,220,129,30,220,224,28,228,225,29,234,1,30,102,24,
+ 81,56,176,67,58,156,131,59,204,80,36,118,96,7,123,104,7,55,96,135,119,120,7,120,152,81,76,244,144,15,240,80,14,51,30,106,30,202,97,28,232,33,29,222,193,29,126,1,30,228,161,28,204,33,
+ 29,240,97,6,84,133,131,56,204,195,59,176,67,61,208,67,57,252,194,60,228,67,59,136,195,59,176,195,140,197,10,135,121,152,135,119,24,135,116,8,7,122,40,7,114,152,129,92,227,16,14,236,
+ 192,14,229,80,14,243,48,35,193,210,65,30,228,225,23,216,225,29,222,1,30,102,72,25,59,176,131,61,180,131,27,132,195,56,140,67,57,204,195,60,184,193,57,200,195,59,212,3,60,204,72,180,
+ 113,8,7,118,96,7,113,8,135,113,88,135,25,219,198,14,236,96,15,237,224,6,240,32,15,229,48,15,229,32,15,246,80,14,110,16,14,227,48,14,229,48,15,243,224,6,233,224,14,228,80,14,248,48,
+ 35,226,236,97,28,194,129,29,216,225,23,236,33,29,230,33,29,196,33,29,216,33,29,232,33,31,102,32,157,59,188,67,61,184,3,57,148,131,57,204,88,188,112,112,7,119,120,7,122,8,7,122,72,135,
+ 119,112,135,25,206,135,14,229,16,14,240,16,14,236,192,14,239,48,14,243,144,14,244,80,14,51,40,48,8,135,116,144,7,55,48,135,122,112,135,113,160,135,116,120,7,119,248,133,115,144,135,
+ 119,168,7,120,152,7,0,0,0,0,121,32,0,0,25,1,0,0,114,30,72,32,67,136,12,25,9,114,50,72,32,35,129,140,145,145,209,68,160,16,40,100,60,49,50,66,142,144,33,163,152,6,100,208,82,0,0,0,139,
+ 210,88,216,6,109,80,28,20,27,71,6,209,18,25,76,178,24,6,179,64,18,49,24,202,131,68,148,161,68,87,35,0,0,0,0,83,68,75,32,86,101,114,115,105,111,110,119,99,104,97,114,95,115,105,122,
+ 101,102,114,97,109,101,45,112,111,105,110,116,101,114,97,105,114,46,109,97,120,95,100,101,118,105,99,101,95,98,117,102,102,101,114,115,97,105,114,46,109,97,120,95,99,111,110,115,116,
+ 97,110,116,95,98,117,102,102,101,114,115,97,105,114,46,109,97,120,95,116,104,114,101,97,100,103,114,111,117,112,95,98,117,102,102,101,114,115,97,105,114,46,109,97,120,95,116,101,120,
+ 116,117,114,101,115,97,105,114,46,109,97,120,95,114,101,97,100,95,119,114,105,116,101,95,116,101,120,116,117,114,101,115,97,105,114,46,109,97,120,95,115,97,109,112,108,101,114,115,
+ 65,112,112,108,101,32,109,101,116,97,108,32,118,101,114,115,105,111,110,32,51,50,48,50,51,46,51,54,56,32,40,109,101,116,97,108,102,101,45,51,50,48,50,51,46,51,54,56,41,77,101,116,97,
+ 108,97,105,114,46,99,111,109,112,105,108,101,46,100,101,110,111,114,109,115,95,100,105,115,97,98,108,101,97,105,114,46,99,111,109,112,105,108,101,46,102,97,115,116,95,109,97,116,104,
+ 95,101,110,97,98,108,101,97,105,114,46,99,111,109,112,105,108,101,46,102,114,97,109,101,98,117,102,102,101,114,95,102,101,116,99,104,95,101,110,97,98,108,101,97,105,114,46,118,101,
+ 114,116,101,120,95,111,117,116,112,117,116,117,115,101,114,40,108,111,99,110,48,41,97,105,114,46,97,114,103,95,116,121,112,101,95,110,97,109,101,102,108,111,97,116,52,97,105,114,46,
+ 97,114,103,95,110,97,109,101,79,117,116,95,67,111,108,111,114,117,115,101,114,40,108,111,99,110,49,41,102,108,111,97,116,50,79,117,116,95,85,86,97,105,114,46,112,111,115,105,116,105,
+ 111,110,103,108,95,80,111,115,105,116,105,111,110,97,105,114,46,118,101,114,116,101,120,95,105,110,112,117,116,97,105,114,46,108,111,99,97,116,105,111,110,95,105,110,100,101,120,97,
+ 80,111,115,97,85,86,97,67,111,108,111,114,97,105,114,46,98,117,102,102,101,114,97,105,114,46,98,117,102,102,101,114,95,115,105,122,101,97,105,114,46,114,101,97,100,97,105,114,46,97,
+ 100,100,114,101,115,115,95,115,112,97,99,101,97,105,114,46,115,116,114,117,99,116,95,116,121,112,101,95,105,110,102,111,117,83,99,97,108,101,117,84,114,97,110,115,108,97,116,101,97,
+ 105,114,46,97,114,103,95,116,121,112,101,95,115,105,122,101,97,105,114,46,97,114,103,95,116,121,112,101,95,97,108,105,103,110,95,115,105,122,101,117,80,117,115,104,67,111,110,115,116,
+ 97,110,116,112,99,0,0,0,230,117,0,0,0,0,0,0,48,130,144,4,35,8,10,51,130,144,8,35,8,201,48,130,144,16,35,8,73,49,130,144,24,35,8,201,49,130,144,32,35,8,73,50,130,144,40,35,8,7,48,195,
+ 160,6,193,26,204,48,176,129,208,6,51,12,110,48,168,193,12,131,27,16,111,48,195,224,6,197,27,204,48,184,129,241,6,51,12,110,112,192,193,12,131,27,32,113,48,195,224,6,137,28,204,16,40,
+ 51,12,106,224,6,115,48,3,177,208,129,26,204,193,12,1,51,67,208,204,16,56,51,24,15,20,73,19,53,131,241,84,145,53,93,51,20,88,36,77,217,12,67,41,152,194,41,204,144,204,129,182,205,1,
+ 27,68,214,196,205,144,176,129,182,177,1,27,68,214,212,205,144,168,129,182,169,1,27,68,210,228,205,160,204,65,28,204,129,69,6,113,16,7,115,96,149,193,12,20,29,124,96,32,7,219,28,176,
+ 65,24,136,129,26,140,1,43,152,129,28,156,65,28,68,104,48,165,193,12,68,42,168,194,42,180,194,12,67,29,160,130,43,156,25,0,28,199,113,28,199,113,28,199,113,110,224,6,110,224,6,110,224,
+ 6,110,224,6,110,96,209,129,30,88,150,69,7,116,224,6,116,128,11,184,128,11,252,128,30,160,32,35,129,9,202,136,141,205,174,205,165,237,141,172,142,173,204,197,140,45,236,108,110,148,
+ 164,14,236,224,14,240,32,15,244,96,15,248,160,15,82,97,99,179,107,115,73,35,43,115,163,27,37,240,131,92,194,210,228,92,236,202,228,230,210,222,220,70,9,254,32,169,176,52,57,23,182,
+ 48,183,179,186,176,179,178,47,187,50,185,185,180,55,183,81,2,80,200,41,44,77,206,101,236,173,13,46,141,173,236,235,13,142,46,237,205,109,110,148,33,20,68,97,20,82,9,75,147,115,177,
+ 43,147,163,43,195,27,37,112,5,0,0,0,169,24,0,0,37,0,0,0,11,10,114,40,135,119,128,7,122,88,112,152,67,61,184,195,56,176,67,57,208,195,130,230,28,198,161,13,232,65,30,194,193,29,230,
+ 33,29,232,33,29,222,193,29,22,52,227,96,14,231,80,15,225,32,15,228,64,15,225,32,15,231,80,14,244,176,128,129,7,121,40,135,112,96,7,118,120,135,113,8,7,122,40,7,114,88,112,156,195,56,
+ 180,1,59,164,131,61,148,195,2,107,28,216,33,28,220,225,28,220,32,28,228,97,28,220,32,28,232,129,30,194,97,28,208,161,28,200,97,28,194,129,29,216,97,193,1,15,244,32,15,225,80,15,244,
+ 128,14,0,0,0,0,209,16,0,0,6,0,0,0,7,204,60,164,131,59,156,3,59,148,3,61,160,131,60,148,67,56,144,195,1,0,0,0,97,32,0,0,68,0,0,0,19,4,65,44,16,0,0,0,11,0,0,0,148,51,0,197,64,91,2,212,
+ 115,16,73,20,69,115,16,73,36,17,4,163,1,35,0,99,4,32,8,130,248,71,49,7,97,89,23,70,50,26,64,51,3,0,0,0,241,48,0,0,32,0,0,0,34,71,200,144,81,18,196,43,0,0,0,0,207,115,89,0,111,109,110,
+ 105,112,111,116,101,110,116,32,99,104,97,114,83,105,109,112,108,101,32,67,43,43,32,84,66,65,65,97,105,114,45,97,108,105,97,115,45,115,99,111,112,101,115,40,109,97,105,110,48,41,97,
+ 105,114,45,97,108,105,97,115,45,115,99,111,112,101,45,97,114,103,40,51,41,0,19,132,101,89,33,212,130,44,172,24,108,161,22,102,97,67,16,11,27,6,88,184,5,90,216,48,224,2,46,208,194,134,
+ 192,22,0,0,157,6,38,154,40,16,130,65,36,254,157,134,135,234,40,16,130,67,0,254,131,12,1,226,12,50,4,138,51,134,48,68,22,128,255,28,195,16,76,179,13,12,6,204,54,4,90,48,219,16,12,194,
+ 6,1,49,0,4,0,0,0,91,138,32,192,133,35,23,182,20,68,128,11,71,46,0,0,0,0,0,0,113,32,0,0,3,0,0,0,50,14,16,34,132,0,132,6,0,0,0,0,0,0,0,0,101,12,0,0,31,0,0,0,18,3,148,240,0,0,0,0,3,0,
+ 0,0,5,0,0,0,9,0,0,0,76,0,0,0,1,0,0,0,88,0,0,0,0,0,0,0,88,0,0,0,1,0,0,0,112,0,0,0,0,0,0,0,14,0,0,0,21,0,0,0,0,0,0,0,5,0,0,0,5,0,0,0,0,0,0,0,112,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,
+ 0,0,0,0,5,0,0,0,0,0,0,0,5,0,0,0,255,255,255,255,0,36,0,0,0,0,0,0,93,12,0,0,12,0,0,0,18,3,148,99,0,0,0,0,109,97,105,110,48,51,50,48,50,51,46,51,54,56,97,105,114,54,52,45,97,112,112,
+ 108,101,45,105,111,115,49,56,46,49,46,48,0,0,0,0,0,
+};
+const uint8_t metallib_fragment[3771] = {
+ 77,84,76,66,1,0,2,0,7,0,0,130,18,0,1,0,187,14,0,0,0,0,0,0,88,0,0,0,0,0,0,0,123,0,0,0,0,0,0,0,219,0,0,0,0,0,0,0,8,0,0,0,0,0,0,0,227,0,0,0,0,0,0,0,8,0,0,0,0,0,0,0,235,0,0,0,0,0,0,0,208,
+ 13,0,0,0,0,0,0,1,0,0,0,123,0,0,0,78,65,77,69,6,0,109,97,105,110,48,0,84,89,80,69,1,0,1,72,65,83,72,32,0,167,26,51,31,140,153,203,226,66,149,243,47,185,58,96,202,28,176,71,121,86,159,
+ 244,234,235,69,155,58,121,67,241,212,77,68,83,90,8,0,208,13,0,0,0,0,0,0,79,70,70,84,24,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,86,69,82,83,8,0,2,0,7,0,3,0,2,0,69,78,68,84,
+ 69,78,68,84,4,0,0,0,69,78,68,84,4,0,0,0,69,78,68,84,222,192,23,11,0,0,0,0,20,0,0,0,180,13,0,0,255,255,255,255,66,67,192,222,53,20,0,0,3,0,0,0,98,12,48,36,128,16,5,200,20,0,0,0,33,12,
+ 0,0,41,3,0,0,11,2,33,0,2,0,0,0,22,0,0,0,7,129,35,145,65,200,4,73,6,16,50,57,146,1,132,12,37,5,8,25,30,4,139,98,128,20,69,2,66,146,11,66,164,16,50,20,56,8,24,75,10,50,82,136,72,112,
+ 196,33,35,68,18,135,140,16,65,146,2,100,200,8,177,20,32,67,70,136,32,201,1,50,82,132,24,42,40,42,144,49,124,176,92,145,32,197,200,0,0,0,137,32,0,0,31,0,0,0,50,34,72,9,32,98,70,0,33,
+ 43,36,152,20,33,37,36,152,20,25,39,12,133,164,144,96,82,100,92,32,36,101,130,128,154,1,24,70,32,128,27,132,97,4,1,64,74,154,34,74,152,252,127,34,174,137,138,136,223,30,254,105,140,
+ 0,24,68,32,2,140,164,41,162,132,201,255,37,128,121,22,34,250,167,49,2,96,16,193,16,76,33,194,40,135,208,28,1,114,132,160,230,8,130,57,2,48,24,70,16,26,163,172,114,6,115,12,128,70,111,
+ 32,64,5,218,8,0,0,81,24,0,0,105,0,0,0,27,246,35,248,255,255,255,255,1,104,3,96,13,0,83,0,252,0,144,128,10,232,3,34,28,224,1,30,228,225,29,240,161,13,204,161,30,220,97,28,218,192,28,
+ 224,161,13,218,33,28,232,1,29,0,122,144,135,122,40,7,128,48,7,121,8,135,118,40,135,54,128,135,119,72,7,119,160,135,114,144,7,32,28,216,129,29,0,162,29,210,193,29,218,128,29,202,225,
+ 28,194,129,29,218,192,30,202,97,28,232,225,29,228,161,13,238,33,29,200,129,30,208,1,136,3,57,192,3,96,112,135,119,104,3,113,168,135,116,96,7,122,72,7,119,152,7,128,112,135,119,104,
+ 131,116,112,7,115,152,135,54,48,7,120,104,131,118,8,7,122,64,7,128,30,228,161,30,202,1,32,220,225,29,218,192,29,194,193,29,230,161,13,204,1,30,218,160,29,194,129,30,208,1,160,7,121,
+ 168,135,114,0,8,119,120,135,54,152,135,116,56,7,119,40,7,114,104,3,125,40,7,121,120,135,121,104,3,115,128,135,54,104,135,112,160,7,116,0,232,65,30,234,161,28,0,194,29,222,161,13,232,
+ 65,30,194,1,30,224,33,29,220,225,28,218,160,29,194,129,30,208,1,160,7,121,168,135,114,0,136,121,160,135,112,24,135,117,104,3,120,144,135,119,160,135,114,24,7,122,120,7,121,104,3,113,
+ 168,7,115,48,135,114,144,135,54,152,135,116,208,135,114,0,240,0,32,234,193,29,230,33,28,204,161,28,218,192,28,224,161,13,218,33,28,232,1,29,0,122,144,135,122,40,7,96,131,33,12,192,
+ 2,84,27,140,129,0,22,160,218,0,17,255,255,255,255,63,0,109,0,172,1,96,10,128,31,0,18,80,1,125,176,193,40,2,96,1,170,13,134,33,0,11,80,109,96,142,255,255,255,255,31,128,54,0,214,0,144,
+ 128,10,232,3,0,73,24,0,0,4,0,0,0,19,134,64,24,38,12,68,97,76,24,142,194,0,0,0,0,19,170,112,72,7,121,176,3,58,104,131,112,128,7,120,96,135,114,104,131,116,120,135,121,136,3,60,112,131,
+ 56,112,3,56,216,112,27,229,208,6,240,160,7,118,64,7,122,96,7,116,160,7,118,64,7,109,144,14,113,160,7,120,160,7,120,208,6,233,128,7,122,128,7,122,128,7,109,144,14,113,96,7,122,16,7,
+ 118,160,7,113,96,7,109,144,14,115,32,7,122,48,7,114,160,7,115,32,7,109,144,14,118,64,7,122,96,7,116,160,7,118,64,7,109,96,14,115,32,7,122,48,7,114,160,7,115,32,7,109,96,14,118,64,7,
+ 122,96,7,116,160,7,118,64,7,109,96,15,113,96,7,122,16,7,118,160,7,113,96,7,109,96,15,114,64,7,122,48,7,114,160,7,115,32,7,109,96,15,115,32,7,122,48,7,114,160,7,115,32,7,109,96,15,116,
+ 128,7,122,96,7,116,160,7,118,64,7,109,96,15,118,64,7,122,96,7,116,160,7,118,64,7,109,96,15,121,96,7,122,16,7,114,128,7,122,16,7,114,128,7,109,96,15,113,32,7,120,160,7,113,32,7,120,
+ 160,7,113,32,7,120,208,6,246,16,7,121,32,7,122,32,7,117,96,7,122,32,7,117,96,7,109,96,15,114,80,7,118,160,7,114,80,7,118,160,7,114,80,7,118,208,6,246,80,7,113,32,7,122,80,7,113,32,
+ 7,122,80,7,113,32,7,109,96,15,113,0,7,114,64,7,122,16,7,112,32,7,116,160,7,113,0,7,114,64,7,109,224,14,120,160,7,113,96,7,122,48,7,114,160,17,194,144,5,3,32,13,61,164,2,10,4,0,128,
+ 0,0,0,64,0,0,0,0,0,160,0,134,84,197,246,0,1,32,0,0,0,8,0,0,0,0,0,20,128,196,6,129,162,43,3,0,0,89,32,10,0,0,0,50,30,152,16,25,17,76,144,140,9,38,71,198,4,67,106,69,80,2,133,80,14,229,
+ 83,128,2,5,81,32,35,0,101,64,114,44,65,10,0,0,0,177,24,0,0,165,0,0,0,51,8,128,28,196,225,28,102,20,1,61,136,67,56,132,195,140,66,128,7,121,120,7,115,152,113,12,230,0,15,237,16,14,244,
+ 128,14,51,12,66,30,194,193,29,206,161,28,102,48,5,61,136,67,56,132,131,27,204,3,61,200,67,61,140,3,61,204,120,140,116,112,7,123,8,7,121,72,135,112,112,7,122,112,3,118,120,135,112,32,
+ 135,25,204,17,14,236,144,14,225,48,15,110,48,15,227,240,14,240,80,14,51,16,196,29,222,33,28,216,33,29,194,97,30,102,48,137,59,188,131,59,208,67,57,180,3,60,188,131,60,132,3,59,204,
+ 240,20,118,96,7,123,104,7,55,104,135,114,104,7,55,128,135,112,144,135,112,96,7,118,40,7,118,248,5,118,120,135,119,128,135,95,8,135,113,24,135,114,152,135,121,152,129,44,238,240,14,
+ 238,224,14,245,192,14,236,48,3,98,200,161,28,228,161,28,204,161,28,228,161,28,220,97,28,202,33,28,196,129,29,202,97,6,214,144,67,57,200,67,57,152,67,57,200,67,57,184,195,56,148,67,
+ 56,136,3,59,148,195,47,188,131,60,252,130,59,212,3,59,176,195,12,199,105,135,112,88,135,114,112,131,116,104,7,120,96,135,116,24,135,116,160,135,25,206,83,15,238,0,15,242,80,14,228,
+ 144,14,227,64,15,225,32,14,236,80,14,51,32,40,29,220,193,30,194,65,30,210,33,28,220,129,30,220,224,28,228,225,29,234,1,30,102,24,81,56,176,67,58,156,131,59,204,80,36,118,96,7,123,104,
+ 7,55,96,135,119,120,7,120,152,81,76,244,144,15,240,80,14,51,30,106,30,202,97,28,232,33,29,222,193,29,126,1,30,228,161,28,204,33,29,240,97,6,84,133,131,56,204,195,59,176,67,61,208,67,
+ 57,252,194,60,228,67,59,136,195,59,176,195,140,197,10,135,121,152,135,119,24,135,116,8,7,122,40,7,114,152,129,92,227,16,14,236,192,14,229,80,14,243,48,35,193,210,65,30,228,225,23,216,
+ 225,29,222,1,30,102,72,25,59,176,131,61,180,131,27,132,195,56,140,67,57,204,195,60,184,193,57,200,195,59,212,3,60,204,72,180,113,8,7,118,96,7,113,8,135,113,88,135,25,219,198,14,236,
+ 96,15,237,224,6,240,32,15,229,48,15,229,32,15,246,80,14,110,16,14,227,48,14,229,48,15,243,224,6,233,224,14,228,80,14,248,48,35,226,236,97,28,194,129,29,216,225,23,236,33,29,230,33,
+ 29,196,33,29,216,33,29,232,33,31,102,32,157,59,188,67,61,184,3,57,148,131,57,204,88,188,112,112,7,119,120,7,122,8,7,122,72,135,119,112,135,25,206,135,14,229,16,14,240,16,14,236,192,
+ 14,239,48,14,243,144,14,244,80,14,51,40,48,8,135,116,144,7,55,48,135,122,112,135,113,160,135,116,120,7,119,248,133,115,144,135,119,168,7,120,152,7,0,0,0,0,121,32,0,0,251,0,0,0,114,
+ 30,72,32,67,136,12,25,9,114,50,72,32,35,129,140,145,145,209,68,160,16,40,100,60,49,50,66,142,144,33,163,56,6,220,41,1,0,0,0,139,210,88,216,6,109,80,28,20,27,71,6,81,100,48,134,180,
+ 40,15,178,24,197,34,41,24,178,28,13,83,68,75,32,86,101,114,115,105,111,110,119,99,104,97,114,95,115,105,122,101,102,114,97,109,101,45,112,111,105,110,116,101,114,97,105,114,46,109,
+ 97,120,95,100,101,118,105,99,101,95,98,117,102,102,101,114,115,97,105,114,46,109,97,120,95,99,111,110,115,116,97,110,116,95,98,117,102,102,101,114,115,97,105,114,46,109,97,120,95,116,
+ 104,114,101,97,100,103,114,111,117,112,95,98,117,102,102,101,114,115,97,105,114,46,109,97,120,95,116,101,120,116,117,114,101,115,97,105,114,46,109,97,120,95,114,101,97,100,95,119,114,
+ 105,116,101,95,116,101,120,116,117,114,101,115,97,105,114,46,109,97,120,95,115,97,109,112,108,101,114,115,65,112,112,108,101,32,109,101,116,97,108,32,118,101,114,115,105,111,110,32,
+ 51,50,48,50,51,46,51,54,56,32,40,109,101,116,97,108,102,101,45,51,50,48,50,51,46,51,54,56,41,77,101,116,97,108,97,105,114,46,99,111,109,112,105,108,101,46,100,101,110,111,114,109,115,
+ 95,100,105,115,97,98,108,101,97,105,114,46,99,111,109,112,105,108,101,46,102,97,115,116,95,109,97,116,104,95,101,110,97,98,108,101,97,105,114,46,99,111,109,112,105,108,101,46,102,114,
+ 97,109,101,98,117,102,102,101,114,95,102,101,116,99,104,95,101,110,97,98,108,101,97,105,114,46,114,101,110,100,101,114,95,116,97,114,103,101,116,97,105,114,46,97,114,103,95,116,121,
+ 112,101,95,110,97,109,101,102,108,111,97,116,52,97,105,114,46,97,114,103,95,110,97,109,101,102,67,111,108,111,114,97,105,114,46,102,114,97,103,109,101,110,116,95,105,110,112,117,116,
+ 117,115,101,114,40,108,111,99,110,48,41,97,105,114,46,99,101,110,116,101,114,97,105,114,46,112,101,114,115,112,101,99,116,105,118,101,73,110,95,67,111,108,111,114,117,115,101,114,40,
+ 108,111,99,110,49,41,102,108,111,97,116,50,73,110,95,85,86,97,105,114,46,116,101,120,116,117,114,101,97,105,114,46,108,111,99,97,116,105,111,110,95,105,110,100,101,120,97,105,114,46,
+ 115,97,109,112,108,101,116,101,120,116,117,114,101,50,100,60,102,108,111,97,116,44,32,115,97,109,112,108,101,62,115,84,101,120,116,117,114,101,97,105,114,46,115,97,109,112,108,101,
+ 114,115,97,109,112,108,101,114,115,84,101,120,116,117,114,101,83,109,112,108,114,0,6,95,0,0,0,0,0,0,48,130,208,8,35,8,18,51,130,208,12,35,8,13,49,130,208,20,35,8,141,49,130,208,28,
+ 35,8,13,50,130,208,36,35,8,141,50,130,208,44,35,8,9,48,195,64,6,65,25,204,48,152,129,112,6,51,12,104,48,144,193,12,3,26,16,105,48,195,128,6,69,26,204,48,160,129,145,6,51,12,104,112,
+ 168,193,12,3,26,32,107,48,195,128,6,9,27,204,16,40,51,12,100,128,6,109,48,3,177,184,1,25,180,193,12,1,51,67,208,204,16,56,51,28,79,27,180,1,20,73,211,12,193,31,204,144,180,1,85,89,
+ 23,20,73,216,12,137,25,80,153,117,65,154,180,205,160,144,1,215,181,129,25,120,208,39,129,193,12,137,27,132,65,215,6,102,0,137,129,52,6,51,16,161,32,10,163,64,10,51,12,111,0,10,165,
+ 112,99,0,112,28,199,113,28,199,113,28,199,185,129,27,184,129,27,184,129,27,184,129,27,184,129,69,7,122,96,89,150,41,112,172,192,10,228,160,14,160,32,35,129,9,202,136,141,205,174,205,
+ 165,237,141,172,142,173,204,197,140,45,236,108,110,148,228,13,224,32,14,228,96,14,232,160,14,236,224,14,82,97,99,179,107,115,73,35,43,115,163,27,37,192,131,92,194,210,228,92,236,202,
+ 228,230,210,222,220,70,9,242,32,169,176,52,57,23,182,48,183,179,186,176,179,178,47,187,50,185,185,180,55,183,81,2,61,200,41,44,77,206,101,236,173,13,46,141,173,236,235,13,142,46,237,
+ 205,109,110,148,97,15,248,160,15,146,9,75,147,115,49,147,11,59,107,43,115,163,27,37,40,5,0,0,0,0,169,24,0,0,37,0,0,0,11,10,114,40,135,119,128,7,122,88,112,152,67,61,184,195,56,176,
+ 67,57,208,195,130,230,28,198,161,13,232,65,30,194,193,29,230,33,29,232,33,29,222,193,29,22,52,227,96,14,231,80,15,225,32,15,228,64,15,225,32,15,231,80,14,244,176,128,129,7,121,40,135,
+ 112,96,7,118,120,135,113,8,7,122,40,7,114,88,112,156,195,56,180,1,59,164,131,61,148,195,2,107,28,216,33,28,220,225,28,220,32,28,228,97,28,220,32,28,232,129,30,194,97,28,208,161,28,
+ 200,97,28,194,129,29,216,97,193,1,15,244,32,15,225,80,15,244,128,14,0,0,0,0,209,16,0,0,6,0,0,0,7,204,60,164,131,59,156,3,59,148,3,61,160,131,60,148,67,56,144,195,1,0,0,0,97,32,0,0,
+ 49,0,0,0,19,4,65,44,16,0,0,0,4,0,0,0,196,106,96,4,128,220,8,0,129,17,0,18,51,0,0,0,241,48,0,0,28,0,0,0,34,71,200,144,81,14,196,42,0,0,0,0,23,134,1,0,97,105,114,45,97,108,105,97,115,
+ 45,115,99,111,112,101,115,40,109,97,105,110,48,41,97,105,114,45,97,108,105,97,115,45,115,99,111,112,101,45,115,97,109,112,108,101,114,115,97,105,114,45,97,108,105,97,115,45,115,99,
+ 111,112,101,45,116,101,120,116,117,114,101,115,0,43,4,85,56,133,21,195,42,168,2,42,172,24,88,65,21,82,97,131,192,10,171,0,0,35,6,205,16,130,96,240,84,135,129,20,3,33,8,204,104,66,0,
+ 96,176,136,255,108,3,17,0,27,4,196,0,0,0,2,0,0,0,91,6,224,96,5,0,0,0,0,0,0,0,113,32,0,0,3,0,0,0,50,14,16,34,132,0,248,5,0,0,0,0,0,0,0,0,101,12,0,0,37,0,0,0,18,3,148,40,1,0,0,0,3,0,
+ 0,0,32,0,0,0,9,0,0,0,76,0,0,0,1,0,0,0,88,0,0,0,0,0,0,0,88,0,0,0,2,0,0,0,136,0,0,0,0,0,0,0,41,0,0,0,21,0,0,0,0,0,0,0,5,0,0,0,5,0,0,0,0,0,0,0,136,0,0,0,0,0,0,0,0,0,0,0,2,0,0,0,0,0,0,
+ 0,0,0,0,0,5,0,0,0,0,0,0,0,5,0,0,0,255,255,255,255,0,36,0,0,5,0,0,0,27,0,0,0,5,0,0,0,27,0,0,0,255,255,255,255,8,36,0,0,0,0,0,0,93,12,0,0,19,0,0,0,18,3,148,126,0,0,0,0,109,97,105,110,
+ 48,97,105,114,46,115,97,109,112,108,101,95,116,101,120,116,117,114,101,95,50,100,46,118,52,102,51,50,51,50,48,50,51,46,51,54,56,97,105,114,54,52,45,97,112,112,108,101,45,105,111,115,
+ 49,56,46,49,46,48,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
+};
+#elif TARGET_IPHONE_SIMULATOR
+#error "SDL_GPU does not support the iphone simulator"
+#endif
+#endif
+
+#endif // #ifndef IMGUI_DISABLE
diff --git a/backends/imgui_impl_sdlrenderer2.cpp b/backends/imgui_impl_sdlrenderer2.cpp
index 27c9522697a6..3a47f80bf61a 100644
--- a/backends/imgui_impl_sdlrenderer2.cpp
+++ b/backends/imgui_impl_sdlrenderer2.cpp
@@ -1,15 +1,18 @@
// dear imgui: Renderer Backend for SDL_Renderer for SDL2
// (Requires: SDL 2.0.17+)
-// Note how SDL_Renderer is an _optional_ component of SDL2.
-// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
-// If your application will want to render any non trivial amount of graphics other than UI,
-// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user and
-// it might be difficult to step out of those boundaries.
+// Note that SDL_Renderer is an _optional_ component of SDL2, which IMHO is now largely obsolete.
+// For a multi-platform app consider using other technologies:
+// - SDL3+SDL_GPU: SDL_GPU is SDL3 new graphics abstraction API. You will need to update to SDL3.
+// - SDL2+DirectX, SDL2+OpenGL, SDL2+Vulkan: combine SDL with dedicated renderers.
+// If your application wants to render any non trivial amount of graphics other than UI,
+// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user
+// and it might be difficult to step out of those boundaries.
// Implemented features:
-// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
-// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
+// [X] Renderer: User texture binding. Use 'SDL_Texture*' 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: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
@@ -21,6 +24,8 @@
// - Introduction, links and more at the top of imgui.cpp
// CHANGELOG
+// 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplSDLRenderer2_CreateFontsTexture() and ImGui_ImplSDLRenderer2_DestroyFontsTexture().
+// 2025-01-18: Use endian-dependent RGBA32 texture format, to match SDL_Color.
// 2024-10-09: Expose selected render state in ImGui_ImplSDLRenderer2_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
// 2024-05-14: *BREAKING CHANGE* ImGui_ImplSDLRenderer3_RenderDrawData() requires SDL_Renderer* passed as parameter.
// 2023-05-30: Renamed imgui_impl_sdlrenderer.h/.cpp to imgui_impl_sdlrenderer2.h/.cpp to accommodate for upcoming SDL3.
@@ -39,6 +44,8 @@
#if defined(__clang__)
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
+#elif defined(__GNUC__)
+#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe
#endif
// SDL
@@ -51,7 +58,7 @@
struct ImGui_ImplSDLRenderer2_Data
{
SDL_Renderer* Renderer; // Main viewport's renderer
- SDL_Texture* FontTexture;
+
ImGui_ImplSDLRenderer2_Data() { memset((void*)this, 0, sizeof(*this)); }
};
@@ -75,6 +82,7 @@ bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer)
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_sdlrenderer2";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
+ io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
bd->Renderer = renderer;
@@ -91,44 +99,49 @@ void ImGui_ImplSDLRenderer2_Shutdown()
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
- io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
+ io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
IM_DELETE(bd);
}
static void ImGui_ImplSDLRenderer2_SetupRenderState(SDL_Renderer* renderer)
{
- // Clear out any viewports and cliprect set by the user
+ // Clear out any viewports and cliprect set by the user
// FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process.
- SDL_RenderSetViewport(renderer, nullptr);
- SDL_RenderSetClipRect(renderer, nullptr);
+ SDL_RenderSetViewport(renderer, nullptr);
+ SDL_RenderSetClipRect(renderer, nullptr);
}
void ImGui_ImplSDLRenderer2_NewFrame()
{
ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLRenderer2_Init()?");
-
- if (!bd->FontTexture)
- ImGui_ImplSDLRenderer2_CreateDeviceObjects();
+ IM_UNUSED(bd);
}
void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer)
{
- // If there's a scale factor set by the user, use that instead
+ // If there's a scale factor set by the user, use that instead
// If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass
// to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here.
float rsx = 1.0f;
- float rsy = 1.0f;
- SDL_RenderGetScale(renderer, &rsx, &rsy);
+ float rsy = 1.0f;
+ SDL_RenderGetScale(renderer, &rsx, &rsy);
ImVec2 render_scale;
- render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f;
- render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f;
-
- // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
- int fb_width = (int)(draw_data->DisplaySize.x * render_scale.x);
- int fb_height = (int)(draw_data->DisplaySize.y * render_scale.y);
- if (fb_width == 0 || fb_height == 0)
- return;
+ render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f;
+ render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f;
+
+ // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
+ int fb_width = (int)(draw_data->DisplaySize.x * render_scale.x);
+ int fb_height = (int)(draw_data->DisplaySize.y * render_scale.y);
+ if (fb_width == 0 || fb_height == 0)
+ return;
+
+ // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do.
+ // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates).
+ if (draw_data->Textures != nullptr)
+ for (ImTextureData* tex : *draw_data->Textures)
+ if (tex->Status != ImTextureStatus_OK)
+ ImGui_ImplSDLRenderer2_UpdateTexture(tex);
// Backup SDL_Renderer state that will be modified to restore it afterwards
struct BackupSDLRendererState
@@ -151,14 +164,13 @@ void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
render_state.Renderer = renderer;
platform_io.Renderer_RenderState = &render_state;
- // Will project scissor/clipping rectangles into framebuffer space
- ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
- ImVec2 clip_scale = render_scale;
+ // Will project scissor/clipping rectangles into framebuffer space
+ ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
+ ImVec2 clip_scale = render_scale;
// Render command lists
- for (int n = 0; n < draw_data->CmdListsCount; n++)
+ for (const ImDrawList* draw_list : draw_data->CmdLists)
{
- const ImDrawList* draw_list = draw_data->CmdLists[n];
const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data;
const ImDrawIdx* idx_buffer = draw_list->IdxBuffer.Data;
@@ -198,7 +210,7 @@ void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
#endif
// Bind texture, Draw
- SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
+ SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
SDL_RenderGeometryRaw(renderer, tex,
xy, (int)sizeof(ImDrawVert),
color, (int)sizeof(ImDrawVert),
@@ -208,62 +220,74 @@ void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
}
}
}
- platform_io.Renderer_RenderState = NULL;
+ platform_io.Renderer_RenderState = nullptr;
// Restore modified SDL_Renderer state
SDL_RenderSetViewport(renderer, &old.Viewport);
SDL_RenderSetClipRect(renderer, old.ClipEnabled ? &old.ClipRect : nullptr);
}
-// Called by Init/NewFrame/Shutdown
-bool ImGui_ImplSDLRenderer2_CreateFontsTexture()
+void ImGui_ImplSDLRenderer2_UpdateTexture(ImTextureData* tex)
{
- ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
- // Build texture atlas
- unsigned char* pixels;
- int width, height;
- io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
-
- // Upload texture to graphics system
- // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
- bd->FontTexture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height);
- if (bd->FontTexture == nullptr)
+ if (tex->Status == ImTextureStatus_WantCreate)
{
- SDL_Log("error creating texture");
- return false;
+ // Create and upload new texture to graphics system
+ //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
+ IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);
+ IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
+
+ // Create texture
+ // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
+ SDL_Texture* sdl_texture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_STATIC, tex->Width, tex->Height);
+ IM_ASSERT(sdl_texture != nullptr && "Backend failed to create texture!");
+ SDL_UpdateTexture(sdl_texture, nullptr, tex->GetPixels(), tex->GetPitch());
+ SDL_SetTextureBlendMode(sdl_texture, SDL_BLENDMODE_BLEND);
+ SDL_SetTextureScaleMode(sdl_texture, SDL_ScaleModeLinear);
+
+ // Store identifiers
+ tex->SetTexID((ImTextureID)(intptr_t)sdl_texture);
+ tex->SetStatus(ImTextureStatus_OK);
}
- SDL_UpdateTexture(bd->FontTexture, nullptr, pixels, 4 * width);
- SDL_SetTextureBlendMode(bd->FontTexture, SDL_BLENDMODE_BLEND);
- SDL_SetTextureScaleMode(bd->FontTexture, SDL_ScaleModeLinear);
-
- // Store our identifier
- io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
-
- return true;
-}
-
-void ImGui_ImplSDLRenderer2_DestroyFontsTexture()
-{
- ImGuiIO& io = ImGui::GetIO();
- ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
- if (bd->FontTexture)
+ else if (tex->Status == ImTextureStatus_WantUpdates)
{
- io.Fonts->SetTexID(0);
- SDL_DestroyTexture(bd->FontTexture);
- bd->FontTexture = nullptr;
+ // Update selected blocks. We only ever write to textures regions which have never been used before!
+ // This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region.
+ SDL_Texture* sdl_texture = (SDL_Texture*)(intptr_t)tex->TexID;
+ for (ImTextureRect& r : tex->Updates)
+ {
+ SDL_Rect sdl_r = { r.x, r.y, r.w, r.h };
+ SDL_UpdateTexture(sdl_texture, &sdl_r, tex->GetPixelsAt(r.x, r.y), tex->GetPitch());
+ }
+ tex->SetStatus(ImTextureStatus_OK);
+ }
+ else if (tex->Status == ImTextureStatus_WantDestroy)
+ {
+ SDL_Texture* sdl_texture = (SDL_Texture*)(intptr_t)tex->TexID;
+ if (sdl_texture == nullptr)
+ return;
+ SDL_DestroyTexture(sdl_texture);
+
+ // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
+ tex->SetTexID(ImTextureID_Invalid);
+ tex->SetStatus(ImTextureStatus_Destroyed);
}
}
-bool ImGui_ImplSDLRenderer2_CreateDeviceObjects()
+void ImGui_ImplSDLRenderer2_CreateDeviceObjects()
{
- return ImGui_ImplSDLRenderer2_CreateFontsTexture();
}
void ImGui_ImplSDLRenderer2_DestroyDeviceObjects()
{
- ImGui_ImplSDLRenderer2_DestroyFontsTexture();
+ // Destroy all textures
+ for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
+ if (tex->RefCount == 1)
+ {
+ tex->SetStatus(ImTextureStatus_WantDestroy);
+ ImGui_ImplSDLRenderer2_UpdateTexture(tex);
+ }
}
//-----------------------------------------------------------------------------
diff --git a/backends/imgui_impl_sdlrenderer2.h b/backends/imgui_impl_sdlrenderer2.h
index 804ca183d14a..a62e60927831 100644
--- a/backends/imgui_impl_sdlrenderer2.h
+++ b/backends/imgui_impl_sdlrenderer2.h
@@ -1,15 +1,18 @@
// dear imgui: Renderer Backend for SDL_Renderer for SDL2
// (Requires: SDL 2.0.17+)
-// Note how SDL_Renderer is an _optional_ component of SDL2.
-// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
-// If your application will want to render any non trivial amount of graphics other than UI,
-// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user and
-// it might be difficult to step out of those boundaries.
+// Note that SDL_Renderer is an _optional_ component of SDL2, which IMHO is now largely obsolete.
+// For a multi-platform app consider using other technologies:
+// - SDL3+SDL_GPU: SDL_GPU is SDL3 new graphics abstraction API. You will need to update to SDL3.
+// - SDL2+DirectX, SDL2+OpenGL, SDL2+Vulkan: combine SDL with dedicated renderers.
+// If your application wants to render any non trivial amount of graphics other than UI,
+// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user
+// and it might be difficult to step out of those boundaries.
// Implemented features:
-// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
-// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
+// [X] Renderer: User texture binding. Use 'SDL_Texture*' 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: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
@@ -33,11 +36,12 @@ IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_NewFrame();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer);
// Called by Init/NewFrame/Shutdown
-IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_CreateFontsTexture();
-IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_DestroyFontsTexture();
-IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_CreateDeviceObjects();
+IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_DestroyDeviceObjects();
+// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
+IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_UpdateTexture(ImTextureData* tex);
+
// [BETA] Selected render state data shared with callbacks.
// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplSDLRenderer2_RenderDrawData() call.
// (Please open an issue if you feel you need access to more data)
diff --git a/backends/imgui_impl_sdlrenderer3.cpp b/backends/imgui_impl_sdlrenderer3.cpp
index 5dabea199647..42c173888c97 100644
--- a/backends/imgui_impl_sdlrenderer3.cpp
+++ b/backends/imgui_impl_sdlrenderer3.cpp
@@ -1,17 +1,18 @@
// dear imgui: Renderer Backend for SDL_Renderer for SDL3
-// (Requires: SDL 3.0.0+)
+// (Requires: SDL 3.1.8+)
-// (**IMPORTANT: SDL 3.0.0 is NOT YET RELEASED AND CURRENTLY HAS A FAST CHANGING API. THIS CODE BREAKS OFTEN AS SDL3 CHANGES.**)
-
-// Note how SDL_Renderer is an _optional_ component of SDL3.
-// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
-// If your application will want to render any non trivial amount of graphics other than UI,
-// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user and
-// it might be difficult to step out of those boundaries.
+// Note that SDL_Renderer is an _optional_ component of SDL3, which IMHO is now largely obsolete.
+// For a multi-platform app consider using other technologies:
+// - SDL3+SDL_GPU: SDL_GPU is SDL3 new graphics abstraction API.
+// - SDL3+DirectX, SDL3+OpenGL, SDL3+Vulkan: combine SDL with dedicated renderers.
+// If your application wants to render any non trivial amount of graphics other than UI,
+// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user
+// and it might be difficult to step out of those boundaries.
// Implemented features:
-// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
-// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
+// [X] Renderer: User texture binding. Use 'SDL_Texture*' 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: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
@@ -23,6 +24,8 @@
// - Introduction, links and more at the top of imgui.cpp
// CHANGELOG
+// 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplSDLRenderer3_CreateFontsTexture() and ImGui_ImplSDLRenderer3_DestroyFontsTexture().
+// 2025-01-18: Use endian-dependent RGBA32 texture format, to match SDL_Color.
// 2024-10-09: Expose selected render state in ImGui_ImplSDLRenderer3_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
// 2024-07-01: Update for SDL3 api changes: SDL_RenderGeometryRaw() uint32 version was removed (SDL#9009).
// 2024-05-14: *BREAKING CHANGE* ImGui_ImplSDLRenderer3_RenderDrawData() requires SDL_Renderer* passed as parameter.
@@ -38,6 +41,8 @@
#if defined(__clang__)
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
+#elif defined(__GNUC__)
+#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe
#endif
// SDL
@@ -50,7 +55,6 @@
struct ImGui_ImplSDLRenderer3_Data
{
SDL_Renderer* Renderer; // Main viewport's renderer
- SDL_Texture* FontTexture;
ImVector ColorBuffer;
ImGui_ImplSDLRenderer3_Data() { memset((void*)this, 0, sizeof(*this)); }
@@ -76,6 +80,7 @@ bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer)
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_sdlrenderer3";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
+ io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
bd->Renderer = renderer;
@@ -92,25 +97,23 @@ void ImGui_ImplSDLRenderer3_Shutdown()
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
- io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
+ io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
IM_DELETE(bd);
}
static void ImGui_ImplSDLRenderer3_SetupRenderState(SDL_Renderer* renderer)
{
- // Clear out any viewports and cliprect set by the user
+ // Clear out any viewports and cliprect set by the user
// FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process.
- SDL_SetRenderViewport(renderer, nullptr);
- SDL_SetRenderClipRect(renderer, nullptr);
+ SDL_SetRenderViewport(renderer, nullptr);
+ SDL_SetRenderClipRect(renderer, nullptr);
}
void ImGui_ImplSDLRenderer3_NewFrame()
{
ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLRenderer3_Init()?");
-
- if (!bd->FontTexture)
- ImGui_ImplSDLRenderer3_CreateDeviceObjects();
+ IM_UNUSED(bd);
}
// https://github.com/libsdl-org/SDL/issues/9009
@@ -135,21 +138,28 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
{
ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
- // If there's a scale factor set by the user, use that instead
+ // If there's a scale factor set by the user, use that instead
// If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass
// to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here.
float rsx = 1.0f;
- float rsy = 1.0f;
- SDL_GetRenderScale(renderer, &rsx, &rsy);
+ float rsy = 1.0f;
+ SDL_GetRenderScale(renderer, &rsx, &rsy);
ImVec2 render_scale;
- render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f;
- render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f;
-
- // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
- int fb_width = (int)(draw_data->DisplaySize.x * render_scale.x);
- int fb_height = (int)(draw_data->DisplaySize.y * render_scale.y);
- if (fb_width == 0 || fb_height == 0)
- return;
+ render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f;
+ render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f;
+
+ // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
+ int fb_width = (int)(draw_data->DisplaySize.x * render_scale.x);
+ int fb_height = (int)(draw_data->DisplaySize.y * render_scale.y);
+ if (fb_width == 0 || fb_height == 0)
+ return;
+
+ // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do.
+ // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates).
+ if (draw_data->Textures != nullptr)
+ for (ImTextureData* tex : *draw_data->Textures)
+ if (tex->Status != ImTextureStatus_OK)
+ ImGui_ImplSDLRenderer3_UpdateTexture(tex);
// Backup SDL_Renderer state that will be modified to restore it afterwards
struct BackupSDLRendererState
@@ -174,14 +184,13 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
render_state.Renderer = renderer;
platform_io.Renderer_RenderState = &render_state;
- // Will project scissor/clipping rectangles into framebuffer space
- ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
- ImVec2 clip_scale = render_scale;
+ // Will project scissor/clipping rectangles into framebuffer space
+ ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
+ ImVec2 clip_scale = render_scale;
// Render command lists
- for (int n = 0; n < draw_data->CmdListsCount; n++)
+ for (const ImDrawList* draw_list : draw_data->CmdLists)
{
- const ImDrawList* draw_list = draw_data->CmdLists[n];
const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data;
const ImDrawIdx* idx_buffer = draw_list->IdxBuffer.Data;
@@ -217,7 +226,7 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
const SDL_Color* color = (const SDL_Color*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.19+
// Bind texture, Draw
- SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
+ SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
SDL_RenderGeometryRaw8BitColor(renderer, bd->ColorBuffer, tex,
xy, (int)sizeof(ImDrawVert),
color, (int)sizeof(ImDrawVert),
@@ -227,62 +236,74 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
}
}
}
- platform_io.Renderer_RenderState = NULL;
+ platform_io.Renderer_RenderState = nullptr;
// Restore modified SDL_Renderer state
SDL_SetRenderViewport(renderer, old.ViewportEnabled ? &old.Viewport : nullptr);
SDL_SetRenderClipRect(renderer, old.ClipEnabled ? &old.ClipRect : nullptr);
}
-// Called by Init/NewFrame/Shutdown
-bool ImGui_ImplSDLRenderer3_CreateFontsTexture()
+void ImGui_ImplSDLRenderer3_UpdateTexture(ImTextureData* tex)
{
- ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
- // Build texture atlas
- unsigned char* pixels;
- int width, height;
- io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
-
- // Upload texture to graphics system
- // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
- bd->FontTexture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height);
- if (bd->FontTexture == nullptr)
+ if (tex->Status == ImTextureStatus_WantCreate)
{
- SDL_Log("error creating texture");
- return false;
+ // Create and upload new texture to graphics system
+ //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
+ IM_ASSERT(tex->TexID == 0 && tex->BackendUserData == nullptr);
+ IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
+
+ // Create texture
+ // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
+ SDL_Texture* sdl_texture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_STATIC, tex->Width, tex->Height);
+ IM_ASSERT(sdl_texture != nullptr && "Backend failed to create texture!");
+ SDL_UpdateTexture(sdl_texture, nullptr, tex->GetPixels(), tex->GetPitch());
+ SDL_SetTextureBlendMode(sdl_texture, SDL_BLENDMODE_BLEND);
+ SDL_SetTextureScaleMode(sdl_texture, SDL_SCALEMODE_LINEAR);
+
+ // Store identifiers
+ tex->SetTexID((ImTextureID)(intptr_t)sdl_texture);
+ tex->SetStatus(ImTextureStatus_OK);
}
- SDL_UpdateTexture(bd->FontTexture, nullptr, pixels, 4 * width);
- SDL_SetTextureBlendMode(bd->FontTexture, SDL_BLENDMODE_BLEND);
- SDL_SetTextureScaleMode(bd->FontTexture, SDL_SCALEMODE_LINEAR);
-
- // Store our identifier
- io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
-
- return true;
-}
-
-void ImGui_ImplSDLRenderer3_DestroyFontsTexture()
-{
- ImGuiIO& io = ImGui::GetIO();
- ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
- if (bd->FontTexture)
+ else if (tex->Status == ImTextureStatus_WantUpdates)
{
- io.Fonts->SetTexID(0);
- SDL_DestroyTexture(bd->FontTexture);
- bd->FontTexture = nullptr;
+ // Update selected blocks. We only ever write to textures regions which have never been used before!
+ // This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region.
+ SDL_Texture* sdl_texture = (SDL_Texture*)(intptr_t)tex->TexID;
+ for (ImTextureRect& r : tex->Updates)
+ {
+ SDL_Rect sdl_r = { r.x, r.y, r.w, r.h };
+ SDL_UpdateTexture(sdl_texture, &sdl_r, tex->GetPixelsAt(r.x, r.y), tex->GetPitch());
+ }
+ tex->SetStatus(ImTextureStatus_OK);
+ }
+ else if (tex->Status == ImTextureStatus_WantDestroy)
+ {
+ SDL_Texture* sdl_texture = (SDL_Texture*)(intptr_t)tex->TexID;
+ if (sdl_texture == nullptr)
+ return;
+ SDL_DestroyTexture(sdl_texture);
+
+ // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
+ tex->SetTexID(ImTextureID_Invalid);
+ tex->SetStatus(ImTextureStatus_Destroyed);
}
}
-bool ImGui_ImplSDLRenderer3_CreateDeviceObjects()
+void ImGui_ImplSDLRenderer3_CreateDeviceObjects()
{
- return ImGui_ImplSDLRenderer3_CreateFontsTexture();
}
void ImGui_ImplSDLRenderer3_DestroyDeviceObjects()
{
- ImGui_ImplSDLRenderer3_DestroyFontsTexture();
+ // Destroy all textures
+ for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
+ if (tex->RefCount == 1)
+ {
+ tex->SetStatus(ImTextureStatus_WantDestroy);
+ ImGui_ImplSDLRenderer3_UpdateTexture(tex);
+ }
}
//-----------------------------------------------------------------------------
diff --git a/backends/imgui_impl_sdlrenderer3.h b/backends/imgui_impl_sdlrenderer3.h
index 7d4c609e8b25..618cc2430089 100644
--- a/backends/imgui_impl_sdlrenderer3.h
+++ b/backends/imgui_impl_sdlrenderer3.h
@@ -1,17 +1,18 @@
// dear imgui: Renderer Backend for SDL_Renderer for SDL3
-// (Requires: SDL 3.0.0+)
+// (Requires: SDL 3.1.8+)
-// (**IMPORTANT: SDL 3.0.0 is NOT YET RELEASED AND CURRENTLY HAS A FAST CHANGING API. THIS CODE BREAKS OFTEN AS SDL3 CHANGES.**)
-
-// Note how SDL_Renderer is an _optional_ component of SDL3.
-// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
-// If your application will want to render any non trivial amount of graphics other than UI,
-// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user and
-// it might be difficult to step out of those boundaries.
+// Note that SDL_Renderer is an _optional_ component of SDL3, which IMHO is now largely obsolete.
+// For a multi-platform app consider using other technologies:
+// - SDL3+SDL_GPU: SDL_GPU is SDL3 new graphics abstraction API.
+// - SDL3+DirectX, SDL3+OpenGL, SDL3+Vulkan: combine SDL with dedicated renderers.
+// If your application wants to render any non trivial amount of graphics other than UI,
+// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user
+// and it might be difficult to step out of those boundaries.
// Implemented features:
-// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
-// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
+// [X] Renderer: User texture binding. Use 'SDL_Texture*' 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: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
@@ -35,11 +36,12 @@ IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_NewFrame();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer);
// Called by Init/NewFrame/Shutdown
-IMGUI_IMPL_API bool ImGui_ImplSDLRenderer3_CreateFontsTexture();
-IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_DestroyFontsTexture();
-IMGUI_IMPL_API bool ImGui_ImplSDLRenderer3_CreateDeviceObjects();
+IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_DestroyDeviceObjects();
+// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
+IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_UpdateTexture(ImTextureData* tex);
+
// [BETA] Selected render state data shared with callbacks.
// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplSDLRenderer3_RenderDrawData() call.
// (Please open an issue if you feel you need access to more data)
diff --git a/backends/imgui_impl_vulkan.cpp b/backends/imgui_impl_vulkan.cpp
index 4e4e332fc207..1120b4b5ed5e 100644
--- a/backends/imgui_impl_vulkan.cpp
+++ b/backends/imgui_impl_vulkan.cpp
@@ -2,8 +2,9 @@
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
// Implemented features:
-// [!] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions.
-// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
+// [!] Renderer: User texture binding. Use 'VkDescriptorSet' as texture identifier. Call ImGui_ImplVulkan_AddTexture() to register one. Read the FAQ about ImTextureID/ImTextureRef + https://github.com/ocornut/imgui/pull/914 for discussions.
+// [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'.
// The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification.
@@ -26,6 +27,18 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
+// 2025-07-07: Vulkan: Fixed texture synchronization issue introduced on 2025-06-11. (#8772)
+// 2025-06-27: Vulkan: Fixed validation errors during texture upload/update by aligning upload size to 'nonCoherentAtomSize'. (#8743, #8744)
+// 2025-06-11: Vulkan: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplVulkan_CreateFontsTexture() and ImGui_ImplVulkan_DestroyFontsTexture().
+// 2025-05-07: Vulkan: Fixed validation errors during window detach in multi-viewport mode. (#8600, #8176)
+// 2025-05-07: Vulkan: Load dynamic rendering functions using vkGetDeviceProcAddr() + try both non-KHR and KHR versions. (#8600, #8326, #8365)
+// 2025-04-07: Vulkan: Deep-copy ImGui_ImplVulkan_InitInfo::PipelineRenderingCreateInfo's pColorAttachmentFormats buffer when set, in order to reduce common user-error of specifying a pointer to data that gets out of scope. (#8282)
+// 2025-02-14: *BREAKING CHANGE*: Added uint32_t api_version to ImGui_ImplVulkan_LoadFunctions().
+// 2025-02-13: Vulkan: Added ApiVersion field in ImGui_ImplVulkan_InitInfo. Default to header version if unspecified. Dynamic rendering path loads "vkCmdBeginRendering/vkCmdEndRendering" (without -KHR suffix) on API 1.3. (#8326)
+// 2025-01-09: Vulkan: Added IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE to clarify how many image sampler descriptors are expected to be available in descriptor pool. (#6642)
+// 2025-01-06: Vulkan: Added more ImGui_ImplVulkanH_XXXX helper functions to simplify our examples.
+// 2024-12-11: Vulkan: Fixed setting VkSwapchainCreateInfoKHR::preTransform for platforms not supporting VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR. (#8222)
+// 2024-11-27: Vulkan: Make user-provided descriptor pool optional. As a convenience, when setting init_info->DescriptorPoolSize the backend will create one itself. (#8172, #4867)
// 2024-10-07: Vulkan: Changed default texture sampler to Clamp instead of Repeat/Wrap.
// 2024-10-07: Vulkan: Expose selected render state in ImGui_ImplVulkan_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
// 2024-10-07: Vulkan: Compiling with '#define ImTextureID=ImU64' is unnecessary now that dear imgui defaults ImTextureID to u64 instead of void*.
@@ -47,7 +60,7 @@
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 2022-10-04: Vulkan: Added experimental ImGui_ImplVulkan_RemoveTexture() for api symmetry. (#914, #5738).
// 2022-01-20: Vulkan: Added support for ImTextureID as VkDescriptorSet. User need to call ImGui_ImplVulkan_AddTexture(). Building for 32-bit targets requires '#define ImTextureID ImU64'. (#914).
-// 2021-10-15: Vulkan: Call vkCmdSetScissor() at the end of render a full-viewport to reduce likehood of issues with people using VK_DYNAMIC_STATE_SCISSOR in their app without calling vkCmdSetScissor() explicitly every frame.
+// 2021-10-15: Vulkan: Call vkCmdSetScissor() at the end of render a full-viewport to reduce likelihood of issues with people using VK_DYNAMIC_STATE_SCISSOR in their app without calling vkCmdSetScissor() explicitly every frame.
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2021-03-22: Vulkan: Fix mapped memory validation error when buffer sizes are not multiple of VkPhysicalDeviceLimits::nonCoherentAtomSize.
// 2021-02-18: Vulkan: Change blending equation to preserve alpha in output buffer.
@@ -85,6 +98,7 @@
#ifndef IM_MAX
#define IM_MAX(A, B) (((A) >= (B)) ? (A) : (B))
#endif
+#undef Status // X11 headers are leaking this.
// Visual Studio warnings
#ifdef _MSC_VER
@@ -131,6 +145,7 @@ static bool g_FunctionsLoaded = true;
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdSetViewport) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateBuffer) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateCommandPool) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateDescriptorPool) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateDescriptorSetLayout) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateFence) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateFramebuffer) \
@@ -145,6 +160,7 @@ static bool g_FunctionsLoaded = true;
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateSwapchainKHR) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyBuffer) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyCommandPool) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyDescriptorPool) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyDescriptorSetLayout) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyFence) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyFramebuffer) \
@@ -159,14 +175,18 @@ static bool g_FunctionsLoaded = true;
IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroySurfaceKHR) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroySwapchainKHR) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkDeviceWaitIdle) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkEnumeratePhysicalDevices) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkEndCommandBuffer) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkFlushMappedMemoryRanges) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkFreeCommandBuffers) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkFreeDescriptorSets) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkFreeMemory) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetBufferMemoryRequirements) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetDeviceQueue) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetImageMemoryRequirements) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceProperties) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceMemoryProperties) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceQueueFamilyProperties) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfaceCapabilitiesKHR) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfaceFormatsKHR) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfacePresentModesKHR) \
@@ -175,8 +195,10 @@ static bool g_FunctionsLoaded = true;
IMGUI_VULKAN_FUNC_MAP_MACRO(vkQueueSubmit) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkQueueWaitIdle) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkResetCommandPool) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkResetFences) \
IMGUI_VULKAN_FUNC_MAP_MACRO(vkUnmapMemory) \
- IMGUI_VULKAN_FUNC_MAP_MACRO(vkUpdateDescriptorSets)
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkUpdateDescriptorSets) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkWaitForFences)
// Define function pointers
#define IMGUI_VULKAN_FUNC_DEF(func) static PFN_##func func;
@@ -207,7 +229,17 @@ struct ImGui_ImplVulkan_WindowRenderBuffers
{
uint32_t Index;
uint32_t Count;
- ImGui_ImplVulkan_FrameRenderBuffers* FrameRenderBuffers;
+ ImVector FrameRenderBuffers;
+};
+
+struct ImGui_ImplVulkan_Texture
+{
+ VkDeviceMemory Memory;
+ VkImage Image;
+ VkImageView ImageView;
+ VkDescriptorSet DescriptorSet;
+
+ ImGui_ImplVulkan_Texture() { memset((void*)this, 0, sizeof(*this)); }
};
// Vulkan data
@@ -215,21 +247,19 @@ struct ImGui_ImplVulkan_Data
{
ImGui_ImplVulkan_InitInfo VulkanInitInfo;
VkDeviceSize BufferMemoryAlignment;
+ VkDeviceSize NonCoherentAtomSize;
VkPipelineCreateFlags PipelineCreateFlags;
VkDescriptorSetLayout DescriptorSetLayout;
VkPipelineLayout PipelineLayout;
VkPipeline Pipeline;
VkShaderModule ShaderModuleVert;
VkShaderModule ShaderModuleFrag;
+ VkDescriptorPool DescriptorPool;
- // Font data
- VkSampler FontSampler;
- VkDeviceMemory FontMemory;
- VkImage FontImage;
- VkImageView FontView;
- VkDescriptorSet FontDescriptorSet;
- VkCommandPool FontCommandPool;
- VkCommandBuffer FontCommandBuffer;
+ // Texture management
+ VkSampler TexSampler;
+ VkCommandPool TexCommandPool;
+ VkCommandBuffer TexCommandBuffer;
// Render buffers for main window
ImGui_ImplVulkan_WindowRenderBuffers MainWindowRenderBuffers;
@@ -238,6 +268,7 @@ struct ImGui_ImplVulkan_Data
{
memset((void*)this, 0, sizeof(*this));
BufferMemoryAlignment = 256;
+ NonCoherentAtomSize = 64;
}
};
@@ -477,6 +508,13 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
if (fb_width <= 0 || fb_height <= 0)
return;
+ // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do.
+ // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates).
+ if (draw_data->Textures != nullptr)
+ for (ImTextureData* tex : *draw_data->Textures)
+ if (tex->Status != ImTextureStatus_OK)
+ ImGui_ImplVulkan_UpdateTexture(tex);
+
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
if (pipeline == VK_NULL_HANDLE)
@@ -484,12 +522,12 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
// Allocate array to store enough vertex/index buffers
ImGui_ImplVulkan_WindowRenderBuffers* wrb = &bd->MainWindowRenderBuffers;
- if (wrb->FrameRenderBuffers == nullptr)
+ if (wrb->FrameRenderBuffers.Size == 0)
{
wrb->Index = 0;
wrb->Count = v->ImageCount;
- wrb->FrameRenderBuffers = (ImGui_ImplVulkan_FrameRenderBuffers*)IM_ALLOC(sizeof(ImGui_ImplVulkan_FrameRenderBuffers) * wrb->Count);
- memset(wrb->FrameRenderBuffers, 0, sizeof(ImGui_ImplVulkan_FrameRenderBuffers) * wrb->Count);
+ wrb->FrameRenderBuffers.resize(wrb->Count);
+ memset((void*)wrb->FrameRenderBuffers.Data, 0, wrb->FrameRenderBuffers.size_in_bytes());
}
IM_ASSERT(wrb->Count == v->ImageCount);
wrb->Index = (wrb->Index + 1) % wrb->Count;
@@ -512,9 +550,8 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
check_vk_result(err);
err = vkMapMemory(v->Device, rb->IndexBufferMemory, 0, index_size, 0, (void**)&idx_dst);
check_vk_result(err);
- for (int n = 0; n < draw_data->CmdListsCount; n++)
+ for (const ImDrawList* draw_list : draw_data->CmdLists)
{
- const ImDrawList* draw_list = draw_data->CmdLists[n];
memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert));
memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
vtx_dst += draw_list->VtxBuffer.Size;
@@ -552,9 +589,8 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
// (Because we merged all buffers into a single one, we maintain our own offset into them)
int global_vtx_offset = 0;
int global_idx_offset = 0;
- for (int n = 0; n < draw_data->CmdListsCount; n++)
+ for (const ImDrawList* draw_list : draw_data->CmdLists)
{
- const ImDrawList* draw_list = draw_data->CmdLists[n];
for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
@@ -590,14 +626,8 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
vkCmdSetScissor(command_buffer, 0, 1, &scissor);
// Bind DescriptorSet with font or user texture
- VkDescriptorSet desc_set[1] = { (VkDescriptorSet)pcmd->GetTexID() };
- if (sizeof(ImTextureID) < sizeof(ImU64))
- {
- // We don't support texture switches if ImTextureID hasn't been redefined to be 64-bit. Do a flaky check that other textures haven't been used.
- IM_ASSERT(pcmd->GetTexID() == (ImTextureID)bd->FontDescriptorSet);
- desc_set[0] = bd->FontDescriptorSet;
- }
- vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, bd->PipelineLayout, 0, 1, desc_set, 0, nullptr);
+ VkDescriptorSet desc_set = (VkDescriptorSet)pcmd->GetTexID();
+ vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, bd->PipelineLayout, 0, 1, &desc_set, 0, nullptr);
// Draw
vkCmdDrawIndexed(command_buffer, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
@@ -606,7 +636,7 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
global_idx_offset += draw_list->IdxBuffer.Size;
global_vtx_offset += draw_list->VtxBuffer.Size;
}
- platform_io.Renderer_RenderState = NULL;
+ platform_io.Renderer_RenderState = nullptr;
// Note: at this point both vkCmdSetViewport() and vkCmdSetScissor() have been called.
// Our last values will leak into user/application rendering IF:
@@ -619,218 +649,232 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
vkCmdSetScissor(command_buffer, 0, 1, &scissor);
}
-bool ImGui_ImplVulkan_CreateFontsTexture()
+static void ImGui_ImplVulkan_DestroyTexture(ImTextureData* tex)
{
- ImGuiIO& io = ImGui::GetIO();
+ ImGui_ImplVulkan_Texture* backend_tex = (ImGui_ImplVulkan_Texture*)tex->BackendUserData;
+ if (backend_tex == nullptr)
+ return;
+ IM_ASSERT(backend_tex->DescriptorSet == (VkDescriptorSet)tex->TexID);
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
- VkResult err;
-
- // Destroy existing texture (if any)
- if (bd->FontView || bd->FontImage || bd->FontMemory || bd->FontDescriptorSet)
- {
- vkQueueWaitIdle(v->Queue);
- ImGui_ImplVulkan_DestroyFontsTexture();
- }
-
- // Create command pool/buffer
- if (bd->FontCommandPool == VK_NULL_HANDLE)
- {
- VkCommandPoolCreateInfo info = {};
- info.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO;
- info.flags = 0;
- info.queueFamilyIndex = v->QueueFamily;
- vkCreateCommandPool(v->Device, &info, v->Allocator, &bd->FontCommandPool);
- }
- if (bd->FontCommandBuffer == VK_NULL_HANDLE)
- {
- VkCommandBufferAllocateInfo info = {};
- info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
- info.commandPool = bd->FontCommandPool;
- info.commandBufferCount = 1;
- err = vkAllocateCommandBuffers(v->Device, &info, &bd->FontCommandBuffer);
- check_vk_result(err);
- }
-
- // Start command buffer
- {
- err = vkResetCommandPool(v->Device, bd->FontCommandPool, 0);
- check_vk_result(err);
- VkCommandBufferBeginInfo begin_info = {};
- begin_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
- begin_info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
- err = vkBeginCommandBuffer(bd->FontCommandBuffer, &begin_info);
- check_vk_result(err);
- }
+ ImGui_ImplVulkan_RemoveTexture(backend_tex->DescriptorSet);
+ vkDestroyImageView(v->Device, backend_tex->ImageView, v->Allocator);
+ vkDestroyImage(v->Device, backend_tex->Image, v->Allocator);
+ vkFreeMemory(v->Device, backend_tex->Memory, v->Allocator);
+ IM_DELETE(backend_tex);
+
+ // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
+ tex->SetTexID(ImTextureID_Invalid);
+ tex->SetStatus(ImTextureStatus_Destroyed);
+ tex->BackendUserData = nullptr;
+}
- unsigned char* pixels;
- int width, height;
- io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
- size_t upload_size = width * height * 4 * sizeof(char);
+void ImGui_ImplVulkan_UpdateTexture(ImTextureData* tex)
+{
+ if (tex->Status == ImTextureStatus_OK)
+ return;
+ ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
+ ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
+ VkResult err;
- // Create the Image:
+ if (tex->Status == ImTextureStatus_WantCreate)
{
- VkImageCreateInfo info = {};
- info.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO;
- info.imageType = VK_IMAGE_TYPE_2D;
- info.format = VK_FORMAT_R8G8B8A8_UNORM;
- info.extent.width = width;
- info.extent.height = height;
- info.extent.depth = 1;
- info.mipLevels = 1;
- info.arrayLayers = 1;
- info.samples = VK_SAMPLE_COUNT_1_BIT;
- info.tiling = VK_IMAGE_TILING_OPTIMAL;
- info.usage = VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT;
- info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
- info.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
- err = vkCreateImage(v->Device, &info, v->Allocator, &bd->FontImage);
- check_vk_result(err);
- VkMemoryRequirements req;
- vkGetImageMemoryRequirements(v->Device, bd->FontImage, &req);
- VkMemoryAllocateInfo alloc_info = {};
- alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
- alloc_info.allocationSize = IM_MAX(v->MinAllocationSize, req.size);
- alloc_info.memoryTypeIndex = ImGui_ImplVulkan_MemoryType(VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, req.memoryTypeBits);
- err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &bd->FontMemory);
- check_vk_result(err);
- err = vkBindImageMemory(v->Device, bd->FontImage, bd->FontMemory, 0);
- check_vk_result(err);
- }
+ // Create and upload new texture to graphics system
+ //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
+ IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);
+ IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
+ ImGui_ImplVulkan_Texture* backend_tex = IM_NEW(ImGui_ImplVulkan_Texture)();
- // Create the Image View:
- {
- VkImageViewCreateInfo info = {};
- info.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
- info.image = bd->FontImage;
- info.viewType = VK_IMAGE_VIEW_TYPE_2D;
- info.format = VK_FORMAT_R8G8B8A8_UNORM;
- info.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
- info.subresourceRange.levelCount = 1;
- info.subresourceRange.layerCount = 1;
- err = vkCreateImageView(v->Device, &info, v->Allocator, &bd->FontView);
- check_vk_result(err);
- }
+ // Create the Image:
+ {
+ VkImageCreateInfo info = {};
+ info.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO;
+ info.imageType = VK_IMAGE_TYPE_2D;
+ info.format = VK_FORMAT_R8G8B8A8_UNORM;
+ info.extent.width = tex->Width;
+ info.extent.height = tex->Height;
+ info.extent.depth = 1;
+ info.mipLevels = 1;
+ info.arrayLayers = 1;
+ info.samples = VK_SAMPLE_COUNT_1_BIT;
+ info.tiling = VK_IMAGE_TILING_OPTIMAL;
+ info.usage = VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT;
+ info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
+ info.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
+ err = vkCreateImage(v->Device, &info, v->Allocator, &backend_tex->Image);
+ check_vk_result(err);
+ VkMemoryRequirements req;
+ vkGetImageMemoryRequirements(v->Device, backend_tex->Image, &req);
+ VkMemoryAllocateInfo alloc_info = {};
+ alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
+ alloc_info.allocationSize = IM_MAX(v->MinAllocationSize, req.size);
+ alloc_info.memoryTypeIndex = ImGui_ImplVulkan_MemoryType(VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, req.memoryTypeBits);
+ err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &backend_tex->Memory);
+ check_vk_result(err);
+ err = vkBindImageMemory(v->Device, backend_tex->Image, backend_tex->Memory, 0);
+ check_vk_result(err);
+ }
- // Create the Descriptor Set:
- bd->FontDescriptorSet = (VkDescriptorSet)ImGui_ImplVulkan_AddTexture(bd->FontSampler, bd->FontView, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
+ // Create the Image View:
+ {
+ VkImageViewCreateInfo info = {};
+ info.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
+ info.image = backend_tex->Image;
+ info.viewType = VK_IMAGE_VIEW_TYPE_2D;
+ info.format = VK_FORMAT_R8G8B8A8_UNORM;
+ info.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
+ info.subresourceRange.levelCount = 1;
+ info.subresourceRange.layerCount = 1;
+ err = vkCreateImageView(v->Device, &info, v->Allocator, &backend_tex->ImageView);
+ check_vk_result(err);
+ }
- // Create the Upload Buffer:
- VkDeviceMemory upload_buffer_memory;
- VkBuffer upload_buffer;
- {
- VkBufferCreateInfo buffer_info = {};
- buffer_info.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
- buffer_info.size = upload_size;
- buffer_info.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
- buffer_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
- err = vkCreateBuffer(v->Device, &buffer_info, v->Allocator, &upload_buffer);
- check_vk_result(err);
- VkMemoryRequirements req;
- vkGetBufferMemoryRequirements(v->Device, upload_buffer, &req);
- bd->BufferMemoryAlignment = (bd->BufferMemoryAlignment > req.alignment) ? bd->BufferMemoryAlignment : req.alignment;
- VkMemoryAllocateInfo alloc_info = {};
- alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
- alloc_info.allocationSize = IM_MAX(v->MinAllocationSize, req.size);
- alloc_info.memoryTypeIndex = ImGui_ImplVulkan_MemoryType(VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, req.memoryTypeBits);
- err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &upload_buffer_memory);
- check_vk_result(err);
- err = vkBindBufferMemory(v->Device, upload_buffer, upload_buffer_memory, 0);
- check_vk_result(err);
- }
+ // Create the Descriptor Set
+ backend_tex->DescriptorSet = ImGui_ImplVulkan_AddTexture(bd->TexSampler, backend_tex->ImageView, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
- // Upload to Buffer:
- {
- char* map = nullptr;
- err = vkMapMemory(v->Device, upload_buffer_memory, 0, upload_size, 0, (void**)(&map));
- check_vk_result(err);
- memcpy(map, pixels, upload_size);
- VkMappedMemoryRange range[1] = {};
- range[0].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE;
- range[0].memory = upload_buffer_memory;
- range[0].size = upload_size;
- err = vkFlushMappedMemoryRanges(v->Device, 1, range);
- check_vk_result(err);
- vkUnmapMemory(v->Device, upload_buffer_memory);
+ // Store identifiers
+ tex->SetTexID((ImTextureID)backend_tex->DescriptorSet);
+ tex->BackendUserData = backend_tex;
}
- // Copy to Image:
+ if (tex->Status == ImTextureStatus_WantCreate || tex->Status == ImTextureStatus_WantUpdates)
{
- VkImageMemoryBarrier copy_barrier[1] = {};
- copy_barrier[0].sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
- copy_barrier[0].dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
- copy_barrier[0].oldLayout = VK_IMAGE_LAYOUT_UNDEFINED;
- copy_barrier[0].newLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
- copy_barrier[0].srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
- copy_barrier[0].dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
- copy_barrier[0].image = bd->FontImage;
- copy_barrier[0].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
- copy_barrier[0].subresourceRange.levelCount = 1;
- copy_barrier[0].subresourceRange.layerCount = 1;
- vkCmdPipelineBarrier(bd->FontCommandBuffer, VK_PIPELINE_STAGE_HOST_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 0, nullptr, 0, nullptr, 1, copy_barrier);
-
- VkBufferImageCopy region = {};
- region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
- region.imageSubresource.layerCount = 1;
- region.imageExtent.width = width;
- region.imageExtent.height = height;
- region.imageExtent.depth = 1;
- vkCmdCopyBufferToImage(bd->FontCommandBuffer, upload_buffer, bd->FontImage, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ®ion);
-
- VkImageMemoryBarrier use_barrier[1] = {};
- use_barrier[0].sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
- use_barrier[0].srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
- use_barrier[0].dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
- use_barrier[0].oldLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
- use_barrier[0].newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
- use_barrier[0].srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
- use_barrier[0].dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
- use_barrier[0].image = bd->FontImage;
- use_barrier[0].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
- use_barrier[0].subresourceRange.levelCount = 1;
- use_barrier[0].subresourceRange.layerCount = 1;
- vkCmdPipelineBarrier(bd->FontCommandBuffer, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, 0, 0, nullptr, 0, nullptr, 1, use_barrier);
- }
-
- // Store our identifier
- io.Fonts->SetTexID((ImTextureID)bd->FontDescriptorSet);
+ ImGui_ImplVulkan_Texture* backend_tex = (ImGui_ImplVulkan_Texture*)tex->BackendUserData;
+
+ // Update full texture or selected blocks. We only ever write to textures regions which have never been used before!
+ // This backend choose to use tex->UpdateRect but you can use tex->Updates[] to upload individual regions.
+ // We could use the smaller rect on _WantCreate but using the full rect allows us to clear the texture.
+ const int upload_x = (tex->Status == ImTextureStatus_WantCreate) ? 0 : tex->UpdateRect.x;
+ const int upload_y = (tex->Status == ImTextureStatus_WantCreate) ? 0 : tex->UpdateRect.y;
+ const int upload_w = (tex->Status == ImTextureStatus_WantCreate) ? tex->Width : tex->UpdateRect.w;
+ const int upload_h = (tex->Status == ImTextureStatus_WantCreate) ? tex->Height : tex->UpdateRect.h;
+
+ // Create the Upload Buffer:
+ VkDeviceMemory upload_buffer_memory;
+
+ VkBuffer upload_buffer;
+ VkDeviceSize upload_pitch = upload_w * tex->BytesPerPixel;
+ VkDeviceSize upload_size = AlignBufferSize(upload_h * upload_pitch, bd->NonCoherentAtomSize);
+ {
+ VkBufferCreateInfo buffer_info = {};
+ buffer_info.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
+ buffer_info.size = upload_size;
+ buffer_info.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
+ buffer_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
+ err = vkCreateBuffer(v->Device, &buffer_info, v->Allocator, &upload_buffer);
+ check_vk_result(err);
+ VkMemoryRequirements req;
+ vkGetBufferMemoryRequirements(v->Device, upload_buffer, &req);
+ bd->BufferMemoryAlignment = (bd->BufferMemoryAlignment > req.alignment) ? bd->BufferMemoryAlignment : req.alignment;
+ VkMemoryAllocateInfo alloc_info = {};
+ alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
+ alloc_info.allocationSize = IM_MAX(v->MinAllocationSize, req.size);
+ alloc_info.memoryTypeIndex = ImGui_ImplVulkan_MemoryType(VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, req.memoryTypeBits);
+ err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &upload_buffer_memory);
+ check_vk_result(err);
+ err = vkBindBufferMemory(v->Device, upload_buffer, upload_buffer_memory, 0);
+ check_vk_result(err);
+ }
- // End command buffer
- VkSubmitInfo end_info = {};
- end_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
- end_info.commandBufferCount = 1;
- end_info.pCommandBuffers = &bd->FontCommandBuffer;
- err = vkEndCommandBuffer(bd->FontCommandBuffer);
- check_vk_result(err);
- err = vkQueueSubmit(v->Queue, 1, &end_info, VK_NULL_HANDLE);
- check_vk_result(err);
+ // Upload to Buffer:
+ {
+ char* map = nullptr;
+ err = vkMapMemory(v->Device, upload_buffer_memory, 0, upload_size, 0, (void**)(&map));
+ check_vk_result(err);
+ for (int y = 0; y < upload_h; y++)
+ memcpy(map + upload_pitch * y, tex->GetPixelsAt(upload_x, upload_y + y), (size_t)upload_pitch);
+ VkMappedMemoryRange range[1] = {};
+ range[0].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE;
+ range[0].memory = upload_buffer_memory;
+ range[0].size = upload_size;
+ err = vkFlushMappedMemoryRanges(v->Device, 1, range);
+ check_vk_result(err);
+ vkUnmapMemory(v->Device, upload_buffer_memory);
+ }
- err = vkQueueWaitIdle(v->Queue);
- check_vk_result(err);
+ // Start command buffer
+ {
+ err = vkResetCommandPool(v->Device, bd->TexCommandPool, 0);
+ check_vk_result(err);
+ VkCommandBufferBeginInfo begin_info = {};
+ begin_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
+ begin_info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
+ err = vkBeginCommandBuffer(bd->TexCommandBuffer, &begin_info);
+ check_vk_result(err);
+ }
- vkDestroyBuffer(v->Device, upload_buffer, v->Allocator);
- vkFreeMemory(v->Device, upload_buffer_memory, v->Allocator);
+ // Copy to Image:
+ {
+ VkBufferMemoryBarrier upload_barrier[1] = {};
+ upload_barrier[0].sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER;
+ upload_barrier[0].srcAccessMask = VK_ACCESS_HOST_WRITE_BIT;
+ upload_barrier[0].dstAccessMask = VK_ACCESS_TRANSFER_READ_BIT;
+ upload_barrier[0].srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
+ upload_barrier[0].dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
+ upload_barrier[0].buffer = upload_buffer;
+ upload_barrier[0].offset = 0;
+ upload_barrier[0].size = upload_size;
+
+ VkImageMemoryBarrier copy_barrier[1] = {};
+ copy_barrier[0].sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
+ copy_barrier[0].dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
+ copy_barrier[0].oldLayout = VK_IMAGE_LAYOUT_UNDEFINED;
+ copy_barrier[0].newLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
+ copy_barrier[0].srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
+ copy_barrier[0].dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
+ copy_barrier[0].image = backend_tex->Image;
+ copy_barrier[0].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
+ copy_barrier[0].subresourceRange.levelCount = 1;
+ copy_barrier[0].subresourceRange.layerCount = 1;
+ vkCmdPipelineBarrier(bd->TexCommandBuffer, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT | VK_PIPELINE_STAGE_HOST_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 0, nullptr, 1, upload_barrier, 1, copy_barrier);
+
+ VkBufferImageCopy region = {};
+ region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
+ region.imageSubresource.layerCount = 1;
+ region.imageExtent.width = upload_w;
+ region.imageExtent.height = upload_h;
+ region.imageExtent.depth = 1;
+ region.imageOffset.x = upload_x;
+ region.imageOffset.y = upload_y;
+ vkCmdCopyBufferToImage(bd->TexCommandBuffer, upload_buffer, backend_tex->Image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ®ion);
+
+ VkImageMemoryBarrier use_barrier[1] = {};
+ use_barrier[0].sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
+ use_barrier[0].srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
+ use_barrier[0].dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
+ use_barrier[0].oldLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
+ use_barrier[0].newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
+ use_barrier[0].srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
+ use_barrier[0].dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
+ use_barrier[0].image = backend_tex->Image;
+ use_barrier[0].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
+ use_barrier[0].subresourceRange.levelCount = 1;
+ use_barrier[0].subresourceRange.layerCount = 1;
+ vkCmdPipelineBarrier(bd->TexCommandBuffer, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, 0, 0, nullptr, 0, nullptr, 1, use_barrier);
+ }
- return true;
-}
+ // End command buffer
+ {
+ VkSubmitInfo end_info = {};
+ end_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
+ end_info.commandBufferCount = 1;
+ end_info.pCommandBuffers = &bd->TexCommandBuffer;
+ err = vkEndCommandBuffer(bd->TexCommandBuffer);
+ check_vk_result(err);
+ err = vkQueueSubmit(v->Queue, 1, &end_info, VK_NULL_HANDLE);
+ check_vk_result(err);
+ }
-// You probably never need to call this, as it is called by ImGui_ImplVulkan_CreateFontsTexture() and ImGui_ImplVulkan_Shutdown().
-void ImGui_ImplVulkan_DestroyFontsTexture()
-{
- ImGuiIO& io = ImGui::GetIO();
- ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
- ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
+ err = vkQueueWaitIdle(v->Queue); // FIXME-OPT: Suboptimal!
+ check_vk_result(err);
+ vkDestroyBuffer(v->Device, upload_buffer, v->Allocator);
+ vkFreeMemory(v->Device, upload_buffer_memory, v->Allocator);
- if (bd->FontDescriptorSet)
- {
- ImGui_ImplVulkan_RemoveTexture(bd->FontDescriptorSet);
- bd->FontDescriptorSet = VK_NULL_HANDLE;
- io.Fonts->SetTexID(0);
+ tex->SetStatus(ImTextureStatus_OK);
}
- if (bd->FontView) { vkDestroyImageView(v->Device, bd->FontView, v->Allocator); bd->FontView = VK_NULL_HANDLE; }
- if (bd->FontImage) { vkDestroyImage(v->Device, bd->FontImage, v->Allocator); bd->FontImage = VK_NULL_HANDLE; }
- if (bd->FontMemory) { vkFreeMemory(v->Device, bd->FontMemory, v->Allocator); bd->FontMemory = VK_NULL_HANDLE; }
+ if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames >= (int)bd->VulkanInitInfo.ImageCount)
+ ImGui_ImplVulkan_DestroyTexture(tex);
}
static void ImGui_ImplVulkan_CreateShaderModules(VkDevice device, const VkAllocationCallbacks* allocator)
@@ -962,7 +1006,7 @@ static void ImGui_ImplVulkan_CreatePipeline(VkDevice device, const VkAllocationC
if (bd->VulkanInitInfo.UseDynamicRendering)
{
IM_ASSERT(bd->VulkanInitInfo.PipelineRenderingCreateInfo.sType == VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR && "PipelineRenderingCreateInfo sType must be VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR");
- IM_ASSERT(bd->VulkanInitInfo.PipelineRenderingCreateInfo.pNext == nullptr && "PipelineRenderingCreateInfo pNext must be NULL");
+ IM_ASSERT(bd->VulkanInitInfo.PipelineRenderingCreateInfo.pNext == nullptr && "PipelineRenderingCreateInfo pNext must be nullptr");
info.pNext = &bd->VulkanInitInfo.PipelineRenderingCreateInfo;
info.renderPass = VK_NULL_HANDLE; // Just make sure it's actually nullptr.
}
@@ -978,7 +1022,7 @@ bool ImGui_ImplVulkan_CreateDeviceObjects()
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
VkResult err;
- if (!bd->FontSampler)
+ if (!bd->TexSampler)
{
// Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling.
VkSamplerCreateInfo info = {};
@@ -992,7 +1036,7 @@ bool ImGui_ImplVulkan_CreateDeviceObjects()
info.minLod = -1000;
info.maxLod = 1000;
info.maxAnisotropy = 1.0f;
- err = vkCreateSampler(v->Device, &info, v->Allocator, &bd->FontSampler);
+ err = vkCreateSampler(v->Device, &info, v->Allocator, &bd->TexSampler);
check_vk_result(err);
}
@@ -1010,6 +1054,21 @@ bool ImGui_ImplVulkan_CreateDeviceObjects()
check_vk_result(err);
}
+ if (v->DescriptorPoolSize != 0)
+ {
+ IM_ASSERT(v->DescriptorPoolSize >= IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE);
+ VkDescriptorPoolSize pool_size = { VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, v->DescriptorPoolSize };
+ VkDescriptorPoolCreateInfo pool_info = {};
+ pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
+ pool_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT;
+ pool_info.maxSets = v->DescriptorPoolSize;
+ pool_info.poolSizeCount = 1;
+ pool_info.pPoolSizes = &pool_size;
+
+ err = vkCreateDescriptorPool(v->Device, &pool_info, v->Allocator, &bd->DescriptorPool);
+ check_vk_result(err);
+ }
+
if (!bd->PipelineLayout)
{
// Constants: we are using 'vec2 offset' and 'vec2 scale' instead of a full 3d projection matrix
@@ -1030,6 +1089,26 @@ bool ImGui_ImplVulkan_CreateDeviceObjects()
ImGui_ImplVulkan_CreatePipeline(v->Device, v->Allocator, v->PipelineCache, v->RenderPass, v->MSAASamples, &bd->Pipeline, v->Subpass);
+ // Create command pool/buffer for texture upload
+ if (!bd->TexCommandPool)
+ {
+ VkCommandPoolCreateInfo info = {};
+ info.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO;
+ info.flags = 0;
+ info.queueFamilyIndex = v->QueueFamily;
+ err = vkCreateCommandPool(v->Device, &info, v->Allocator, &bd->TexCommandPool);
+ check_vk_result(err);
+ }
+ if (!bd->TexCommandBuffer)
+ {
+ VkCommandBufferAllocateInfo info = {};
+ info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
+ info.commandPool = bd->TexCommandPool;
+ info.commandBufferCount = 1;
+ err = vkAllocateCommandBuffers(v->Device, &info, &bd->TexCommandBuffer);
+ check_vk_result(err);
+ }
+
return true;
}
@@ -1038,24 +1117,62 @@ void ImGui_ImplVulkan_DestroyDeviceObjects()
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
ImGui_ImplVulkan_DestroyWindowRenderBuffers(v->Device, &bd->MainWindowRenderBuffers, v->Allocator);
- ImGui_ImplVulkan_DestroyFontsTexture();
- if (bd->FontCommandBuffer) { vkFreeCommandBuffers(v->Device, bd->FontCommandPool, 1, &bd->FontCommandBuffer); bd->FontCommandBuffer = VK_NULL_HANDLE; }
- if (bd->FontCommandPool) { vkDestroyCommandPool(v->Device, bd->FontCommandPool, v->Allocator); bd->FontCommandPool = VK_NULL_HANDLE; }
+ // Destroy all textures
+ for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
+ if (tex->RefCount == 1)
+ ImGui_ImplVulkan_DestroyTexture(tex);
+
+ if (bd->TexCommandBuffer) { vkFreeCommandBuffers(v->Device, bd->TexCommandPool, 1, &bd->TexCommandBuffer); bd->TexCommandBuffer = VK_NULL_HANDLE; }
+ if (bd->TexCommandPool) { vkDestroyCommandPool(v->Device, bd->TexCommandPool, v->Allocator); bd->TexCommandPool = VK_NULL_HANDLE; }
+ if (bd->TexSampler) { vkDestroySampler(v->Device, bd->TexSampler, v->Allocator); bd->TexSampler = VK_NULL_HANDLE; }
if (bd->ShaderModuleVert) { vkDestroyShaderModule(v->Device, bd->ShaderModuleVert, v->Allocator); bd->ShaderModuleVert = VK_NULL_HANDLE; }
if (bd->ShaderModuleFrag) { vkDestroyShaderModule(v->Device, bd->ShaderModuleFrag, v->Allocator); bd->ShaderModuleFrag = VK_NULL_HANDLE; }
- if (bd->FontSampler) { vkDestroySampler(v->Device, bd->FontSampler, v->Allocator); bd->FontSampler = VK_NULL_HANDLE; }
if (bd->DescriptorSetLayout) { vkDestroyDescriptorSetLayout(v->Device, bd->DescriptorSetLayout, v->Allocator); bd->DescriptorSetLayout = VK_NULL_HANDLE; }
if (bd->PipelineLayout) { vkDestroyPipelineLayout(v->Device, bd->PipelineLayout, v->Allocator); bd->PipelineLayout = VK_NULL_HANDLE; }
if (bd->Pipeline) { vkDestroyPipeline(v->Device, bd->Pipeline, v->Allocator); bd->Pipeline = VK_NULL_HANDLE; }
+ if (bd->DescriptorPool) { vkDestroyDescriptorPool(v->Device, bd->DescriptorPool, v->Allocator); bd->DescriptorPool = VK_NULL_HANDLE; }
+}
+
+#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
+static void ImGui_ImplVulkan_LoadDynamicRenderingFunctions(uint32_t api_version, PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data)
+{
+ IM_UNUSED(api_version);
+
+ // Manually load those two (see #5446, #8326, #8365, #8600)
+ // - Try loading core (non-KHR) versions first (this will work for Vulkan 1.3+ and the device supports dynamic rendering)
+ ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR = reinterpret_cast(loader_func("vkCmdBeginRendering", user_data));
+ ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR = reinterpret_cast(loader_func("vkCmdEndRendering", user_data));
+
+ // - Fallback to KHR versions if core not available (this will work if KHR extension is available and enabled and also the device supports dynamic rendering)
+ if (ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR == nullptr || ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR == nullptr)
+ {
+ ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR = reinterpret_cast(loader_func("vkCmdBeginRenderingKHR", user_data));
+ ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR = reinterpret_cast(loader_func("vkCmdEndRenderingKHR", user_data));
+ }
+}
+#endif
+
+// If unspecified by user, assume that ApiVersion == HeaderVersion
+ // We don't care about other versions than 1.3 for our checks, so don't need to make this exhaustive (e.g. with all #ifdef VK_VERSION_1_X checks)
+static uint32_t ImGui_ImplVulkan_GetDefaultApiVersion()
+{
+#ifdef VK_HEADER_VERSION_COMPLETE
+ return VK_HEADER_VERSION_COMPLETE;
+#else
+ return VK_API_VERSION_1_0;
+#endif
}
-bool ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data)
+bool ImGui_ImplVulkan_LoadFunctions(uint32_t api_version, PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data)
{
// Load function pointers
// You can use the default Vulkan loader using:
- // ImGui_ImplVulkan_LoadFunctions([](const char* function_name, void*) { return vkGetInstanceProcAddr(your_vk_isntance, function_name); });
+ // ImGui_ImplVulkan_LoadFunctions(VK_API_VERSION_1_3, [](const char* function_name, void*) { return vkGetInstanceProcAddr(your_vk_isntance, function_name); });
// But this would be roughly equivalent to not setting VK_NO_PROTOTYPES.
+ if (api_version == 0)
+ api_version = ImGui_ImplVulkan_GetDefaultApiVersion();
+
#ifdef IMGUI_IMPL_VULKAN_USE_LOADER
#define IMGUI_VULKAN_FUNC_LOAD(func) \
func = reinterpret_cast(loader_func(#func, user_data)); \
@@ -1065,9 +1182,7 @@ bool ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loader_func)(const ch
#undef IMGUI_VULKAN_FUNC_LOAD
#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
- // Manually load those two (see #5446)
- ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR = reinterpret_cast(loader_func("vkCmdBeginRenderingKHR", user_data));
- ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR = reinterpret_cast(loader_func("vkCmdEndRenderingKHR", user_data));
+ ImGui_ImplVulkan_LoadDynamicRenderingFunctions(api_version, loader_func, user_data);
#endif
#else
IM_UNUSED(loader_func);
@@ -1082,12 +1197,14 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info)
{
IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!");
+ if (info->ApiVersion == 0)
+ info->ApiVersion = ImGui_ImplVulkan_GetDefaultApiVersion();
+
if (info->UseDynamicRendering)
{
#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
#ifndef IMGUI_IMPL_VULKAN_USE_LOADER
- ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR = reinterpret_cast(vkGetInstanceProcAddr(info->Instance, "vkCmdBeginRenderingKHR"));
- ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR = reinterpret_cast(vkGetInstanceProcAddr(info->Instance, "vkCmdEndRenderingKHR"));
+ ImGui_ImplVulkan_LoadDynamicRenderingFunctions(info->ApiVersion, [](const char* function_name, void* user_data) { return vkGetDeviceProcAddr((VkDevice)user_data, function_name); }, (void*)info->Device);
#endif
IM_ASSERT(ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR != nullptr);
IM_ASSERT(ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR != nullptr);
@@ -1105,12 +1222,16 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info)
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_vulkan";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
+ io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
IM_ASSERT(info->Instance != VK_NULL_HANDLE);
IM_ASSERT(info->PhysicalDevice != VK_NULL_HANDLE);
IM_ASSERT(info->Device != VK_NULL_HANDLE);
IM_ASSERT(info->Queue != VK_NULL_HANDLE);
- IM_ASSERT(info->DescriptorPool != VK_NULL_HANDLE);
+ if (info->DescriptorPool != VK_NULL_HANDLE) // Either DescriptorPool or DescriptorPoolSize must be set, not both!
+ IM_ASSERT(info->DescriptorPoolSize == 0);
+ else
+ IM_ASSERT(info->DescriptorPoolSize > 0);
IM_ASSERT(info->MinImageCount >= 2);
IM_ASSERT(info->ImageCount >= info->MinImageCount);
if (info->UseDynamicRendering == false)
@@ -1118,7 +1239,23 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info)
bd->VulkanInitInfo = *info;
- ImGui_ImplVulkan_CreateDeviceObjects();
+ VkPhysicalDeviceProperties properties;
+ vkGetPhysicalDeviceProperties(info->PhysicalDevice, &properties);
+ bd->NonCoherentAtomSize = properties.limits.nonCoherentAtomSize;
+
+#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
+ ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
+ if (v->PipelineRenderingCreateInfo.pColorAttachmentFormats != NULL)
+ {
+ // Deep copy buffer to reduce error-rate for end user (#8282)
+ VkFormat* formats_copy = (VkFormat*)IM_ALLOC(sizeof(VkFormat) * v->PipelineRenderingCreateInfo.colorAttachmentCount);
+ memcpy(formats_copy, v->PipelineRenderingCreateInfo.pColorAttachmentFormats, sizeof(VkFormat) * v->PipelineRenderingCreateInfo.colorAttachmentCount);
+ v->PipelineRenderingCreateInfo.pColorAttachmentFormats = formats_copy;
+ }
+#endif
+
+ if (!ImGui_ImplVulkan_CreateDeviceObjects())
+ IM_ASSERT(0 && "ImGui_ImplVulkan_CreateDeviceObjects() failed!"); // <- Can't be hit yet.
return true;
}
@@ -1130,9 +1267,13 @@ void ImGui_ImplVulkan_Shutdown()
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplVulkan_DestroyDeviceObjects();
+#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
+ IM_FREE((void*)const_cast(bd->VulkanInitInfo.PipelineRenderingCreateInfo.pColorAttachmentFormats));
+#endif
+
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
- io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
+ io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
IM_DELETE(bd);
}
@@ -1140,9 +1281,7 @@ void ImGui_ImplVulkan_NewFrame()
{
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplVulkan_Init()?");
-
- if (!bd->FontDescriptorSet)
- ImGui_ImplVulkan_CreateFontsTexture();
+ IM_UNUSED(bd);
}
void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count)
@@ -1159,19 +1298,20 @@ void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count)
bd->VulkanInitInfo.MinImageCount = min_image_count;
}
-// Register a texture
+// Register a texture by creating a descriptor
// FIXME: This is experimental in the sense that we are unsure how to best design/tackle this problem, please post to https://github.com/ocornut/imgui/pull/914 if you have suggestions.
VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkSampler sampler, VkImageView image_view, VkImageLayout image_layout)
{
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
+ VkDescriptorPool pool = bd->DescriptorPool ? bd->DescriptorPool : v->DescriptorPool;
// Create Descriptor Set:
VkDescriptorSet descriptor_set;
{
VkDescriptorSetAllocateInfo alloc_info = {};
alloc_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
- alloc_info.descriptorPool = v->DescriptorPool;
+ alloc_info.descriptorPool = pool;
alloc_info.descriptorSetCount = 1;
alloc_info.pSetLayouts = &bd->DescriptorSetLayout;
VkResult err = vkAllocateDescriptorSets(v->Device, &alloc_info, &descriptor_set);
@@ -1199,7 +1339,8 @@ void ImGui_ImplVulkan_RemoveTexture(VkDescriptorSet descriptor_set)
{
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
- vkFreeDescriptorSets(v->Device, v->DescriptorPool, 1, &descriptor_set);
+ VkDescriptorPool pool = bd->DescriptorPool ? bd->DescriptorPool : v->DescriptorPool;
+ vkFreeDescriptorSets(v->Device, pool, 1, &descriptor_set);
}
void ImGui_ImplVulkan_DestroyFrameRenderBuffers(VkDevice device, ImGui_ImplVulkan_FrameRenderBuffers* buffers, const VkAllocationCallbacks* allocator)
@@ -1216,8 +1357,7 @@ void ImGui_ImplVulkan_DestroyWindowRenderBuffers(VkDevice device, ImGui_ImplVulk
{
for (uint32_t n = 0; n < buffers->Count; n++)
ImGui_ImplVulkan_DestroyFrameRenderBuffers(device, &buffers->FrameRenderBuffers[n], allocator);
- IM_FREE(buffers->FrameRenderBuffers);
- buffers->FrameRenderBuffers = nullptr;
+ buffers->FrameRenderBuffers.clear();
buffers->Index = 0;
buffers->Count = 0;
}
@@ -1306,6 +1446,49 @@ VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_d
return VK_PRESENT_MODE_FIFO_KHR; // Always available
}
+VkPhysicalDevice ImGui_ImplVulkanH_SelectPhysicalDevice(VkInstance instance)
+{
+ uint32_t gpu_count;
+ VkResult err = vkEnumeratePhysicalDevices(instance, &gpu_count, nullptr);
+ check_vk_result(err);
+ IM_ASSERT(gpu_count > 0);
+
+ ImVector gpus;
+ gpus.resize(gpu_count);
+ err = vkEnumeratePhysicalDevices(instance, &gpu_count, gpus.Data);
+ check_vk_result(err);
+
+ // If a number >1 of GPUs got reported, find discrete GPU if present, or use first one available. This covers
+ // most common cases (multi-gpu/integrated+dedicated graphics). Handling more complicated setups (multiple
+ // dedicated GPUs) is out of scope of this sample.
+ for (VkPhysicalDevice& device : gpus)
+ {
+ VkPhysicalDeviceProperties properties;
+ vkGetPhysicalDeviceProperties(device, &properties);
+ if (properties.deviceType == VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU)
+ return device;
+ }
+
+ // Use first GPU (Integrated) is a Discrete one is not available.
+ if (gpu_count > 0)
+ return gpus[0];
+ return VK_NULL_HANDLE;
+}
+
+
+uint32_t ImGui_ImplVulkanH_SelectQueueFamilyIndex(VkPhysicalDevice physical_device)
+{
+ uint32_t count;
+ vkGetPhysicalDeviceQueueFamilyProperties(physical_device, &count, nullptr);
+ ImVector queues_properties;
+ queues_properties.resize((int)count);
+ vkGetPhysicalDeviceQueueFamilyProperties(physical_device, &count, queues_properties.Data);
+ for (uint32_t i = 0; i < count; i++)
+ if (queues_properties[i].queueFlags & VK_QUEUE_GRAPHICS_BIT)
+ return i;
+ return (uint32_t)-1;
+}
+
void ImGui_ImplVulkanH_CreateWindowCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator)
{
IM_ASSERT(physical_device != VK_NULL_HANDLE && device != VK_NULL_HANDLE);
@@ -1383,10 +1566,8 @@ void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, V
ImGui_ImplVulkanH_DestroyFrame(device, &wd->Frames[i], allocator);
for (uint32_t i = 0; i < wd->SemaphoreCount; i++)
ImGui_ImplVulkanH_DestroyFrameSemaphores(device, &wd->FrameSemaphores[i], allocator);
- IM_FREE(wd->Frames);
- IM_FREE(wd->FrameSemaphores);
- wd->Frames = nullptr;
- wd->FrameSemaphores = nullptr;
+ wd->Frames.clear();
+ wd->FrameSemaphores.clear();
wd->ImageCount = 0;
if (wd->RenderPass)
vkDestroyRenderPass(device, wd->RenderPass, allocator);
@@ -1399,6 +1580,10 @@ void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, V
// Create Swapchain
{
+ VkSurfaceCapabilitiesKHR cap;
+ err = vkGetPhysicalDeviceSurfaceCapabilitiesKHR(physical_device, wd->Surface, &cap);
+ check_vk_result(err);
+
VkSwapchainCreateInfoKHR info = {};
info.sType = VK_STRUCTURE_TYPE_SWAPCHAIN_CREATE_INFO_KHR;
info.surface = wd->Surface;
@@ -1408,19 +1593,15 @@ void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, V
info.imageArrayLayers = 1;
info.imageUsage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT;
info.imageSharingMode = VK_SHARING_MODE_EXCLUSIVE; // Assume that graphics family == present family
- info.preTransform = VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR;
+ info.preTransform = (cap.supportedTransforms & VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR) ? VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR : cap.currentTransform;
info.compositeAlpha = VK_COMPOSITE_ALPHA_OPAQUE_BIT_KHR;
info.presentMode = wd->PresentMode;
info.clipped = VK_TRUE;
info.oldSwapchain = old_swapchain;
- VkSurfaceCapabilitiesKHR cap;
- err = vkGetPhysicalDeviceSurfaceCapabilitiesKHR(physical_device, wd->Surface, &cap);
- check_vk_result(err);
if (info.minImageCount < cap.minImageCount)
info.minImageCount = cap.minImageCount;
else if (cap.maxImageCount != 0 && info.minImageCount > cap.maxImageCount)
info.minImageCount = cap.maxImageCount;
-
if (cap.currentExtent.width == 0xffffffff)
{
info.imageExtent.width = wd->Width = w;
@@ -1441,12 +1622,11 @@ void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, V
err = vkGetSwapchainImagesKHR(device, wd->Swapchain, &wd->ImageCount, backbuffers);
check_vk_result(err);
- IM_ASSERT(wd->Frames == nullptr && wd->FrameSemaphores == nullptr);
wd->SemaphoreCount = wd->ImageCount + 1;
- wd->Frames = (ImGui_ImplVulkanH_Frame*)IM_ALLOC(sizeof(ImGui_ImplVulkanH_Frame) * wd->ImageCount);
- wd->FrameSemaphores = (ImGui_ImplVulkanH_FrameSemaphores*)IM_ALLOC(sizeof(ImGui_ImplVulkanH_FrameSemaphores) * wd->SemaphoreCount);
- memset(wd->Frames, 0, sizeof(wd->Frames[0]) * wd->ImageCount);
- memset(wd->FrameSemaphores, 0, sizeof(wd->FrameSemaphores[0]) * wd->SemaphoreCount);
+ wd->Frames.resize(wd->ImageCount);
+ wd->FrameSemaphores.resize(wd->SemaphoreCount);
+ memset(wd->Frames.Data, 0, wd->Frames.size_in_bytes());
+ memset(wd->FrameSemaphores.Data, 0, wd->FrameSemaphores.size_in_bytes());
for (uint32_t i = 0; i < wd->ImageCount; i++)
wd->Frames[i].Backbuffer = backbuffers[i];
}
@@ -1545,6 +1725,82 @@ void ImGui_ImplVulkanH_CreateOrResizeWindow(VkInstance instance, VkPhysicalDevic
(void)instance;
ImGui_ImplVulkanH_CreateWindowSwapChain(physical_device, device, wd, allocator, width, height, min_image_count);
ImGui_ImplVulkanH_CreateWindowCommandBuffers(physical_device, device, wd, queue_family, allocator);
+
+ // FIXME: to submit the command buffer, we need a queue. In the examples folder, the ImGui_ImplVulkanH_CreateOrResizeWindow function is called
+ // before the ImGui_ImplVulkan_Init function, so we don't have access to the queue yet. Here we have the queue_family that we can use to grab
+ // a queue from the device and submit the command buffer. It would be better to have access to the queue as suggested in the FIXME below.
+ VkCommandPool command_pool;
+ VkCommandPoolCreateInfo pool_info = {};
+ pool_info.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO;
+ pool_info.queueFamilyIndex = queue_family;
+ pool_info.flags = VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT;
+ VkResult err = vkCreateCommandPool(device, &pool_info, allocator, &command_pool);
+ check_vk_result(err);
+
+ VkFenceCreateInfo fence_info = {};
+ fence_info.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO;
+ VkFence fence;
+ err = vkCreateFence(device, &fence_info, allocator, &fence);
+ check_vk_result(err);
+
+ VkCommandBufferAllocateInfo alloc_info = {};
+ alloc_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
+ alloc_info.commandPool = command_pool;
+ alloc_info.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY;
+ alloc_info.commandBufferCount = 1;
+ VkCommandBuffer command_buffer;
+ err = vkAllocateCommandBuffers(device, &alloc_info, &command_buffer);
+ check_vk_result(err);
+
+ VkCommandBufferBeginInfo begin_info = {};
+ begin_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
+ begin_info.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
+ err = vkBeginCommandBuffer(command_buffer, &begin_info);
+ check_vk_result(err);
+
+ // Transition the images to the correct layout for rendering
+ for (uint32_t i = 0; i < wd->ImageCount; i++)
+ {
+ VkImageMemoryBarrier barrier = {};
+ barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
+ barrier.image = wd->Frames[i].Backbuffer;
+ barrier.oldLayout = VK_IMAGE_LAYOUT_UNDEFINED;
+ barrier.newLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
+ barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
+ barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
+ barrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
+ barrier.subresourceRange.levelCount = 1;
+ barrier.subresourceRange.layerCount = 1;
+ vkCmdPipelineBarrier(command_buffer, VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT, VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT, 0, 0, nullptr, 0, nullptr, 1, &barrier);
+ }
+
+ err = vkEndCommandBuffer(command_buffer);
+ check_vk_result(err);
+ VkSubmitInfo submit_info = {};
+ submit_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
+ submit_info.commandBufferCount = 1;
+ submit_info.pCommandBuffers = &command_buffer;
+
+ VkQueue queue;
+ vkGetDeviceQueue(device, queue_family, 0, &queue);
+ err = vkQueueSubmit(queue, 1, &submit_info, fence);
+ check_vk_result(err);
+ err = vkWaitForFences(device, 1, &fence, VK_TRUE, UINT64_MAX);
+ check_vk_result(err);
+ err = vkResetFences(device, 1, &fence);
+ check_vk_result(err);
+
+ err = vkResetCommandPool(device, command_pool, 0);
+ check_vk_result(err);
+
+ // Destroy command buffer and fence and command pool
+ vkFreeCommandBuffers(device, command_pool, 1, &command_buffer);
+ vkDestroyCommandPool(device, command_pool, allocator);
+ vkDestroyFence(device, fence, allocator);
+ command_pool = VK_NULL_HANDLE;
+ command_buffer = VK_NULL_HANDLE;
+ fence = VK_NULL_HANDLE;
+ queue = VK_NULL_HANDLE;
}
void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator)
@@ -1556,10 +1812,8 @@ void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui
ImGui_ImplVulkanH_DestroyFrame(device, &wd->Frames[i], allocator);
for (uint32_t i = 0; i < wd->SemaphoreCount; i++)
ImGui_ImplVulkanH_DestroyFrameSemaphores(device, &wd->FrameSemaphores[i], allocator);
- IM_FREE(wd->Frames);
- IM_FREE(wd->FrameSemaphores);
- wd->Frames = nullptr;
- wd->FrameSemaphores = nullptr;
+ wd->Frames.clear();
+ wd->FrameSemaphores.clear();
vkDestroyPipeline(device, wd->Pipeline, allocator);
vkDestroyRenderPass(device, wd->RenderPass, allocator);
vkDestroySwapchainKHR(device, wd->Swapchain, allocator);
diff --git a/backends/imgui_impl_vulkan.h b/backends/imgui_impl_vulkan.h
index ca5b4db64100..4baa9833501a 100644
--- a/backends/imgui_impl_vulkan.h
+++ b/backends/imgui_impl_vulkan.h
@@ -2,8 +2,9 @@
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
// Implemented features:
-// [!] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions.
-// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
+// [!] Renderer: User texture binding. Use 'VkDescriptorSet' as texture identifier. Call ImGui_ImplVulkan_AddTexture() to register one. Read the FAQ about ImTextureID/ImTextureRef + https://github.com/ocornut/imgui/pull/914 for discussions.
+// [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'.
// The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification.
@@ -61,28 +62,38 @@
#define IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
#endif
+// Backend uses a small number of descriptors per font atlas + as many as additional calls done to ImGui_ImplVulkan_AddTexture().
+#define IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE (8) // Minimum per atlas
+
// Initialization data, for ImGui_ImplVulkan_Init()
-// - VkDescriptorPool should be created with VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT,
-// and must contain a pool size large enough to hold an ImGui VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER descriptor.
-// - When using dynamic rendering, set UseDynamicRendering=true and fill PipelineRenderingCreateInfo structure.
// [Please zero-clear before use!]
+// - About descriptor pool:
+// - A VkDescriptorPool should be created with VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT,
+// and must contain a pool size large enough to hold a small number of VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER descriptors.
+// - As an convenience, by setting DescriptorPoolSize > 0 the backend will create one for you.
+// - About dynamic rendering:
+// - When using dynamic rendering, set UseDynamicRendering=true and fill PipelineRenderingCreateInfo structure.
struct ImGui_ImplVulkan_InitInfo
{
+ uint32_t ApiVersion; // Fill with API version of Instance, e.g. VK_API_VERSION_1_3 or your value of VkApplicationInfo::apiVersion. May be lower than header version (VK_HEADER_VERSION_COMPLETE)
VkInstance Instance;
VkPhysicalDevice PhysicalDevice;
VkDevice Device;
uint32_t QueueFamily;
VkQueue Queue;
- VkDescriptorPool DescriptorPool; // See requirements in note above
- VkRenderPass RenderPass; // Ignored if using dynamic rendering
- uint32_t MinImageCount; // >= 2
- uint32_t ImageCount; // >= MinImageCount
- VkSampleCountFlagBits MSAASamples; // 0 defaults to VK_SAMPLE_COUNT_1_BIT
+ VkDescriptorPool DescriptorPool; // See requirements in note above; ignored if using DescriptorPoolSize > 0
+ VkRenderPass RenderPass; // Ignored if using dynamic rendering
+ uint32_t MinImageCount; // >= 2
+ uint32_t ImageCount; // >= MinImageCount
+ VkSampleCountFlagBits MSAASamples; // 0 defaults to VK_SAMPLE_COUNT_1_BIT
// (Optional)
VkPipelineCache PipelineCache;
uint32_t Subpass;
+ // (Optional) Set to create internal descriptor pool instead of using DescriptorPool
+ uint32_t DescriptorPoolSize;
+
// (Optional) Dynamic Rendering
// Need to explicitly enable VK_KHR_dynamic_rendering extension to use this, even for Vulkan 1.3.
bool UseDynamicRendering;
@@ -93,7 +104,7 @@ struct ImGui_ImplVulkan_InitInfo
// (Optional) Allocation, Debugging
const VkAllocationCallbacks* Allocator;
void (*CheckVkResultFn)(VkResult err);
- VkDeviceSize MinAllocationSize; // Minimum allocation size. Set to 1024*1024 to satisfy zealous best practices validation layer and waste a little memory.
+ VkDeviceSize MinAllocationSize; // Minimum allocation size. Set to 1024*1024 to satisfy zealous best practices validation layer and waste a little memory.
};
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
@@ -101,10 +112,11 @@ IMGUI_IMPL_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo*
IMGUI_IMPL_API void ImGui_ImplVulkan_Shutdown();
IMGUI_IMPL_API void ImGui_ImplVulkan_NewFrame();
IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline pipeline = VK_NULL_HANDLE);
-IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateFontsTexture();
-IMGUI_IMPL_API void ImGui_ImplVulkan_DestroyFontsTexture();
IMGUI_IMPL_API void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count); // To override MinImageCount after initialization (e.g. if swap chain is recreated)
+// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
+IMGUI_IMPL_API void ImGui_ImplVulkan_UpdateTexture(ImTextureData* tex);
+
// Register a texture (VkDescriptorSet == ImTextureID)
// FIXME: This is experimental in the sense that we are unsure how to best design/tackle this problem
// Please post to https://github.com/ocornut/imgui/pull/914 if you have suggestions.
@@ -113,7 +125,7 @@ IMGUI_IMPL_API void ImGui_ImplVulkan_RemoveTexture(VkDescriptorSet d
// Optional: load Vulkan functions with a custom function loader
// This is only useful with IMGUI_IMPL_VULKAN_NO_PROTOTYPES / VK_NO_PROTOTYPES
-IMGUI_IMPL_API bool ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data = nullptr);
+IMGUI_IMPL_API bool ImGui_ImplVulkan_LoadFunctions(uint32_t api_version, PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data = nullptr);
// [BETA] Selected render state data shared with callbacks.
// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplVulkan_RenderDrawData() call.
@@ -127,18 +139,24 @@ struct ImGui_ImplVulkan_RenderState
//-------------------------------------------------------------------------
// Internal / Miscellaneous Vulkan Helpers
-// (Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own engine/app.)
//-------------------------------------------------------------------------
+// Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own engine/app.
+//
// You probably do NOT need to use or care about those functions.
// Those functions only exist because:
// 1) they facilitate the readability and maintenance of the multiple main.cpp examples files.
// 2) the multi-viewport / platform window implementation needs them internally.
-// Generally we avoid exposing any kind of superfluous high-level helpers in the bindings,
+// Generally we avoid exposing any kind of superfluous high-level helpers in the backends,
// but it is too much code to duplicate everywhere so we exceptionally expose them.
//
-// Your engine/app will likely _already_ have code to setup all that stuff (swap chain, render pass, frame buffers, etc.).
-// You may read this code to learn about Vulkan, but it is recommended you use you own custom tailored code to do equivalent work.
-// (The ImGui_ImplVulkanH_XXX functions do not interact with any of the state used by the regular ImGui_ImplVulkan_XXX functions)
+// Your engine/app will likely _already_ have code to setup all that stuff (swap chain,
+// render pass, frame buffers, etc.). You may read this code if you are curious, but
+// it is recommended you use you own custom tailored code to do equivalent work.
+//
+// We don't provide a strong guarantee that we won't change those functions API.
+//
+// The ImGui_ImplVulkanH_XXX functions should NOT interact with any of the state used
+// by the regular ImGui_ImplVulkan_XXX functions).
//-------------------------------------------------------------------------
struct ImGui_ImplVulkanH_Frame;
@@ -149,6 +167,8 @@ IMGUI_IMPL_API void ImGui_ImplVulkanH_CreateOrResizeWindow(VkIns
IMGUI_IMPL_API void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wnd, const VkAllocationCallbacks* allocator);
IMGUI_IMPL_API VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space);
IMGUI_IMPL_API VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count);
+IMGUI_IMPL_API VkPhysicalDevice ImGui_ImplVulkanH_SelectPhysicalDevice(VkInstance instance);
+IMGUI_IMPL_API uint32_t ImGui_ImplVulkanH_SelectQueueFamilyIndex(VkPhysicalDevice physical_device);
IMGUI_IMPL_API int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_mode);
// Helper structure to hold the data needed by one rendering frame
@@ -189,8 +209,8 @@ struct ImGui_ImplVulkanH_Window
uint32_t ImageCount; // Number of simultaneous in-flight frames (returned by vkGetSwapchainImagesKHR, usually derived from min_image_count)
uint32_t SemaphoreCount; // Number of simultaneous in-flight frames + 1, to be able to use it in vkAcquireNextImageKHR
uint32_t SemaphoreIndex; // Current set of swapchain wait semaphores we're using (needs to be distinct from per frame data)
- ImGui_ImplVulkanH_Frame* Frames;
- ImGui_ImplVulkanH_FrameSemaphores* FrameSemaphores;
+ ImVector Frames;
+ ImVector FrameSemaphores;
ImGui_ImplVulkanH_Window()
{
diff --git a/backends/imgui_impl_wgpu.cpp b/backends/imgui_impl_wgpu.cpp
index 075f74734a1f..d20028d55e26 100644
--- a/backends/imgui_impl_wgpu.cpp
+++ b/backends/imgui_impl_wgpu.cpp
@@ -3,9 +3,10 @@
// (Please note that WebGPU is currently experimental, will not run on non-beta browsers, and may break.)
// Implemented features:
-// [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID!
-// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
+// [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID/ImTextureRef!
+// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: 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).
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@@ -17,6 +18,8 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
+// 2025-06-12: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. (#8465)
+// 2025-02-26: Recreate image bind groups during render. (#8426, #8046, #7765, #8027) + Update for latest webgpu-native changes.
// 2024-10-14: Update Dawn support for change of string usages. (#8082, #8083)
// 2024-10-07: Expose selected render state in ImGui_ImplWGPU_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
// 2024-10-07: Changed default texture sampler to Clamp instead of Repeat/Wrap.
@@ -40,6 +43,8 @@
// 2021-02-18: Change blending equation to preserve alpha in output buffer.
// 2021-01-28: Initial version.
+#include "imgui.h"
+
// When targeting native platforms (i.e. NOT emscripten), one of IMGUI_IMPL_WEBGPU_BACKEND_DAWN
// or IMGUI_IMPL_WEBGPU_BACKEND_WGPU must be provided. See imgui_impl_wgpu.h for more details.
#ifndef __EMSCRIPTEN__
@@ -52,26 +57,34 @@
#endif
#endif
-#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_wgpu.h"
#include
#include
+#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
+// Dawn renamed WGPUProgrammableStageDescriptor to WGPUComputeState (see: https://github.com/webgpu-native/webgpu-headers/pull/413)
+// Using type alias until WGPU adopts the same naming convention (#8369)
+using WGPUProgrammableStageDescriptor = WGPUComputeState;
+#endif
+
// Dear ImGui prototypes from imgui_internal.h
-extern ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed = 0);
+extern ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed);
#define MEMALIGN(_SIZE,_ALIGN) (((_SIZE) + ((_ALIGN) - 1)) & ~((_ALIGN) - 1)) // Memory align (copied from IM_ALIGN() macro).
// WebGPU data
+struct ImGui_ImplWGPU_Texture
+{
+ WGPUTexture Texture = nullptr;
+ WGPUTextureView TextureView = nullptr;
+};
+
struct RenderResources
{
- WGPUTexture FontTexture = nullptr; // Font texture
- WGPUTextureView FontTextureView = nullptr; // Texture view for font texture
- WGPUSampler Sampler = nullptr; // Sampler for the font texture
+ WGPUSampler Sampler = nullptr; // Sampler for textures
WGPUBuffer Uniforms = nullptr; // Shader uniforms
WGPUBindGroup CommonBindGroup = nullptr; // Resources bind-group to bind the common resources to pipeline
ImGuiStorage ImageBindGroups; // Resources bind-group to bind the font/image resources to pipeline (this is a key->value map)
- WGPUBindGroup ImageBindGroup = nullptr; // Default font-resource of Dear ImGui
WGPUBindGroupLayout ImageBindGroupLayout = nullptr; // Cache layout used for the image bind group. Avoids allocating unnecessary JS objects when working with WebASM
};
@@ -225,27 +238,11 @@ static void SafeRelease(WGPUShaderModule& res)
wgpuShaderModuleRelease(res);
res = nullptr;
}
-static void SafeRelease(WGPUTextureView& res)
-{
- if (res)
- wgpuTextureViewRelease(res);
- res = nullptr;
-}
-static void SafeRelease(WGPUTexture& res)
-{
- if (res)
- wgpuTextureRelease(res);
- res = nullptr;
-}
-
static void SafeRelease(RenderResources& res)
{
- SafeRelease(res.FontTexture);
- SafeRelease(res.FontTextureView);
SafeRelease(res.Sampler);
SafeRelease(res.Uniforms);
SafeRelease(res.CommonBindGroup);
- SafeRelease(res.ImageBindGroup);
SafeRelease(res.ImageBindGroupLayout);
};
@@ -261,14 +258,14 @@ static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModule(const c
{
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
-#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
- WGPUShaderSourceWGSL wgsl_desc = {};
+#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
+ WGPUShaderSourceWGSL wgsl_desc = {};
wgsl_desc.chain.sType = WGPUSType_ShaderSourceWGSL;
- wgsl_desc.code = { wgsl_source, WGPU_STRLEN };
+ wgsl_desc.code = { wgsl_source, WGPU_STRLEN };
#else
- WGPUShaderModuleWGSLDescriptor wgsl_desc = {};
+ WGPUShaderModuleWGSLDescriptor wgsl_desc = {};
wgsl_desc.chain.sType = WGPUSType_ShaderModuleWGSLDescriptor;
- wgsl_desc.code = wgsl_source;
+ wgsl_desc.code = wgsl_source;
#endif
WGPUShaderModuleDescriptor desc = {};
@@ -276,7 +273,8 @@ static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModule(const c
WGPUProgrammableStageDescriptor stage_desc = {};
stage_desc.module = wgpuDeviceCreateShaderModule(bd->wgpuDevice, &desc);
-#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
+
+#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
stage_desc.entryPoint = { "main", WGPU_STRLEN };
#else
stage_desc.entryPoint = "main";
@@ -369,9 +367,16 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
// Avoid rendering when minimized
int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
- if (fb_width <= 0 || fb_height <= 0 || draw_data->CmdListsCount == 0)
+ if (fb_width <= 0 || fb_height <= 0 || draw_data->CmdLists.Size == 0)
return;
+ // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do.
+ // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates).
+ if (draw_data->Textures != nullptr)
+ for (ImTextureData* tex : *draw_data->Textures)
+ if (tex->Status != ImTextureStatus_OK)
+ ImGui_ImplWGPU_UpdateTexture(tex);
+
// FIXME: Assuming that this only gets called once per frame!
// If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator.
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
@@ -393,7 +398,7 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
{
nullptr,
"Dear ImGui Vertex buffer",
-#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
+#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
WGPU_STRLEN,
#endif
WGPUBufferUsage_CopyDst | WGPUBufferUsage_Vertex,
@@ -420,7 +425,7 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
{
nullptr,
"Dear ImGui Index buffer",
-#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
+#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
WGPU_STRLEN,
#endif
WGPUBufferUsage_CopyDst | WGPUBufferUsage_Index,
@@ -437,9 +442,8 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
// Upload vertex/index data into a single contiguous GPU buffer
ImDrawVert* vtx_dst = (ImDrawVert*)fr->VertexBufferHost;
ImDrawIdx* idx_dst = (ImDrawIdx*)fr->IndexBufferHost;
- for (int n = 0; n < draw_data->CmdListsCount; n++)
+ for (const ImDrawList* draw_list : draw_data->CmdLists)
{
- const ImDrawList* draw_list = draw_data->CmdLists[n];
memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert));
memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
vtx_dst += draw_list->VtxBuffer.Size;
@@ -466,9 +470,8 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
int global_idx_offset = 0;
ImVec2 clip_scale = draw_data->FramebufferScale;
ImVec2 clip_off = draw_data->DisplayPos;
- for (int n = 0; n < draw_data->CmdListsCount; n++)
+ for (const ImDrawList* draw_list : draw_data->CmdLists)
{
- const ImDrawList* draw_list = draw_data->CmdLists[n];
for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
@@ -485,18 +488,14 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
{
// Bind custom texture
ImTextureID tex_id = pcmd->GetTexID();
- ImGuiID tex_id_hash = ImHashData(&tex_id, sizeof(tex_id));
- auto bind_group = bd->renderResources.ImageBindGroups.GetVoidPtr(tex_id_hash);
- if (bind_group)
+ ImGuiID tex_id_hash = ImHashData(&tex_id, sizeof(tex_id), 0);
+ WGPUBindGroup bind_group = (WGPUBindGroup)bd->renderResources.ImageBindGroups.GetVoidPtr(tex_id_hash);
+ if (!bind_group)
{
- wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, (WGPUBindGroup)bind_group, 0, nullptr);
- }
- else
- {
- WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bd->renderResources.ImageBindGroupLayout, (WGPUTextureView)tex_id);
- bd->renderResources.ImageBindGroups.SetVoidPtr(tex_id_hash, image_bind_group);
- wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, image_bind_group, 0, nullptr);
+ bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bd->renderResources.ImageBindGroupLayout, (WGPUTextureView)tex_id);
+ bd->renderResources.ImageBindGroups.SetVoidPtr(tex_id_hash, bind_group);
}
+ wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, (WGPUBindGroup)bind_group, 0, nullptr);
// Project scissor/clipping rectangles into framebuffer space
ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
@@ -518,36 +517,65 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
global_idx_offset += draw_list->IdxBuffer.Size;
global_vtx_offset += draw_list->VtxBuffer.Size;
}
- platform_io.Renderer_RenderState = NULL;
+
+ // Remove all ImageBindGroups
+ ImGuiStorage& image_bind_groups = bd->renderResources.ImageBindGroups;
+ for (int i = 0; i < image_bind_groups.Data.Size; i++)
+ {
+ WGPUBindGroup bind_group = (WGPUBindGroup)image_bind_groups.Data[i].val_p;
+ SafeRelease(bind_group);
+ }
+ image_bind_groups.Data.resize(0);
+
+ platform_io.Renderer_RenderState = nullptr;
}
-static void ImGui_ImplWGPU_CreateFontsTexture()
+static void ImGui_ImplWGPU_DestroyTexture(ImTextureData* tex)
{
- // Build texture atlas
- ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
- ImGuiIO& io = ImGui::GetIO();
- unsigned char* pixels;
- int width, height, size_pp;
- io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &size_pp);
+ ImGui_ImplWGPU_Texture* backend_tex = (ImGui_ImplWGPU_Texture*)tex->BackendUserData;
+ if (backend_tex == nullptr)
+ return;
+
+ IM_ASSERT(backend_tex->TextureView == (WGPUTextureView)(intptr_t)tex->TexID);
+ wgpuTextureViewRelease(backend_tex->TextureView);
+ wgpuTextureRelease(backend_tex->Texture);
+ IM_DELETE(backend_tex);
- // Upload texture to graphics system
+ // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
+ tex->SetTexID(ImTextureID_Invalid);
+ tex->SetStatus(ImTextureStatus_Destroyed);
+ tex->BackendUserData = nullptr;
+}
+
+void ImGui_ImplWGPU_UpdateTexture(ImTextureData* tex)
+{
+ ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
+ if (tex->Status == ImTextureStatus_WantCreate)
{
+ // Create and upload new texture to graphics system
+ //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
+ IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);
+ IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
+ ImGui_ImplWGPU_Texture* backend_tex = IM_NEW(ImGui_ImplWGPU_Texture)();
+
+ // Create texture
WGPUTextureDescriptor tex_desc = {};
-#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
- tex_desc.label = { "Dear ImGui Font Texture", WGPU_STRLEN };
+#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
+ tex_desc.label = { "Dear ImGui Texture", WGPU_STRLEN };
#else
- tex_desc.label = "Dear ImGui Font Texture";
+ tex_desc.label = "Dear ImGui Texture";
#endif
tex_desc.dimension = WGPUTextureDimension_2D;
- tex_desc.size.width = width;
- tex_desc.size.height = height;
+ tex_desc.size.width = tex->Width;
+ tex_desc.size.height = tex->Height;
tex_desc.size.depthOrArrayLayers = 1;
tex_desc.sampleCount = 1;
tex_desc.format = WGPUTextureFormat_RGBA8Unorm;
tex_desc.mipLevelCount = 1;
tex_desc.usage = WGPUTextureUsage_CopyDst | WGPUTextureUsage_TextureBinding;
- bd->renderResources.FontTexture = wgpuDeviceCreateTexture(bd->wgpuDevice, &tex_desc);
+ backend_tex->Texture = wgpuDeviceCreateTexture(bd->wgpuDevice, &tex_desc);
+ // Create texture view
WGPUTextureViewDescriptor tex_view_desc = {};
tex_view_desc.format = WGPUTextureFormat_RGBA8Unorm;
tex_view_desc.dimension = WGPUTextureViewDimension_2D;
@@ -556,41 +584,50 @@ static void ImGui_ImplWGPU_CreateFontsTexture()
tex_view_desc.baseArrayLayer = 0;
tex_view_desc.arrayLayerCount = 1;
tex_view_desc.aspect = WGPUTextureAspect_All;
- bd->renderResources.FontTextureView = wgpuTextureCreateView(bd->renderResources.FontTexture, &tex_view_desc);
+ backend_tex->TextureView = wgpuTextureCreateView(backend_tex->Texture, &tex_view_desc);
+
+ // Store identifiers
+ tex->SetTexID((ImTextureID)(intptr_t)backend_tex->TextureView);
+ tex->BackendUserData = backend_tex;
+ // We don't set tex->Status to ImTextureStatus_OK to let the code fallthrough below.
}
- // Upload texture data
+ if (tex->Status == ImTextureStatus_WantCreate || tex->Status == ImTextureStatus_WantUpdates)
{
+ ImGui_ImplWGPU_Texture* backend_tex = (ImGui_ImplWGPU_Texture*)tex->BackendUserData;
+ IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
+
+ // We could use the smaller rect on _WantCreate but using the full rect allows us to clear the texture.
+ const int upload_x = (tex->Status == ImTextureStatus_WantCreate) ? 0 : tex->UpdateRect.x;
+ const int upload_y = (tex->Status == ImTextureStatus_WantCreate) ? 0 : tex->UpdateRect.y;
+ const int upload_w = (tex->Status == ImTextureStatus_WantCreate) ? tex->Width : tex->UpdateRect.w;
+ const int upload_h = (tex->Status == ImTextureStatus_WantCreate) ? tex->Height : tex->UpdateRect.h;
+
+ // Update full texture or selected blocks. We only ever write to textures regions which have never been used before!
+ // This backend choose to use tex->UpdateRect but you can use tex->Updates[] to upload individual regions.
+#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
+ WGPUTexelCopyTextureInfo dst_view = {};
+#else
WGPUImageCopyTexture dst_view = {};
- dst_view.texture = bd->renderResources.FontTexture;
+#endif
+ dst_view.texture = backend_tex->Texture;
dst_view.mipLevel = 0;
- dst_view.origin = { 0, 0, 0 };
+ dst_view.origin = { (uint32_t)upload_x, (uint32_t)upload_y, 0 };
dst_view.aspect = WGPUTextureAspect_All;
+#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
+ WGPUTexelCopyBufferLayout layout = {};
+#else
WGPUTextureDataLayout layout = {};
+#endif
layout.offset = 0;
- layout.bytesPerRow = width * size_pp;
- layout.rowsPerImage = height;
- WGPUExtent3D size = { (uint32_t)width, (uint32_t)height, 1 };
- wgpuQueueWriteTexture(bd->defaultQueue, &dst_view, pixels, (uint32_t)(width * size_pp * height), &layout, &size);
+ layout.bytesPerRow = tex->Width * tex->BytesPerPixel;
+ layout.rowsPerImage = upload_h;
+ WGPUExtent3D write_size = { (uint32_t)upload_w, (uint32_t)upload_h, 1 };
+ wgpuQueueWriteTexture(bd->defaultQueue, &dst_view, tex->GetPixelsAt(upload_x, upload_y), (uint32_t)(tex->Width * upload_h * tex->BytesPerPixel), &layout, &write_size);
+ tex->SetStatus(ImTextureStatus_OK);
}
-
- // Create the associated sampler
- // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
- {
- WGPUSamplerDescriptor sampler_desc = {};
- sampler_desc.minFilter = WGPUFilterMode_Linear;
- sampler_desc.magFilter = WGPUFilterMode_Linear;
- sampler_desc.mipmapFilter = WGPUMipmapFilterMode_Linear;
- sampler_desc.addressModeU = WGPUAddressMode_ClampToEdge;
- sampler_desc.addressModeV = WGPUAddressMode_ClampToEdge;
- sampler_desc.addressModeW = WGPUAddressMode_ClampToEdge;
- sampler_desc.maxAnisotropy = 1;
- bd->renderResources.Sampler = wgpuDeviceCreateSampler(bd->wgpuDevice, &sampler_desc);
- }
-
- // Store our identifier
- static_assert(sizeof(ImTextureID) >= sizeof(bd->renderResources.FontTexture), "Can't pack descriptor handle into TexID, 32-bit not supported yet.");
- io.Fonts->SetTexID((ImTextureID)bd->renderResources.FontTextureView);
+ if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames > 0)
+ ImGui_ImplWGPU_DestroyTexture(tex);
}
static void ImGui_ImplWGPU_CreateUniformBuffer()
@@ -600,7 +637,7 @@ static void ImGui_ImplWGPU_CreateUniformBuffer()
{
nullptr,
"Dear ImGui Uniform buffer",
-#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
+#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
WGPU_STRLEN,
#endif
WGPUBufferUsage_CopyDst | WGPUBufferUsage_Uniform,
@@ -666,9 +703,15 @@ bool ImGui_ImplWGPU_CreateDeviceObjects()
// Vertex input configuration
WGPUVertexAttribute attribute_desc[] =
{
+#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
+ { nullptr, WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, pos), 0 },
+ { nullptr, WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, uv), 1 },
+ { nullptr, WGPUVertexFormat_Unorm8x4, (uint64_t)offsetof(ImDrawVert, col), 2 },
+#else
{ WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, pos), 0 },
{ WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, uv), 1 },
{ WGPUVertexFormat_Unorm8x4, (uint64_t)offsetof(ImDrawVert, col), 2 },
+#endif
};
WGPUVertexBufferLayout buffer_layouts[1];
@@ -708,7 +751,7 @@ bool ImGui_ImplWGPU_CreateDeviceObjects()
// Create depth-stencil State
WGPUDepthStencilState depth_stencil_state = {};
depth_stencil_state.format = bd->depthStencilFormat;
-#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
+#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
depth_stencil_state.depthWriteEnabled = WGPUOptionalBool_False;
#else
depth_stencil_state.depthWriteEnabled = false;
@@ -728,26 +771,32 @@ bool ImGui_ImplWGPU_CreateDeviceObjects()
bd->pipelineState = wgpuDeviceCreateRenderPipeline(bd->wgpuDevice, &graphics_pipeline_desc);
- ImGui_ImplWGPU_CreateFontsTexture();
ImGui_ImplWGPU_CreateUniformBuffer();
+ // Create sampler
+ // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
+ WGPUSamplerDescriptor sampler_desc = {};
+ sampler_desc.minFilter = WGPUFilterMode_Linear;
+ sampler_desc.magFilter = WGPUFilterMode_Linear;
+ sampler_desc.mipmapFilter = WGPUMipmapFilterMode_Linear;
+ sampler_desc.addressModeU = WGPUAddressMode_ClampToEdge;
+ sampler_desc.addressModeV = WGPUAddressMode_ClampToEdge;
+ sampler_desc.addressModeW = WGPUAddressMode_ClampToEdge;
+ sampler_desc.maxAnisotropy = 1;
+ bd->renderResources.Sampler = wgpuDeviceCreateSampler(bd->wgpuDevice, &sampler_desc);
+
// Create resource bind group
WGPUBindGroupEntry common_bg_entries[] =
{
{ nullptr, 0, bd->renderResources.Uniforms, 0, MEMALIGN(sizeof(Uniforms), 16), 0, 0 },
{ nullptr, 1, 0, 0, 0, bd->renderResources.Sampler, 0 },
};
-
WGPUBindGroupDescriptor common_bg_descriptor = {};
common_bg_descriptor.layout = bg_layouts[0];
common_bg_descriptor.entryCount = sizeof(common_bg_entries) / sizeof(WGPUBindGroupEntry);
common_bg_descriptor.entries = common_bg_entries;
bd->renderResources.CommonBindGroup = wgpuDeviceCreateBindGroup(bd->wgpuDevice, &common_bg_descriptor);
-
- WGPUBindGroup image_bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bg_layouts[1], bd->renderResources.FontTextureView);
- bd->renderResources.ImageBindGroup = image_bind_group;
bd->renderResources.ImageBindGroupLayout = bg_layouts[1];
- bd->renderResources.ImageBindGroups.SetVoidPtr(ImHashData(&bd->renderResources.FontTextureView, sizeof(ImTextureID)), image_bind_group);
SafeRelease(vertex_shader_desc.module);
SafeRelease(pixel_shader_desc.module);
@@ -766,8 +815,10 @@ void ImGui_ImplWGPU_InvalidateDeviceObjects()
SafeRelease(bd->pipelineState);
SafeRelease(bd->renderResources);
- ImGuiIO& io = ImGui::GetIO();
- io.Fonts->SetTexID(0); // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
+ // Destroy all textures
+ for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
+ if (tex->RefCount == 1)
+ ImGui_ImplWGPU_DestroyTexture(tex);
for (unsigned int i = 0; i < bd->numFramesInFlight; i++)
SafeRelease(bd->pFrameResources[i]);
@@ -792,6 +843,7 @@ bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info)
io.BackendRendererName = "imgui_impl_webgpu";
#endif
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
+ io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
bd->initInfo = *init_info;
bd->wgpuDevice = init_info->Device;
@@ -801,13 +853,10 @@ bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info)
bd->numFramesInFlight = init_info->NumFramesInFlight;
bd->frameIndex = UINT_MAX;
- bd->renderResources.FontTexture = nullptr;
- bd->renderResources.FontTextureView = nullptr;
bd->renderResources.Sampler = nullptr;
bd->renderResources.Uniforms = nullptr;
bd->renderResources.CommonBindGroup = nullptr;
bd->renderResources.ImageBindGroups.Data.reserve(100);
- bd->renderResources.ImageBindGroup = nullptr;
bd->renderResources.ImageBindGroupLayout = nullptr;
// Create buffers with a default size (they will later be grown as needed)
@@ -842,7 +891,7 @@ void ImGui_ImplWGPU_Shutdown()
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
- io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
+ io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
IM_DELETE(bd);
}
@@ -850,7 +899,8 @@ void ImGui_ImplWGPU_NewFrame()
{
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
if (!bd->pipelineState)
- ImGui_ImplWGPU_CreateDeviceObjects();
+ if (!ImGui_ImplWGPU_CreateDeviceObjects())
+ IM_ASSERT(0 && "ImGui_ImplWGPU_CreateDeviceObjects() failed!");
}
//-----------------------------------------------------------------------------
diff --git a/backends/imgui_impl_wgpu.h b/backends/imgui_impl_wgpu.h
index e4398575c11d..61d2d23c0157 100644
--- a/backends/imgui_impl_wgpu.h
+++ b/backends/imgui_impl_wgpu.h
@@ -10,9 +10,10 @@
//#define IMGUI_IMPL_WEBGPU_BACKEND_WGPU
// Implemented features:
-// [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID!
-// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
+// [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID/ImTextureRef!
+// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: 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).
// 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.
@@ -52,8 +53,11 @@ IMGUI_IMPL_API void ImGui_ImplWGPU_NewFrame();
IMGUI_IMPL_API void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder);
// Use if you want to reset your rendering device without losing Dear ImGui state.
-IMGUI_IMPL_API void ImGui_ImplWGPU_InvalidateDeviceObjects();
IMGUI_IMPL_API bool ImGui_ImplWGPU_CreateDeviceObjects();
+IMGUI_IMPL_API void ImGui_ImplWGPU_InvalidateDeviceObjects();
+
+// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
+IMGUI_IMPL_API void ImGui_ImplWGPU_UpdateTexture(ImTextureData* tex);
// [BETA] Selected render state data shared with callbacks.
// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplWGPU_RenderDrawData() call.
diff --git a/backends/imgui_impl_win32.cpp b/backends/imgui_impl_win32.cpp
index 477d54abe97e..d7206b97051d 100644
--- a/backends/imgui_impl_win32.cpp
+++ b/backends/imgui_impl_win32.cpp
@@ -4,9 +4,9 @@
// Implemented features:
// [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui)
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen.
-// [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 will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
-// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
-// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
+// [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'.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@@ -21,6 +21,9 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
+// 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)
+// 2025-03-10: When dealing with OEM keys, use scancodes instead of translated keycodes to choose ImGuiKey values. (#7136, #7201, #7206, #7306, #7670, #7672, #8468)
+// 2025-02-18: Added ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress mouse cursor support.
// 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).
@@ -133,12 +136,16 @@ static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData()
{
return ImGui::GetCurrentContext() ? (ImGui_ImplWin32_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
}
+static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData(ImGuiIO& io)
+{
+ return (ImGui_ImplWin32_Data*)io.BackendPlatformUserData;
+}
// Functions
-static void ImGui_ImplWin32_UpdateKeyboardCodePage()
+static void ImGui_ImplWin32_UpdateKeyboardCodePage(ImGuiIO& io)
{
// Retrieve keyboard code page, required for handling of non-Unicode Windows.
- ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
+ ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io);
HKL keyboard_layout = ::GetKeyboardLayout(0);
LCID keyboard_lcid = MAKELCID(HIWORD(keyboard_layout), SORT_DEFAULT);
if (::GetLocaleInfoA(keyboard_lcid, (LOCALE_RETURN_NUMBER | LOCALE_IDEFAULTANSICODEPAGE), (LPSTR)&bd->KeyboardCodePage, sizeof(bd->KeyboardCodePage)) == 0)
@@ -168,7 +175,7 @@ static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc)
bd->TicksPerSecond = perf_frequency;
bd->Time = perf_counter;
bd->LastMouseCursor = ImGuiMouseCursor_COUNT;
- ImGui_ImplWin32_UpdateKeyboardCodePage();
+ ImGui_ImplWin32_UpdateKeyboardCodePage(io);
// Set platform dependent data in viewport
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
@@ -228,13 +235,11 @@ void ImGui_ImplWin32_Shutdown()
IM_DELETE(bd);
}
-static bool ImGui_ImplWin32_UpdateMouseCursor()
+static bool ImGui_ImplWin32_UpdateMouseCursor(ImGuiIO& io, ImGuiMouseCursor imgui_cursor)
{
- ImGuiIO& io = ImGui::GetIO();
if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
return false;
- ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
{
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
@@ -254,6 +259,8 @@ static bool ImGui_ImplWin32_UpdateMouseCursor()
case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break;
case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break;
case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break;
+ case ImGuiMouseCursor_Wait: win32_cursor = IDC_WAIT; break;
+ case ImGuiMouseCursor_Progress: win32_cursor = IDC_APPSTARTING; break;
case ImGuiMouseCursor_NotAllowed: win32_cursor = IDC_NO; break;
}
::SetCursor(::LoadCursor(nullptr, win32_cursor));
@@ -266,42 +273,39 @@ static bool IsVkDown(int vk)
return (::GetKeyState(vk) & 0x8000) != 0;
}
-static void ImGui_ImplWin32_AddKeyEvent(ImGuiKey key, bool down, int native_keycode, int native_scancode = -1)
+static void ImGui_ImplWin32_AddKeyEvent(ImGuiIO& io, ImGuiKey key, bool down, int native_keycode, int native_scancode = -1)
{
- ImGuiIO& io = ImGui::GetIO();
io.AddKeyEvent(key, down);
io.SetKeyEventNativeData(key, native_keycode, native_scancode); // To support legacy indexing (<1.87 user code)
IM_UNUSED(native_scancode);
}
-static void ImGui_ImplWin32_ProcessKeyEventsWorkarounds()
+static void ImGui_ImplWin32_ProcessKeyEventsWorkarounds(ImGuiIO& io)
{
// Left & right Shift keys: when both are pressed together, Windows tend to not generate the WM_KEYUP event for the first released one.
if (ImGui::IsKeyDown(ImGuiKey_LeftShift) && !IsVkDown(VK_LSHIFT))
- ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftShift, false, VK_LSHIFT);
+ ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftShift, false, VK_LSHIFT);
if (ImGui::IsKeyDown(ImGuiKey_RightShift) && !IsVkDown(VK_RSHIFT))
- ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightShift, false, VK_RSHIFT);
+ ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightShift, false, VK_RSHIFT);
// Sometimes WM_KEYUP for Win key is not passed down to the app (e.g. for Win+V on some setups, according to GLFW).
if (ImGui::IsKeyDown(ImGuiKey_LeftSuper) && !IsVkDown(VK_LWIN))
- ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftSuper, false, VK_LWIN);
+ ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftSuper, false, VK_LWIN);
if (ImGui::IsKeyDown(ImGuiKey_RightSuper) && !IsVkDown(VK_RWIN))
- ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightSuper, false, VK_RWIN);
+ ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightSuper, false, VK_RWIN);
}
-static void ImGui_ImplWin32_UpdateKeyModifiers()
+static void ImGui_ImplWin32_UpdateKeyModifiers(ImGuiIO& io)
{
- ImGuiIO& io = ImGui::GetIO();
io.AddKeyEvent(ImGuiMod_Ctrl, IsVkDown(VK_CONTROL));
io.AddKeyEvent(ImGuiMod_Shift, IsVkDown(VK_SHIFT));
io.AddKeyEvent(ImGuiMod_Alt, IsVkDown(VK_MENU));
io.AddKeyEvent(ImGuiMod_Super, IsVkDown(VK_LWIN) || IsVkDown(VK_RWIN));
}
-static void ImGui_ImplWin32_UpdateMouseData()
+static void ImGui_ImplWin32_UpdateMouseData(ImGuiIO& io)
{
- ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
- ImGuiIO& io = ImGui::GetIO();
+ ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io);
IM_ASSERT(bd->hWnd != 0);
HWND focused_window = ::GetForegroundWindow();
@@ -328,13 +332,10 @@ static void ImGui_ImplWin32_UpdateMouseData()
}
// Gamepad navigation mapping
-static void ImGui_ImplWin32_UpdateGamepads()
+static void ImGui_ImplWin32_UpdateGamepads(ImGuiIO& io)
{
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
- ImGuiIO& io = ImGui::GetIO();
- ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
- //if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
- // return;
+ ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io);
// Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow.
// Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE.
@@ -381,7 +382,9 @@ static void ImGui_ImplWin32_UpdateGamepads()
MAP_ANALOG(ImGuiKey_GamepadRStickDown, gamepad.sThumbRY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
#undef MAP_BUTTON
#undef MAP_ANALOG
-#endif // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
+#else // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
+ IM_UNUSED(io);
+#endif
}
void ImGui_ImplWin32_NewFrame()
@@ -402,21 +405,21 @@ void ImGui_ImplWin32_NewFrame()
bd->Time = current_time;
// Update OS mouse position
- ImGui_ImplWin32_UpdateMouseData();
+ ImGui_ImplWin32_UpdateMouseData(io);
// Process workarounds for known Windows key handling issues
- ImGui_ImplWin32_ProcessKeyEventsWorkarounds();
+ ImGui_ImplWin32_ProcessKeyEventsWorkarounds(io);
// Update OS mouse cursor with the cursor requested by imgui
ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
if (bd->LastMouseCursor != mouse_cursor)
{
bd->LastMouseCursor = mouse_cursor;
- ImGui_ImplWin32_UpdateMouseCursor();
+ ImGui_ImplWin32_UpdateMouseCursor(io, mouse_cursor);
}
// Update game controllers (if enabled and available)
- ImGui_ImplWin32_UpdateGamepads();
+ ImGui_ImplWin32_UpdateGamepads(io);
}
// Map VK_xxx to ImGuiKey_xxx.
@@ -428,6 +431,8 @@ ImGuiKey ImGui_ImplWin32_KeyEventToImGuiKey(WPARAM wParam, LPARAM lParam)
if ((wParam == VK_RETURN) && (HIWORD(lParam) & KF_EXTENDED))
return ImGuiKey_KeypadEnter;
+ const int scancode = (int)LOBYTE(HIWORD(lParam));
+ //IMGUI_DEBUG_LOG("scancode %3d, keycode = 0x%02X\n", scancode, wParam);
switch (wParam)
{
case VK_TAB: return ImGuiKey_Tab;
@@ -445,17 +450,17 @@ ImGuiKey ImGui_ImplWin32_KeyEventToImGuiKey(WPARAM wParam, LPARAM lParam)
case VK_SPACE: return ImGuiKey_Space;
case VK_RETURN: return ImGuiKey_Enter;
case VK_ESCAPE: return ImGuiKey_Escape;
- case VK_OEM_7: return ImGuiKey_Apostrophe;
+ //case VK_OEM_7: return ImGuiKey_Apostrophe;
case VK_OEM_COMMA: return ImGuiKey_Comma;
- case VK_OEM_MINUS: return ImGuiKey_Minus;
+ //case VK_OEM_MINUS: return ImGuiKey_Minus;
case VK_OEM_PERIOD: return ImGuiKey_Period;
- case VK_OEM_2: return ImGuiKey_Slash;
- case VK_OEM_1: return ImGuiKey_Semicolon;
- case VK_OEM_PLUS: return ImGuiKey_Equal;
- case VK_OEM_4: return ImGuiKey_LeftBracket;
- case VK_OEM_5: return ImGuiKey_Backslash;
- case VK_OEM_6: return ImGuiKey_RightBracket;
- case VK_OEM_3: return ImGuiKey_GraveAccent;
+ //case VK_OEM_2: return ImGuiKey_Slash;
+ //case VK_OEM_1: return ImGuiKey_Semicolon;
+ //case VK_OEM_PLUS: return ImGuiKey_Equal;
+ //case VK_OEM_4: return ImGuiKey_LeftBracket;
+ //case VK_OEM_5: return ImGuiKey_Backslash;
+ //case VK_OEM_6: return ImGuiKey_RightBracket;
+ //case VK_OEM_3: return ImGuiKey_GraveAccent;
case VK_CAPITAL: return ImGuiKey_CapsLock;
case VK_SCROLL: return ImGuiKey_ScrollLock;
case VK_NUMLOCK: return ImGuiKey_NumLock;
@@ -547,8 +552,29 @@ ImGuiKey ImGui_ImplWin32_KeyEventToImGuiKey(WPARAM wParam, LPARAM lParam)
case VK_F24: return ImGuiKey_F24;
case VK_BROWSER_BACK: return ImGuiKey_AppBack;
case VK_BROWSER_FORWARD: return ImGuiKey_AppForward;
- default: return ImGuiKey_None;
+ default: break;
}
+
+ // Fallback to scancode
+ // https://handmade.network/forums/t/2011-keyboard_inputs_-_scancodes,_raw_input,_text_input,_key_names
+ switch (scancode)
+ {
+ case 41: return ImGuiKey_GraveAccent; // VK_OEM_8 in EN-UK, VK_OEM_3 in EN-US, VK_OEM_7 in FR, VK_OEM_5 in DE, etc.
+ case 12: return ImGuiKey_Minus;
+ case 13: return ImGuiKey_Equal;
+ case 26: return ImGuiKey_LeftBracket;
+ case 27: return ImGuiKey_RightBracket;
+ case 86: return ImGuiKey_Oem102;
+ case 43: return ImGuiKey_Backslash;
+ case 39: return ImGuiKey_Semicolon;
+ case 40: return ImGuiKey_Apostrophe;
+ case 51: return ImGuiKey_Comma;
+ case 52: return ImGuiKey_Period;
+ case 53: return ImGuiKey_Slash;
+ default: break;
+ }
+
+ return ImGuiKey_None;
}
// Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions.
@@ -559,22 +585,10 @@ ImGuiKey ImGui_ImplWin32_KeyEventToImGuiKey(WPARAM wParam, LPARAM lParam)
#define DBT_DEVNODES_CHANGED 0x0007
#endif
-// Win32 message handler (process Win32 mouse/keyboard inputs, etc.)
-// Call from your application's message handler. Keep calling your message handler unless this function returns TRUE.
-// When implementing your own backend, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs.
-// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
-// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
-// Generally you may always pass all inputs to Dear ImGui, and hide them from your application based on those two flags.
-// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinates when dragging mouse outside of our window bounds.
-// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag.
-#if 0
-// Copy this line into your .cpp file to forward declare the function.
-extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
-#endif
-
+// Helper to obtain the source of mouse messages.
// See https://learn.microsoft.com/en-us/windows/win32/tablet/system-events-and-mouse-messages
// Prefer to call this at the top of the message handler to avoid the possibility of other Win32 calls interfering with this.
-static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo()
+static ImGuiMouseSource ImGui_ImplWin32_GetMouseSourceFromMessageExtraInfo()
{
LPARAM extra_info = ::GetMessageExtraInfo();
if ((extra_info & 0xFFFFFF80) == 0xFF515700)
@@ -584,22 +598,40 @@ static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo()
return ImGuiMouseSource_Mouse;
}
+// Win32 message handler (process Win32 mouse/keyboard inputs, etc.)
+// Call from your application's message handler. Keep calling your message handler unless this function returns TRUE.
+// When implementing your own backend, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs.
+// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
+// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
+// Generally you may always pass all inputs to Dear ImGui, and hide them from your application based on those two flags.
+// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag.
+
+// Copy either line into your .cpp file to forward declare the function:
+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()
+
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().
// We silently allow both context or just only backend data to be nullptr.
- ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
- if (bd == nullptr)
+ if (ImGui::GetCurrentContext() == nullptr)
return 0;
- ImGuiIO& io = ImGui::GetIO();
+ return ImGui_ImplWin32_WndProcHandlerEx(hwnd, msg, wParam, lParam, ImGui::GetIO());
+}
+// This version is in theory thread-safe in the sense that no path should access ImGui::GetCurrentContext().
+IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandlerEx(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam, ImGuiIO& io)
+{
+ ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io);
+ if (bd == nullptr)
+ return 0;
switch (msg)
{
case WM_MOUSEMOVE:
case WM_NCMOUSEMOVE:
{
// We need to call TrackMouseEvent in order to receive WM_MOUSELEAVE events
- ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo();
+ ImGuiMouseSource mouse_source = ImGui_ImplWin32_GetMouseSourceFromMessageExtraInfo();
const int area = (msg == WM_MOUSEMOVE) ? 1 : 2;
bd->MouseHwnd = hwnd;
if (bd->MouseTrackedArea != area)
@@ -646,14 +678,17 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK:
{
- ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo();
+ ImGuiMouseSource mouse_source = ImGui_ImplWin32_GetMouseSourceFromMessageExtraInfo();
int button = 0;
if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; }
if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; }
if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; }
if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
- if (bd->MouseButtonsDown == 0 && ::GetCapture() == nullptr)
- ::SetCapture(hwnd);
+ HWND hwnd_with_capture = ::GetCapture();
+ if (bd->MouseButtonsDown != 0 && hwnd_with_capture != hwnd) // Did we externally lost capture?
+ bd->MouseButtonsDown = 0;
+ if (bd->MouseButtonsDown == 0 && hwnd_with_capture == nullptr)
+ ::SetCapture(hwnd); // Allow us to read mouse coordinates when dragging mouse outside of our window bounds.
bd->MouseButtonsDown |= 1 << button;
io.AddMouseSourceEvent(mouse_source);
io.AddMouseButtonEvent(button, true);
@@ -664,7 +699,7 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
case WM_MBUTTONUP:
case WM_XBUTTONUP:
{
- ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo();
+ ImGuiMouseSource mouse_source = ImGui_ImplWin32_GetMouseSourceFromMessageExtraInfo();
int button = 0;
if (msg == WM_LBUTTONUP) { button = 0; }
if (msg == WM_RBUTTONUP) { button = 1; }
@@ -692,7 +727,7 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
if (wParam < 256)
{
// Submit modifiers
- ImGui_ImplWin32_UpdateKeyModifiers();
+ ImGui_ImplWin32_UpdateKeyModifiers(io);
// Obtain virtual key code and convert to ImGuiKey
const ImGuiKey key = ImGui_ImplWin32_KeyEventToImGuiKey(wParam, lParam);
@@ -701,28 +736,28 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
// Special behavior for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows doesn't emit the key down event.
if (key == ImGuiKey_PrintScreen && !is_key_down)
- ImGui_ImplWin32_AddKeyEvent(key, true, vk, scancode);
+ ImGui_ImplWin32_AddKeyEvent(io, key, true, vk, scancode);
// Submit key event
if (key != ImGuiKey_None)
- ImGui_ImplWin32_AddKeyEvent(key, is_key_down, vk, scancode);
+ ImGui_ImplWin32_AddKeyEvent(io, key, is_key_down, vk, scancode);
// Submit individual left/right modifier events
if (vk == VK_SHIFT)
{
// Important: Shift keys tend to get stuck when pressed together, missing key-up events are corrected in ImGui_ImplWin32_ProcessKeyEventsWorkarounds()
- if (IsVkDown(VK_LSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftShift, is_key_down, VK_LSHIFT, scancode); }
- if (IsVkDown(VK_RSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightShift, is_key_down, VK_RSHIFT, scancode); }
+ if (IsVkDown(VK_LSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftShift, is_key_down, VK_LSHIFT, scancode); }
+ if (IsVkDown(VK_RSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightShift, is_key_down, VK_RSHIFT, scancode); }
}
else if (vk == VK_CONTROL)
{
- if (IsVkDown(VK_LCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftCtrl, is_key_down, VK_LCONTROL, scancode); }
- if (IsVkDown(VK_RCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightCtrl, is_key_down, VK_RCONTROL, scancode); }
+ if (IsVkDown(VK_LCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftCtrl, is_key_down, VK_LCONTROL, scancode); }
+ if (IsVkDown(VK_RCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightCtrl, is_key_down, VK_RCONTROL, scancode); }
}
else if (vk == VK_MENU)
{
- if (IsVkDown(VK_LMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftAlt, is_key_down, VK_LMENU, scancode); }
- if (IsVkDown(VK_RMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightAlt, is_key_down, VK_RMENU, scancode); }
+ if (IsVkDown(VK_LMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftAlt, is_key_down, VK_LMENU, scancode); }
+ if (IsVkDown(VK_RMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightAlt, is_key_down, VK_RMENU, scancode); }
}
}
return 0;
@@ -732,7 +767,7 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
io.AddFocusEvent(msg == WM_SETFOCUS);
return 0;
case WM_INPUTLANGCHANGE:
- ImGui_ImplWin32_UpdateKeyboardCodePage();
+ ImGui_ImplWin32_UpdateKeyboardCodePage(io);
return 0;
case WM_CHAR:
if (::IsWindowUnicode(hwnd))
@@ -750,7 +785,7 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
return 0;
case WM_SETCURSOR:
// This is required to restore cursor when transitioning from e.g resize borders to client area.
- if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor())
+ if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor(io, bd->LastMouseCursor))
return 1;
return 0;
case WM_DEVICECHANGE:
@@ -784,9 +819,9 @@ static BOOL _IsWindowsVersionOrGreater(WORD major, WORD minor, WORD)
{
typedef LONG(WINAPI* PFN_RtlVerifyVersionInfo)(OSVERSIONINFOEXW*, ULONG, ULONGLONG);
static PFN_RtlVerifyVersionInfo RtlVerifyVersionInfoFn = nullptr;
- if (RtlVerifyVersionInfoFn == nullptr)
- if (HMODULE ntdllModule = ::GetModuleHandleA("ntdll.dll"))
- RtlVerifyVersionInfoFn = (PFN_RtlVerifyVersionInfo)GetProcAddress(ntdllModule, "RtlVerifyVersionInfo");
+ if (RtlVerifyVersionInfoFn == nullptr)
+ if (HMODULE ntdllModule = ::GetModuleHandleA("ntdll.dll"))
+ RtlVerifyVersionInfoFn = (PFN_RtlVerifyVersionInfo)GetProcAddress(ntdllModule, "RtlVerifyVersionInfo");
if (RtlVerifyVersionInfoFn == nullptr)
return FALSE;
@@ -794,10 +829,10 @@ static BOOL _IsWindowsVersionOrGreater(WORD major, WORD minor, WORD)
ULONGLONG conditionMask = 0;
versionInfo.dwOSVersionInfoSize = sizeof(RTL_OSVERSIONINFOEXW);
versionInfo.dwMajorVersion = major;
- versionInfo.dwMinorVersion = minor;
- VER_SET_CONDITION(conditionMask, VER_MAJORVERSION, VER_GREATER_EQUAL);
- VER_SET_CONDITION(conditionMask, VER_MINORVERSION, VER_GREATER_EQUAL);
- return (RtlVerifyVersionInfoFn(&versionInfo, VER_MAJORVERSION | VER_MINORVERSION, conditionMask) == 0) ? TRUE : FALSE;
+ versionInfo.dwMinorVersion = minor;
+ VER_SET_CONDITION(conditionMask, VER_MAJORVERSION, VER_GREATER_EQUAL);
+ VER_SET_CONDITION(conditionMask, VER_MINORVERSION, VER_GREATER_EQUAL);
+ return (RtlVerifyVersionInfoFn(&versionInfo, VER_MAJORVERSION | VER_MINORVERSION, conditionMask) == 0) ? TRUE : FALSE;
}
#define _IsWindowsVistaOrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0600), LOBYTE(0x0600), 0) // _WIN32_WINNT_VISTA
@@ -855,16 +890,16 @@ float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor)
UINT xdpi = 96, ydpi = 96;
if (_IsWindows8Point1OrGreater())
{
- static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
- static PFN_GetDpiForMonitor GetDpiForMonitorFn = nullptr;
- if (GetDpiForMonitorFn == nullptr && shcore_dll != nullptr)
+ static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
+ static PFN_GetDpiForMonitor GetDpiForMonitorFn = nullptr;
+ if (GetDpiForMonitorFn == nullptr && shcore_dll != nullptr)
GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor");
- if (GetDpiForMonitorFn != nullptr)
- {
- GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi);
+ if (GetDpiForMonitorFn != nullptr)
+ {
+ GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi);
IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
- return xdpi / 96.0f;
- }
+ return xdpi / 96.0f;
+ }
}
#ifndef NOGDI
const HDC dc = ::GetDC(nullptr);
diff --git a/backends/imgui_impl_win32.h b/backends/imgui_impl_win32.h
index 3ad1a7eaf181..5ae399e0e24b 100644
--- a/backends/imgui_impl_win32.h
+++ b/backends/imgui_impl_win32.h
@@ -4,9 +4,9 @@
// Implemented features:
// [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui)
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen.
-// [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 will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
-// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
-// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
+// [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'.
// 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.
diff --git a/backends/sdlgpu3/build_instructions.txt b/backends/sdlgpu3/build_instructions.txt
new file mode 100644
index 000000000000..25f4a5d28318
--- /dev/null
+++ b/backends/sdlgpu3/build_instructions.txt
@@ -0,0 +1,40 @@
+
+Instructions to rebuild imgui_impl_sdlgpu3_shaders.h
+(You don't need to copy this folder if you are using the backend as-is)
+
+1) Compile the raw shader files to SPIRV:
+
+ glslc -o vertex.spv -c shader.vert
+ glslc -o fragment.spv -c shader.frag
+
+
+2) Build SDL_shadercross (https://github.com/libsdl-org/SDL_shadercross)
+
+
+3-A) Compiling for the Vulkan Driver:
+
+ Nothing to do, you just need the previous vertex.spv/fragment.spv, proceed to step 4
+
+
+3-B) Compiling for the DirectX 12 Driver:
+
+ ./shadercross vertex.spv -s SPIRV -d DXBC -t vertex -e main -o vertex.dxbc
+ ./shadercross fragment.spv -s SPIRV -d DXBC -t fragment -e main -o fragment.dxbc
+
+ Proceed to step 4
+
+
+3-C) Compiling for Metal (On windows you'll need the Metal Developer Tools for Windows, on linux you might use wine, but I never tested it):
+
+ ./shadercross vertex.spv -s SPIRV -d MSL -t vertex -e main -o vertex.metal
+ ./shadercross fragment.spv -s SPIRV -d MSL -t fragment -e main -o fragment.metal
+
+ xcrun -sdk macosx metal -o vertex.ir -c vertex.metal
+ xcrun -sdk macosx metal -o fragment.ir -c fragment.metal
+ xcrun -sdk macosx metallib -o vertex.metallib -c vertex.ir
+ xcrun -sdk macosx metallib -o fragment.metallib -c fragment.ir
+
+ Proceed to step 4
+
+
+4) Use a tool like https://notisrac.github.io/FileToCArray/ or misc/fonts/binary_to_compressed_c.cpp in imgui repository to convert the file to a uint8_t array.
diff --git a/backends/sdlgpu3/shader.frag b/backends/sdlgpu3/shader.frag
new file mode 100644
index 000000000000..ab9ce184e0fa
--- /dev/null
+++ b/backends/sdlgpu3/shader.frag
@@ -0,0 +1,15 @@
+#version 450 core
+layout(location = 0) out vec4 fColor;
+
+layout(set=2, binding=0) uniform sampler2D sTexture;
+
+layout(location = 0) in struct
+{
+ vec4 Color;
+ vec2 UV;
+} In;
+
+void main()
+{
+ fColor = In.Color * texture(sTexture, In.UV.st);
+}
diff --git a/backends/sdlgpu3/shader.vert b/backends/sdlgpu3/shader.vert
new file mode 100644
index 000000000000..3a85a9038192
--- /dev/null
+++ b/backends/sdlgpu3/shader.vert
@@ -0,0 +1,24 @@
+#version 450 core
+layout(location = 0) in vec2 aPos;
+layout(location = 1) in vec2 aUV;
+layout(location = 2) in vec4 aColor;
+
+layout(set=1,binding=0) uniform UBO
+{
+ vec2 uScale;
+ vec2 uTranslate;
+} ubo;
+
+layout(location = 0) out struct
+{
+ vec4 Color;
+ vec2 UV;
+} Out;
+
+void main()
+{
+ Out.Color = aColor;
+ Out.UV = aUV;
+ gl_Position = vec4(aPos * ubo.uScale + ubo.uTranslate, 0, 1);
+ gl_Position.y *= -1.0f;
+}
diff --git a/backends/vulkan/build_instructions.txt b/backends/vulkan/build_instructions.txt
new file mode 100644
index 000000000000..1f028d96f53e
--- /dev/null
+++ b/backends/vulkan/build_instructions.txt
@@ -0,0 +1,4 @@
+
+Script to rebuild shaders stored inside imgui_impl_vulkan.h
+(You don't need to copy this folder if you are using the backend as-is)
+
diff --git a/docs/BACKENDS.md b/docs/BACKENDS.md
index de5cd6697bad..629f8d83f042 100644
--- a/docs/BACKENDS.md
+++ b/docs/BACKENDS.md
@@ -1,18 +1,33 @@
_(You may browse this at https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md or view this file with any Markdown viewer)_
-## Dear ImGui: Backends
+# Dear ImGui: Backends
-### Integrating backends
+## Index
+
+- [Introduction](#introduction)
+ - [Getting Started](#getting-started)
+ - [What are Backends?](#what-are-backends)
+- [Using standard Backends](#using-standard-backends)
+- [Using third-party Backends](#using-third-party-backends)
+- [Writing your own Backend](#writing-your-own-backend)
+ - [Using a custom engine?](#using-a-custom-engine)
+ - [Platform: Implementing your Platform Backend](#platform-implementing-your-platform-backend)
+ - [Rendering: Implementing your RenderDrawData function](#rendering-implementing-your-renderdrawdata-function)
+ - [Rendering: Adding support for `ImGuiBackendFlags_RendererHasTextures` (1.92+)](#rendering-adding-support-for-imguibackendflags_rendererhastextures-192)
+
+## Introduction
+
+### Getting Started
💡 The **[Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) wiki guide** has examples of how to integrate Dear ImGui into an existing application.
The [EXAMPLES.MD](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md) documentation may also be worth a read.
-### What are backends?
+### What are Backends?
Dear ImGui is highly portable and only requires a few things to run and render, typically:
- Required: providing mouse/keyboard inputs (fed into the `ImGuiIO` structure).
- - Required: uploading the font atlas texture into graphics memory.
+ - Required: creating, updating and destroying textures.
- Required: rendering indexed textured triangles with a clipping rectangle.
Extra features are opt-in, our backends try to support as many as possible:
@@ -34,13 +49,13 @@ and the backends which we are describing here (backends/ folder).
- You should be able to write backends for pretty much any platform and any 3D graphics API.
e.g. you can get creative and use software rendering or render remotely on a different machine.
-### Standard backends
+## Using standard Backends
**The [backends/](https://github.com/ocornut/imgui/blob/master/backends) folder contains backends for popular platforms/graphics API, which you can use in
your application or engine to easily integrate Dear ImGui.** Each backend is typically self-contained in a pair of files: imgui_impl_XXXX.cpp + imgui_impl_XXXX.h.
- The 'Platform' backends are in charge of: mouse/keyboard/gamepad inputs, cursor shape, timing, and windowing.
- e.g. Windows ([imgui_impl_win32.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_win32.cpp)), GLFW ([imgui_impl_glfw.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_glfw.cpp)), SDL2 ([imgui_impl_sdl2.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_sdl2.cpp)), etc.
+ e.g. Windows ([imgui_impl_win32.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_win32.cpp)), SDL3 ([imgui_impl_sdl3.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_sdl3.cpp)), GLFW ([imgui_impl_glfw.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_glfw.cpp)), etc.
- The 'Renderer' backends are in charge of: creating atlas texture, and rendering imgui draw data.
e.g. DirectX11 ([imgui_impl_dx11.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_dx11.cpp)), OpenGL/WebGL ([imgui_impl_opengl3.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_opengl3.cpp)), Vulkan ([imgui_impl_vulkan.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_vulkan.cpp)), etc.
@@ -53,44 +68,41 @@ For example, the [example_win32_directx11](https://github.com/ocornut/imgui/tree
**Once Dear ImGui is setup and running, run and refer to `ImGui::ShowDemoWindow()` in imgui_demo.cpp for usage of the end-user API.**
-### List of backends
+### List of standard Backends
In the [backends/](https://github.com/ocornut/imgui/blob/master/backends) folder:
List of Platforms Backends:
- imgui_impl_android.cpp ; Android native app API
- imgui_impl_glfw.cpp ; GLFW (Windows, macOS, Linux, etc.) http://www.glfw.org/
- imgui_impl_osx.mm ; macOS native API (not as feature complete as glfw/sdl backends)
- imgui_impl_sdl2.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org
- imgui_impl_sdl3.cpp ; SDL3 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org (*EXPERIMENTAL UNTIL SDL3 IS RELEASED*)
- imgui_impl_win32.cpp ; Win32 native API (Windows)
- imgui_impl_glut.cpp ; GLUT/FreeGLUT (this is prehistoric software and absolutely not recommended today!)
+ imgui_impl_android.cpp ; Android native app API
+ imgui_impl_glfw.cpp ; GLFW (Windows, macOS, Linux, etc.) http://www.glfw.org/
+ imgui_impl_osx.mm ; macOS native API (not as feature complete as glfw/sdl backends)
+ imgui_impl_sdl2.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org
+ imgui_impl_sdl3.cpp ; SDL3 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org
+ imgui_impl_win32.cpp ; Win32 native API (Windows)
+ imgui_impl_glut.cpp ; GLUT/FreeGLUT (this is prehistoric software and absolutely not recommended today!)
List of Renderer Backends:
- imgui_impl_dx9.cpp ; DirectX9
- imgui_impl_dx10.cpp ; DirectX10
- imgui_impl_dx11.cpp ; DirectX11
- imgui_impl_dx12.cpp ; DirectX12
- imgui_impl_metal.mm ; Metal (with ObjC)
- imgui_impl_opengl2.cpp ; OpenGL 2 (legacy, fixed pipeline <- don't use with modern OpenGL context)
- imgui_impl_opengl3.cpp ; OpenGL 3/4, OpenGL ES 2, OpenGL ES 3 (modern programmable pipeline)
+ imgui_impl_dx9.cpp ; DirectX9
+ imgui_impl_dx10.cpp ; DirectX10
+ imgui_impl_dx11.cpp ; DirectX11
+ imgui_impl_dx12.cpp ; DirectX12
+ imgui_impl_metal.mm ; Metal (ObjC or C++)
+ imgui_impl_opengl2.cpp ; OpenGL 2 (legacy fixed pipeline. Don't use with modern OpenGL code!)
+ imgui_impl_opengl3.cpp ; OpenGL 3/4, OpenGL ES 2/3, WebGL
+ imgui_impl_sdlgpu3.cpp ; SDL_GPU (portable 3D graphics API of SDL3)
imgui_impl_sdlrenderer2.cpp ; SDL_Renderer (optional component of SDL2 available from SDL 2.0.18+)
- imgui_impl_sdlrenderer3.cpp ; SDL_Renderer (optional component of SDL3 available from SDL 3.0.0+)
- imgui_impl_vulkan.cpp ; Vulkan
- imgui_impl_wgpu.cpp ; WebGPU (web and desktop)
+ imgui_impl_sdlrenderer3.cpp ; SDL_Renderer (optional component of SDL3. Prefer using SDL_GPU!).
+ imgui_impl_vulkan.cpp ; Vulkan
+ imgui_impl_wgpu.cpp ; WebGPU (web + desktop)
List of high-level Frameworks Backends (combining Platform + Renderer):
imgui_impl_allegro5.cpp
Emscripten is also supported!
-The SDL+GL, GLFW+GL and GLFW+WebGPU examples are all ready to build and run with Emscripten.
-
-### Backends for third-party frameworks, graphics API or other languages
-
-See https://github.com/ocornut/imgui/wiki/Bindings for the full list (e.g. Adventure Game Studio, Cinder, Cocos2d-x, Game Maker Studio2, Godot, LÖVE+LUA, Magnum, Monogame, Ogre, openFrameworks, OpenSceneGraph, SFML, Sokol, Unity, Unreal Engine and many others).
+The SDL2+GL, SDL3+GL, GLFW+GL and GLFW+WebGPU examples are all ready to build and run with Emscripten.
### Recommended Backends
@@ -98,18 +110,32 @@ If you are not sure which backend to use, the recommended platform/frameworks fo
|Library |Website |Backend |Note |
|--------|--------|--------|-----|
-| GLFW | https://github.com/glfw/glfw | imgui_impl_glfw.cpp | |
+| SDL3 | https://www.libsdl.org | imgui_impl_sdl3.cpp | Recommended |
| SDL2 | https://www.libsdl.org | imgui_impl_sdl2.cpp | |
+| GLFW | https://github.com/glfw/glfw | imgui_impl_glfw.cpp | |
| Sokol | https://github.com/floooh/sokol | [util/sokol_imgui.h](https://github.com/floooh/sokol/blob/master/util/sokol_imgui.h) | Lower-level than GLFW/SDL |
+If your application runs on Windows or if you are using multi-viewport, the win32 backend handles some details a little better than other backends.
+
+## Using third-party Backends
+
+See https://github.com/ocornut/imgui/wiki/Bindings for the full list (e.g. Adventure Game Studio, Cinder, Cocos2d-x, Game Maker Studio2, Godot, LÖVE+LUA, Magnum, Monogame, Ogre, openFrameworks, OpenSceneGraph, SFML, Sokol, Unity, Unreal Engine and many others).
+
+## Writing your own Backend
### Using a custom engine?
You will likely be tempted to start by rewrite your own backend using your own custom/high-level facilities...
Think twice!
-If you are new to Dear ImGui, first try using the existing backends as-is.
+TL;DR;
+- Writing your own Renderer Backend is easy.
+- Writing your own Platform Backend is harder and you are more likely to introduce bugs.
+- **It is unlikely you will add value to your project by creating your own backend.**
+
+**Consider using the existing backends as-is**.
You will save lots of time integrating the library.
+Standard backends are battle-tested and handle subtleties that you are likely to implement incorrectly.
You can LATER decide to rewrite yourself a custom backend if you really need to.
In most situations, custom backends have fewer features and more bugs than the standard backends we provide.
If you want portability, you can use multiple backends and choose between them either at compile time
@@ -131,16 +157,221 @@ Suggestion: try using a non-portable backend first (e.g. win32 + underlying grap
your desktop builds working first. This will get you running faster and get your acquainted with
how Dear ImGui works and is setup. You can then rewrite a custom backend using your own engine API...
-Generally:
-It is unlikely you will add value to your project by creating your own backend.
-
Also:
The [multi-viewports feature](https://github.com/ocornut/imgui/wiki/Multi-Viewports) of the 'docking' branch allows
Dear ImGui windows to be seamlessly detached from the main application window. This is achieved using an
extra layer to the Platform and Renderer backends, which allows Dear ImGui to communicate platform-specific
requests such as: "create an additional OS window", "create a render context", "get the OS position of this
-window" etc. See 'ImGuiPlatformIO' for details.
+window", but some things are more difficult "find OS window under mouse position BUT with some windows marked as passthrough". See 'ImGuiPlatformIO' for details.
Supporting the multi-viewports feature correctly using 100% of your own abstractions is more difficult
than supporting single-viewport.
If you decide to use unmodified imgui_impl_XXXX.cpp files, you can automatically benefit from
improvements and fixes related to viewports and platform windows without extra work on your side.
+
+### Platform: Implementing your Platform Backend
+
+The Platform backends in impl_impl_XXX.cpp files contain many implementations.
+
+**In your `ImGui_ImplXXX_Init()` function:**
+- You can allocate your backend data and use `io.BackendPlatformUserData` to store/retrieve it later.
+- Set `io.BackendPlatformName` to a name `"imgui_impl_xxxx"` which will be available in e.g. About box.
+- Set `io.BackendPlatformUserData` to your backend data.
+- Set `io.BackendFlags` with supported optional features:
+ - `ImGuiBackendFlags_HasGamepad`: supports gamepad and currently has one connected.
+ - `ImGuiBackendFlags_HasMouseCursors`: supports honoring GetMouseCursor() value to change the OS cursor shape.
+ - `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)
+
+**In your `ImGui_ImplXXX_NewFrame()` function:**
+- Set `io.DeltaTime` to the time elapsed (in seconds) since last frame.
+- Set `io.DisplaySize` to your window size.
+- Set `io.DisplayFrameBufferSize` to your window pixel density (macOS/iOS only).
+- Update mouse cursor shape is supported.
+
+**In your `ImGui_ImplXXX_NewFrame()` function or event handlers:**
+- **Mouse Support**
+ - Use `io.AddMousePosEvent()`, `io.AddMouseButtonEvent()`, `io.AddMouseWheelEvent()` to pass mouse events.
+ - Use `io.AddMouseSourceEvent()` if you are able to distinguish Mouse from TouchScreen from Pen inputs. TouchScreen and Pen inputs requires different logic for some Dear ImGui features.
+ - Use `io.AddMouseViewportEvent()` to specify which viewport/OS window is being hovered by the mouse. Read instructions carefully as this is not as simple as it seems! (multi-viewports only)
+- **Keyboard Support**
+ - Use `io.AddKeyEvent()` to pass key events.
+ - Use `io.AddInputCharacter()` to pass text/character events.
+- **Gamepad Support**
+ - Use `io.AddKeyEvent()` and `io.AddKeyAnalogEvent()` to pass gamepad events, using `ImGuiKey_GamepadXXX` values.
+- **Miscellaneous**
+ - Clipboard Support: setup `Platform_GetClipboardTextFn()`, `Platform_SetClipboardTextFn()` handlers in `ImGuiPlatformIO`.
+ - Open in Shell support: setup `Platform_OpenInShellFn()` handler in `ImGuiPlatformIO`.
+ - IME Support: setup `Platform_SetImeDataFn()` handler in `ImGuiPlatformIO`.
+ - Use `io.AddFocusEvent()` to notify when application window gets focused/unfocused.
+- **Multi-viewport Support**
+ - Update monitor list if supported.
+ - Setup all required handlers in `ImGuiPlatformIO` to create/destroy/move/resize/title/focus/etc. windows.
+
+### Rendering: Implementing your RenderDrawData function
+
+Note: set `ImGuiBackendFlags_RendererHasVtxOffset` to signify your backend can handle rendering with a vertex offset (`ImDrawCmd::VtxOffset` field).
+Otherwise, rendering will be limited to 64K vertices per window, which may be limiting for advanced plot.
+As an alternative, you may also use `#define ImDrawIdx unsigned int` in your `imconfig.h` file to support 32-bit indices.
+
+```cpp
+void MyImGuiBackend_RenderDrawData(ImDrawData* draw_data)
+{
+ // TODO: Update textures.
+ // - Most of the times, the list will have 1 element with an OK status, aka nothing to do.
+ // - This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates.
+ if (draw_data->Textures != nullptr)
+ for (ImTextureData* tex : *draw_data->Textures)
+ if (tex->Status != ImTextureStatus_OK)
+ MyImGuiBackend_UpdateTexture(tex);
+
+ // TODO: Setup render state:
+ // - Alpha-blending enabled
+ // - No backface culling
+ // - No depth testing, no depth writing
+ // - Scissor enabled
+ MyEngineSetupenderState();
+
+ // TODO: Setup texture sampling state
+ // - Sample with bilinear filtering (NOT point/nearest filtering).
+ // - Use 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines;' to allow point/nearest filtering.
+
+ // TODO: Setup viewport covering draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
+
+ // TODO: Setup orthographic projection matrix cover draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
+
+ // TODO: Setup shader: vertex { float2 pos, float2 uv, u32 color }, fragment shader sample color from 1 texture, multiply by vertex color.
+
+ // Render command lists
+ ImVec2 clip_off = draw_data->DisplayPos;
+ ImVec2 clip_scale = draw_data->FramebufferScale;
+ for (const ImDrawList* draw_list : draw_data->CmdLists)
+ {
+ const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; // vertex buffer generated by Dear ImGui
+ const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; // index buffer generated by Dear ImGui
+ for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
+ {
+ const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
+ if (pcmd->UserCallback)
+ {
+ if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
+ MyEngineSetupenderState();
+ else
+ pcmd->UserCallback(cmd_list, pcmd);
+ }
+ else
+ {
+ // Project scissor/clipping rectangles into framebuffer space
+ // - Clipping coordinates are provided in imgui coordinates space:
+ // - For a given viewport, draw_data->DisplayPos == viewport->Pos and draw_data->DisplaySize == viewport->Size
+ // - In a single viewport application, draw_data->DisplayPos == (0,0) and draw_data->DisplaySize == io.DisplaySize, but always use GetMainViewport()->Pos/Size instead of hardcoding those values.
+ // - In the interest of supporting multi-viewport applications (see 'docking' branch on github),
+ // always subtract draw_data->DisplayPos from clipping bounds to convert them to your viewport space.
+ // - Note that pcmd->ClipRect contains Min+Max bounds. Some graphics API may use Min+Max, other may use Min+Size (size being Max-Min)
+ ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
+ ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
+ if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
+ continue;
+
+ // We are using scissoring to clip some objects. All low-level graphics API should support it.
+ // - If your engine doesn't support scissoring yet, you may ignore this at first. You will get some small glitches
+ // (some elements visible outside their bounds) but you can fix that once everything else works!
+ MyEngineSetScissor(clip_min.x, clip_min.y, clip_max.x, clip_max.y);
+
+ // The texture for the draw call is specified by pcmd->GetTexID().
+ // The vast majority of draw calls will use the Dear ImGui texture atlas, which value you have set yourself during initialization.
+ MyEngineBindTexture((MyTexture*)pcmd->GetTexID());
+
+ // Render 'pcmd->ElemCount/3' indexed triangles.
+ // By default the indices ImDrawIdx are 16-bit, you can change them to 32-bit in imconfig.h if your engine doesn't support 16-bit indices.
+ MyEngineDrawIndexedTriangles(pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset, vtx_buffer, pcmd->VtxOffset);
+ }
+ }
+ }
+}
+```
+
+### Rendering: Adding support for `ImGuiBackendFlags_RendererHasTextures` (1.92+)
+
+Version [1.92.0](https://github.com/ocornut/imgui/releases/tag/v1.92.0) (June 2025), added texture support in Rendering Backends, which is the backbone for supporting dynamic font scaling among other things.
+
+**In order to move forward and take advantage of all new features, support for `ImGuiBackendFlags_RendererHasTextures` will likely be REQUIRED for all backends before June 2026.**
+
+`ImFontAtlas` functions such as `Build()`, `GetTexDataAsRGBA32()`, `GetTexDataAsAlpha8()`, `SetTexID()`, `IsBuilt()` were obsoleted in favor if iterating a `Textures[]` array and updating their state when requested by Dear ImGui.
+
+**TD;DR: List of commits which added support for `ImGuiBackendFlags_RendererHasTextures` in standard backends:**
+
+- Allegro5: [ee8941e](https://github.com/ocornut/imgui/commit/ee8941e) (+35 lines)
+- DirectX9: [75efba7](https://github.com/ocornut/imgui/commit/75efba7) (+48 lines)
+- DirectX10: [2d2b1bc](https://github.com/ocornut/imgui/commit/2d2b1bc) (+40 lines)
+- DirectX11: [372fd27](https://github.com/ocornut/imgui/commit/372fd27) (+40 lines)
+- DirectX12: [eefe5d5](https://github.com/ocornut/imgui/commit/eefe5d5) (+87 lines)
+- Metal: [26c017d](https://github.com/ocornut/imgui/commit/26c017d) (+55 lines)
+- OpenGL Legacy: [0430c55](https://github.com/ocornut/imgui/commit/0430c55) (+25 lines)
+- OpenGL3/WebGL/ES: [dbb91a5](https://github.com/ocornut/imgui/commit/dbb91a5) (+47 lines)
+- SDL_Renderer2: [9fa65cd](https://github.com/ocornut/imgui/commit/9fa65cd) (+20 lines)
+- SDL_Renderer3: [e538883](https://github.com/ocornut/imgui/commit/e538883) (+19 lines)
+- SDL_GPU: [16fe666](https://github.com/ocornut/imgui/commit/16fe666) (+41 lines)
+- Vulkan: [abe294b](https://github.com/ocornut/imgui/commit/abe294b) (+33 lines)
+- WGPU: [571dae9](https://github.com/ocornut/imgui/commit/571dae9) (+30 lines)
+
+**Instructions:**
+
+- Set `ImGuiBackendFlags_RendererHasTextures` to signify your backend can handle the feature.
+- During rendering, e.g. in your RenderDrawData function, iterate `ImDrawData->Textures` array and process all textures.
+- During shutdown, iterate the `ImGui::GetPlatformIO().Textures` and destroy all textures.
+- (Both arrays are `ImVector`. They are only in different location because: to allow advanced users to perform multi-threaded rendering, we store a pointer to the texture list in ImDrawData, with the aim that multi-threaded rendering users replace it with their own pointer.)
+
+Pseudo-code for processing a texture:
+```cpp
+if (draw_data->Textures != nullptr)
+ for (ImTextureData* tex : *draw_data->Textures)
+ if (tex->Status != ImTextureStatus_OK)
+ MyImGuiBackend_UpdateTexture(tex);
+```
+```cpp
+void MyImGuiBackend_UpdateTexture(ImTextureData* tex)
+{
+ if (tex->Status == ImTextureStatus_WantCreate)
+ {
+ // Create texture based on tex->Width, tex->Height.
+ // - Most backends only support tex->Format == ImTextureFormat_RGBA32.
+ // - Backends for particularly memory constrainted platforms may support tex->Format == ImTextureFormat_Alpha8.
+
+ // Upload all texture pixels
+ // - Read from our CPU-side copy of the texture and copy to your graphics API.
+ // - Use tex->Width, tex->Height, tex->GetPixels(), tex->GetPixelsAt(), tex->GetPitch() as needed.
+
+ // Store your data, and acknowledge creation.
+ tex->SetTexID(xxxx); // Specify backend-specific ImTextureID identifier which will be stored in ImDrawCmd.
+ tex->SetStatus(ImTextureStatus_OK);
+ tex->BackendUserData = xxxx; // Store more backend data if needed (most backend allocate a small texture to store data in there)
+ }
+ if (tex->Status == ImTextureStatus_WantUpdates)
+ {
+ // Upload a rectangle of pixels to the existing texture
+ // - We only ever write to textures regions which have never been used before!
+ // - Use tex->TexID or tex->BackendUserData to retrieve your stored data.
+ // - Use tex->UpdateRect.x/y, tex->UpdateRect.w/h to obtain the block position and size.
+ // - Use tex->Updates[] to obtain individual sub-regions within tex->UpdateRect. Not recommended.
+ // - Read from our CPU-side copy of the texture and copy to your graphics API.
+ // - Use tex->Width, tex->Height, tex->GetPixels(), tex->GetPixelsAt(), tex->GetPitch() as needed.
+
+ // Acknowledge update
+ tex->SetStatus(ImTextureStatus_OK);
+ }
+ if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames > 0)
+ {
+ // If you use staged rendering and have in-flight renders, changed tex->UnusedFrames > 0 check to higher count as needed e.g. > 2
+
+ // Destroy texture
+ // - Use tex->TexID or tex->BackendUserData to retrieve your stored data.
+ // - Destroy texture in your graphics API.
+
+ // Acknowledge destruction
+ tex->SetTexID(ImTextureID_Invalid);
+ tex->SetStatus(ImTextureStatus_Destroyed);
+ }
+}
+```
+Refer to "List of commits which added support for `ImGuiBackendFlags_RendererHasTextures` in standard backends" above for concrete examples of this.
diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt
index 194803ac6de1..17cf659ba781 100644
--- a/docs/CHANGELOG.txt
+++ b/docs/CHANGELOG.txt
@@ -36,28 +36,953 @@ HOW TO UPDATE?
- Please report any issue!
-----------------------------------------------------------------------
- VERSION 1.91.5 WIP (In Progress)
+ VERSION 1.92.2 WIP (In Progress)
-----------------------------------------------------------------------
+Breaking Changes:
+
+Other Changes:
+
+- Error Handling: minor improvements to error handling for TableGetSortSpecs()
+ and TableSetBgColor() calls. (#1651, #8499)
+- Backends: OpenGL2, OpenGL3: set GL_UNPACK_ALIGNMENT to 1 before updating
+ textures. (#8802) [@Daandelange]
+
+
+-----------------------------------------------------------------------
+ VERSION 1.92.1 (Released 2025-07-09)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.92.1
+
+Changes:
+
+- Fonts: added ImFontAtlas::SetFontLoader() to dynamically change font
+ loader at runtime without using internal API. (#8752, #8465)
+- Fonts: fixed a bug where dynamically changing font loader would lose
+ the Fallback and Ellipsis glyphs under some circumstance. (#8763)
+- Fonts: for large size fonts, layout/size calculation only load glyphs metrics.
+ Actual glyphs are renderer+packed when used by drawing functions. (#8758, #8465)
+- Fonts: set a maximum font size of 512.0f at ImGui:: API level to reduce
+ edge cases (e.g. out of memory errors). ImDrawList:: API doesn't have the
+ constraint. (#8758)
+- Fonts: Restore ImFontConfig::FontNo being a 32-bits value as this is needed
+ to pass full range of information into e.g. FreeType's face_index, as higher
+ bits are used from FreeType 2.6.1. (#8775) [@Valakor]
+ (the field has been erroneously reduced from 32-bits to 8-bit in 1.92.0)
+- Textures: Fixed support for `#define ImTextureID_Invalid` to non-zero value:
+ ImTextureData() was incorrectly cleared with zeroes. (#8745) [@rachit7645]
+- Demo: Added "Text -> Font Size" demo section. (#8738) [@Demonese]
+- CI: Fixed dllimport/dllexport tests. (#8757) [@AidanSun05]
+- CI: Updated to use latest Windows image + VS2022.
+- Debug Tools: added IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS to detect
+ id conflicts _before_ hovering. This is very slow and should only be used
+ temporarily. (#8651, #7961, #7669)
+- Examples: GLFW+OpenGL3, GLFW+WGPU: Emscripten Makefiles uses GLFW port
+ 'contrib.glfw3' which offers better HiDPI support. (#8742) [@pthom]
+- Backends: GLFW, SDL2 made ImGui_ImplGLFW_GetContentScaleXXX() and
+ ImGui_ImplSDL2_GetContentScaleXXXX() helpers return 1.0f on Emscripten
+ and Android platforms, matching macOS logic. (#8742, #8733) [@pthom]
+- Backends: SDL3: avoid calling SDL_StartTextInput() again if already active.
+ (fixes e.g.: an issue on iOS where the keyboard animation will popup every
+ time the user types a key + probably other things) (#8727) [@morrazzzz]
+- Backends: OSX: added ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress
+ mouse cursor support. (#8739) [@cfillion]
+- Backends: Allegro5: fixed texture update broken on some platforms where
+ ALLEGRO_LOCK_WRITEONLY needed all texels to be rewritten. (#8770)
+- Backends: Vulkan: use nonCoherentAtomSize to align upload_size, fixing
+ validation error on some setups. (#8743, #8744) [@tquante]
+- Backends: Vulkan: fixed texture synchronization issue introduced in 1.92.0,
+ leading to validation layers reacting. (#8772) [@Majora320]
+
+
+-----------------------------------------------------------------------
+ VERSION 1.92.0 (Released 2025-06-25)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.92.0
+
+THIS VERSION CONTAINS THE LARGEST AMOUNT OF BREAKING CHANGES SINCE 2015!
+I TRIED REALLY HARD TO KEEP THEM TO A MINIMUM, REDUCE THE AMOUNT OF INTERFERENCE,
+BUT INEVITABLY SOME USERS OR THIRD-PARTY EXTENSIONS WILL BE AFFECTED.
+
+For instructions to upgrade your custom backend:
+--> See https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md
+
+IN ORDER TO HELP US IMPROVE THE TRANSITION PROCESS, INCL. DOCUMENTATION AND COMMENTS,
+PLEASE REPORT **ANY** DOUBT, CONFUSION, QUESTIONS, FEEDBACK TO:
+ https://github.com/ocornut/imgui/issues/
+If you are using custom widgets, internals or third-party extension that are somehow
+breaking and aren't obvious how to solve, please post in Issues so we can gather
+data and share solutions that may help others.
+
+As part of the plan to reduce impact of API breaking changes, several unfinished
+changes/features/refactors related to font and text systems and scaling will be
+part of subsequent releases (1.92.1+).
+
+If you are updating from an old version, and expecting a massive or difficult update,
+consider first updating to 1.91.9 to reduce the amount of changes.
+
+Breaking changes:
+
+- Fonts: **IMPORTANT**: if your app was solving the OSX/iOS Retina screen specific
+ logical vs display scale problem by setting io.DisplayFramebufferScale (e.g. to 2.0f)
+ + setting io.FontGlobalScale (e.g. to 1.0f/2.0f) + loading fonts at scaled sizes (e.g. size X * 2.0f):
+ - This WILL NOT map correctly to the new system! Because font will rasterize as requested size.
+ - With a legacy backend (< 1.92):
+ - Instead of setting io.FontGlobalScale = 1.0f/N -> set ImFontCfg::RasterizerDensity = N.
+ - This already worked before, but is now pretty much required.
+ - With a new backend (1.92+),
+ - This should be all automatic.
+ - FramebufferScale is automatically used to set current font RasterizerDensity.
+ - FramebufferScale is a per-viewport property provided by backend through the
+ Platform_GetWindowFramebufferScale() handler in 'docking' branch.
+- Fonts: **IMPORTANT** on Font Sizing:
+ - Before 1.92, fonts were of a single size. They can now be dynamically sized.
+ - PushFont() API now has a REQUIRED size parameter.
+ void PushFont(ImFont* font) --> void PushFont(ImFont* font, float size);
+ - PushFont(font, 0.0f) // Change font and keep current size
+ - PushFont(NULL, 20.0f) // Keep font and change current size
+ - PushFont(font, 20.0f) // Change font and set size to 20.0f
+ - PushFont(font, style.FontSizeBase * 2.0f) // Change font and set size to be twice bigger than current size.
+ - PushFont(font, font->LegacySize) // Change font and set size to size passed to AddFontXXX() function. Same as pre-1.92 behavior, for fixed size fonts.
+ - To use old behavior use 'ImGui::PushFont(font, font->LegacySize)' at call site.
+ We intentionally didn't add a default parameter because it would make the long-term
+ transition more difficult.
+ - Kept inline redirection font. Will obsolete.
+ - Global scale factors may be applied over the provided size.
+ This is why it is called 'FontSizeBase' in the style structure.
+ - Global scale factors are: 'style.FontScaleMain', 'style.FontScaleDpi' and maybe more.
+ - ImFont::FontSize was removed and does not make sense anymore.
+ - ImFont::LegacySize is the size passed to AddFont().
+ - Removed support for old PushFont(NULL) which was a shortcut for "revert to default font".
+ `PushFont(NULL, some_size)` now keeps current change and changes size.
+ - Renamed/moved 'io.FontGlobalScale' to 'style.FontScaleMain'.
+- Fonts: **IMPORTANT** on Font Merging:
+ - When searching for a glyph in multiple merged fonts: we search for the FIRST font source
+ which contains the desired glyph. Because the user doesn't need to provide glyph ranges
+ any more, it is possible that a glyph that you expected to fetch from a secondary/merged
+ icon font may be erroneously fetched from the primary font.
+ - We added `ImFontConfig::GlyphExcludeRanges[]` to specify ranges to exclude from a given font source:
+ // Add Font Source 1 but ignore ICON_MIN_FA..ICON_MAX_FA range
+ static ImWchar exclude_ranges[] = { ICON_MIN_FA, ICON_MAX_FA, 0 };
+ ImFontConfig cfg1;
+ cfg1.GlyphExcludeRanges = exclude_ranges;
+ io.Fonts->AddFontFromFileTTF("segoeui.ttf", 0.0f, &cfg1);
+ // Add Font Source 2, which expects to use the range above
+ ImFontConfig cfg2;
+ cfg2.MergeMode = true;
+ io.Fonts->AddFontFromFileTTF("FontAwesome4.ttf", 0.0f, &cfg2);
+ - You can use `Metrics/Debugger->Fonts->Font->Input Glyphs Overlap Detection Tool` to
+ see list of glyphs available in multiple font sources. This can facilitate understanding
+ which font input is providing which glyph.
+
+- Textures:
+ - All API functions taking a 'ImTextureID' parameter are now taking a 'ImTextureRef':
+ - ImTextureRef ais small composite structure which may be constructed from a ImTextureID.
+ (or constructed from a ImTextureData* which represent a texture which will generally
+ be ready by the time of rendering).
+ - Affected functions are:
+ - ImGui::Image(), ImGui::ImageWithBg(), ImGui::ImageButton(),
+ - ImDrawList::AddImage(), ImDrawList::AddImageQuad(), ImDrawList::AddImageRounded().
+ - We suggest that C users and any higher-level language bindings generators may
+ facilitate converting this in some way, aka emulating the trivial C++ constructor.
+- Fonts: obsoleted ImFontAtlas::GetTexDataAsRGBA32(), GetTexDataAsAlpha8(), Build(), SetTexID()
+ and IsBuilt() functions. The new protocol for backends to handle textures doesn't need them.
+ Kept redirection functions (will obsolete).
+ - A majority of old backends should still work with new code (behaving like they did before).
+ - For instructions to upgrade your custom backend:
+ https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md
+ - Calling ImFontAtlas::Build() before initializing new backends will erroneously trigger
+ preloading all glyphs. Will be detected with an assertion after the backend is initialized.
+- Fonts: ImFontConfig::OversampleH/OversampleV default to automatic (== 0)
+ since v1.91.8. It is quite important you keep it automatic until we decide if we want
+ to provide a way to express finer policy, otherwise you will likely waste texture space
+ when using large glyphs. Note that the imgui_freetype backend doesn't use and does not
+ need oversampling.
+- Fonts: specifying glyph ranges is now unnecessary.
+ - The value of ImFontConfig::GlyphRanges[] is only useful for legacy backends.
+ - All GetGlyphRangesXXXX() functions are now marked obsolete:
+ - GetGlyphRangesDefault(), GetGlyphRangesGreek(), GetGlyphRangesKorean(),
+ GetGlyphRangesJapanese(), GetGlyphRangesChineseSimplifiedCommon(),
+ GetGlyphRangesChineseFull(), GetGlyphRangesCyrillic(),
+ GetGlyphRangesThai(), GetGlyphRangesVietnamese().
+- Fonts: removed ImFontAtlas::TexDesiredWidth to enforce a texture width. (#327)
+ (it vaguely made sense with the old system as if unspecified textures width maxed up
+ to 4096 but that limit isn't necessary anymore, and Renderer_TextureMaxWidth covers this)
+ However you may set TexMinWidth = TexMaxWidth for the same effect.
+- Fonts: if you create and manage ImFontAtlas instances yourself (instead of relying on
+ ImGuiContext to create one, you'll need to call ImFontAtlasUpdateNewFrame() yourself.
+ An assert will trigger if you don't.
+- Fonts: obsoleted ImGui::SetWindowFontScale() which is not useful anymore. Prefer using
+ PushFont(NULL, style.FontSizeBase * factor) or to manipulate other scaling factors.
+- Fonts: obsoleted ImFont::Scale which is not useful anymore.
+- Fonts: changed ImFont::CalcWordWrapPositionA() to ImFont::CalcWordWrapPosition():
+ - old: const char* CalcWordWrapPositionA(float scale, const char* text, ....);
+ - new: const char* CalcWordWrapPosition (float size, const char* text, ....);
+ The leading 'float scale' parameters was changed to 'float size'.
+ This was necessary as 'scale' is assuming a unique font size.
+ Kept inline redirection function assuming using font->LegacySize.
+- Fonts: generally reworked Internals of ImFontAtlas and ImFont.
+ While in theory a vast majority of users shouldn't be affected, some use cases or
+ extensions might be. Among other things:
+ - ImDrawCmd::TextureId has been changed to ImDrawCmd::TexRef.
+ - ImFontAtlas::TexID has been changed to ImFontAtlas::TexRef.
+ - ImFontAtlas::ConfigData[] has been renamed to ImFontAtlas::Sources[].
+ - ImFont::ConfigData[], ConfigDataCount has been renamed to Sources[], SourceCount.
+ - Each ImFont has a number of ImFontBaked instances corresponding to actively used
+ sizes. ImFont::GetFontBaked(size) retrieves the one for a given size.
+ - Fields moved from ImFont to ImFontBaked:
+ - ImFont::IndexAdvanceX[] -> ImFontBaked::IndexAdvanceX[]
+ - ImFont::Glyphs[] -> ImFontBaked::Glyphs[]
+ - ImFont::Ascent, Descent -> ImFontBaked::Ascent, Descent
+ - ImFont::FindGlyph() -> ImFontBaked::FindGlyph()
+ - ImFont::FindGlyphNoFallback() -> ImFontBaked::FindGlyphNoFallback()
+ - ImFont::GetCharAdvance() -> ImFontBaked::GetCharAdvance()
+ - Widget code may use ImGui::GetFontBaked() instead of ImGui::GetFont() to
+ access font data for current font at current font size.
+ (and you may use font->GetFontBaked(size) to access it for any other size.)
+ g.Font == ImGui::GetFont()
+ g.FontSize == ImGui::GetFontSize()
+ g.FontBaked == ImGui::GetFontBaked() == ImGui::GetFont()->GetFontBaked(ImGui::GetFontSize())
+ - Fields moved from ImFontAtlas to ImTextureData
+ - ImFontAtlas->TexWidth -> ImFontAtlas->TexData->Width
+ - ImFontAtlas->TexHeight -> ImFontAtlas->TexData->Height
+ - ImFontAtlas->TexPixelsAlpha8 -> ImFontAtlas->TexData->GetPixels() (when ImFontAtlas::TexDesiredFormat == ImTextureFormat_Alpha8)
+ - ImFontAtlas->TexPixelsRGBA32 -> ImFontAtlas->TexData->GetPixels() (when ImFontAtlas::TexDesiredFormat == ImTextureFormat_RGBA32)
+ Please report if you are affected!
+- Fonts: (users of imgui_freetype)
+ - renamed ImFontAtlas::FontBuilderFlags to ImFontAtlas::FontLoaderFlags.
+ - renamed ImFontConfig::FontBuilderFlags to ImFontConfig::FontLoaderFlags.
+ - renamed ImGuiFreeTypeBuilderFlags to ImGuiFreeTypeLoaderFlags.
+ - if you used runtime imgui_freetype selection rather than the default compile-time
+ option provided by IMGUI_ENABLE_FREETYPE:
+ - renamed/reworked ImFontBuilderIO into ImFontLoader,
+ - renamed ImGuiFreeType::GetBuilderForFreeType() to ImGuiFreeType::GetFontLoader()
+ - old: io.Fonts->FontBuilderIO = ImGuiFreeType::GetBuilderForFreeType()
+ - new: io.Fonts->FontLoader = ImGuiFreeType::GetFontLoader()
+- DrawList: Renamed ImDrawList::PushTextureID()/PopTextureID() to PushTexture()/PopTexture().
+- Fonts: (users of custom rectangles)
+ - Renamed AddCustomRectRegular() to AddCustomRect(). (#8466)
+ - Added GetCustomRect() as a replacement for GetCustomRectByIndex() + CalcCustomRectUV(). (#8466)
+ - The output type of GetCustomRect() is now ImFontAtlasRect, which include UV coordinates.
+ - ImFontAtlasCustomRect::X --> ImFontAtlasRect::x
+ - ImFontAtlasCustomRect::Y --> ImFontAtlasRect::y
+ - ImFontAtlasCustomRect::Width --> ImFontAtlasRect::w
+ - ImFontAtlasCustomRect::Height --> ImFontAtlasRect::h
+ Before:
+ const ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(custom_rect_id);
+ ImVec2 uv0, uv1;
+ atlas->GetCustomRectUV(r, &uv0, &uv1);
+ ImGui::Image(atlas->TexRef, ImVec2(r->w, r->h), uv0, uv1);
+ After:
+ ImFontAtlasRect r;
+ atlas->GetCustomRect(custom_rect_id, &r);
+ ImGui::Image(atlas->TexRef, ImVec2(r.w, r.h), r.uv0, r.uv1);
+ We added a redirecting typedef but haven't attempted to magically redirect
+ the field names, as this API is rarely used and the fix is simple.
+ - Obsoleted AddCustomRectFontGlyph() as the API does not make sense for scalable fonts:
+ - Kept existing function which uses the font "default size" (Sources[0]->LegacySize).
+ - Added a helper AddCustomRectFontGlyphForSize() which is immediately marked obsolete,
+ but can facilitate transitioning old code.
+ - Prefer adding a font source (ImFontConfig) using a custom/procedural loader.
+- Backends: removed ImGui_ImplXXXX_CreateFontsTexture()/ImGui_ImplXXXX_DestroyFontsTexture()
+ for all backends that had them. They should not be necessary any more.
+ - removed ImGui_ImplMetal_CreateFontsTexture(), ImGui_ImplMetal_DestroyFontsTexture().
+ - removed ImGui_ImplOpenGL2_CreateFontsTexture(), ImGui_ImplOpenGL2_DestroyFontsTexture().
+ - removed ImGui_ImplOpenGL3_CreateFontsTexture(), ImGui_ImplOpenGL3_DestroyFontsTexture().
+ - removed ImGui_ImplSDLGPU3_CreateFontsTexture(), ImGui_ImplSDLGPU3_DestroyFontsTexture().
+ - removed ImGui_ImplSDLRenderer2_CreateFontsTexture(), ImGui_ImplSDLRenderer2_DestroyFontsTexture().
+ - removed ImGui_ImplSDLRenderer3_CreateFontsTexture(), ImGui_ImplSDLRenderer3_DestroyFontsTexture().
+ - removed ImGui_ImplVulkan_CreateFontsTexture(), ImGui_ImplVulkan_DestroyFontsTexture().
+- Layout: commented out legacy ErrorCheckUsingSetCursorPosToExtendParentBoundaries() fallback
+ obsoleted in 1.89 (August 2022) which allowed a SetCursorPos()/SetCursorScreenPos() call WITHOUT AN ITEM
+ to extend parent window/cell boundaries. Replaced with assert/tooltip that would already happens if
+ previously using IMGUI_DISABLE_OBSOLETE_FUNCTIONS. (#5548, #4510, #3355, #1760, #1490, #4152, #150)
+ - Incorrect way to make a window content size 200x200:
+ Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End();
+ - Correct ways to make a window content size 200x200:
+ Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End();
+ Begin(...) + Dummy(ImVec2(200,200)) + End();
+ - TL;DR; if the assert triggers, you can add a Dummy({0,0}) call to validate extending parent boundaries.
+- TreeNode: renamed ImGuiTreeNodeFlags_NavLeftJumpsBackHere to ImGuiTreeNodeFlags_NavLeftJumpsToParent
+ for clarity. Kept inline redirection enum (will obsolete). (#1079, #8639)
+- Commented out PushAllowKeyboardFocus()/PopAllowKeyboardFocus() which was obsoleted
+ in 1.89.4 (March 2023). (#3092)
+ - PushAllowKeyboardFocus(bool tab_stop) --> PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop);
+ - PopAllowKeyboardFocus() --> PopItemFlag().
+- Commented out ImGuiListClipper::ForceDisplayRangeByIndices() which was obsoleted
+ in 1.89.6 (June 2023).
+ - ForceDisplayRangeByIndices() --> IncludeItemsByIndex()
+- Backends: SDL3: Fixed casing typo in function name: (#8509, #8163, #7998, #7988) [@puugz]
+ - Imgui_ImplSDLGPU3_PrepareDrawData() --> ImGui_ImplSDLGPU3_PrepareDrawData()
+- Internals: RenderTextEllipsis() function removed the 'float clip_max_x' parameter directly
+ preceding 'float ellipsis_max_x'. Values were identical for a vast majority of users. (#8387)
+
+Non-breaking Fonts/Textures related changes:
+
+- Textures: added partial texture update protocol. (#8465, #3761)
+ - The Renderer Backend needs to set io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures
+ and handle texture updates requests.
+ - New structs: ImTextureData, ImTextureRect.
+ - New enums: ImTextureStatus, ImTextureFormat.
+ - During its ImGui_ImplXXXX_RenderDrawData() call, the backend can now access a texture list
+ in ImDrawData::Textures[]. Textures may have four distinct states:
+ - ImTextureStatus_WantCreate: requesting backend to create a texture.
+ - ImTextureStatus_WantUpdates: requesting backend to copy given blocks from the CPU side
+ copy of the texture to your graphics pipeline.
+ A 'tex->Updates[]' list of update is provided as well as a single 'tex->UpdatesRect' bounding box.
+ - ImTextureStatus_WantDestroy: requesting backend to destroy the texture.
+ - A 'int UnusedFrames' value is provided to conveniently defer destroying.
+ - Backend is generally free to destroy textures whenever they like.
+ - ImTextureStatus_OK: nothing to do.
+ - Almost all standard backends have been updated to support this.
+ - Backends have allowed to destroy textures at any time if they desire so.
+ A list is available in platform_io.Textures[] for this purpose and for backend shutdown.
+ - Both stb_truetype and FreeType backends have been updated to work with the new
+ system, and they now share more code than before.
+ - Added '#define IMGUI_HAS_TEXTURES' to facilitate compile-time checks for third-party
+ extensions until this is merged with a definitive version number to check.
+- Fonts: font backend/loader may easily be changed dynamically, allowing users to compare
+ rasterizers outputs and features. imgui_freetype is generally beneficial.
+- Fonts: ImFontAtlas::AddFontXXX() functions may be called at any time during the frame.
+- Fonts: ImFontAtlas::AddFontXXX() can fail more gracefully if error handling is configured
+ to not assert (this will be better exposed via future font flags).
+- Fonts: added style.FontScaleBase scaling factor (previously called io.FontGlobalScale).
+- Fonts: added style.FontScaleDpi scaling factor. This is designed to be be changed on
+ per-monitor/per-viewport basis, which `io.ConfigDpiScaleFonts` does automatically.
+ (which is why it is separate from FontScaleBase).
+- Fonts: added optional font_size parameter to ImGui::PushFont() function.
+- Fonts: added ImFontAtlas::RemoveFont() function.
+- Fonts: added ImFontAtlas::CompactCache() function.
+- Fonts: added ImFontAtlas::TexDesiredFormat field (default to ImTextureFormat_RGBA32,
+ can be changed to ImTextureFormat_Alpha8).
+- Fonts: added ImFontAtlas::TexMinWidth, TexMinHeight, TexMaxWidth, TexMaxHeight fields.
+- Fonts: added ImFontConfig::PixelSnapV to align scaled GlyphOffset.y to pixel boundaries.
+- Fonts: added ImFontConfig::GlyphExcludeRanges[], which behave similarly to
+ ImFontConfig::GlyphRanges[], but has the opposite meaning. It is tailored to situations
+ where merged fonts have overlapping characters.
+- Fonts: added "Input Glyphs Overlap Detection Tool" which dumps a list of glyphs
+ provided by merged sources, which may help setting up a GlyphExcludeRanges[] filter.
+- Fonts: added ImFontAtlas::FontBackendName (which is surfaced in the "About Dear ImGui"
+ window and other locations).
+- Fonts: added ImFontFlags (currently needs to be passed through ImFontConfig until
+ we revamp font loading API):
+ - ImFontFlags_NoLoadError: disable erroring/assert when calling AddFontXXX()
+ with missing file/data. Calling code is expected to check AddFontXXX() return value.
+ - ImFontFlags_NoLoadGlyphs: disable loading new glyphs.
+ - ImFontFlags_LockBakedSizes: disable loading new baked sizes, disable garbage
+ collecting current ones. e.g. if you want to lock a font to a single size.
+- Fonts: the general design has changed toward meaning that a ImFont doesn't have
+ have a specific size: it may be bound and drawn with any size.
+ - We store ImFontBaked structures internally, which are a cache of information
+ for a given size being drawn. You should not need to deal with ImFontBaked directly.
+ - ImFontBaked structures may be cleaned up between frames when unused, pointers
+ to them are only valid for the current frame.
+ - Added ImFontBaked::IsGlyphLoaded() function.
+- Fonts: Custom Rect packing has generally been reworked. (#8107, #7962, #1282)
+ - ImFontAtlas::AddCustomRect() (previously AddCustomRectRegular()/AddCustomRectFontGlyph())
+ functions will immediately return a packed rectangle identifier, and you can write your
+ pixels immediately - previously had to wait for Build() to be called.
+ This is also the case when using a legacy backend.
+ - Custom packed rectangles may be moved during a texture change, aka practically anytime.
+ Always refer to latest uvs/position returned by GetCustomRect().
+ - AddCustomRect() returns ImFontAtlasRectId_Invalid on failure.
+ - Added ImFontAtlas::RemoveCustomRect() function.
+ - GetCustomRect() can safely return false and not crash when passed an invalid or removed id.
+- Fonts: texture is now stored in a single format CPU side (save ~25% when using RGBA).
+- Fonts: changing current font to one from a different atlas is supported. (#8080)
+- Fonts: automatic baking of an "..." ellipsis works better with monospace fonts.
+- Fonts: each ImFontConfig font source may provide a custom backend/loader.
+- Fonts: added platform_io.Renderer_TextureMaxWidth/Renderer_TextureMaxHeight fields
+ for Renderer Backend to specify if there is a maximum accepted texture size (not yet used).
+- Fonts: added compile-time overridable '#define ImTextureID_Invalid 0' if you need 0
+ to be a valid low-level texture identifier.
+- Fonts: reworked text ellipsis logic to ensure a "..." is always displayed instead
+ of a single character. (#7024)
+- Fonts: word-wrapping code handle ideographic comma & full stop (U+3001, U+3002). (#8540)
+- Fonts: fixed CalcWordWrapPosition() fallback when width is too small to wrap:
+ would use a +1 offset instead of advancing to the next UTF-8 codepoint. (#8540)
+- Debug Tools: Fonts section: add font preview, add "Remove" button, add "Load all glyphs"
+ button, add selection to change font backend when both are compiled in.
+- Renderer Backends:
+ - Backends: DX9/DX10/DX11/DX12, Vulkan, OpenGL2/3, Metal, SDLGPU3, SDLRenderer2/3, WebGPU, Allegro5:
+ - Added ImGuiBackendFlags_RendererHasTextures support for all backends. (#8465, #3761, #3471)
+ [@ocornut, @ShironekoBen, @thedmd]
+ - Added ImGui_ImplXXXX_UpdateTexture(ImTextureData* tex) functions for all backends.
+ Available if you want to start uploading textures right after ImGui::Render() and without
+ waiting for the call to ImGui_ImplXXXX_RenderDrawData(). Also useful if you use a staged or
+ multi-threaded rendering schemes, where you might want to set ImDrawData::Textures = NULL. (#8597, #1860)
+- Special thanks for fonts/texture related feedback to: @thedmd, @ShironekoBen, @rodrigorc,
+ @pathogendavid, @itamago, @rokups, @DucaRii, @Aarkham, @cyfewlp.
+
+Other Changes:
+
+- IO: variations in analog-only components of gamepad events do not interfere
+ with trickling of mouse position events (#4921, #8508)
+- Windows: fixed SetNextWindowCollapsed()/SetWindowCollapsed() bypassing the
+ codepath that preserve last contents size when collapsed, resulting in
+ programmatically uncollapsing auto-sizing windows having them flicker size
+ for a frame. (#7691) [@achabense]
+- Windows: clicking on a window close button doesn't claim focus and bring to front. (#8683)
+- Windows: loosened code to allow hovering of resize grips, borders, and table
+ borders while hovering a sibling child window, so that the code in master matches
+ one in docking (they accidentally diverged). (#8554)
+- Windows: BeginChild(): fixed being unable to combine manual resize on one axis
+ and automatic resize on the other axis. (#8690)
+ e.g. neither ImGuiChildFlags_ResizeX | ImGuiChildFlags_AutoResizeY
+ or ImGuiChildFlags_ResizeY | ImGuiChildFlags_AutoResizeX worked before.
+- TreeNode: added experimental flags to draw tree hierarchy outlines linking
+ parent and tree nodes: (#2920)
+ - ImGuiTreeNodeFlags_DrawLinesNone: No lines drawn (default value in style.TreeLinesFlags).
+ - ImGuiTreeNodeFlags_DrawLinesFull: Horizontal lines to child nodes. Vertical line drawn down to TreePop() position: cover full contents.
+ - ImGuiTreeNodeFlags_DrawLinesToNodes: Horizontal lines to child nodes. Vertical line drawn down to bottom-most child node.
+ - Added style.TreeLinesFlags which stores the default setting,
+ which may be overridden in individual TreeNode() calls.
+ - Added style.TreeLinesSize (default to 1.0f).
+ - Added style.TreeLinesRadius (default to 0.0f).
+ - Added ImGuiCol_TreeLines (in default styles this is the same as ImGuiCol_Border).
+ - Caveats:
+ - Tree nodes may be used in many creative ways (manually positioning openable
+ nodes in unusual ways, using indent to create tree-looking structures, etc.)
+ and the feature may not accurately represent them in every cases.
+ - The feature adds a little cost as extra data needs to be stored.
+ (ImGuiTreeNodeFlags_DrawLinesToNodes is slower than ImGuiTreeNodeFlags_DrawLinesFull
+ which may be meaningful on very large trees, as it needs to record bottom-most
+ Y position even for clipped nodes).
+ - The feature is unlikely to ever work properly when using a coarse clipper
+ such as ImGuiListClipper.
+- TreeNode: fixed incorrect clipping of arrow/bullet when using ImGuiTreeNodeFlags_SpanAllColumns.
+- InputText: fixed cursor positioning issue using up/down keys near end of lines while
+ editing non-ASCII text. (Regression from 1.91.2) (#8635, #7925)
+- InputText: fixed a buffer overrun that could happen when using dynamically resizing
+ buffers (e.g. imgui_stdlib.cpp for std::string, or ImGuiInputTextFlags_CallbackRezize)
+ and programmatically making an insertion. (#8689) [@ocornut, @m9710797]
+- Tables: fixed TableHeader() eager vertical clipping of text which may be noticeable
+ with FramePadding.y was too small. (#6236)
+- Tables: fixed an assert when combining Tables, Frozen Rows, Clipper and BeginMultiSelect()
+ in a certain order. (#8595, #8250)
+- Tabs: fixes small issues with how "..." ellipsis moved depending on visibility
+ of Close Button or Unsaved Document marker. (#8387)
+- Tooltips: tooltips have a maximum size corresponding to host display/monitor size,
+ which mitigates edge case issues in multi-viewport scenarios where abnormally large
+ windows (e.g. determined programmatically) can lead to renderer backend trying to
+ create abnormally large framebuffers.
+- TextLinkOpenURL(): added bool return value on click. (#8645, #8451, #7660)
+- Scroll: fixed contents size, scrollbar visibility and scrolling resetting issues
+ with abnormally large contents ranges. (#3609, #8215)
+- Clipper: some mitigation/improvements for abnormally large contents ranges. (#3609, #8215)
+- Nav: fixed assertion when holding gamepad FaceLeft/West button to open
+ CTRL+Tab windowing + pressing a keyboard key. (#8525)
+- Nav: fixed scroll fallback (when there are no interactive widgets to jump to) not
+ being enabled on windows with menu or title bar.
+- Nav: fixed an issue handling PageUp/PageDown on windows with abnormally large contents
+ range which could lead to clipper requesting very large ranges.
+- Error Handling: added better error report and recovery for extraneous
+ EndPopup() call. (#1651, #8499)
+- Error Handling: added better error report and recovery when calling EndFrame()
+ or Render() without NewFrame(). Was previously only an assert.
+- Style, InputText: added ImGuiCol_InputTextCursor to configure color of
+ the InputText cursor/caret. (#7031)
+- Platform IME: added ImGuiPlatformImeData::ViewportId info (backported from Docking branch).
+- Platform IME: added ImGuiPlatformImeData::WantTextInput which might set independently
+ of WantVisible. This is set in the same structure because activating text input generally
+ requires providing a window to the backend. (#8584, #6341)
+- DrawList: Fixed a regression from 1.91.1 where a Begin()/PushFont()/AddImage() sequence
+ would not restore the correct atlas Texture Identifier when the PushFont() call used
+ a font from a different atlas. (#8694, caused by #3224, #3875, #6398, #7903)
+- Misc: added extra operators to ImVec4 in IMGUI_DEFINE_MATH_OPERATORS block. (#8510) [@gan74]
+- Misc: removed static linkage from operators to facilitate using in C++ modules. (#8682, #8358) [@johmani]
+- Demo: changed default framed item width to use Min(GetFontSize() * 12, GetContentRegionAvail().x * 0.40f).
+- Renderer Backends:
+ - Backends: SDLGPU3: Fixed creating atlas texture earlier than other backends, preventing
+ to load fonts between the Init and NewFrames calls.
+ - Backends: SDLGPU3: Made ImGui_ImplSDLGPU3_PrepareDrawData() reuse GPU Transfer Buffers which
+ were unusually slow to recreate every frame. Much faster now. (#8534) [@ocornut, @TheMode]
+ - Backends: SDLGPU3: added support for ImDrawCallback_ResetRenderState. (#8599)
+ - Backends: OpenGL3: made GLES 3.20 contexts not access GL_CONTEXT_PROFILE_MASK nor
+ GL_PRIMITIVE_RESTART. (#8664) [@DyXel]
+ - Backends: DirectX12: Fixed build on MinGW. (#8702, #4594) [@playday3008]
+ - Backends: DirectX10, DirectX11, DirectX12: Honor FramebufferScale to allow for custom
+ platform backends and experiments using it (consistently with other renderer backends,
+ even though in normal condition it is not set under Windows). (#8412) [@WSSDude]
+ - Backends: Vulkan: Deep-copy ImGui_ImplVulkan_InitInfo::PipelineRenderingCreateInfo's
+ pColorAttachmentFormats buffer when set, in order to reduce common user-error of
+ specifying a pointer to data that gets out of scope. (#8282)
+ - Backends: Vulkan: Load dynamic rendering functions using vkGetDeviceProcAddr()
+ + try both non-KHR and KHR versions. (#8600, #8326, #8365) [@ChrisTom-94]
+ - Backends: Vulkan: fixed validation errors in window create/resize helpers used by examples
+ and by multi-viewports implementation, which would typically trigger errors while detaching
+ secondary viewports. (#8600, #8176) [@ChrisTom-94]
+- Platform Backends:
+ - Backends: GLFW: added ImGui_ImplGlfw_GetContentScaleForMonitor(), ImGui_ImplGlfw_GetContentScaleForWindow()
+ helpers. They are wrappers to glfwGetMonitorContentScale()/glfwGetWindowContentScale(), with compile-time
+ GLFW version checks + returning 1.0f on Apple platform.
+ - Backends: GLFW: Added support for multiple Dear ImGui contexts. (#8676, #8239, #8069)
+ - Backends: SDL2: added ImGui_ImplSDL2_GetDpiScaleForDisplay() and ImGui_ImplSDL2_GetContentScaleForWindow()
+ helpers. They are wrappers to SDL_GetDisplayDPI(), with compile-time SDL version checks + returning 1.0f
+ on Apple platforms. SDL3 already does this by default.
+ - Backends: Win32: 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)
+ - Backends: SDL2, SDL3, OSX: Fill gamepad inputs and set ImGuiBackendFlags_HasGamepad
+ regardless of ImGuiConfigFlags_NavEnableGamepad being set. (#8508)
+ - Backends: SDL2, SDL3: don't attempt to call SDL_CaptureMouse() on drivers where we don't
+ call SDL_GetGlobalMouseState(). This is specifically for Wayland but we currently use
+ the same white-list as SDL_GetGlobalMouseState(). (#8561) [@vs49688]
+ - Backends: GLFW, SDL2, SDL3: include GLFW/SDL version number in io.BackendPlatformName.
+ - Backends: SDL3: Update for SDL3 api changes: revert SDL_GetClipboardText()
+ memory ownership change. (#8530, #7801) [@Green-Sky]
+ - Backends: SDL3: honor ImGuiPlatformImeData::WantTextInput as an alternative
+ way to call SDL_StartTextInput(), without IME being necessarily visible. (#8584)
+ - Backends: SDL3: fixed pulling SDL_PROP_WINDOW_COCOA_WINDOW_POINTER into
+ viewport->PlatformHandleRaw. (#8725, #8726) [@eertbleyen]
+ - Backends: OSX: ImGui_ImplOSX_HandleEvent() only process event for window containing
+ our view. (#8644) [@BingoXuan]
+- Examples:
+ - Examples: Made many examples DPI aware by default.
+ The single-viewport is basically:
+ - Query monitor DPI scale. Helpers are provided in some backends.
+ - Call style.ScaleAllSizes() and set style.FontScaleDpi with this factor.
+ Multi-viewport applications may set both of those flags:
+ - io.ConfigDpiScaleFonts = true;
+ - io.ConfigDpiScaleViewports = true;
+ Which will scale fonts but NOT style padding/spacings/thicknesses yet.
+ - Examples: Apple+Metal, Apple+OpenGL: add Makefile (CLion opens them nicely). (#8637) [@pthom]
+ - Examples: DirectX12+Win32: also test for IsIconic() for sleeping since we don't seem to
+ get a DXGI_STATUS_OCCLUDED signal when minimized. (#8603) [@dooann]
+
+
+-----------------------------------------------------------------------
+ VERSION 1.91.9b (Released 2025-03-17)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.91.9b
+
+- Tables: Fixed assert when loading .ini settings with reordered columns. (#8496, #7934)
+- Tables: Fixed issues when loading .ini settings for a table with columns using
+ ImGuiTableColumnFlags_DefaultHide or ImGuiTableColumnFlags_DefaultSort. (#8496, #7934)
+
+
+-----------------------------------------------------------------------
+ VERSION 1.91.9 (Released 2025-03-14)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.91.9
+
+Breaking changes:
+
+- Image: removed 'tint_col' and 'border_col' parameter from Image() function. (#8131, #8238)
+ - Old function signature:
+ void Image (ImTextureID tex_id, ImVec2 image_size, ImVec2 uv0 = (0,0), ImVec2 uv1 = (1,1), ImVec4 tint_col = (1,1,1,1), ImVec4 border_col = (0,0,0,0));
+ - New function signatures:
+ void Image (ImTextureID tex_id, ImVec2 image_size, ImVec2 uv0 = (0,0), ImVec2 uv1 = (1,1));
+ void ImageWithBg(ImTextureID tex_id, ImVec2 image_size, ImVec2 uv0 = (0,0), ImVec2 uv1 = (1,1), ImVec4 bg_col = (0,0,0,0), ImVec4 tint_col = (1,1,1,1));
+ - TL;DR: 'border_col' had misleading side-effect on layout, 'bg_col' was missing, parameter order couldn't be consistent with ImageButton().
+ - New behavior always use ImGuiCol_Border color + style.ImageBorderSize / ImGuiStyleVar_ImageBorderSize.
+ - Old behavior altered border size (and therefore layout) based on border color's
+ alpha, which caused variety of problems.
+ - Old behavior used a fixed value of 1.0f for border size which was not tweakable.
+ - Kept legacy signature (will obsolete), which mimics the old behavior,
+ but uses Max(1.0f, style.ImageBorderSize) when border_col is specified.
+ - Added ImageWithBg() function which has both 'bg_col' (which was missing) and 'tint_col'.
+ It was impossible to add 'bg_col' to Image() with a parameter order consistent with
+ other functions, so we decided to remove 'tint_col' and introduce ImageWithBg().
+- Renamed ImFontConfig::GlyphExtraSpacing.x option to GlyphExtraAdvanceX. (#242)
+- Renamed style.TabMinWidthForCloseButton to style.TabCloseButtonMinWidthUnselected.
+- Backends: Vulkan: Added 'uint32_t api_version' argument to ImGui_ImplVulkan_LoadFunctions().
+ Note that it was also added to ImGui_ImplVulkan_InitInfo but for the later it is optional.
+ (#8326, #8365, #8400)
+- Internals: Fonts: ImFontAtlas::ConfigData[] has been renamed to ImFontAtlas::Sources[],
+- Internals: Fonts: ImFont::ConfigData[], ConfigDataCount has been renamed to Sources[], SourcesCount.
+- Internals: Menus: reworked mangling of menu windows to use "###Menu_00" etc. instead
+ of "##Menu_00", allowing them to also store the menu name before it. This shouldn't
+ affect code unless directly accessing menu window from their mangled name.
+
+Other changes:
+
+- Fixed IsItemDeactivatedAfterEdit() signal being broken for Checkbox(),
+ RadioButton(), Selectable(). Regression from 2025/01/13. (#8370)
+- Windows: Fixed an issue where BeginChild() inside a collapsed Begin()
+ wouldn't inherit the SkipItems flag, resulting in missing coarse clipping
+ opportunities for code not checking the BeginChild() return value.
+- Windows, Style: Added style.WindowBorderHoverPadding setting to configure
+ inner/outer padding applied to hit-testing of windows borders and detection
+ of hovered window.
+- InputText: Allow CTRL+Shift+Z to redo even outside of OSX. (#8389) [@tanksdude]
+- InputText: Pasting a multi-line buffer into a single-line edit replaces
+ carriage return by spaces. (#8459)
+- InputTextWithHint(): Fixed buffer-overflow (luckily often with no visible effect)
+ when a user callback modified the buffer contents in a way that altered the
+ visibility of the preview/hint buffer. (#8368) [@m9710797, @ocornut]
+- Scrollbar: Rework logic that fades-out scrollbar when it becomes too small,
+ which amusingly made it disappear when using very big font/frame size.
+- Scrollbar: Automatically stabilize ScrollbarX visibility when detecting a
+ feedback loop manifesting with ScrollbarX visibility toggling on and off
+ repeatedly. (#8488, #3285, #4539)
+ (feedback loops of this sort can manifest in various situations, but combining
+ horizontal + vertical scrollbar + using a clipper with varying width items is
+ one frequent cause. The better solution is to, either: (1) enforce visibility
+ by using ImGuiWindowFlags_AlwaysHorizontalScrollbar or (2) declare stable
+ contents width with SetNextWindowContentSize(), if you can compute it.)
+- Tables: fixed calling SetNextWindowScroll() on clipped scrolling table
+ to not leak the value into a subsequent window. (#8196)
+- Tables: fixed an issue where Columns Visible/Width state wouldn't be correctly
+ restored when hot-reloading .ini state. (#7934)
+- Tables: tamed some .ini settings optimizations to more accurately allow
+ overwriting/hot-reloading settings in more situations. (#7934)
+- Tables, Error Handling: Recovery from invalid index in TableSetColumnIndex(). (#1651)
+- Image: Added ImageWithBg() variant with bg color and tint color. (#8131, #8238)
+- Image, Style: Added style.ImageBorderSize, ImGuiStyleVar_ImageBorderSize. (#8131, #8238)
+- Selectable: Fixed horizontal label alignment with SelectableTextAlign.x > 0 and
+ specifying a selectable size. (#8338)
+- Tabs, Style: made the Close Button of selected tabs always visible by default,
+ without requiring to hover the tab. (#8387)
+ - Added style.TabCloseButtonMinWidthSelected/TabCloseButtonMinWidthUnselected settings
+ to configure visibility of the Close Button for selected and unselected tabs.
+ (-1: always visible. 0.0f: visible when hovered. >0.0f: visible when hovered if minimum width)
+ - Default for selected tabs: TabCloseButtonMinWidthSelected = -1.0f (always visible)
+ - Default for unselected tabs: TabCloseButtonMinWidthUnselected = 0.0f (visible when hovered)
+- Tabs: fixed middle-mouse-button to close tab not checking that close button
+ is hovered, merely its visibility. (#8399, #8387) [@nicovanbentum]
+- TextLink(), TextLinkOpenURL(): fixed honoring text baseline alignment.
+ (#8451, #7660) [@achabense]
+- TextLinkOpenURL(): fixed default Win32 io.PlatformOpenInShellFn handler to
+ handle UTF-8 regardless of system regional settings. (#7660) [@achabense]
+- Disabled: Fixed an issue restoring Alpha in EndDisabled() when using nested
+ BeginDisabled() calls with PushStyleVar(ImGuiStyleVar_DisabledAlpha) within. (#8454, #7640)
+- Clipper: Fixed an issue where passing an out of bound index to IncludeItemByIndex()
+ could incorrectly offset the final cursor, even if that index was not iterated through.
+ One case where it would manifest was calling Combo() with an out of range index. (#8450)
+- Debug Tools: Added io.ConfigDebugHighlightIdConflictsShowItemPicker (defaults to true)
+ to allow disabled Item Picker suggestion in user facing builds. (#7961, #7669)
+- Debug Tools: Tweaked layout of ID Stack Tool and always display full path. (#4631)
+- imgui_freetype: update lunasvg API to support v3.0+. (#8656, #6842, #6591) [@moretromain]
+- Misc: Various zealous warning fixes for newer version of Clang.
+- Misc: Added ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress mouse cursors
+ (busy/wait/hourglass shape, with or without an arrow cursor).
+- Demo: Reorganized "Widgets" section to be alphabetically ordered and split in more functions.
+- Demo: Combos: demonstrate a very simple way to add a filter to a combo,
+ by showing the filter inside the combo contents. (#718)
+- Examples: SDL3: Added comments to clarify setup for users of the unfortunate
+ SDL_MAIN_USE_CALLBACKS feature. (#8455)
+- IO: Added ImGuiKey_Oem102 to ImGuiKey enum. (#7136, #7201, #7206, #7306, #8468)
+- Backends: reworked key handlers to use/prioritize untranslated scancodes instead of
+ translated keycodes when dealing with OEM keys which are too difficult to find a reliable
+ translated mapping on all systems, backends and keyboard layout.
+ (#7136, #7201, #7206, #7306, #7670, #7672, #8468)
+ - The affected keys are: ImGuiKey_Apostrophe, ImGuiKey_Comma, ImGuiKey_Minus, ImGuiKey_Period,
+ ImGuiKey_Slash, ImGuiKey_Semicolon, ImGuiKey_Equal, ImGuiKey_LeftBracket, ImGuiKey_RightBracket,
+ ImGuiKey_Backslash, ImGuiKey_GraveAccent, and newly introduced ImGuiKey_Oem102.
+ - This is NOT affecting characters used the text inputs.
+ - Fixes many cases of keys not emitting a ImGuiKey value with certain keyboard layouts.
+ - Makes emitted ImGuiKey values more consistent regardless of keyboard mapping,
+ but you may be getting different values as before.
+ - Win32, SDL2, SDL3: Use scancodes for OEM keys.
+ - GLFW: GLFW_KEY_WORLD_1 and GLFW_KEY_WORLD_2 are emitting ImGuiKey_Oem102.
+- Backends: GLFW: Fixed clipboard handler assertion when using GLFW <= 3.2.1 compiled
+ with asserts enabled. (#8452)
+- Backends: SDL2, SDL3: Using SDL_OpenURL() in platform_io.Platform_OpenInShellFn
+ handler. (#7660) [@achabense]
+- Backends: SDL2, SDL3, Win32, Allegro5: Added support for ImGuiMouseCursor_Wait
+ and ImGuiMouseCursor_Progress cursors.
+- Backends: SDL2, SDL3: Avoid calling SDL_GetGlobalMouseState() when mouse is in
+ relative mode. (#8425, #8407) [@TheMode]
+- Backends: SDL2, SDL3: Only start SDL_CaptureMouse() when mouse is being dragged,
+ to mitigate issues with e.g. Linux debuggers not claiming capture back on debug
+ break. (#6410, #3650)
+- Backends: OpenGL3: Lazily reinitialize embedded GL loader for when calling backend
+ from e.g. other DLL boundaries. (#8406)
+- Backends: DirectX12: Fixed an issue where pre-1.91.5 legacy ImGui_ImplDX12_Init()
+ signature started breaking in 1.91.8 due to missing command queue. (#8429)
+- Backends: Metal: Fixed a crash on application resources. (#8367, #7419) [@anszom]
+- Backends: Vulkan: Added ApiVersion field in ImGui_ImplVulkan_InitInfo.
+ Default to header version if unspecified. (#8326, #8365) [@mklefrancois]
+- Backends: Vulkan: Dynamic rendering path loads "vkCmdBeginRendering/vkCmdEndRendering"
+ (without -KHR suffix) on API 1.3. (#8326, #8365) [@mklefrancois]
+- Backends: WebGPU: Recreate image bind groups during render to allow reuse of
+ WGPUTextureView pointers. (#8426, #8046, #7765, #8027) [@pplux, @Jairard]
+- Backends: WebGPU: Fix for DAWN API change WGPUProgrammableStageDescriptor -> WGPUComputeState.
+ [@PhantomCloak] (#8369)
+- Backends: WebGPU: Fix for webgpu-native API changes. (#8426) [@pplux]
+
+
+-----------------------------------------------------------------------
+ VERSION 1.91.8 (Released 2025-01-31)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.91.8
+
+Breaking changes:
+
+- ColorEdit, ColorPicker: redesigned how alpha is displayed in the preview
+ square. (#8335, #1578, #346)
+ - Removed ImGuiColorEditFlags_AlphaPreview (made value 0): it is now the default behavior.
+ - Prior to 1.91.8: alpha was made opaque in the preview by default _unless_ using ImGuiColorEditFlags_AlphaPreview.
+ - We now display the preview as transparent by default. You can use ImGuiColorEditFlags_AlphaOpaque to use old behavior.
+ - The new flags may be combined better and allow finer controls:
+ - ImGuiColorEditFlags_AlphaOpaque: disable alpha in the preview, but alpha value still editable.
+ - ImGuiColorEditFlags_AlphaNoBg: disable rendering a checkerboard background behind transparent color.
+ - ImGuiColorEditFlags_AlphaPreviewHalf: display half opaque / half transparent preview.
+- Backends: SDLGPU3: Renamed ImGui_ImplSDLGPU3_InitInfo::GpuDevice to Device
+ for consistency. (#8163, #7998, #7988)
+
+Other changes:
+
+- imgui_freetype: fixed issue where glyph advances would incorrectly be
+ snapped to pixels. Effectively it would only be noticeable when hinting
+ is disabled with ImGuiFreeTypeBuilderFlags_NoHinting, as hinting itself
+ snaps glyph advances.
+- Inputs: added IsMouseReleasedWithDelay() helper. (#8337, #8320)
+ Use if you absolutely need to distinguish single-click from double-clicks
+ by introducing a delay. This is a very rarely used UI idiom, but some apps
+ use this: e.g. MS Explorer single-click on an icon triggers a rename.
+ Generally use with 'delay >= io.MouseDoubleClickTime' + combine with a
+ 'GetMouseClickedCount() == 1' check.
+- Windows: legacy SetWindowFontScale() is properly inherited by nested child
+ windows. Note that an upcoming major release should make this obsolete,
+ but in the meanwhile it works better now. (#2701, #8138, #1018)
+- Windows, Style: Fixed small rendering issues with menu bar, resize grip and
+ scrollbar when using thick border sizes. (#8267, #7887)
+- Windows: Fixed IsItemXXXX() functions not working on append-version of EndChild(). (#8350)
+ Also made some of the fields accessible after BeginChild() to match Begin() logic.
+- Error Handling: Recovery from missing EndMenuBar() call. (#1651)
+- Tables, Menus: Fixed using BeginTable() in menu layer (any menu bar). (#8355)
+ It previously overrode the current layer back to main layer, which caused an issue
+ with MainMenuBar attempted to release focus when leaving the menu layer.
+- Tables, Menus: Fixed tables or child windows submitted inside BeginMainMenuBar()
+ being unable to save their settings, as the main menu bar uses _NoSavedSettings. (#8356)
+- ColorEdit, ColorPicker: Fixed alpha preview broken in 1.91.7. (#8336, #8241). [@PathogenDavid]
+- Tabs, Style: reworked selected overline rendering to better accommodate
+ for rounded tabs. Reduced default thickness (style.TabBarOverlineSize),
+ increased default rounding (style.TabRounding). (#8334) [@Kian738, @ocornut]
+- Debug Tools: Tweaked font preview.
+- ImDrawList: texture baked storage for thick line reduced from ~64x64 to ~32x32. (#3245)
+- Fonts: IndexLookup[] table hold 16-bit values even in ImWchar32 mode,
+ as it accounts for number of glyphs in same font. This is favorable to
+ CalcTextSize() calls touching less memory.
+- Fonts: OversampleH/OversampleV defaults to 0 for automatic selection.
+ - OversampleH == 0 --> use 1 or 2 depending on font size and use of PixelSnapH.
+ - OversampleV == 0 --> always use 1.
+- ImFontAtlas: made calling ClearFonts() call ClearInputData(), as calling
+ one without the other is never correct. (#8174, #6556, #6336, #4723)
+- Examples: DirectX12: Reduced number of frame in flight from 3 to 2 in
+ provided example, to reduce latency.
+- Examples: Vulkan: better handle VK_SUBOPTIMAL_KHR being returned by
+ vkAcquireNextImageKHR() or vkQueuePresentKHR(). (#7825, #7831) [@NostraMagister]
+- Backends: SDL2: removed assert preventing using ImGui_ImplSDL2_SetGamepadMode()
+ with ImGui_ImplSDL2_GamepadMode_Manual and an empty array. (#8329)
+- Backends: SDL3: removed assert preventing using ImGui_ImplSDL3_SetGamepadMode()
+ with ImGui_ImplSDL3_GamepadMode_Manual and an empty array. (#8329)
+- Backends: SDLGPU3: Exposed ImGui_ImplSDLGPU3_CreateDeviceObjects()/_DestroyDeviceObjects().
+ Removed return value from ImGui_ImplSDLGPU3_CreateFontsTexture(). (#8163, #7998, #7988)
+- Backends: SDL_Renderer2/3: Use endian-dependent RGBA32 texture format, to match
+ SDL_Color. (#8327) [@dkosmari]
+- Backends: DirectX12: Texture upload use the command queue provided in
+ ImGui_ImplDX12_InitInfo instead of creating its own.
+- Backends: OSX: Removed notification observer when shutting down. (#8331) [@jrachele]
+
+
+-----------------------------------------------------------------------
+ VERSION 1.91.7 (Released 2025-01-14)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.91.7
+
+Breaking changes:
+
+- TreeNode: renamed ImGuiTreeNodeFlags_SpanTextWidth to ImGuiTreeNodeFlags_SpanLabelWidth
+ for consistency with other names. Kept redirection enum (will obsolete). (#6937)
+
+Other changes:
+
+- Fixed issues with IsItemDeactivated() and IsItemDeactivatedAfterEdit() not
+ emitting a reliable signal when an item is deactivated externally: e.g.
+ via an explicit clear of focus, clear of active id, opening of modal etc.
+ (#5184, #5904, #6766, #8303, #8004)
+ - It used to work when the interruption happened in the frame before the
+ active item as submitted, but not after. It should work in both cases now.
+ - While this is not specific to a certain widgets, typically it would
+ mostly be noticeable on InputText() because it keeps ActiveId for a
+ longer time while allowing other interaction to happen.
+- Error Handling: Fixed bugs recovering from within a table that created
+ a child window, and from nested child windows. (#1651)
+- Error Handling: Turned common EndTable() and other TableXXX functions
+ fail cases into a recoverable error. (#1651, #8314)
+- Error Handling: Basic error handling options in Demo->Tools->Debug Options. (#1651)
+- InputText: Fixed a bug where character replacements performed from a callback
+ were not applied when pasting from clipboard. (#8229)
+- InputText: Fixed issue when activating a ReadOnly field when the underlying
+ value is being modified. (#8242)
+- InputText: Added sanity check to detect some cases of passing a non
+ zero-terminated input buffer.
+- InputText: Fixed not calling CallbackEdit on revert/clear with Escape key,
+ although IsItemEdited() was behaving correctly. (#8273)
+- Tables: Fixed TableAngledHeadersRow() creating an infinite horizontal
+ scrolling region when the table is hosted in a viewport with negative
+ coordinates (left of primary monitor, with multi-viewports enabled).
+- Tables, MultiSelect: Fixed an issue where column width may be mismeasured
+ when calling BeginMultiSelect() while inside a table. (#8250)
+- TreeNode, Tables: Added ImGuiTreeNodeFlags_LabelSpanAllColumns to make
+ the label (not only the highlight/frame) also spans all columns. This is
+ useful for table rows where you know nothing else is submitted. (#8318, #3565)
+ Obviously best used with ImGuiTableFlags_NoBordersInBodyUntilResize.
+- Selectable: Fixed horizontal label alignment when combined with using
+ ImGuiSelectableFlags_SpanAllColumns. (#8338)
+- Drags: Added ImGuiSliderFlags_NoSpeedTweaks flag to disable keyboard
+ modifiers altering the tweak speed. Useful if you want to alter tweak speed
+ yourself based on your own logic. (#8223)
+- Nav: Fixed an issue where Alt key would clear current active item on
+ windows with the ImGuiWindowFlags_NoNavInputs flag. (#8231)
+- Debug Tools: Debug Log: hovering 0xXXXXXXXX values in log is allowed even
+ if a popup is blocking mouse access to the debug log window. (#5855)
+- Debug Tools: Item Picker: Always available in Tools menu regardless of value
+ of io.ConfigDebugIsDebuggerPresent. (#2673)
+- Fonts: Fixed miscalculation of Ellipsis ("...") character width when automatically
+ created from a single comma character, affecting some fonts/settings (not all).
+- Demo: Added label edition to Property Editor demo + fix an ID issue. (#8266) [@moritz-h]
+- Misc: Fixed misc/cpp/imgui_stdlib.h/.cpp not supporting IMGUI_DISABLE. (#8294) [@juur]
+- Misc: Fixed MinGW builds not using UTF-8 friendly _wfopen(). (#8300)
+- Backends: SDLGPU3 for SDL3: Added backend for SDL_GPU! (#8163, #7998, #7988) [@DeltaW0x].
+- Backends: SDL3: Added ImGui_ImplSDL3_InitForSDLGPU() for consistency, even
+ though it is currently not doing anything particular. (#8163, #7998, #7988)
+- Backends: Allegro5: Avoid calling al_set_mouse_cursor() repeatedly since it appears
+ to leak on on X11 (#8256). [@Helodity]
+- Backends: Metal: Fixed leaks when using metal-cpp. (#8276, #8166) [@selimsandal]
+- Backends: Metal: Fixed resource leak when using multiple contexts. (#7419) [@anszom]
+- Backends: Vulkan: Fixed setting VkSwapchainCreateInfoKHR::preTransform for
+ platforms not supporting VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR. (#8222) [@Zer0xFF]
+- Backends: Vulkan: Added a few more ImGui_ImplVulkanH_XXX helper functions
+ primarily for the purpose of making our examples simpler.
+- Backends: Vulkan: Added IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE to clarify
+ how many image sampler descriptors are expected to be available in the provided
+ descriptor pool. Current backend needs 1 but it is expected that by end of Q1 2025
+ this number will grow (will stay a small number). (#6642)
+- Backends: DX11: Expose vertex constant buffer in ImGui_ImplDX11_RenderState.
+ Reset projection matrix in ImDrawCallback_ResetRenderState handlers. (#6969, #5834, #7468, #3590)
+- Backends: DX10: Expose ImGui_ImplDX10_RenderState for completeness. (#6969, #5834, #7468, #3590)
+- Examples: Added Win32+Vulkan example for completeness. (#8180) [@jristic]
+
+
+-----------------------------------------------------------------------
+ VERSION 1.91.6 (Released 2024-12-11)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.91.6
+
+Breaking changes:
+
+- Backends: DX12: Changed ImGui_ImplDX12_Init() signature to take a
+ ImGui_ImplDX12_InitInfo struct.
+ - Using the new API, application is now required to pass function pointers
+ to allocate/free SRV Descriptors.
+ - We provide convenience legacy fields to pass a single descriptor,
+ matching the old API, but upcoming features will want multiple.
+ - Legacy ImGui_ImplDX12_Init() signature is still supported (will obsolete).
+- Misc: changed CRC32 table from CRC32-adler to CRC32c polynomial in order to
+ be compatible with the result of SSE 4.2 instructions. (#8169, #4933) [@Teselka]
+ - As a result, some .ini data may be partially lost when storing checksums
+ (docking and tables information particularly).
+ - Because some users have crafted and storing .ini data as a way to workaround
+ limitations of the docking API, we are providing a '#define IMGUI_USE_LEGACY_CRC32_ADLER'
+ compile-time option to keep using old CRC32 tables if you cannot afford invalidating
+ old .ini data.
+
+Other changes:
+
+- Error Handling: fixed cases where recoverable error handling would crash when
+ processing errors outside of the NewFrame()..EndFrame() scope. (#1651)
+- Tables: fixed SetNextWindowScroll() value being ignored by BeginTable() during
+ the first frame or when scrolling flags have changed. (#8196)
+- InputText: added ImGuiInputTextFlags_ElideLeft to elide left side and ensure right side
+ of contents is visible when whole text is not fitting (useful for paths/filenames).
+ (#1442, #1440, #4391, #7208, #8216) [@kucoman, @ocornut]
+- InputText: reactivating last activated InputText() doesn't restore horizontal scrolling
+ (which was disabled during deactivation anyway).
+- Misc: changed embedded ProggyClean encoding to save a bit of binary space (~12kb to 9.5kb).
+- Misc: added IMGUI_DISABLE_DEFAULT_FONT to strip embedded font from binary. (#8161)
+ [@demonese]
+- Demo: example tree used by Property Editor & Selection demos properly freed
+ on application closure. (#8158) [@Legulysse]
+- Fonts: fixed AddCustomRect() not being packed with TexGlyphPadding + not accounted
+ for surface area used to determine best-guess texture size. (#8107) [@YarikTH, @ocornut]
+- Misc: use SSE 4.2 crc32 instructions when available. (#8169, #4933) [@Teselka]
+- Tools: binary_to_compressed_c: added -u8/-u32/-base85 export options.
+- Backends: DirectX12: Let user specifies the DepthStencilView format by setting
+ ImGui_ImplDX12_InitInfo::DSVFormat. (#8217) [@bmarques1995]
+- Backends: Vulkan: Make user-provided descriptor pool optional. As a convenience,
+ when setting init_info->DescriptorPoolSize then the backend will create and manage
+ one itself. (#8172, #4867) [@zeux]
+- Examples: Win32+DX12: Using a basic free-list allocator to manage multiple
+ SRV descriptors.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.91.5 (Released 2024-11-07)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.91.5
+
Breaking changes:
+- Commented out pre-1.87 IO system (equivalent to using IMGUI_DISABLE_OBSOLETE_KEYIO or IMGUI_DISABLE_OBSOLETE_FUNCTIONS before).
+ - io.KeyMap[] and io.KeysDown[] are removed (obsoleted February 2022). Use IsKeyDown() instead.
+ - io.NavInputs[] and ImGuiNavInput are removed (obsoleted July 2022).
+ - Pre-1.87 backends are not supported:
+ - backends need to call io.AddKeyEvent(), io.AddMouseEvent() instead of writing to io.KeysDown[], io.MouseDown[] fields.
+ - backends need to call io.AddKeyAnalogEvent() for gamepad values instead of writing to io.NavInputs[] fields.
+ - you can use IsKeyDown() instead of reading from io.KeysDown[].
+ - For more references:
+ - read 1.87 and 1.88 part of API BREAKING CHANGES in imgui.cpp or read Changelog for 1.87 and 1.88.
+ - read https://github.com/ocornut/imgui/issues/4921
+ - If you have trouble updating a very old codebase using legacy backend-specific key codes:
+ consider updating to 1.91.4 first, then #define IMGUI_DISABLE_OBSOLETE_KEYIO, then update to latest.
+ - Obsoleted ImGuiKey_COUNT (it is unusually error-prone/misleading since valid keys don't start at 0).
+ Probably use ImGuiKey_NamedKey_BEGIN/ImGuiKey_NamedKey_END?
+- Fonts: removed const qualifiers from most font functions in prevision for upcoming fonts improvements.
+
Other changes:
+- Selectable: selected Selectables use ImGuiCol_Header instead of an arbitrary lerp
+ between _Header and _HeaderHovered which was introduced v1.91 (#8106, #1861)
+- Buttons: using ImGuiItemFlags_ButtonRepeat makes default button behavior use
+ PressedOnClick instead of PressedOnClickRelease when unspecified.
+ - This is intended to make the +/- buttons of InputInt/InputFloat react on the
+ initial mouse down event.
+ - Note that it may reveal incorrect usage if you were using InputInt/InputFloat
+ without persistent storage by relying solely on e.g. IsItemDeactivatedAfterEdit():
+ this was never supported and didn't work consistently (see #8149).
+- InputText: fixed a bug (regression in 1.91.2) where modifying text buffer within
+ a callback would sometimes prevents further appending to the buffer.
+- Tabs, Style: made ImGuiCol_TabDimmedSelectedOverline alpha 0 (not visible) in default
+ styles as the current look is not right (but ImGuiCol_TabSelectedOverline stays the same).
+- Log/Capture: added experimental io.ConfigWindowsCopyContentsWithCtrlC option to
+ automatically copy window contents into clipboard using CTRL+C. This is experimental
+ because (1) it currently breaks on nested Begin/End, (2) text output quality varies,
+ and (3) text output comes in submission order rather than spatial order.
+- Log/Capture: better decorating of BeginMenu() and TabItem() output.
+- Log/Capture: a non terminated log ends automatically in the window which called it.
+- imgui_freetype: Fixed a crash in build font atlas when using merged fonts and the
+ first font in a merged set has no loaded glyph. (#8081)
- Backends: DX12: Unmap() call specify written range. The range is informational and
may be used by debug tools.
-- Backends: SDL2: Replace SDL_Vulkan_GetDrawableSize() forward declaration with the
- actual include. (#8095, #7967, #3190) [@sev-]
-- Backends: SDL2, SDL3: SDL_EVENT_MOUSE_WHEEL event doesn't require dividing
+- Backends: SDL2: Replace SDL_Vulkan_GetDrawableSize() forward declaration with the
+ actual include. (#8095, #7967, #3190) [@sev-]
+- Backends: SDL2, SDL3: SDL_EVENT_MOUSE_WHEEL event doesn't require dividing
by 100.0f on Emscripten target. (#4019, #6096, #1463)
-- Examples: Added SDL3+Vulkan example. (#8084, #8085)
+- Examples: SDL3+Vulkan: Added example. (#8084, #8085)
+- Examples: Android+OpenGL: Using ALooper_pollOnce() instead of ALooper_pollAll()
+ which has been deprecated. (#8013) [@feather179]
+
-----------------------------------------------------------------------
VERSION 1.91.4 (Released 2024-10-18)
-----------------------------------------------------------------------
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.91.4
+
Breaking changes:
-- Style: renamed ImGuiCol_NavHighlight to ImGuiCol_NavCursor, for consistency with
+- Style: renamed ImGuiCol_NavHighlight to ImGuiCol_NavCursor, for consistency with
newly exposed and reworked features. Kept inline redirection enum (will obsolete).
- The typedef for ImTextureID now defaults to ImU64 instead of void*. (#1641)
- This removes the requirement to redefine it for backends which are e.g. storing
@@ -73,9 +998,9 @@ Breaking changes:
- Note that you can always define ImTextureID to be your own high-level structures
(with dedicated constructors and extra render parameters) if you like.
- IO: moved ImGuiConfigFlags_NavEnableSetMousePos to standalone io.ConfigNavMoveSetMousePos bool.
-- IO: moved ImGuiConfigFlags_NavNoCaptureKeyboard to standalone io.ConfigNavCaptureKeyboard bool
+- IO: moved ImGuiConfigFlags_NavNoCaptureKeyboard to standalone io.ConfigNavCaptureKeyboard bool
(note the inverted value!). (#2517, #2009)
- Kept legacy names (will obsolete) + code that copies settings once the first time.
+ Kept legacy names (will obsolete) + code that copies settings once the first time.
Dynamically changing the old value won't work. Switch to using the new value!
Other changes:
@@ -91,48 +1016,48 @@ Other changes:
- Set io.ConfigNavCursorVisibleAuto = true (default) to enable automatic toggling
of cursor visibility (mouse click hide the cursor, arrow keys makes it visible).
- Set io.ConfigNavCursorVisibleAlways to keep cursor always visible.
- - Nav: added NavSetCursorVisible(bool visible) function to manipulate visibility of
+ - Nav: added SetNavCursorVisible(bool visible) function to manipulate visibility of
navigation cursor (e.g. set default state, or after some actions). (#1074, #2048, #7237, #8059)
- Nav: added io.ConfigNavEscapeClearFocusItem and io.ConfigNavEscapeClearFocusWindow to change
how pressing Escape affects navigation. (#8059, #2048, #1074, #3200)
- Set io.ConfigNavEscapeClearFocusItem = true (default) to clear focused item and highlight.
- Set io.ConfigNavEscapeClearFocusItem = false for Escape to not have an effect.
- Set io.ConfigNavEscapeClearFocusWindow = true to completely unfocus the dear imgui window,
- is for some reason your app relies on imgui focus to take other decisions.
+ is for some reason your app relies on imgui focus to take other decisions.
- Nav: pressing escape to hide the navigation cursor doesn't clear location, so it may be
restored when Ctrl+Tabbing back into the same window later.
- Nav: fixed Ctrl+Tab initiated with no focused window from skipping the top-most window. (#3200)
- - Nav: navigation cursor is not rendered for items with `ImGuiItemFlags_NoNav`. Can be relevant
+ - Nav: navigation cursor is not rendered for items with `ImGuiItemFlags_NoNav`. Can be relevant
when e.g activating a _NoNav item with mouse, then Ctrl+Tabbing back and forth.
-- Disabled: clicking a disabled item focuses parent window. (#8064)
+- Disabled: clicking a disabled item focuses parent window. (#8064)
- InvisibleButton, Nav: fixed an issue when InvisibleButton() would be navigable into but
not display navigation highlight. Properly navigation on it by default. (#8057)
- InvisibleButton: added ImGuiButtonFlags_EnableNav to enable navigation. (#8057)
-- Tooltips: fixed incorrect tooltip positioning when using keyboard/gamepad navigation
+- Tooltips: fixed incorrect tooltip positioning when using keyboard/gamepad navigation
(1.91.3 regression). (#8036)
- DrawList: AddCallback() added an optional size parameter allowing to copy and
store any amount of user data for usage by callbacks: (#6969, #4770, #7665)
- If userdata_size == 0: we copy/store the 'userdata' argument as-is (existing behavior).
It will be available unmodified in ImDrawCmd::UserCallbackData during render.
- If userdata_size > 0, we copy/store 'userdata_size' bytes pointed to by 'userdata' (new behavior).
- We store them in a buffer stored inside the drawlist. ImDrawCmd::UserCallbackData
+ We store them in a buffer stored inside the drawlist. ImDrawCmd::UserCallbackData
will point inside that buffer so you have to retrieve data from there. Your callback
may need to use ImDrawCmd::UserCallbackDataSize if you expect dynamically-sized data.
- Note that we use a raw type-less copy.
- Tables: fixed initial auto-sizing issue with synced-instances. (#8045, #7218)
- InputText: fixed an issue with not declaring ownership of Delete/Backspace/Arrow keys,
- preventing use of external shortcuts that are not guarded by an ActiveId check. (#8048)
+ preventing use of external shortcuts that are not guarded by an ActiveId check. (#8048)
[@geertbleyen]
-- InputText: ensure mouse cursor shape is set regardless of whether keyboard mode is
+- InputText: ensure mouse cursor shape is set regardless of whether keyboard mode is
enabled or not. (#6417)
- InputScalar: added an assert to clarify that ImGuiInputTextFlags_EnterReturnsTrue is not
supported by InputFloat, InputInt, InputScalar etc. widgets. It actually never was. (#8065, #3946)
-- imgui_freetype: Added support for plutosvg (as an alternative to lunasvg) to render
+- imgui_freetype: Added support for plutosvg (as an alternative to lunasvg) to render
OpenType SVG fonts. Requires defining IMGUI_ENABLE_FREETYPE_PLUTOSVG along with IMGUI_ENABLE_FREETYPE.
- Providing headers/librairies for plutosvg + plutovg is up to you (see #7927 for help).
+ Providing headers/libraries for plutosvg + plutovg is up to you (see #7927 for help).
(#7927, #7187, #6591, #6607) [@pthom]
- Backends: DX11, DX12, SDLRenderer2/3. Vulkan, WGPU: expose selected state in
- ImGui_ImplXXXX_RenderState structures during render loop user draw callbacks.
+ ImGui_ImplXXXX_RenderState structures during render loop user draw callbacks.
(#6969, #5834, #7468, #3590)
- Backends: DX9, DX10, DX11, DX12, OpenGL, Vulkan, WGPU: Changed default texture sampler
to Clamp instead of Repeat/Wrap. (#7468, #7511, #5999, #5502, #7230)
@@ -208,7 +1133,7 @@ Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v
Breaking changes:
- - Internals: using multiple overlayed ButtonBehavior() with same ID will now have the
+ - Internals: using multiple overlaid ButtonBehavior() with same ID will now have the
io.ConfigDebugHighlightIdConflicts=true feature emit a warning. (#8030)
It was one of the rare case where using same ID is legal. Workarounds:
- use single ButtonBehavior() call with multiple _MouseButton flags
@@ -312,7 +1237,7 @@ Other changes:
by an extra pixel + rework the change so that contents doesn't overlap the bottom and
right border in a scrolling table. (#6765, #3752, #7428)
- Tables: fixed an issue resizing columns or querying hovered column/row when using multiple
- synched instances that are layed out at different X positions. (#7933)
+ synced instances that are laid out at different X positions. (#7933)
- Tabs: avoid queuing a refocus when tab is already focused, which would have the
side-effect of e.g. closing popup on a mouse release. (#7914)
- InputText: allow callback to update buffer while in read-only mode. (imgui_club/#46)
@@ -545,7 +1470,7 @@ Other changes:
- Windows: BeginChild(): fixed a glitch when during a resize of a child window which is
tightly close to the boundaries of its parent (e.g. with zero WindowPadding), the child
position could have temporarily be moved around by erroneous padding application. (#7706)
-- TabBar, Style: added ImGuiTabBarFlags_DrawSelectedOverline option to draw an horizontal
+- TabBar, Style: added ImGuiTabBarFlags_DrawSelectedOverline option to draw a horizontal
line over selected tabs to increase visibility. This is used by docking.
Added corresponding ImGuiCol_TabSelectedOverline and ImGuiCol_TabDimmedSelectedOverline colors.
- Tables: added TableGetHoveredColumn() to public API, as an alternative to testing for
@@ -608,7 +1533,7 @@ Other changes:
- Scrollbar: made scrolling logic more standard: clicking above or below the
grab scrolls by one page, holding mouse button repeats scrolling. (#7328, #150)
- Scrollbar: fixed miscalculation of vertical scrollbar visibility when required
- solely by the presence of an horizontal scrollbar. (#1574)
+ solely by the presence of a horizontal scrollbar. (#1574)
- InputScalar, InputInt, InputFloat: added ImGuiInputTextFlags_ParseEmptyRefVal
to parse an empty field as zero-value. (#7305) [@supermerill, @ocornut]
- InputScalar, InputInt, InputFloat: added ImGuiInputTextFlags_DisplayEmptyRefVal
@@ -742,7 +1667,7 @@ Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v
Breaking changes:
-- TreeNode: Fixed a layout inconsistency when using a empty/hidden label followed
+- TreeNode: Fixed a layout inconsistency when using an empty/hidden label followed
by a SameLine() call. (#7505, #282)
Before: TreeNode("##Hidden"); SameLine(); Text("Hello");
// This was actually incorrect! BUT appeared to look ok with the default style
@@ -841,7 +1766,7 @@ Other changes:
Note that only simple polygons (no self-intersections, no holes) are supported.
- DrawList: Allow AddText() to accept null ranges. (#3615, 7391)
- Docs: added more wiki links to headers of imgui.h/imgui.cpp to facilitate discovery
- of interesting resources, because github doesn't allow Wiki to be crawled by search engines.
+ of interesting resources, because GitHub doesn't allow Wiki to be crawled by search engines.
- This is the main wiki: https://github.com/ocornut/imgui/wiki
- This is the crawlable version: https://github-wiki-see.page/m/ocornut/imgui/wiki
Adding a link to the crawlable version, even though it is not intended for humans,
@@ -993,7 +1918,7 @@ Other changes:
- BeginChild(): Resize borders rendered even when ImGuiWindowFlags_NoBackground
is specified. (#1710, #7194)
- Fixed some auto-resizing path using style.WindowMinSize.x (instead of x/y)
- for both axises since 1.90. (#7106) [@n0bodysec]
+ for both axes since 1.90. (#7106) [@n0bodysec]
- Scrolling: internal scrolling value is rounded instead of truncated, as a way to reduce
speed asymmetry when (incorrectly) attempting to scroll by non-integer amount. (#6677)
- Navigation (Keyboard/gamepad):
@@ -1151,7 +2076,7 @@ Other changes:
- Combining this with also specifying ImGuiChildFlags_AlwaysAutoResize disables
this optimization, meaning child contents will never be clipped (not recommended).
- Please be considerate that child are full windows and carry significant overhead:
- combining auto-resizing for both axises to create a non-scrolling child to merely draw
+ combining auto-resizing for both axes to create a non-scrolling child to merely draw
a border would be better more optimally using BeginGroup(). (see #1496)
(until we come up with new helpers for framed groups and work-rect adjustments).
- BeginChild(): made it possible to use SetNextWindowSizeConstraints() rectangle, often
@@ -1213,7 +2138,7 @@ Other changes:
parent-menu would erroneously close the child-menu. (Regression from 1.88). (#6869)
- MenuBar: Fixed an issue where layouting an item in the menu-bar would erroneously
register contents size in a way that would affect the scrolling layer.
- Was most often noticeable when using an horizontal scrollbar. (#6789)
+ Was most often noticeable when using a horizontal scrollbar. (#6789)
- InputText:
- InputTextMultiline: Fixed a crash pressing Down on last empty line of a multi-line buffer.
(regression from 1.89.2, only happened in some states). (#6783, #6000)
@@ -1419,7 +2344,7 @@ Breaking changes:
- Moved io.HoverDelayShort/io.HoverDelayNormal to style.HoverDelayShort/style.HoverDelayNormal.
As the fields were added in 1.89 and expected to be left unchanged by most users, or only
- tweaked once during app initialisation, we are exceptionally accepting the breakage.
+ tweaked once during app initialization, we are exceptionally accepting the breakage.
Majority of users should not even notice.
- Overlapping items: (#6512, #3909, #517)
- Added 'SetNextItemAllowOverlap()' (called before an item) as a replacement for using
@@ -1519,7 +2444,7 @@ Breaking changes:
- Commented out obsolete/redirecting functions that were marked obsolete more than two years ago:
- ListBoxHeader() -> use BeginListBox()
- ListBoxFooter() -> use EndListBox()
- - Note how two variants of ListBoxHeader() existed. Check commented versions in imgui.h for refeence.
+ - Note how two variants of ListBoxHeader() existed. Check commented versions in imgui.h for reference.
- Backends: SDL_Renderer: Renamed 'imgui_impl_sdlrenderer.h/cpp' to 'imgui_impl_sdlrenderer2.h/cpp',
in order to accommodate for upcoming SDL3 and change in its SDL_Renderer API. (#6286)
- Backends: GLUT: Removed call to ImGui::NewFrame() from ImGui_ImplGLUT_NewFrame().
@@ -1683,7 +2608,7 @@ Other changes:
- Public API: PushTabStop(false) / PopTabStop()
- Internal: PushItemFlag(ImGuiItemFlags_NoTabStop, true);
- Internal: Directly pass ImGuiItemFlags_NoTabStop to ItemAdd() for custom widgets.
-- Nav: Tabbing/Shift-Tabbing can more reliably be used to step out of an item that is not
+- Nav: Tabbing/Shift+Tabbing can more reliably be used to step out of an item that is not
tab-stoppable. (#3092, #5759, #787)
- Nav: Made Enter key submit the same type of Activation event as Space key,
allowing to press buttons with Enter. (#5606)
@@ -1746,20 +2671,20 @@ Other changes:
due to how unique table instance id was generated. (#6140) [@ocornut, @rodrigorc]
- Inputs, Scrolling: Made horizontal scroll wheel and horizontal scroll direction consistent
across backends/os. (#4019, #6096, #1463) [@PathogenDavid, @ocornut, @rokups]
- - Clarified that 'wheel_y > 0.0f' scrolls Up, 'wheel_y > 0.0f' scrolls Down.
- Clarified that 'wheel_x > 0.0f' scrolls Left, 'wheel_x > 0.0f' scrolls Right.
+ - Clarified that 'wheel_y > 0.0f' scrolls Up, 'wheel_y < 0.0f' scrolls Down.
+ Clarified that 'wheel_x > 0.0f' scrolls Left, 'wheel_x < 0.0f' scrolls Right.
- Backends: Fixed horizontal scroll direction for Win32 and SDL backends. (#4019)
- Shift+WheelY support on non-OSX machines was already correct. (#2424, #1463)
(whereas on OSX machines Shift+WheelY turns into WheelX at the OS level).
- If you use a custom backend, you should verify horizontal wheel direction.
- - Axises are flipped by OSX for mouse & touch-pad when 'Natural Scrolling' is on.
- - Axises are flipped by Windows for touch-pad when 'Settings->Touchpad->Down motion scrolls up' is on.
+ - Axes are flipped by OSX for mouse & touch-pad when 'Natural Scrolling' is on.
+ - Axes are flipped by Windows for touch-pad when 'Settings->Touchpad->Down motion scrolls up' is on.
- You can use 'Demo->Tools->Debug Log->IO" to visualize values submitted to Dear ImGui.
- Known issues remaining with Emscripten:
- The magnitude of wheeling values on Emscripten was improved but isn't perfect. (#6096)
- When running the Emscripten app on a Mac with a mouse, SHIFT+WheelY doesn't turn into WheelX.
This is because we don't know that we are running on Mac and apply our own Shift+swapping
- on top of OSX' own swapping, so wheel axises are swapped twice. Emscripten apps may need
+ on top of OSX's own swapping, so wheel axes are swapped twice. Emscripten apps may need
to find a way to detect this and set io.ConfigMacOSXBehaviors manually (if you know a way
let us know!), or offer the "OSX-style behavior" option to their user.
- Window: Avoid rendering shapes for hidden resize grips.
@@ -1785,7 +2710,7 @@ Other changes:
values for io.DeltaTime, and browser features such as "privacy.resistFingerprinting=true"
can exacerbate that. (#6114, #3644)
- Backends: OSX: Fixed scroll/wheel scaling for devices emitting events with
- hasPreciseScrollingDeltas==false (e.g. non-Apple mices).
+ hasPreciseScrollingDeltas==false (e.g. non-Apple mice).
- Backends: Win32: flipping WM_MOUSEHWHEEL horizontal value to match other backends and
offer consistent horizontal scrolling direction. (#4019)
- Backends: SDL2: flipping SDL_MOUSEWHEEL horizontal value to match other backends and
@@ -1989,7 +2914,7 @@ Other Changes:
- Scrolling: Mitigated issue where multi-axis mouse-wheel inputs (usually from touch pad
events) are incorrectly locking scrolling in a parent window. (#4559, #3795, #2604)
- Scrolling: Exposed SetNextWindowScroll() in public API. Useful to remove a scrolling
- delay in some situations where e.g. windows need to be synched. (#1526)
+ delay in some situations where e.g. windows need to be synced. (#1526)
- InputText: added experimental io.ConfigInputTextEnterKeepActive feature to make pressing
Enter keep the input active and select all text.
- InputText: numerical fields automatically accept full-width characters (U+FF01..U+FF5E)
@@ -2033,7 +2958,7 @@ Other Changes:
- Menus: Fixed using IsItemHovered()/IsItemClicked() on BeginMenu(). (#5775)
- Menus, Popups: Experimental fix for issue where clicking on an open BeginMenu() item called from
a window which is neither a popup neither a menu used to incorrectly close and reopen the menu
- (the fix may have side-effect and is labelld as experimental as we may need to revert). (#5775)
+ (the fix may have side-effect and is labelled as experimental as we may need to revert). (#5775)
- Menus, Nav: Fixed keyboard/gamepad navigation occasionally erroneously landing on menu-item
in parent window when the parent is not a popup. (#5730)
- Menus, Nav: Fixed not being able to close a menu with Left arrow when parent is not a popup. (#5730)
@@ -2171,7 +3096,7 @@ Other Changes:
always lead to menu closure. Fixes using items that are not MenuItem() or BeginItem() at the root
level of a popup with a child menu opened.
- Menus: Menus emitted from the main/scrolling layer are not part of the same menu-set as menus emitted
- from the menu-bar, avoiding accidental hovering from one to the other. (#3496, #4797) [@rokups]
+ from the menu-bar, avoiding accidental hovering from one to the other. (#3496, #4797) [@rokups]
- Style: Adjust default value of GrabMinSize from 10.0f to 12.0f.
- Stack Tool: Added option to copy item path to clipboard. (#4631)
- Settings: Fixed out-of-bounds read when .ini file on disk is empty. (#5351) [@quantum5]
@@ -2238,6 +3163,7 @@ Breaking Changes:
- For all calls to IO new functions, the Dear ImGui context should be bound/current.
- Reworked IO keyboard input API: (#4921, #2625, #3724) [@thedmd, @ocornut]
- Added io.AddKeyEvent() function, obsoleting writing directly to io.KeyMap[], io.KeysDown[] arrays.
+ - You can use IsKeyDown() instead of reading from io.KeysDown[].
- For keyboard modifiers, you can call io.AddKeyEvent() with ImGuiKey_ModXXX values,
obsoleting writing directly to io.KeyCtrl, io.KeyShift etc.
- Added io.SetKeyEventNativeData() function (optional) to pass native and old legacy indices.
@@ -2272,7 +3198,7 @@ Breaking Changes:
io.AddKeyEvent(), io.AddKeyAnalogEvent().
- Added io.AddKeyAnalogEvent() function, obsoleting writing directly to io.NavInputs[] arrays.
- Renamed ImGuiKey_KeyPadEnter to ImGuiKey_KeypadEnter to align with new symbols. Kept redirection enum. (#2625)
-- Removed support for legacy arithmetic operators (+,+-,*,/) when inputing text into a slider/drag. (#4917, #3184)
+- Removed support for legacy arithmetic operators (+,+-,*,/) when inputting text into a slider/drag. (#4917, #3184)
This doesn't break any api/code but a feature that was accessible by end-users (which seemingly no one used).
(Instead you may implement custom expression evaluators to provide a better version of this).
- Backends: GLFW: backend now uses glfwSetCursorPosCallback().
@@ -2328,7 +3254,7 @@ Other Changes:
- Backends: GLFW: Retrieve mouse position using glfwSetCursorPosCallback() + fallback when focused but not hovered/captured.
- Backends: GLFW: Submit gamepad data using io.AddKeyEvent/AddKeyAnalogEvent() functions, stopped writing to io.NavInputs[]. (#4921)
- Backends: GLFW: Added ImGui_ImplGlfw_InstallCallbacks()/ImGui_ImplGlfw_RestoreCallbacks() helpers to facilitate user installing
- callbacks after iniitializing backend. (#4981)
+ callbacks after initializing backend. (#4981)
- Backends: Win32: Submit keys and key mods using io.AddKeyEvent(). (#2625, #4921)
- Backends: Win32: Retrieve mouse position using WM_MOUSEMOVE/WM_MOUSELEAVE + fallback when focused but not hovered/captured.
- Backends: Win32: Submit mouse data using io.AddMousePosEvent(), AddMouseButtonEvent(), AddMouseWheelEvent() functions. (#4921)
@@ -2410,7 +3336,7 @@ Other Changes:
- Menus: fixed sub-menu items inside a popups from closing the popup.
- Menus: fixed top-level menu from not consistently using style.PopupRounding. (#4788)
- InputText, Nav: fixed repeated calls to SetKeyboardFocusHere() preventing to use InputText(). (#4682)
-- Inputtext, Nav: fixed using SetKeyboardFocusHere() on InputTextMultiline(). (#4761)
+- InputText, Nav: fixed using SetKeyboardFocusHere() on InputTextMultiline(). (#4761)
- InputText: made double-click select word, triple-line select line. Word delimitation logic differs
slightly from the one used by CTRL+arrows. (#2244)
- InputText: fixed ReadOnly flag preventing callbacks from receiving the text buffer. (#4762) [@actondev]
@@ -2441,7 +3367,7 @@ Other Changes:
- Misc: Fix MinGW DLL build issue (when IMGUI_API is defined). [@rokups]
- CI: Add MinGW DLL build to test suite. [@rokups]
- Backends: Vulkan: Call vkCmdSetScissor() at the end of render with a full-viewport to reduce
- likehood of issues with people using VK_DYNAMIC_STATE_SCISSOR in their app without calling
+ likelihood of issues with people using VK_DYNAMIC_STATE_SCISSOR in their app without calling
vkCmdSetScissor() explicitly every frame. (#4644)
- Backends: OpenGL3: Using buffer orphaning + glBufferSubData(), seems to fix leaks with multi-viewports
with some Intel HD drivers, and perhaps improve performances. (#4468, #4504, #2981, #3381) [@parbo]
@@ -2517,7 +3443,7 @@ Other Changes:
- Nav: Fixed vertical scoring offset when wrapping on Y in a decorated window.
- Nav: Improve scrolling behavior when navigating to an item larger than view.
- TreePush(): removed unnecessary/inconsistent legacy behavior where passing a NULL value to
- the TreePush(const char*) and TreePush(const void*) functions would use an hard-coded replacement.
+ the TreePush(const char*) and TreePush(const void*) functions would use a hard-coded replacement.
The only situation where that change would make a meaningful difference is TreePush((const char*)NULL)
(_explicitly_ casting a null pointer to const char*), which is unlikely and will now crash.
You may replace it with anything else.
@@ -2640,9 +3566,9 @@ Other Changes:
- Fonts: Functions with a 'float size_pixels' parameter can accept zero if it is set in ImFontSize::SizePixels.
- Fonts: Prefer using U+FFFD character for fallback instead of '?', if available. (#4269)
- Fonts: Use U+FF0E dot character to construct an ellipsis if U+002E '.' is not available. (#4269)
-- Fonts: Added U+FFFD ("replacement character") to default asian glyphs ranges. (#4269)
+- Fonts: Added U+FFFD ("replacement character") to default Asian glyphs ranges. (#4269)
- Fonts: Fixed calling ClearTexData() (clearing CPU side font data) triggering an assert in NewFrame(). (#3487)
-- DrawList: Fixed AddCircle/AddCircleFilled() with auto-tesselation not using accelerated paths for small circles.
+- DrawList: Fixed AddCircle/AddCircleFilled() with auto-tessellation not using accelerated paths for small circles.
Fixed AddCircle/AddCircleFilled() with 12 segments which had a broken edge. (#4419, #4421) [@thedmd]
- Demo: Fixed requirement in 1.83 to link with imgui_demo.cpp if IMGUI_DISABLE_METRICS_WINDOW is not set. (#4171)
Normally the right way to disable compiling the demo is to set IMGUI_DISABLE_DEMO_WINDOWS, but we want to avoid
@@ -2686,7 +3612,7 @@ Other Changes:
- Examples: OSX+OpenGL2: Fix event forwarding (fix key remaining stuck when using shortcuts with Cmd/Super key).
Other OSX examples were not affected. (#4253, #1873) [@rokups]
- Examples: Updated all .vcxproj to VS2015 (toolset v140) to facilitate usage with vcpkg.
-- Examples: SDL2: Accommodate for vcpkg install having headers in SDL2/SDL.h vs SDL.h.
+- Examples: SDL2: Accommodate for vcpkg install having headers in SDL2/SDL.h vs SDL.h.
-----------------------------------------------------------------------
@@ -2808,7 +3734,7 @@ Breaking Changes:
- ImDrawList: clarified that PathArcTo()/PathArcToFast() won't render with radius < 0.0f. Previously it sorts
of accidentally worked but would lead to counter-clockwise paths which and have an effect on anti-aliasing.
- InputText: renamed ImGuiInputTextFlags_AlwaysInsertMode to ImGuiInputTextFlags_AlwaysOverwrite, old name was an
- incorrect description of behavior. Was ostly used by memory editor. Kept inline redirection function. (#2863)
+ incorrect description of behavior. Was mostly used by memory editor. Kept inline redirection function. (#2863)
- Moved 'misc/natvis/imgui.natvis' to 'misc/debuggers/imgui.natvis' as we will provide scripts for other debuggers.
- Style: renamed rarely used style.CircleSegmentMaxError (old default = 1.60f)
to style.CircleTessellationMaxError (new default = 0.30f) as its meaning changed. (#3808) [@thedmd]
@@ -2906,7 +3832,7 @@ Other Changes:
- For a Platform Monitor, the work area is generally the full area minus space used by task-bars.
- All of this has been the case in 'docking' branch for a long time. What we've done is merely merging
a small chunk of the multi-viewport logic into 'master' to standardize some concepts ahead of time.
-- Tables: Fixed PopItemWidth() or multi-components items not restoring per-colum ItemWidth correctly. (#3760)
+- Tables: Fixed PopItemWidth() or multi-components items not restoring per-column ItemWidth correctly. (#3760)
- Window: Fixed minor title bar text clipping issue when FramePadding is small/zero and there are no
close button in the window. (#3731)
- SliderInt: Fixed click/drag when v_min==v_max from setting the value to zero. (#3774) [@erwincoumans]
@@ -2943,7 +3869,7 @@ Other Changes:
User needs to call ImGui_ImplVulkan_LoadFunctions() with their custom loader prior to other functions.
- Backends: Metal: Fixed texture storage mode when building on Mac Catalyst. (#3748) [@Belinsky-L-V]
- Backends: OSX: Fixed mouse position not being reported when mouse buttons other than left one are down. (#3762) [@rokups]
-- Backends: WebGPU: Added enderer backend for WebGPU support (imgui_impl_wgpu.cpp) (#3632) [@bfierz]
+- Backends: WebGPU: Added renderer backend for WebGPU support (imgui_impl_wgpu.cpp) (#3632) [@bfierz]
Please note that WebGPU is currently experimental, will not run on non-beta browsers, and may break.
- Examples: WebGPU: Added Emscripten+WebGPU example. (#3632) [@bfierz]
- Backends: GLFW: Added ImGui_ImplGlfw_InitForOther() initialization call to use with non OpenGL API. (#3632)
@@ -3142,12 +4068,12 @@ Other Changes:
- Columns: Fix inverted ClipRect being passed to renderer when using certain primitives inside of
a fully clipped column. (#3475) [@szreder]
- Popups, Tooltips: Fix edge cases issues with positioning popups and tooltips when they are larger than
- viewport on either or both axises. [@Rokups]
+ viewport on either or both axes. [@Rokups]
- Fonts: AddFontDefault() adjust its vertical offset based on floor(size/13) instead of always +1.
Was previously done by altering DisplayOffset.y but wouldn't work for DPI scaled font.
- Metrics: Various tweaks, listing windows front-to-back, greying inactive items when possible.
- Demo: Add simple InputText() callbacks demo (aside from the more elaborate ones in 'Examples->Console').
-- Backends: OpenGL3: Fix to avoid compiling/calling glBindSampler() on ES or pre 3.3 contexts which have
+- Backends: OpenGL3: Fix to avoid compiling/calling glBindSampler() on ES or pre-3.3 contexts which have
the defines set by a loader. (#3467, #1985) [@jjwebb]
- Backends: Vulkan: Some internal refactor aimed at allowing multi-viewport feature to create their
own render pass. (#3455, #3459) [@FunMiles]
@@ -3236,7 +4162,7 @@ Other Changes:
and allowed to pass them to InvisibleButton(): ImGuiButtonFlags_MouseButtonLeft/Right/Middle.
This is a small but rather important change because lots of multi-button behaviors could previously
only be achieved using lower-level/internal API. Now also available via high-level InvisibleButton()
- with is a de-facto versatile building block to creating custom widgets with the public API.
+ with is a de facto versatile building block to creating custom widgets with the public API.
- Fonts: Fixed ImFontConfig::GlyphExtraSpacing and ImFontConfig::PixelSnapH settings being pulled
from the merged/target font settings when merging fonts, instead of being pulled from the source
font settings.
@@ -3383,7 +4309,7 @@ Other Changes:
ImGuiListClipper as the first thing after Begin() could largely break size calculations. (#3073)
- Added optional support for Unicode plane 1-16 (#2538, #2541, #2815) [@cloudwu, @samhocevar]
- Compile-time enable with '#define IMGUI_USE_WCHAR32' in imconfig.h.
- - More onsistent handling of unsupported code points (0xFFFD).
+ - More consistent handling of unsupported code points (0xFFFD).
- Surrogate pairs are supported when submitting UTF-16 data via io.AddInputCharacterUTF16(),
allowing for more complete CJK input.
- sizeof(ImWchar) goes from 2 to 4. IM_UNICODE_CODEPOINT_MAX goes from 0xFFFF to 0x10FFFF.
@@ -3467,7 +4393,7 @@ Other Changes:
- Inputs: Added ImGuiMouseButton enum for convenience (e.g. ImGuiMouseButton_Right=1).
We forever guarantee that the existing value will not changes so existing code is free to use 0/1/2.
-- Nav: Fixed a bug where the initial CTRL-Tab press while in a child window sometimes selected
+- Nav: Fixed a bug where the initial CTRL+Tab press while in a child window sometimes selected
the current root window instead of always selecting the previous root window. (#787)
- ColorEdit: Fix label alignment when using ImGuiColorEditFlags_NoInputs. (#2955) [@rokups]
- ColorEdit: In HSV display of a RGB stored value, attempt to locally preserve Saturation
@@ -3640,7 +4566,7 @@ Other Changes:
mostly for consistency. (#2159, #2160) [@goran-w]
- Selectable: Added ImGuiSelectableFlags_AllowItemOverlap flag in public api (was previously internal only).
- Style: Allow style.WindowMenuButtonPosition to be set to ImGuiDir_None to hide the collapse button. (#2634, #2639)
-- Font: Better ellipsis ("...") drawing implementation. Instead of drawing three pixel-ey dots (which was glaringly
+- Font: Better ellipsis ("...") drawing implementation. Instead of drawing three pixely dots (which was glaringly
unfitting with many types of fonts) we first attempt to find a standard ellipsis glyphs within the loaded set.
Otherwise we render ellipsis using '.' from the font from where we trim excessive spacing to make it as narrow
as possible. (#2775) [@rokups]
@@ -3976,7 +4902,7 @@ Other Changes:
- InputText: Fixed an edge case crash that would happen if another widget sharing the same ID
is being swapped with an InputText that has yet to be activated.
- InputText: Fixed various display corruption related to swapping the underlying buffer while
- a input widget is active (both for writable and read-only paths). Often they would manifest
+ an input widget is active (both for writable and read-only paths). Often they would manifest
when manipulating the scrollbar of a multi-line input text.
- ColorEdit, ColorPicker, ColorButton: Added ImGuiColorEditFlags_InputHSV to manipulate color
values encoded as HSV (in order to avoid HSV<>RGB round trips and associated singularities).
@@ -3987,7 +4913,7 @@ Other Changes:
reading the 4th float in the array (value was read and discarded). (#2384) [@haldean]
- MenuItem, Selectable: Fixed disabled widget interfering with navigation (fix c2db7f63 in 1.67).
- Tabs: Fixed a crash when using many BeginTabBar() recursively (didn't affect docking). (#2371)
-- Tabs: Added extra mis-usage error recovery. Past the assert, common mis-usage don't lead to
+- Tabs: Added extra misusage error recovery. Past the assert, common misusage don't lead to
hard crashes any more, facilitating integration with scripting languages. (#1651)
- Tabs: Fixed ImGuiTabItemFlags_SetSelected being ignored if the tab is not visible (with
scrolling policy enabled) or if is currently appearing.
@@ -4030,7 +4956,7 @@ Breaking Changes:
- Removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already).
- Made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame).
- If for some reason your time step calculation gives you a zero value, replace it with a arbitrarily small value!
+ If for some reason your time step calculation gives you a zero value, replace it with an arbitrarily small value!
Other Changes:
@@ -4128,7 +5054,7 @@ Other Changes:
in the parent window, so there is no mismatch between the layout in parent and the position of the child window.
- InputFloat: When using ImGuiInputTextFlags_ReadOnly the step buttons are disabled. (#2257)
- DragFloat: Fixed broken mouse direction change with power!=1.0. (#2174, #2206) [@Joshhua5]
-- Nav: Fixed an keyboard issue where holding Activate/Space for longer than two frames on a button would unnecessary
+- Nav: Fixed a keyboard issue where holding Activate/Space for longer than two frames on a button would unnecessary
keep the focus on the parent window, which could steal it from newly appearing windows. (#787)
- Nav: Fixed animated window titles from being updated when displayed in the CTRL+Tab list. (#787)
- Error recovery: Extraneous/undesired calls to End() are now being caught by an assert in the End() function closer
@@ -4280,7 +5206,7 @@ Changes:
then separate your changes into several patches that can more easily be applied to 1.64 on a per-file basis.
What I found worked nicely for me, was to open the diff of the old patches in an interactive merge/diff tool,
search for the corresponding function in the new code and apply the chunks manually.
-- As a reminder, if you have any change to imgui.cpp it is a good habit to discuss them on the github,
+- As a reminder, if you have any change to imgui.cpp it is a good habit to discuss them on the GitHub,
so a solution applicable on the Master branch can be found. If your company has changes that you cannot
disclose you may also contact me privately.
@@ -4315,7 +5241,7 @@ Other Changes:
- Nav: Added a CTRL+TAB window list and changed the highlight system accordingly. The change is motivated by upcoming
Docking features. (#787)
- Nav: Made CTRL+TAB skip menus + skip the current navigation window if is has the ImGuiWindow_NoNavFocus set. (#787)
- While it was previously possible, you won't be able to CTRL-TAB out and immediately back in a window with the
+ While it was previously possible, you won't be able to CTRL+TAB out and immediately back in a window with the
ImGuiWindow_NoNavFocus flag.
- Window: Allow menu and popups windows from ignoring the style.WindowMinSize values so short menus/popups are not padded. (#1909)
- Window: Added global io.ConfigResizeWindowsFromEdges option to enable resizing windows from their edges and from
@@ -4350,7 +5276,7 @@ Other Changes:
- Fixed assertion when transitioning from an active ID to another within a group, affecting ColorPicker (broken in 1.62). (#2023, #820, #956, #1875).
- Fixed PushID() from keeping alive the new ID Stack top value (if a previously active widget shared the ID it would be erroneously kept alive).
- Fixed horizontal mouse wheel not forwarding the request to the parent window if ImGuiWindowFlags_NoScrollWithMouse is set. (#1463, #1380, #1502)
-- Fixed a include build issue for Cygwin in non-POSIX (Win32) mode. (#1917, #1319, #276)
+- Fixed an include build issue for Cygwin in non-POSIX (Win32) mode. (#1917, #1319, #276)
- ImDrawList: Improved handling for worst-case vertices reservation policy when large amount of text (e.g. 1+ million character strings)
are being submitted in a single call. It would typically have crashed InputTextMultiline(). (#200)
- OS/Windows: Fixed missing ImmReleaseContext() call in the default Win32 IME handler. (#1932) [@vby]
@@ -4582,20 +5508,27 @@ Other Changes:
- See https://github.com/ocornut/imgui/issues/1599 for recommended gamepad mapping or download PNG/PSD at http://goo.gl/9LgVZW
- See 'enum ImGuiNavInput_' in imgui.h for a description of inputs. Read imgui.cpp for more details.
- To use Keyboard Navigation:
- - Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays.
- - Basic controls: arrows to navigate, Alt to enter menus, Space to activate item, Enter to edit text, Escape to cancel/close, Ctrl-Tab to focus windows, etc.
- - When keyboard navigation is active (io.NavActive + ImGuiConfigFlags_NavEnableKeyboard), the io.WantCaptureKeyboard flag will be set.
- For more advanced uses, you may want to read from io.NavActive or io.NavVisible. Read imgui.cpp for more details.
+ - Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically
+ fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays.
+ - Basic controls: arrows to navigate, Alt to enter menus, Space to activate item, Enter to edit text,
+ Escape to cancel/close, Ctrl+Tab to focus windows, etc.
+ - When keyboard navigation is active (io.NavActive + ImGuiConfigFlags_NavEnableKeyboard),
+ the io.WantCaptureKeyboard flag will be set.
+ - For more advanced uses, you may want to read from io.NavActive or io.NavVisible. Read imgui.cpp for more details.
- Navigation: SetItemDefaultFocus() sets the navigation position in addition to scrolling. (#787)
- Navigation: Added IsItemFocused(), added IsAnyItemFocused(). (#787)
- Navigation: Added window flags: ImGuiWindowFlags_NoNav (== ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus).
- Navigation: Style: Added ImGuiCol_NavHighlight, ImGuiCol_NavWindowingHighlight colors. (#787)
- Navigation: TreeNode: Added ImGuiTreeNodeFlags_NavLeftJumpsBackHere flag to allow Nav Left direction to jump back to parent tree node from any of its child. (#1079)
- Navigation: IO: Added io.ConfigFlags (input), io.NavActive (output), io.NavVisible (output). (#787)
-- Context: Removed the default global context and font atlas instances, which caused various problems to users of multiple contexts and DLL users. (#1565, #1599)
- YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END. Existing apps will assert/crash without it.
-- Context: Added SetAllocatorFunctions() to rewire memory allocators (as a replacement to previous parameters to CreateContext()). Allocators are shared by all contexts and imgui helpers. (#1565, #586, #992, #1007, #1558)
-- Context: You may pass a ImFontAtlas to CreateContext() to specify a font atlas to share. Shared font atlas are not owned by the context and not destroyed along with it. (#1599)
+- Context: Removed the default global context and font atlas instances, which caused various
+ problems to users of multiple contexts and DLL users. (#1565, #1599) YOU NOW NEED TO CALL
+ ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END.
+ Existing apps will assert/crash without it.
+- Context: Added SetAllocatorFunctions() to rewire memory allocators (as a replacement to previous
+ parameters to CreateContext()). Allocators are shared by all contexts and imgui helpers. (#1565, #586, #992, #1007, #1558)
+- Context: You may pass a ImFontAtlas to CreateContext() to specify a font atlas to share.
+ Shared font atlas are not owned by the context and not destroyed along with it. (#1599)
- Context: Added IMGUI_DISABLE_DEFAULT_ALLOCATORS to disable linking with malloc/free. (#1565, #586, #992, #1007, #1558)
- IO: Added io.ConfigFlags for user application to store settings for imgui and for the backend:
- ImGuiConfigFlags_NavEnableKeyboard: Enable keyboard navigation.
@@ -4604,61 +5537,85 @@ Other Changes:
- ImGuiConfigFlags_NoMouseCursorChange: Instruct backend to not alter mouse cursor shape and visibility (by default the example backend use mouse cursor API of the platform when available)
- ImGuiConfigFlags_NoMouse: Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information passed by the backend.
- ImGuiConfigFlags_IsSRGB, ImGuiConfigFlags_IsTouchScreen: Flags for general application use.
-- IO: Added io.BackendFlags for backend to store its capabilities (currently: _HasGamepad, _HasMouseCursors, _HasSetMousePos). This will be used more in the next version.
+- IO: Added io.BackendFlags for backend to store its capabilities (currently: _HasGamepad,
+ _HasMouseCursors, _HasSetMousePos). This will be used more in the next version.
- IO: Added ImGuiKey_Insert, ImGuiKey_Space keys. Setup in all example backends. (#1541)
- IO: Added Horizontal Mouse Wheel support for horizontal scrolling. (#1463) [@tseeker]
- IO: Added IsAnyMouseDown() helper which is helpful for backends to handle mouse capturing.
-- Window: Clicking on a window with the ImGuiWIndowFlags_NoMove flags takes an ActiveId so we can't hover something else when dragging afterwards. (#1381, #1337)
-- Window: IsWindowHovered(): Added ImGuiHoveredFlags_AnyWindow, ImGuiFocusedFlags_AnyWindow flags (See Breaking Changes). Added to demo. (#1382)
-- Window: Added SetNextWindowBgAlpha() helper. Particularly helpful since the legacy 5-parameters version of Begin() has been marked as obsolete in 1.53. (#1567)
-- Window: Fixed SetNextWindowContentSize() with 0.0f on Y axis (or SetNextWindowContentWidth()) overwriting the contents size. Got broken on Dec 10 (1.53). (#1363)
+- Window: Clicking on a window with the ImGuiWIndowFlags_NoMove flags takes an ActiveId so
+ we can't hover something else when dragging afterwards. (#1381, #1337)
+- Window: IsWindowHovered(): Added ImGuiHoveredFlags_AnyWindow, ImGuiFocusedFlags_AnyWindow flags
+ (See Breaking Changes). Added to demo. (#1382)
+- Window: Added SetNextWindowBgAlpha() helper. Particularly helpful since the legacy 5-parameters
+ version of Begin() has been marked as obsolete in 1.53. (#1567)
+- Window: Fixed SetNextWindowContentSize() with 0.0f on Y axis (or SetNextWindowContentWidth())
+ overwriting the contents size. Got broken on Dec 10 (1.53). (#1363)
- ArrowButton: Added ArrowButton() given a cardinal direction (e.g. ImGuiDir_Left).
- InputText: Added alternative clipboard shortcuts: Shift+Delete (cut), CTRL+Insert (copy), Shift+Insert (paste). (#1541)
-- InputText: Fixed losing Cursor X position when clicking outside on an item that's submitted after the InputText(). It was only noticeable when restoring focus programmatically. (#1418, #1554)
-- InputText: Added ImGuiInputTextFlags_CharsScientific flag to also allow 'e'/'E' for input of values using scientific notation. Automatically used by InputFloat.
+- InputText: Fixed losing Cursor X position when clicking outside on an item that's submitted
+ after the InputText(). It was only noticeable when restoring focus programmatically. (#1418, #1554)
+- InputText: Added ImGuiInputTextFlags_CharsScientific flag to also allow 'e'/'E' for input of values
+ using scientific notation. Automatically used by InputFloat.
- Style: Default style is now StyleColorsDark(), instead of the old StyleColorsClassic(). (#707)
- Style: Enable window border by default. (#707)
-- Style: Exposed ImGuiStyleVar_WindowTitleAlign, ImGuiStyleVar_ScrollbarSize, ImGuiStyleVar_ScrollbarRounding, ImGuiStyleVar_GrabRounding + added an assert to reduce accidental breakage. (#1181)
+- Style: Exposed ImGuiStyleVar_WindowTitleAlign, ImGuiStyleVar_ScrollbarSize, ImGuiStyleVar_ScrollbarRounding,
+ ImGuiStyleVar_GrabRounding + added an assert to reduce accidental breakage. (#1181)
- Style: Added style.MouseCursorScale help when using the software mouse cursor facility. (#939).
-- Style: Close button nows display a cross before hovering. Fixed cross positioning being a little off. Uses button colors for highlight when hovering. (#707)
+- Style: Close buttons now display a cross before hovering. Fixed cross positioning being a little off. Uses button colors for highlight when hovering. (#707)
- Popup: OpenPopup() Always reopen existing pop-ups. (Removed imgui_internal.h's OpenPopupEx() which was used for this.) (#1497, #1533).
- Popup: BeginPopupContextItem(), BeginPopupContextWindow(), BeginPopupContextVoid(), OpenPopupOnItemClick() all react on mouse release instead of mouse press. (~#439)
-- Popup: Better handling of user mistakenly calling OpenPopup() every frame (with reopen_existing option). The error will now be more visible and easier to understand. (#1497)
+- Popup: Better handling of user mistakenly calling OpenPopup() every frame (with the 'reopen_existing' option).
+ The error will now be more visible and easier to understand. (#1497)
- Popup: BeginPopup(): Exposed extra_flags parameter that are passed through to Begin(). (#1533)
-- Popup: BeginPopupModal: fixed the conditional test for SetNextWindowPos() which was polling the wrong window, which in practice made the test succeed all the time.
+- Popup: BeginPopupModal: fixed the conditional test for SetNextWindowPos() which was polling
+ the wrong window, which in practice made the test succeed all the time.
- Tooltip: BeginTooltip() sets ImGuiWindowFlags_NoInputs flag.
-- Scrollbar: Fixed ScrollbarY enable test after ScrollbarX has been enabled being a little off (small regression from Nov 2017). (#1574)
-- Scrollbar: Fixed ScrollbarX enable test subtracting WindowPadding.x (this has been there since the addition of horizontal scroll bar!).
+- Scrollbar: Fixed ScrollbarY enable test after ScrollbarX has been enabled being a little
+ off (small regression from Nov 2017). (#1574)
+- Scrollbar: Fixed ScrollbarX enable test subtracting WindowPadding.x (this has been there
+ since the addition of horizontal scroll bar!).
- Columns: Clear offsets data when columns count changed. (#1525)
- Columns: Fixed a memory leak of ImGuiColumnsSet's Columns vector. (#1529) [@unprompted]
- Columns: Fixed resizing a window very small breaking some columns positioning (broken in 1.53).
-- Columns: The available column extent takes consideration of the right-most clipped pixel, so the right-most column may look a little wider but will contain the same amount of visible contents.
+- Columns: The available column extent takes consideration of the right-most clipped pixel,
+ so the right-most column may look a little wider but will contain the same amount of visible contents.
- MenuBar: Fixed menu bar pushing a clipping rect outside of its allocated bound (usually unnoticeable).
- TreeNode: nodes with the ImGuiTreeNodeFlags_Leaf flag correctly disable highlight when DragDrop is active. (#143, #581)
- Drag and Drop: Increased payload type string to 32 characters instead of 8. (#143)
- Drag and Drop: TreeNode as drop target displays rectangle over full frame. (#1597, #143)
- DragFloat: Fix/workaround for backends which do not preserve a valid mouse position when dragged out of bounds. (#1559)
-- InputFloat: Allow inputing value using scientific notation e.g. "1e+10".
-- InputDouble: Added InputDouble() function. We use a format string instead of a decimal_precision parameter to also for "%e" and variants. (#1011)
+- InputFloat: Allow inputting value using scientific notation e.g. "1e+10".
+- InputDouble: Added InputDouble() function. We use a format string instead of a 'decimal_precision'
+ parameter to also for "%e" and variants. (#1011)
- Slider, Combo: Use ImGuiCol_FrameBgHovered color when hovered. (#1456) [@stfx]
-- Combo: BeginCombo(): Added ImGuiComboFlags_NoArrowButton to disable the arrow button and only display the wide value preview box.
-- Combo: BeginCombo(): Added ImGuiComboFlags_NoPreview to disable the preview and only display a square arrow button.
+- Combo: BeginCombo(): Added ImGuiComboFlags_NoArrowButton to disable the arrow button and
+ only display the wide value preview box.
+- Combo: BeginCombo(): Added ImGuiComboFlags_NoPreview to disable the preview and only
+ display a square arrow button.
- Combo: Arrow button isn't displayed over frame background so its blended color matches other buttons. Left side of the button isn't rounded.
- PlotLines: plot a flat line if scale_min==scale_max. (#1621)
-- Fonts: Changed DisplayOffset.y to defaults to 0 instead of +1. Fixed rounding of Ascent/Descent to match TrueType renderer.
- If you were adding or subtracting (not assigning) to ImFont::DisplayOffset check if your fonts are correctly aligned vertically. (#1619)
+- Fonts: Changed DisplayOffset.y to defaults to 0 instead of +1. Fixed rounding of Ascent/Descent
+ to match TrueType renderer. If you were adding or subtracting (not assigning) to ImFont::DisplayOffset
+ check if your fonts are correctly aligned vertically. (#1619)
- Fonts: Updated stb_truetype from 1.14 to stb_truetype 1.19. (w/ include fix from some platforms #1622)
- Fonts: Added optional FreeType rasterizer in misc/freetype. Moved from imgui_club repo. (#618) [@Vuhdo, @mikesart, @ocornut]
- Fonts: Moved extra_fonts/ to misc/fonts/.
- ImFontAtlas: Fixed cfg.MergeMode not reusing existing glyphs if available (always overwrote).
-- ImFontAtlas: Handle stb_truetype stbtt_InitFont() and stbtt_PackBegin() possible failures more gracefully, GetTexDataAsRGBA32() won't crash during conversion. (#1527)
-- ImFontAtlas: Moved mouse cursor data out of ImGuiContext, fix drawing them with multiple contexts. Also remove the last remaining undesirable dependency on ImGui in imgui_draw.cpp. (#939)
-- ImFontAtlas: Added ImFontAtlasFlags_NoPowerOfTwoHeight flag to disable padding font height to nearest power of two. (#1613)
-- ImFontAtlas: Added ImFontAtlasFlags_NoMouseCursors flag to disable baking software mouse cursors, mostly to save texture memory on very low end hardware. (#1613)
-- ImDrawList: Fixed AddRect() with anti-aliasing disabled (lower-right corner pixel was often missing, rounding looks a little better.) (#1646)
+- ImFontAtlas: Handle stb_truetype stbtt_InitFont() and stbtt_PackBegin() possible failures
+ more gracefully, GetTexDataAsRGBA32() won't crash during conversion. (#1527)
+- ImFontAtlas: Moved mouse cursor data out of ImGuiContext, fix drawing them with multiple contexts.
+ Also remove the last remaining undesirable dependency on ImGui in imgui_draw.cpp. (#939)
+- ImFontAtlas: Added ImFontAtlasFlags_NoPowerOfTwoHeight flag to disable padding font height
+ to nearest power of two. (#1613)
+- ImFontAtlas: Added ImFontAtlasFlags_NoMouseCursors flag to disable baking software mouse cursors,
+ mostly to save texture memory on very low end hardware. (#1613)
+- ImDrawList: Fixed AddRect() with anti-aliasing disabled (lower-right corner pixel was often
+ missing, rounding looks a little better.) (#1646)
- ImDrawList: Added CloneOutput() helper to facilitate the cloning of ImDrawData or ImDrawList for multi-threaded rendering.
-- Misc: Functions passed to libc qsort are explicitly marked cdecl to support compiling with vectorcall as the default calling convention. (#1230, #1611) [@RandyGaul]
-- Misc: ImVec2: added [] operator. This is becoming desirable for some code working of either axes independently. Better adding it sooner than later.
+- Misc: Functions passed to libc qsort are explicitly marked cdecl to support compiling with
+ vectorcall as the default calling convention. (#1230, #1611) [@RandyGaul]
+- Misc: ImVec2: added [] operator. This is becoming desirable for some code working of either
+ axes independently. Better adding it sooner than later.
- Misc: NewFrame(): Added an assert to detect incorrect filling of the io.KeyMap[] array earlier. (#1555)
- Misc: Added IM_OFFSETOF() helper in imgui.h (previously was in imgui_internal.h)
- Misc: Added IM_NEW(), IM_DELETE() helpers in imgui.h (previously were in imgui_internal.h)
@@ -4672,12 +5629,13 @@ Other Changes:
- Demo: Improved Selectable() examples. (#1528)
- Demo: Tweaked the Child demos, added a menu bar to the second child to test some navigation functions.
- Demo: Console: Using ImGuiCol_Text to be more friendly to color changes.
-- Demo: Using IM_COL32() instead of ImColor() in ImDrawList centric contexts. Trying to phase out use of the ImColor helper whenever possible.
+- Demo: Using IM_COL32() instead of ImColor() in ImDrawList-centric contexts. Trying to phase out use of the ImColor helper whenever possible.
- Examples: Files in examples/ now include their own changelog so it is easier to occasionally update your backends if needed.
- Examples: Using Dark theme by default. (#707). Tweaked demo code.
- Examples: Added support for horizontal mouse wheel for API that allows it. (#1463) [@tseeker]
- Examples: All examples now setup the io.BackendFlags to signify they can honor mouse cursors, gamepad, etc.
-- Examples: DirectX10: Fixed erroneous call to io.Fonts->ClearInputData() + ClearTexData() that was left in DX10 example but removed in 1.47 (Nov 2015) in every other backends. (#1733)
+- Examples: DirectX10: Fixed erroneous call to io.Fonts->ClearInputData() + ClearTexData() that
+ was left in DX10 example but removed in 1.47 (Nov 2015) in every other backends. (#1733)
- Examples: DirectX12: Added DirectX 12 example. (#301) [@jdm3]
- Examples: OpenGL3+GLFW,SDL: Changed GLSL shader version from 330 to 150. (#1466, #1504)
- Examples: OpenGL3+GLFW,SDL: Added a way to override the GLSL version string in the Init function. (#1466, #1504).
@@ -4691,11 +5649,13 @@ Other Changes:
- Examples: GLFW: Added support for mouse cursor shapes (the diagonal resize cursors are unfortunately not supported by GLFW at the moment. (#1495)
- Examples: GLFW: Don't attempt to change the mouse cursor input mode if it is set to GLFW_CURSOR_DISABLED by the application. (#1202) [@PhilCK]
- Examples: SDL: Added support for mouse cursor shapes. (#1626) [@olls]
-- Examples: SDL: Using SDL_CaptureMouse() to retrieve coordinates outside of client area when dragging (SDL 2.0.4+ only, otherwise using SDL_WINDOW_INPUT_FOCUS instead of previously SDL_WINDOW_MOUSE_FOCUS). (#1559)
+- Examples: SDL: Using SDL_CaptureMouse() to retrieve coordinates outside of client area when dragging
+ (SDL 2.0.4+ only, otherwise using SDL_WINDOW_INPUT_FOCUS instead of previously SDL_WINDOW_MOUSE_FOCUS). (#1559)
- Examples: SDL: Enabled vsync by default so people don't come at us when the examples are running at 2000 FPS and burning a CPU core.
- Examples: SDL: Using SDL_GetPerformanceCounter() / SDL_GetPerformanceFrequency() to handle frame-rate over 1000 FPS properly. (#996)
- Examples: SDL: Using scan-code exclusively instead of a confusing mixture of scan-codes and key-codes.
-- Examples: SDL: Visual Studio: Added .vcxproj file. Using %SDL2_DIR% in the default .vcxproj and build files instead of %SDL_DIR%, the earlier being more standard.
+- Examples: SDL: Visual Studio: Added .vcxproj file. Using %SDL2_DIR% in the default .vcxproj
+ and build files instead of %SDL_DIR%, the earlier being more standard.
- Examples: Vulkan: Visual Studio: Added .vcxproj file.
- Examples: Apple: Fixed filenames in OSX xcode project. Various other Mac friendly fixes. [@gerryhernandez etc.]
- Examples: Visual Studio: Disabled extraneous function-level check in Release build.
@@ -4741,41 +5701,63 @@ Other Changes:
- See ImGuiDragDropFlags for various options.
- The ColorEdit4() and ColorButton() widgets now support Drag and Drop.
- The API is tagged as Beta as it still may be subject to small changes.
-- Drag and Drop: When drag and drop is active, tree nodes and collapsing header can be opened by hovering on them for 0.7 seconds.
-- Renamed io.OSXBehaviors to io.OptMacOSXBehaviors. Should not affect users as the compile-time default is usually enough. (#473, #650)
+- Drag and Drop: When drag and drop is active, tree nodes and collapsing header can be opened
+ by hovering on them for 0.7 seconds.
+- Renamed io.OSXBehaviors to io.OptMacOSXBehaviors. Should not affect users as the compile-time
+ default is usually enough. (#473, #650)
- Style: Added StyleColorsDark() style. (#707) [@dougbinks]
- Style: Added StyleColorsLight() style. Best used with frame borders + thicker font than the default font. (#707)
- Style: Added style.PopupRounding setting. (#1112)
-- Style: Added style.FrameBorderSize, style.WindowBorderSize, style.PopupBorderSize. Removed ImGuiWindowFlags_ShowBorders window flag!
+- Style: Added style.FrameBorderSize, style.WindowBorderSize, style.PopupBorderSize.
+ Removed ImGuiWindowFlags_ShowBorders window flag!
Borders are now fully set up in the ImGuiStyle structure. Use ImGui::ShowStyleEditor() to look them up. (#707, fix #819, #1031)
- Style: Various small changes to the classic style (most noticeably, buttons are now using blue shades). (#707)
- Style: Renamed ImGuiCol_ChildWindowBg to ImGuiCol_ChildBg.
- Style: Renamed style.ChildWindowRounding to style.ChildRounding, ImGuiStyleVar_ChildWindowRounding to ImGuiStyleVar_ChildRounding.
- Style: Removed ImGuiCol_ComboBg in favor of combo boxes using ImGuiCol_PopupBg for consistency. (#707)
- Style: Made the ScaleAllSizes() helper rounds down every values so they are aligned on integers.
-- Focus: Added SetItemDefaultFocus(), which in the current (master) branch behave the same as doing `if (IsWindowAppearing()) SetScrollHere()`.
- In the navigation branch this will also set the default focus. Prefer using this when creating combo boxes with `BeginCombo()` so your code will be forward-compatible with gamepad/keyboard navigation features. (#787)
-- Combo: Pop-up grows horizontally to accommodate for contents that is larger then the parent combo button.
-- Combo: Added BeginCombo()/EndCombo() API which allows use to submit content of any form and manage your selection state without relying on indices.
-- Combo: Added ImGuiComboFlags_PopupAlignLeft flag to BeginCombo() to prioritize keeping the pop-up on the left side (for small-button-looking combos).
-- Combo: Added ImGuiComboFlags_HeightSmall, ImGuiComboFlags_HeightLarge, ImGuiComboFlags_HeightLargest to easily provide desired pop-up height.
-- Combo: You can use SetNextWindowSizeConstraints() before BeginCombo() to specify specific pop-up width/height constraints.
+- Focus: Added SetItemDefaultFocus(), which in the current (master) branch behave the same
+ as doing `if (IsWindowAppearing()) SetScrollHere()`. In the navigation branch this will also
+ set the default focus. Prefer using this when creating combo boxes with `BeginCombo()` so your
+ code will be forward-compatible with gamepad/keyboard navigation features. (#787)
+- Combo: Pop-up grows horizontally to accommodate for contents that is larger then the parent
+ combo button.
+- Combo: Added BeginCombo()/EndCombo() API which allows use to submit content of any form and
+ manage your selection state without relying on indices.
+- Combo: Added ImGuiComboFlags_PopupAlignLeft flag to BeginCombo() to prioritize keeping the
+ pop-up on the left side (for small-button-looking combos).
+- Combo: Added ImGuiComboFlags_HeightSmall, ImGuiComboFlags_HeightLarge, ImGuiComboFlags_HeightLargest
+ to easily provide desired pop-up height.
+- Combo: You can use SetNextWindowSizeConstraints() before BeginCombo() to specify specific
+ pop-up width/height constraints.
- Combo: Offset popup position by border size so that a double border isn't so visible. (#707)
- Combo: Recycling windows by using a stack number instead of a unique id, wasting less memory (like menus do).
- InputText: Added ImGuiInputTextFlags_NoUndoRedo flag. (#1506, #1508) [@ibachar]
-- Window: Fixed auto-resize allocating too much space for scrollbar when SizeContents is bigger than maximum window size (fixes c0547d3). (#1417)
-- Window: Child windows with MenuBar use regular WindowPadding.y so layout look consistent as child or as a regular window.
-- Window: Begin(): Fixed appending into a child window with a second Begin() from a different window stack querying the wrong window for the window->Collapsed test.
-- Window: Calling IsItemActive(), IsItemHovered() etc. after a call to Begin() provides item data for the title bar, so you can easily test if the title bar is being hovered, etc. (#823)
+- Window: Fixed auto-resize allocating too much space for scrollbar when SizeContents is
+ bigger than maximum window size (fixes c0547d3). (#1417)
+- Window: Child windows with MenuBar use regular WindowPadding.y so layout look consistent as
+ child or as a regular window.
+- Window: Begin(): Fixed appending into a child window with a second Begin() from a different
+ window stack querying the wrong window for the window->Collapsed test.
+- Window: Calling IsItemActive(), IsItemHovered() etc. after a call to Begin() provides item
+ data for the title bar, so you can easily test if the title bar is being hovered, etc. (#823)
- Window: Made it possible to use SetNextWindowPos() on a child window.
-- Window: Fixed a one frame glitch. When an appearing window claimed the focus themselves, the title bar wouldn't use the focused color for one frame.
-- Window: Added ImGuiWindowFlags_ResizeFromAnySide flag to resize from any borders or from the lower-left corner of a window. This requires your backend to honor GetMouseCursor() requests for full usability. (#822)
-- Window: Sizing fixes when using SetNextWindowSize() on individual axises.
-- Window: Hide new window for one frame until they calculate their size. Also fixes SetNextWindowPos() given a non-zero pivot. (#1694)
+- Window: Fixed a one frame glitch. When an appearing window claimed the focus themselves, the
+ title bar wouldn't use the focused color for one frame.
+- Window: Added ImGuiWindowFlags_ResizeFromAnySide flag to resize from any borders or from the
+ lower-left corner of a window. This requires your backend to honor GetMouseCursor() requests
+ for full usability. (#822)
+- Window: Sizing fixes when using SetNextWindowSize() on individual axes.
+- Window: Hide new window for one frame until they calculate their size.
+ Also fixes SetNextWindowPos() given a non-zero pivot. (#1694)
- Window: Made mouse wheel scrolling accommodate better to windows that are smaller than the scroll step.
-- Window: SetNextWindowContentSize() adjust for the size of decorations (title bar/menu bar), but _not_ for borders are we consistently make borders not affect layout.
- If you need a non-child window of an exact size with border enabled but zero window padding, you'll need to accommodate for the border size yourself.
-- Window: Using the ImGuiWindowFlags_NoScrollWithMouse flag on a child window forwards the mouse wheel event to the parent window, unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set. (#1380, #1502)
+- Window: SetNextWindowContentSize() adjust for the size of decorations (title bar/menu bar),
+ but _not_ for borders are we consistently make borders not affect layout.
+ If you need a non-child window of an exact size with border enabled but zero window padding,
+ you'll need to accommodate for the border size yourself.
+- Window: Using the ImGuiWindowFlags_NoScrollWithMouse flag on a child window forwards the mouse wheel
+ event to the parent window, unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar
+ are also set. (#1380, #1502)
- Window: Active Modal window always set the WantCaptureKeyboard flag. (#744)
- Window: Moving window doesn't use accumulating MouseDelta so straying out of imgui boundaries keeps moved imgui window at the same cursor-relative position.
- IsWindowFocused(): Added ImGuiFocusedFlags_ChildWindows flag to include child windows in the focused test. (#1382).
@@ -4784,39 +5766,52 @@ Other Changes:
- IsWindowHovered(): Added ImGuiHoveredFlags_RootWindow flag to start hovered test from the root (top-most) window. The combination of both flags obsoletes IsRootWindowOrAnyChildHovered(). (#1382)
- IsWindowHovered(): Fixed return value when an item is active to use the same logic as IsItemHovered(). (#1382, #1404)
- IsWindowHovered(): Always return true when current window is being moved. (#1382)
-- Scrollbar: Fixed issues with vertical scrollbar flickering/appearing, typically when manually resizing and using a pattern of filling available height (e.g. full sized BeginChild).
+- Scrollbar: Fixed issues with vertical scrollbar flickering/appearing, typically when manually
+ resizing and using a pattern of filling available height (e.g. full sized BeginChild).
- Scrollbar: Minor graphical fix for when scrollbar don't have enough visible space to display the full grab.
-- Scrolling: Fixed padding and scrolling asymmetry where lower/right sides of a window wouldn't use WindowPadding properly + causing minor scrolling glitches.
+- Scrolling: Fixed padding and scrolling asymmetry where lower/right sides of a window wouldn't
+ use WindowPadding properly + causing minor scrolling glitches.
- Tree: TreePush with zero arguments was ambiguous. Resolved by making it call TreePush(const void*). [@JasonWilkins]
- Tree: Renamed ImGuiTreeNodeFlags_AllowOverlapMode to ImGuiTreeNodeFlags_AllowItemOverlap. (#600, #1330)
- MenuBar: Fixed minor rendering issues on the right size when resizing a window very small and using rounded window corners.
-- MenuBar: better software clipping to handle small windows, in particular child window don't have minimum constraints so we need to render clipped menus better.
+- MenuBar: better software clipping to handle small windows, in particular child window don't have
+ minimum constraints so we need to render clipped menus better.
- BeginMenu(): Tweaked the Arrow/Triangle displayed on child menu items.
-- Columns: Clipping columns borders on Y axis on CPU because some Linux GPU drivers appears to be unhappy with triangle spanning large regions. (#125)
-- Columns: Added ImGuiColumnsFlags_GrowParentContentsSize to internal API to restore old content sizes behavior (may be obsolete). (#1444, #125)
-- Columns: Columns width is no longer lost when dragging a column to the right side of the window, until releasing the mouse button you have a chance to save them. (#1499, #125). [@ggtucker]
+- Columns: Clipping columns borders on Y axis on CPU because some Linux GPU drivers appears to
+ be unhappy with triangle spanning large regions. (#125)
+- Columns: Added ImGuiColumnsFlags_GrowParentContentsSize to internal API to restore old content
+ sizes behavior (may be obsolete). (#1444, #125)
+- Columns: Columns width is no longer lost when dragging a column to the right side of the window,
+ until releasing the mouse button you have a chance to save them. (#1499, #125). [@ggtucker]
- Columns: Fixed dragging when using a same of columns multiple times in the frame. (#125)
- Indent(), Unindent(): Allow passing negative values.
- ColorEdit4(): Made IsItemActive() return true when picker pop-up is active. (#1489)
- ColorEdit4(): Tweaked tooltip so that the color button aligns more correctly with text.
-- ColorEdit4(): Support drag and drop. Color buttons can be used as drag sources, and ColorEdit widgets as drag targets. (#143)
-- ColorPicker4(): Fixed continuously returning true when holding mouse button on the sat/value/alpha locations. We only return true on value change. (#1489)
-- NewFrame(): using literal strings in the most-frequently firing IM_ASSERT expressions to increase the odd of programmers seeing them (especially those who don't use a debugger).
-- NewFrame() now asserts if neither Render or EndFrame have been called. Exposed EndFrame(). Made it legal to call EndFrame() more than one. (#1423)
+- ColorEdit4(): Support drag and drop. Color buttons can be used as drag sources, and ColorEdit
+ widgets as drag targets. (#143)
+- ColorPicker4(): Fixed continuously returning true when holding mouse button on the sat/value/alpha
+ locations. We only return true on value change. (#1489)
+- NewFrame(): using literal strings in the most-frequently firing IM_ASSERT expressions to
+ increase the odd of programmers seeing them (especially those who don't use a debugger).
+- NewFrame() now asserts if neither Render or EndFrame have been called. Exposed EndFrame().
+ Made it legal to call EndFrame() more than one. (#1423)
- ImGuiStorage: Added BuildSortByKey() helper to rebuild storage from scratch.
- ImFont: Added GetDebugName() helper.
- ImFontAtlas: Added missing Thai punctuation in the GetGlyphRangesThai() ranges. (#1396) [@nProtect]
- ImDrawList: Removed 'bool anti_aliased = true' final parameter of ImDrawList::AddPolyline() and ImDrawList::AddConvexPolyFilled(). Anti-aliasing is controlled via the regular style.AntiAliased flags.
- ImDrawList: Added ImDrawList::AddImageRounded() helper. (#845) [@thedmd]
- ImDrawList: Refactored to make ImDrawList independent of ImGui. Removed static variable in PathArcToFast() which caused linking issues to some.
-- ImDrawList: Exposed ImDrawCornerFlags, replaced occurrences of ~0 with an explicit ImDrawCornerFlags_All. NB: Inversed BotLeft (prev 1<<3, now 1<<2) and BotRight (prev 1<<2, now 1<<3).
+- ImDrawList: Exposed ImDrawCornerFlags, replaced occurrences of ~0 with an explicit ImDrawCornerFlags_All.
+ NB: Inversed BotLeft (prev 1<<3, now 1<<2) and BotRight (prev 1<<2, now 1<<3).
- ImVector: Added ImVector::push_front() helper.
- ImVector: Added ImVector::contains() helper.
- ImVector: insert() uses grow_capacity() instead of using grow policy inconsistent with push_back().
- Internals: Remove requirement to define IMGUI_DEFINE_PLACEMENT_NEW to use the IM_PLACEMENT_NEW macro. (#1103)
-- Internals: ButtonBehavior: Fixed ImGuiButtonFlags_NoHoldingActiveID flag from incorrectly setting the ActiveIdClickOffset field.
- This had no known effect within imgui code but could have affected custom drag and drop patterns. And it is more correct this way! (#1418)
-- Internals: ButtonBehavior: Fixed ImGuiButtonFlags_AllowOverlapMode to avoid temporarily activating widgets on click before they have been correctly double-hovered. (#319, #600)
+- Internals: ButtonBehavior: Fixed ImGuiButtonFlags_NoHoldingActiveID flag from incorrectly
+ setting the ActiveIdClickOffset field. This had no known effect within imgui code but could have
+ affected custom drag and drop patterns. And it is more correct this way! (#1418)
+- Internals: ButtonBehavior: Fixed ImGuiButtonFlags_AllowOverlapMode to avoid temporarily activating
+widgets on click before they have been correctly double-hovered. (#319, #600)
- Internals: Added SplitterBehavior() helper. (#319)
- Internals: Added IM_NEW(), IM_DELETE() helpers. (#484, #504, #1517)
- Internals: Basic refactor of the settings API which now allows external elements to be loaded/saved.
@@ -4825,9 +5820,11 @@ Other Changes:
- Demo: Renamed the emblematic ShowTestWindow() function to ShowDemoWindow().
- Demo: Style Editor: Added a "Simplified settings" sections with check-boxes for border size and frame rounding. (#707, #1019)
- Demo: Style Editor: Added combo box to select stock styles and select current font when multiple are loaded. (#707)
-- Demo: Style Editor: Using local storage so Save/Revert button makes more sense without code passing its storage. Added horizontal scroll bar. Fixed Save/Revert button to be always accessible. (#1211)
+- Demo: Style Editor: Using local storage so Save/Revert button makes more sense without code passing
+ its storage. Added horizontal scroll bar. Fixed Save/Revert button to be always accessible. (#1211)
- Demo: Console: Fixed context menu issue. (#1404)
-- Demo: Console: Fixed incorrect positioning which was hidden by a minor scroll issue (this would affect people who copied the Console code as is).
+- Demo: Console: Fixed incorrect positioning which was hidden by a minor scroll issue (this would
+ affect people who copied the Console code as is).
- Demo: Constrained Resize: Added more test cases. (#1417)
- Demo: Custom Rendering: Fixed clipping rectangle extruding out of parent window.
- Demo: Layout: Removed unnecessary and misleading BeginChild/EndChild calls.
@@ -4849,24 +5846,41 @@ Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v
Breaking Changes:
-- IO: `io.MousePos` needs to be set to ImVec2(-FLT_MAX,-FLT_MAX) when mouse is unavailable/missing, instead of ImVec2(-1,-1) as previously) This is needed so we can clear `io.MouseDelta` field when the mouse is made available again.
-- Renamed `AlignFirstTextHeightToWidgets()` to `AlignTextToFramePadding()`. Kept inline redirection function (will obsolete).
-- Obsoleted the legacy 5 parameters version of Begin(). Please avoid using it. If you need a transparent window background, uses `PushStyleColor()`. The old size parameter there was also misleading and equivalent to calling `SetNextWindowSize(size, ImGuiCond_FirstTimeEver)`. Kept inline redirection function (will obsolete).
-- Obsoleted `IsItemHoveredRect()`, `IsMouseHoveringWindow()` in favor of using the newly introduced flags of `IsItemHovered()` and `IsWindowHovered()`. Kept inline redirection function (will obsolete). (#1382)
-- Obsoleted 'SetNextWindowPosCenter()' in favor of using 1SetNextWindowPos()` with a pivot value which allows to do the same and more. Keep inline redirection function.
-- Removed `IsItemRectHovered()`, `IsWindowRectHovered()` recently introduced in 1.51 which were merely the more consistent/correct names for the above functions which are now obsolete anyway. (#1382)
-- Changed `IsWindowHovered()` default parameters behavior to return false if an item is active in another window (e.g. click-dragging item from another window to this window). You can use the newly introduced IsWindowHovered() flags to requests this specific behavior if you need it. (#1382)
-- Renamed imconfig.h's `IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS`/`IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS` to `IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS`/`IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS` for consistency.
+- IO: `io.MousePos` needs to be set to ImVec2(-FLT_MAX,-FLT_MAX) when mouse is unavailable/missing,
+ instead of ImVec2(-1,-1) as previously) This is needed so we can clear `io.MouseDelta` field when
+ the mouse is made available again.
+- Renamed `AlignFirstTextHeightToWidgets()` to `AlignTextToFramePadding()`.
+ Kept inline redirection function (will obsolete).
+- Obsoleted the legacy 5 parameters version of Begin(). Please avoid using it. If you need a
+ transparent window background, uses `PushStyleColor()`. The old size parameter there was also
+ misleading and equivalent to calling `SetNextWindowSize(size, ImGuiCond_FirstTimeEver)`.
+ Kept inline redirection function (will obsolete).
+- Obsoleted `IsItemHoveredRect()`, `IsMouseHoveringWindow()` in favor of using the newly introduced
+ flags of `IsItemHovered()` and `IsWindowHovered()`. Kept inline redirection function (will obsolete). (#1382)
+- Obsoleted 'SetNextWindowPosCenter()' in favor of using 1SetNextWindowPos()` with a pivot value which
+ allows to do the same and more. Keep inline redirection function.
+- Removed `IsItemRectHovered()`, `IsWindowRectHovered()` recently introduced in 1.51 which were merely
+ the more consistent/correct names for the above functions which are now obsolete anyway. (#1382)
+- Changed `IsWindowHovered()` default parameters behavior to return false if an item is active in
+ another window (e.g. click-dragging item from another window to this window). You can use the newly
+ introduced IsWindowHovered() flags to requests this specific behavior if you need it. (#1382)
+- Renamed imconfig.h's `IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS`/`IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS`
+ to `IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS`/`IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS` for consistency.
- Renamed ImFont::Glyph to ImFontGlyph. Kept redirection typedef (will obsolete).
Other Changes:
- ProgressBar: fixed rendering when straddling rounded area. (#1296)
-- SliderFloat, DragFloat: Using scientific notation e.g. "%.1e" in the displayed format string doesn't mistakenly trigger rounding of the value. [@MomentsInGraphics]
-- Combo, InputFloat, InputInt: Made the small button on the right side align properly with the equivalent colored button of ColorEdit4().
-- IO: Tweaked logic for `io.WantCaptureMouse` so it now outputs false when e.g. hovering over void while an InputText() is active. (#621) [@pdoane]
-- IO: Fixed `io.WantTextInput` from mistakenly outputting true when an activated Drag or Slider was previously turned into an InputText(). (#1317)
-- Misc: Added flags to `IsItemHovered()`, `IsWindowHovered()` to access advanced hovering-test behavior. Generally useful for pop-ups and drag and drop behaviors: (relates to ~#439, #1013, #143, #925)
+- SliderFloat, DragFloat: Using scientific notation e.g. "%.1e" in the displayed format string doesn't
+ mistakenly trigger rounding of the value. [@MomentsInGraphics]
+- Combo, InputFloat, InputInt: Made the small button on the right side align properly with the
+ equivalent colored button of ColorEdit4().
+- IO: Tweaked logic for `io.WantCaptureMouse` so it now outputs false when e.g. hovering over void
+ while an InputText() is active. (#621) [@pdoane]
+- IO: Fixed `io.WantTextInput` from mistakenly outputting true when an activated Drag or Slider was
+ previously turned into an InputText(). (#1317)
+- Misc: Added flags to `IsItemHovered()`, `IsWindowHovered()` to access advanced hovering-test behavior.
+ Generally useful for pop-ups and drag and drop behaviors: (relates to ~#439, #1013, #143, #925)
- `ImGuiHoveredFlags_AllowWhenBlockedByPopup`
- `ImGuiHoveredFlags_AllowWhenBlockedByActiveItem`
- `ImGuiHoveredFlags_AllowWhenOverlapped`
@@ -4877,54 +5891,80 @@ Other Changes:
- CheckBox: Now rendering a tick mark instead of a full square.
- ColorEdit4: Added "Copy as..." option in context menu. (#346)
- ColorPicker: Improved ColorPicker hue wheel color interpolation. (#1313) [@thevaber]
-- ColorButton: Reduced bordering artifact that would be particularly visible with an opaque Col_FrameBg and FrameRounding enabled.
-- ColorButton: Fixed rendering color button with a checkerboard if the transparency comes from the global style.Alpha and not from the actual source color.
-- TreeNode: Added `ImGuiTreeNodeFlags_FramePadding` flag to conveniently create a tree node with full padding at the beginning of a line, without having to call `AlignTextToFramePadding()`.
+- ColorButton: Reduced bordering artifact that would be particularly visible with an opaque
+ Col_FrameBg and FrameRounding enabled.
+- ColorButton: Fixed rendering color button with a checkerboard if the transparency comes from the global
+ style.Alpha and not from the actual source color.
+- TreeNode: Added `ImGuiTreeNodeFlags_FramePadding` flag to conveniently create a tree node with full
+ padding at the beginning of a line, without having to call `AlignTextToFramePadding()`.
- Trees: Fixed calling `SetNextTreeNodeOpen()` on a collapsed window leaking to the first tree node item of the next frame.
-- Layout: Horizontal layout is automatically enforced in a menu bar, so you can use non-MenuItem elements without calling SameLine().
-- Separator: Output a vertical separator when used inside a menu bar (or in general when horizontal layout is active, but that isn't exposed yet!).
+- Layout: Horizontal layout is automatically enforced in a menu bar, so you can use non-MenuItem elements
+ without calling SameLine().
+- Separator: Output a vertical separator when used inside a menu bar (or in general when horizontal layout
+ is active, but that isn't exposed yet!).
- Window: Added `IsWindowAppearing()` helper (helpful e.g. as a condition before initializing some of your own things.).
- Window: Added pivot parameter to `SetNextWindowPos()`, making it possible to center or right align a window. Obsoleted `SetNextWindowPosCenter()`.
- Window: Fixed title bar color of top-most window under a modal window.
- Window: Fixed not being able to move a window by clicking on one of its child window. (#1337, #635)
-- Window: Fixed `Begin()` auto-fit calculation code that predict the presence of a scrollbar so it works better when window size constraints are used.
-- Window: Fixed calling `Begin()` more than once per frame setting `window_just_activated_by_user` which in turn would set enable the Appearing condition for that frame.
-- Window: The implicit "Debug" window now uses a "Debug##Default" identifier instead of "Debug" to allow user creating a window called "Debug" without losing their custom flags.
-- Window: Made the `ImGuiWindowFlags_NoMove` flag properly inherited from parent to child. In a setup with ParentWindow (no flag) -> Child (NoMove) -> SubChild (no flag), the user won't be able to move the parent window by clicking on SubChild. (#1381)
+- Window: Fixed `Begin()` auto-fit calculation code that predict the presence of a scrollbar so it works
+ better when window size constraints are used.
+- Window: Fixed calling `Begin()` more than once per frame setting `window_just_activated_by_user` which
+ in turn would set enable the Appearing condition for that frame.
+- Window: The implicit "Debug" window now uses a "Debug##Default" identifier instead of "Debug" to allow
+ user creating a window called "Debug" without losing their custom flags.
+- Window: Made the `ImGuiWindowFlags_NoMove` flag properly inherited from parent to child. In a setup
+ with ParentWindow (no flag) -> Child (NoMove) -> SubChild (no flag), the user won't be able to move
+ the parent window by clicking on SubChild. (#1381)
- Popups: Pop-ups can be closed with a right-click anywhere, without altering focus under the pop-up. (~#439)
-- Popups: `BeginPopupContextItem()`, `BeginPopupContextWindow()` are now setup to allow reopening a context menu by right-clicking again. (~#439)
+- Popups: `BeginPopupContextItem()`, `BeginPopupContextWindow()` are now setup to allow reopening
+ a context menu by right-clicking again. (~#439)
- Popups: `BeginPopupContextItem()` now supports a NULL string identifier and uses the last item ID if available.
- Popups: Added `OpenPopupOnItemClick()` helper which mimic `BeginPopupContextItem()` but doesn't do the BeginPopup().
- MenuItem: Only activating on mouse release. [@Urmeli0815] (was already fixed in nav branch).
- MenuItem: Made tick mark thicker (thick mark?).
-- MenuItem: Tweaks to be usable inside a menu bar (nb: it looks like a regular menu and thus is misleading, prefer using Button() and regular widgets in menu bar if you need to). (#1387)
+- MenuItem: Tweaks to be usable inside a menu bar (nb: it looks like a regular menu and thus is misleading,
+ prefer using Button() and regular widgets in menu bar if you need to). (#1387)
- ImDrawList: Fixed a rare draw call merging bug which could lead to undisplayed triangles. (#1172, #1368)
-- ImDrawList: Fixed a rare bug in `ChannelsMerge()` when all contents has been clipped, leading to an extraneous draw call being created. (#1172, #1368)
+- ImDrawList: Fixed a rare bug in `ChannelsMerge()` when all contents has been clipped, leading to
+ an extraneous draw call being created. (#1172, #1368)
- ImFont: Added `AddGlyph()` building helper for use by custom atlas builders.
-- ImFontAtlas: Added support for CustomRect API to submit custom rectangles to be packed into the atlas. You can map them as font glyphs, or use them for custom purposes.
- After the atlas is built you can query the position of your rectangles in the texture and then copy your data there. You can use this features to create e.g. full color font-mapped icons.
-- ImFontAtlas: Fixed fall-back handling when merging fonts, if a glyph was missing from the second font input it could have used a glyph from the first one. (#1349) [@inolen]
-- ImFontAtlas: Fixed memory leak on build failure case when stbtt_InitFont failed (generally due to incorrect or supported font type). (#1391) (@Moka42)
-- ImFontConfig: Added `RasterizerMultiply` option to alter the brightness of individual fonts at rasterization time, which may help increasing readability for some.
-- ImFontConfig: Added `RasterizerFlags` to pass options to custom rasterizer (e.g. the [imgui_freetype](https://github.com/ocornut/imgui_club/tree/master/imgui_freetype) rasterizer in imgui_club has such options).
+- ImFontAtlas: Added support for CustomRect API to submit custom rectangles to be packed into the atlas.
+ You can map them as font glyphs, or use them for custom purposes.
+ After the atlas is built you can query the position of your rectangles in the texture and then copy
+ your data there. You can use this features to create e.g. full color font-mapped icons.
+- ImFontAtlas: Fixed fall-back handling when merging fonts, if a glyph was missing from the second font
+ input it could have used a glyph from the first one. (#1349) [@inolen]
+- ImFontAtlas: Fixed memory leak on build failure case when stbtt_InitFont failed (generally due to
+ incorrect or supported font type). (#1391) (@Moka42)
+- ImFontConfig: Added `RasterizerMultiply` option to alter the brightness of individual fonts at
+ rasterization time, which may help increasing readability for some.
+- ImFontConfig: Added `RasterizerFlags` to pass options to custom rasterizer (e.g. the
+ [imgui_freetype](https://github.com/ocornut/imgui_club/tree/master/imgui_freetype) rasterizer in imgui_club has such options).
- ImVector: added resize() variant with initialization value.
-- Misc: Changed the internal name formatting of child windows identifier to use slashes (instead of dots) as separator, more readable.
+- Misc: Changed the internal name formatting of child windows identifier to use slashes
+ (instead of dots) as separator, more readable.
- Misc: Fixed compilation with `IMGUI_DISABLE_OBSOLETE_FUNCTIONS` defined.
- Misc: Marked all format+va_list functions with format attribute so GCC/Clang can warn about misuses.
- Misc: Fixed compilation on NetBSD due to missing alloca.h (#1319) [@RyuKojiro]
- Misc: Improved warnings compilation for newer versions of Clang. (#1324) (@waywardmonkeys)
-- Misc: Added `io.WantMoveMouse flags` (from Nav branch) and honored in Examples applications. Currently unused but trying to spread Examples applications code that supports it.
-- Misc: Added `IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS` support in imconfig.h to allow user reimplementing the `ImFormatString()` functions e.g. to use stb_printf(). (#1038)
-- Misc: [Windows] Fixed default Win32 `SetClipboardText()` handler leaving the Win32 clipboard handler unclosed on failure. [@pdoane]
-- Style: Added `ImGuiStyle::ScaleAllSizes(float)` helper to make it easier to have application transition e.g. from low to high DPI with a matching style.
+- Misc: Added `io.WantMoveMouse flags` (from Nav branch) and honored in Examples applications.
+ Currently unused but trying to spread Examples applications code that supports it.
+- Misc: Added `IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS` support in imconfig.h to allow user
+ reimplementing the `ImFormatString()` functions e.g. to use stb_printf(). (#1038)
+- Misc: [Windows] Fixed default Win32 `SetClipboardText()` handler leaving the Win32 clipboard
+ handler unclosed on failure. [@pdoane]
+- Style: Added `ImGuiStyle::ScaleAllSizes(float)` helper to make it easier to have application
+ transition e.g. from low to high DPI with a matching style.
- Metrics: Draw window bounding boxes when hovering Pos/Size; List all draw layers; Trimming empty commands like Render() does.
- Examples: OpenGL3: Save and restore sampler state. (#1145) [@nlguillemot]
- Examples: OpenGL2, OpenGL3: Save and restore polygon mode. (#1307) [@JJscott]
- Examples: DirectX11: Allow creating device with feature level 10 since we don't really need much for that example. (#1333)
-- Examples: DirectX9/10/12: Using the Win32 SetCapture/ReleaseCapture API to read mouse coordinates when they are out of bounds. (#1375) [@Gargaj, @ocornut]
+- Examples: DirectX9/10/12: Using the Win32 SetCapture/ReleaseCapture API to read mouse coordinates
+ when they are out of bounds. (#1375) [@Gargaj, @ocornut]
- Tools: Fixed binary_to_compressed_c tool to return 0 when successful. (#1350) [@benvanik]
- Internals: Exposed more helpers and unfinished features in imgui_internal.h. (use at your own risk!).
-- Internals: A bunch of internal refactoring, hopefully haven't broken anything! Merged a bunch of internal changes from the upcoming Navigation branch.
+- Internals: A bunch of internal refactoring, hopefully haven't broken anything!
+ Merged a bunch of internal changes from the upcoming Navigation branch.
- Various tweaks, fixes and documentation changes.
Beta Navigation Branch:
@@ -4933,12 +5973,16 @@ Beta Navigation Branch:
- Nav: Added `#define IMGUI_HAS_NAV` in imgui.h to ease sharing code between both branches. (#787)
- Nav: MainMenuBar now releases focus when user gets out of the menu layer. (#787)
- Nav: When applying focus to a window with only menus, the menu layer is automatically activated. (#787)
-- Nav: Added `ImGuiNavInput_KeyMenu` (~Alt key) aside from ImGuiNavInput_PadMenu input as it is one differentiator of pad vs keyboard that was detrimental to the keyboard experience. Although isn't officially supported, it makes the current experience better. (#787)
+- Nav: Added `ImGuiNavInput_KeyMenu` (~Alt key) aside from ImGuiNavInput_PadMenu input as it is
+ one differentiator of pad vs keyboard that was detrimental to the keyboard experience.
+ Although isn't officially supported, it makes the current experience better. (#787)
- Nav: Move requests now wrap vertically inside Menus and Pop-ups. (#787)
- Nav: Allow to collapse tree nodes with NavLeft and open them with NavRight. (#787, #1079).
-- Nav: It's now possible to navigate sibling of a menu-bar while navigating inside one of their child. If a Left<>Right navigation request fails to find a match we forward the request to the root menu. (#787, #126)
+- Nav: It's now possible to navigate sibling of a menu-bar while navigating inside one of their child.
+ If a Left<>Right navigation request fails to find a match we forward the request to the root menu. (#787, #126)
- Nav: Fixed `SetItemDefaultFocus` from stealing default focus when we are initializing default focus for a menu bar layer. (#787)
-- Nav: Support for fall-back horizontal scrolling with PadLeft/PadRight (nb: fall-back scrolling is only used to navigate windows that have no interactive items). (#787)
+- Nav: Support for fall-back horizontal scrolling with PadLeft/PadRight (nb: fall-back scrolling
+ is only used to navigate windows that have no interactive items). (#787)
- Nav: Fixed tool-tip from being selectable in the window selection list. (#787)
- Nav: `CollapsingHeader(bool*)` variant: fixed for `IsItemHovered()` not working properly in the nav branch. (#600, #787)
- Nav: InputText: Fixed using Up/Down history callback feature when Nav is enabled. (#787)
@@ -4955,7 +5999,14 @@ Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v
Breaking Changes:
-Work on dear imgui has been gradually resuming. It means that fixes and new features should be tackled at a faster rate than last year. However, in order to move forward with the library and get rid of some cruft, I have taken the liberty to be a little bit more aggressive than usual with API breaking changes. Read the details below and search for those names in your code! In the grand scheme of things, those changes are small and should not affect everyone, but this is technically our most aggressive release so far in term of API breakage. If you want to be extra forward-facing, you can enable `#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS` in your imconfig.h to disable the obsolete names/redirection.
+Work on dear imgui has been gradually resuming. It means that fixes and new features should be tackled at
+a faster rate than last year. However, in order to move forward with the library and get rid of some cruft,
+I have taken the liberty to be a little bit more aggressive than usual with API breaking changes.
+Read the details below and search for those names in your code! In the grand scheme of things,
+those changes are small and should not affect everyone, but this is technically our most aggressive
+release so far in term of API breakage.
+If you want to be extra forward-facing, you can enable `#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS` in
+your imconfig.h to disable the obsolete names/redirection.
- Renamed `IsItemHoveredRect()` to `IsItemRectHovered()`. Kept inline redirection function (will obsolete).
- Renamed `IsMouseHoveringWindow()` to `IsWindowRectHovered()` for consistency. Kept inline redirection function (will obsolete).
@@ -4963,43 +6014,79 @@ Work on dear imgui has been gradually resuming. It means that fixes and new feat
- Renamed `ImGuiCol_Columns***` enums to `ImGuiCol_Separator***`. Kept redirection enums (will obsolete).
- Renamed `ImGuiSetCond***` types and enums to `ImGuiCond***`. Kept redirection enums (will obsolete).
- Renamed `GetStyleColName()` to `GetStyleColorName()` for consistency. Unlikely to be used by end-user!
-- Added `PushStyleColor(ImGuiCol idx, ImU32 col)` overload, which _might_ cause an "ambiguous call" compilation error if you are using ImColor() with implicit cast. Cast to ImU32 or ImVec4 explicitly to fix.
+- Added `PushStyleColor(ImGuiCol idx, ImU32 col)` overload, which _might_ cause an "ambiguous call"
+ compilation error if you are using ImColor() with implicit cast. Cast to ImU32 or ImVec4 explicitly to fix.
- Marked the weird `IMGUI_ONCE_UPON_A_FRAME` helper macro as obsolete. Prefer using the more explicit `ImGuiOnceUponAFrame`.
-- Changed `ColorEdit4(const char* label, float col[4], bool show_alpha = true)` signature to `ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0)`, where flags 0x01 is a safe no-op (hello dodgy backward compatibility!). The new `ColorEdit4`/`ColorPicker4` functions have lots of available flags! Check and run the demo window, under "Color/Picker Widgets", to understand the various new options.
-- Changed signature of `ColorButton(ImVec4 col, bool small_height = false, bool outline_border = true)` to `ColorButton(const char* desc_id, ImVec4 col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0,0))`. This function was rarely used and was very dodgy (no explicit ID!).
-- Changed `BeginPopupContextWindow(bool also_over_items=true, const char* str_id=NULL, int mouse_button=1)` signature to `(const char* str_id=NULL, int mouse_button=1, bool also_over_items=true)`. This is perhaps the most aggressive change in this update, but note that the majority of users relied on default parameters completely, so this will affect only a fraction of users of this already rarely used function.
-- Removed `IsPosHoveringAnyWindow()`, which was partly broken and misleading. In the vast majority of cases, people using that function wanted to use `io.WantCaptureMouse` flag. Replaced with IM_ASSERT + comment redirecting user to `io.WantCaptureMouse`. (#1237)
+- Changed `ColorEdit4(const char* label, float col[4], bool show_alpha = true)` signature to
+ `ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0)`, where flags 0x01 is a safe no-op
+ (hello dodgy backward compatibility!). The new `ColorEdit4`/`ColorPicker4` functions have lots of available flags!
+ Check and run the demo window, under "Color/Picker Widgets", to understand the various new options.
+- Changed signature of `ColorButton(ImVec4 col, bool small_height = false, bool outline_border = true)`
+ to `ColorButton(const char* desc_id, ImVec4 col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0,0))`.
+ This function was rarely used and was very dodgy (no explicit ID!).
+- Changed `BeginPopupContextWindow(bool also_over_items=true, const char* str_id=NULL, int mouse_button=1)`
+ signature to `(const char* str_id=NULL, int mouse_button=1, bool also_over_items=true)`.
+ This is perhaps the most aggressive change in this update, but note that the majority of users relied
+ on default parameters completely, so this will affect only a fraction of users of this already rarely
+ used function.
+- Removed `IsPosHoveringAnyWindow()`, which was partly broken and misleading. In the vast majority of cases,
+ people using that function wanted to use `io.WantCaptureMouse` flag. Replaced with IM_ASSERT + a comment
+ redirecting user to `io.WantCaptureMouse`. (#1237)
- Removed the old `ValueColor()` helpers, they are equivalent to calling `Text(label)` + `SameLine()` + `ColorButton()`.
-- Removed `ColorEditMode()` and `ImGuiColorEditMode` type in favor of `ImGuiColorEditFlags` and parameters to the various Color*() functions. The `SetColorEditOptions()` function allows to initialize default but the user can still change them with right-click context menu. Commenting out your old call to `ColorEditMode()` may just be fine!
+- Removed `ColorEditMode()` and `ImGuiColorEditMode` type in favor of `ImGuiColorEditFlags` and
+ parameters to the various Color*() functions. The `SetColorEditOptions()` function allows to
+ initialize default but the user can still change them with right-click context menu.
+ Commenting out your old call to `ColorEditMode()` may just be fine!
Other Changes:
-- Added flags to `ColorEdit3()`, `ColorEdit4()`. The color edit widget now has a context-menu and access to the color picker. (#346)
+- Added flags to `ColorEdit3()`, `ColorEdit4()`. The color edit widget now has a context-menu
+ and access to the color picker. (#346)
- Added flags to `ColorButton()`. (#346)
-- Added `ColorPicker3()`, `ColorPicker4()`. The API along with those of the updated `ColorEdit4()` was designed so you may use them in various situation and hopefully compose your own picker if required. There are a bunch of available flags, check the Demo window and comment for `ImGuiColorEditFlags_`. Some of the options it supports are: two color picker types (hue bar + sat/val rectangle, hue wheel + rotating sat/val triangle), display as u8 or float, lifting 0.0..1.0 constraints (currently rgba only), context menus, alpha bar, background checkerboard options, preview tooltip, basic revert. For simple use, calling the existing `ColorEdit4()` function as you did before will be enough, as you can now open the color picker from there. (#346) [@r-lyeh, @nem0, @thennequin, @dariomanesku and @ocornut]
-- Added `SetColorEditOptions()` to set default color options (e.g. if you want HSV over RGBA, float over u8, select a default picker mode etc. at startup time without a user intervention. Note that the user can still change options with the context menu unless disabled with `ImGuiColorFlags_NoOptions` or explicitly enforcing a display type/picker mode etc.).
+- Added `ColorPicker3()`, `ColorPicker4()`. (#346) [@r-lyeh, @nem0, @thennequin, @dariomanesku and @ocornut]
+ The API along with those of the updated `ColorEdit4()` was designed so you may use them in various
+ situation and hopefully compose your own picker if required. There are a bunch of available flags,
+ check the Demo window and comment for `ImGuiColorEditFlags_`.
+ Some of the options it supports are: two color picker types (hue bar + sat/val rectangle,
+ hue wheel + rotating sat/val triangle), display as u8 or float, lifting 0.0..1.0 constraints
+ (currently rgba only), context menus, alpha bar, background checkerboard options, preview tooltip,
+ basic revert. For simple use, calling the existing `ColorEdit4()` function as you did before
+ will be enough, as you can now open the color picker from there.
+- Added `SetColorEditOptions()` to set default color options (e.g. if you want HSV over RGBA,
+ float over u8, select a default picker mode etc. at startup time without a user intervention.
+ Note that the user can still change options with the context menu unless disabled with
+ `ImGuiColorFlags_NoOptions` or explicitly enforcing a display type/picker mode etc.).
- Added user-facing `IsPopupOpen()` function. (#891) [@mkeeter]
-- Added `GetColorU32(u32)` variant that perform the style alpha multiply without a floating-point round trip, and helps makes code more consistent when using ImDrawList APIs.
+- Added `GetColorU32(u32)` variant that perform the style alpha multiply without a floating-point
+ round trip, and helps makes code more consistent when using ImDrawList APIs.
- Added `PushStyleColor(ImGuiCol idx, ImU32 col)` overload.
-- Added `GetStyleColorVec4(ImGuiCol idx)` which is equivalent to accessing `ImGui::GetStyle().Colors[idx]` (aka return the raw style color without alpha alteration).
-- ImFontAtlas: Added `GlyphRangesBuilder` helper class, which makes it easier to build custom glyph ranges from your app/game localization data, or add into existing glyph ranges.
+- Added `GetStyleColorVec4(ImGuiCol idx)` which is equivalent to accessing `ImGui::GetStyle().Colors[idx]`
+ (aka return the raw style color without alpha alteration).
+- ImFontAtlas: Added `GlyphRangesBuilder` helper class, which makes it easier to build custom glyph ranges
+ from your app/game localization data, or add into existing glyph ranges.
- ImFontAtlas: Added `TexGlyphPadding` option. (#1282) [@jadwallis]
- ImFontAtlas: Made it possible to override size of AddFontDefault() (even if it isn't really recommended!).
- ImDrawList: Added `GetClipRectMin()`, `GetClipRectMax()` helpers.
- Fixed Ini saving crash if the ImGuiWindowFlags_NoSavedSettings gets removed from a window after its creation (unlikely!). (#1000)
-- Fixed `PushID()`/`PopID()` from marking parent window as Accessed (which needlessly woke up the root "Debug" window when used outside of a regular window). (#747)
+- Fixed `PushID()`/`PopID()` from marking parent window as Accessed (which needlessly woke up the
+ root "Debug" window when used outside of a regular window). (#747)
- Fixed an assert when calling `CloseCurrentPopup()` twice in a row. [@nem0]
- Window size can be loaded from .ini data even if ImGuiWindowFlags_NoResize flag is set. (#1048, #1056)
- Columns: Added `SetColumnWidth()`. (#913) [@ggtucker]
- Columns: Dragging a column preserve its width by default. (#913) [@ggtucker]
- Columns: Fixed first column appearing wider than others. (#1266)
-- Columns: Fixed allocating space on the right-most side with the assumption of a vertical scrollbar. The space is only allocated when needed. (#125, #913, #893, #1138)
-- Columns: Fixed the right-most column from registering its content width to the parent window, which led to various issues when using auto-resizing window or e.g. horizontal scrolling. (#519, #125, #913)
+- Columns: Fixed allocating space on the right-most side with the assumption of a vertical scrollbar.
+ The space is only allocated when needed. (#125, #913, #893, #1138)
+- Columns: Fixed the right-most column from registering its content width to the parent window,
+ which led to various issues when using auto-resizing window or e.g. horizontal scrolling. (#519, #125, #913)
- Columns: Refactored some of the columns code internally toward a better API (not yet exposed) + minor optimizations. (#913) [@ggtucker, @ocornut]
-- Popups: Most pop-ups windows can be moved by the user after appearing (if they don't have explicit positions provided by caller, or e.g. sub-menu pop-up). The previous restriction was totally arbitrary. (#1252)
-- Tooltip: `SetTooltip()` is expanded immediately into a window, honoring current font / styling setting. Add internal mechanism to override tooltips. (#862)
+- Popups: Most pop-ups windows can be moved by the user after appearing (if they don't have explicit
+ positions provided by caller, or e.g. sub-menu pop-up). The previous restriction was totally arbitrary. (#1252)
+- Tooltip: `SetTooltip()` is expanded immediately into a window, honoring current font / styling setting.
+ Add internal mechanism to override tooltips. (#862)
- PlotHistogram: bars are drawn based on zero-line, so negative values are going under. (#828)
-- Scrolling: Fixed return values of `GetScrollMaxX()`, `GetScrollMaxY()` when both scrollbars were enabled. Tweak demo to display more data. (#1271) [@degracode]
+- Scrolling: Fixed return values of `GetScrollMaxX()`, `GetScrollMaxY()` when both scrollbars were enabled.
+ Tweak demo to display more data. (#1271) [@degracode]
- Scrolling: Fixes for Vertical Scrollbar not automatically getting enabled if enabled Horizontal Scrollbar straddle the vertical limit. (#1271, #246)
- Scrolling: `SetScrollHere()`, `SetScrollFromPosY()`: Fixed Y scroll aiming when Horizontal Scrollbar is enabled. (#665).
- [Windows] Clipboard: Fixed not closing Win32 clipboard on early open failure path. (#1264)
@@ -5007,7 +6094,8 @@ Other Changes:
- Demo: Rearranged everything under Widgets in a more consistent way.
- Demo: Columns: Added Horizontal Scrolling demo. Tweaked another Columns demo. (#519, #125, #913)
- Examples: OpenGL: Various makefiles for MINGW, Linux. (#1209, #1229, #1209) [@fr500, @acda]
-- Examples: Enabled vsync by default in example applications, so it doesn't confuse people that the sample run at 2000+ fps and waste an entire CPU. (#1213, #1151).
+- Examples: Enabled vsync by default in example applications, so it doesn't confuse people that
+ the sample run at 2000+ fps and waste an entire CPU. (#1213, #1151).
- Various other small fixes, tweaks, comments, optimizations.
@@ -5020,11 +6108,16 @@ Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v
Breaking Changes:
- Added a void* user_data parameter to Clipboard function handlers. (#875)
-- SameLine(x) with x>0.0f is now relative to left of column/group if any, and not always to left of window. This was sort of always the intent and hopefully breakage should be minimal.
+- SameLine(x) with x>0.0f is now relative to left of column/group if any, and not always to left of window.
+ This was sort of always the intent and hopefully breakage should be minimal.
- Renamed ImDrawList::PathFill() - rarely used directly - to ImDrawList::PathFillConvex() for clarity and consistency.
- Removed ImFontConfig::MergeGlyphCenterV in favor of a more multipurpose ImFontConfig::GlyphOffset.
-- Style: style.WindowTitleAlign is now a ImVec2 (ImGuiAlign enum was removed). set to (0.5f,0.5f) for horizontal+vertical centering, (0.0f,0.0f) for upper-left, etc.
-- BeginChild(const char*) now applies the stack id to the provided label, consistently with other functions as it should always have been. It shouldn't affect you unless (extremely unlikely) you were appending multiple times to a same child from different locations of the stack id. If that's the case, generate an id with GetId() and use it instead of passing string to BeginChild().
+- Style: style.WindowTitleAlign is now a ImVec2 (ImGuiAlign enum was removed). set to (0.5f,0.5f)
+ for horizontal+vertical centering, (0.0f,0.0f) for upper-left, etc.
+- BeginChild(const char*) now applies the stack id to the provided label, consistently with other functions
+ as it should always have been. It shouldn't affect you unless (extremely unlikely) you were appending multiple
+ times to a same child from different locations of the stack id. If that's the case, generate an id with GetId()
+ and use it instead of passing string to BeginChild().
Other Changes:
@@ -5034,7 +6127,8 @@ Other Changes:
- InputText(): Fixed pressing home key on last character when it isn't a trailing \n (#588, #815)
- InputText(): Fixed state corruption/crash bug in stb_textedit.h redo logic when exhausting undo/redo char buffer. (#715. #681)
- InputTextMultiline(): Fixed CTRL+DownArrow moving scrolling out of bounds.
-- InputTextMultiline(): Scrollbar fix for when input and latched internal buffers differs in a way that affects vertical scrollbar existence. (#725)
+- InputTextMultiline(): Scrollbar fix for when input and latched internal buffers differs in
+ a way that affects vertical scrollbar existence. (#725)
- ImFormatString(): Fixed an overflow handling bug with implementation of vsnprintf() that do not return -1. (#793)
- BeginChild(const char*) now applies stack id to provided label, consistent with other widgets. (#894, #713)
- SameLine() with explicit X position is relative to left of group/columns. (ref #746, #125, #630)
@@ -5053,17 +6147,19 @@ Other Changes:
- Fixed PlotLines() PlotHistogram() calling with values_count == 0.
- Fixed clicking on a window's void while staying still overzealously marking .ini settings as dirty. (#923)
- Fixed assert triggering when a window has zero rendering but has a callback. (#810)
-- Scrollbar: Fixed rendering when sizes are negative to reduce glitches (which can happen with certain style settings and zero WindowMinSize).
+- Scrollbar: Fixed rendering when sizes are negative to reduce glitches (which can happen with
+ certain style settings and zero WindowMinSize).
- EndGroup(): Made IsItemHovered() work when an item was activated within the group. (#849)
- BulletText(): Fixed stopping to display formatted string after the '##' mark.
-- Closing the focused window restore focus to the first active root window in descending z-order .(part of #727)
+- Closing the focused window restore focus to the first active root window in descending z-order. (part of #727)
- Word-wrapping: Fixed a bug where we never wrapped after a 1 character word. [@sronsse]
- Word-wrapping: Fixed TextWrapped() overriding wrap position if one is already set. (#690)
- Word-wrapping: Fixed incorrect testing for negative wrap coordinates, they are perfectly legal. (#706)
- ImGuiListClipper: Fixed automatic-height calc path dumbly having user display element 0 twice. (#661, #716)
- ImGuiListClipper: Fix to behave within column. (#661, #662, #716)
- ImDrawList: Renamed ImDrawList::PathFill() to ImDrawList::PathFillConvex() for clarity. (BREAKING API)
-- Columns: End() avoid calling Columns(1) if no columns set is open, not sure why it wasn't the case already (pros: faster, cons: exercise less code).
+- Columns: End() avoid calling Columns(1) if no columns set is open, not sure why it wasn't the
+ case already (pros: faster, cons: exercise less code).
- ColorButton(): Fix ColorButton showing wrong hex value for alpha. (#1068) [@codecat]
- ColorEdit4(): better preserve inputting value out of 0..255 range, display then clamped in Hexadecimal form.
- Shutdown() clear out some remaining pointers for sanity. (#836)
@@ -5074,7 +6170,8 @@ Other Changes:
- ImFont: Added GetGlyphRangesThai() helper. [@nProtect]
- ImFont: CalcWordWrapPositionA() fixed font scaling with fallback character.
- ImFont: Calculate and store the approximate texture surface to get an idea of how costly each source font is.
-- ImFontConfig: Added GlyphOffset to explicitly offset glyphs at font build time, useful for merged fonts. Removed MergeGlyphCenterV. (BREAKING API)
+- ImFontConfig: Added GlyphOffset to explicitly offset glyphs at font build time, useful for merged fonts.
+ Removed MergeGlyphCenterV. (BREAKING API)
- Clarified asserts in CheckStacksSize() when there is a stack mismatch.
- Context: Support for #define-ing GImGui and IMGUI_SET_CURRENT_CONTEXT_FUNC to enable custom thread-based hackery (#586)
- Updated stb_truetype.h to 1.14 (added OTF support, removed warnings). (#883, #976)
@@ -5091,12 +6188,13 @@ Other Changes:
- Demo: ShowStyleEditor: show font character map / grid in more details.
- Demo: Console: Fixed a completion bug when multiple candidates are equals and match until the end.
- Demo: Fixed 1-byte off overflow in the ShowStyleEditor() combo usage. (#783) [@bear24rw]
-- Examples: Accessing ImVector fields directly, feel less stl-ey. (#810)
+- Examples: Accessing ImVector fields directly, feel less stl-y. (#810)
- Examples: OpenGL*: Saving/restoring existing scissor rectangle for completeness. (#807)
- Examples: OpenGL*: Saving/restoring active texture number (the value modified by glActiveTexture). (#1087, #1088, #1116)
- Examples: OpenGL*: Saving/restoring separate color/alpha blend functions correctly. (#1120) [@greggman]
- Examples: OpenGL2: Uploading font texture as RGBA32 to increase compatibility with users shaders for beginners. (#824)
-- Examples: Vulkan: Countless fixes and improvements. (#785, #804, #910, #1017, #1039, #1041, #1042, #1043, #1080) [@martty, @Loftilus, @ParticlePeter, @SaschaWillems]
+- Examples: Vulkan: Countless fixes and improvements. (#785, #804, #910, #1017, #1039, #1041,
+ #1042, #1043, #1080) [@martty, @Loftilus, @ParticlePeter, @SaschaWillems]
- Examples: DirectX9/10/10: Only call SetCursor(NULL) is io.MouseDrawCursor is set. (#585, #909)
- Examples: DirectX9: Explicitly setting viewport to match that other examples are doing. (#937)
- Examples: GLFW+OpenGL3: Fixed Shutdown() calling GL functions with NULL parameters if NewFrame was never called. (#800)
@@ -5116,11 +6214,22 @@ Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v
Breaking Changes:
- Renamed `SetNextTreeNodeOpened()` to `SetNextTreeNodeOpen()` for consistency, no redirection.
-- Removed confusing set of `GetInternalState()`, `GetInternalStateSize()`, `SetInternalState()` functions. Now using `CreateContext()`, `DestroyContext()`, `GetCurrentContext()`, `SetCurrentContext()`. If you were using multiple contexts the change should be obvious and trivial.
-- Obsoleted old signature of `CollapsingHeader(const char* label, const char* str_id = NULL, bool display_frame = true, bool default_open = false)`, as extra parameters were badly designed and rarely used. Most uses were using 1 parameter and shouldn't affect you. You can replace the "default_open = true" flag in new API with `CollapsingHeader(label, ImGuiTreeNodeFlags_DefaultOpen)`.
-- Changed `ImDrawList::PushClipRect(ImVec4 rect)` to `ImDraw::PushClipRect(ImVec2 min,ImVec2 max,bool intersect_with_current_clip_rect=false)`. Note that higher-level `ImGui::PushClipRect()` is preferable because it will clip at logic/widget level, whereas `ImDrawList::PushClipRect()` only affect your renderer.
-- Title bar (using ImGuiCol_TitleBg/ImGuiCol_TitleBgActive colors) isn't rendered over a window background (ImGuiCol_WindowBg color) anymore (see #655). If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you. However if your TitleBg/TitleBgActive alpha was <1.0f you need to tweak your custom theme to readjust for the fact that we don't draw a WindowBg background behind the title bar.
- This helper function will convert an old TitleBg/TitleBgActive color into a new one with the same visual output, given the OLD color and the OLD WindowBg color. (Or If this is confusing, just pick the RGB value from title bar from an old screenshot and apply this as TitleBg/TitleBgActive. Or you may just create TitleBgActive from a tweaked TitleBg color.)
+- Removed confusing set of `GetInternalState()`, `GetInternalStateSize()`, `SetInternalState()` functions.
+ Now using `CreateContext()`, `DestroyContext()`, `GetCurrentContext()`, `SetCurrentContext()`.
+ If you were using multiple contexts the change should be obvious and trivial.
+- Obsoleted old signature of `CollapsingHeader(const char* label, const char* str_id = NULL, bool display_frame = true, bool default_open = false)`,
+ as extra parameters were badly designed and rarely used. Most uses were using 1 parameter and shouldn't affect you.
+ You can replace the "default_open = true" flag in new API with `CollapsingHeader(label, ImGuiTreeNodeFlags_DefaultOpen)`.
+- Changed `ImDrawList::PushClipRect(ImVec4 rect)` to `ImDraw::PushClipRect(ImVec2 min,ImVec2 max,bool intersect_with_current_clip_rect=false)`.
+ Note that higher-level `ImGui::PushClipRect()` is preferable because it will clip at logic/widget level, whereas `ImDrawList::PushClipRect()` only affect your renderer.
+- Title bar (using ImGuiCol_TitleBg/ImGuiCol_TitleBgActive colors) isn't rendered over a window background
+ (ImGuiCol_WindowBg color) anymore (see #655). If your TitleBg/TitleBgActive alpha was 1.0f or you are using
+ the default theme it will not affect you. However if your TitleBg/TitleBgActive alpha was <1.0f you need to
+ tweak your custom theme to readjust for the fact that we don't draw a WindowBg background behind the title bar.
+ This helper function will convert an old TitleBg/TitleBgActive color into a new one with the same visual output,
+ given the OLD color and the OLD WindowBg color. (Or If this is confusing, just pick the RGB value from
+ title bar from an old screenshot and apply this as TitleBg/TitleBgActive. Or you may just create
+ TitleBgActive from a tweaked TitleBg color.)
ImVec4 ConvertTitleBgCol(const ImVec4& win_bg_col, const ImVec4& title_bg_col)
{
@@ -5131,9 +6240,11 @@ Breaking Changes:
Other changes:
-- New version of ImGuiListClipper helper calculates item height automatically. See comments and demo code. (#662, #661, #660)
+- New version of ImGuiListClipper helper calculates item height automatically.
+ See comments and demo code. (#662, #661, #660)
- Added SetNextWindowSizeConstraints() to enable basic min/max and programmatic size constraints on window. Added demo. (#668)
-- Added PushClipRect()/PopClipRect() (previously part of imgui_internal.h). Changed ImDrawList::PushClipRect() prototype. (#610)
+- Added PushClipRect()/PopClipRect() (previously part of imgui_internal.h).
+ Changed ImDrawList::PushClipRect() prototype. (#610)
- Added IsRootWindowOrAnyChildHovered() helper. (#615)
- Added TreeNodeEx() functions. (#581, #600, #190)
- Added ImGuiTreeNodeFlags_Selected flag to display TreeNode as "selected". (#581, #190)
@@ -5143,31 +6254,38 @@ Other changes:
- Added ImGuiTreeNodeFlags_DefaultOpen flag (previously private).
- Added ImGuiTreeNodeFlags_OpenOnDoubleClick flag.
- Added ImGuiTreeNodeFlags_OpenOnArrow flag.
-- Added ImGuiTreeNodeFlags_Leaf flag, always opened, no arrow, for convenience. For simple use case prefer using TreeAdvanceToLabelPos()+Text().
+- Added ImGuiTreeNodeFlags_Leaf flag, always opened, no arrow, for convenience.
+ For simple use case prefer using TreeAdvanceToLabelPos()+Text().
- Added ImGuiTreeNodeFlags_Bullet flag, to add a bullet to Leaf node or replace Arrow with a bullet.
- Added TreeAdvanceToLabelPos(), GetTreeNodeToLabelSpacing() helpers. (#581, #324)
-- Added CreateContext()/DestroyContext()/GetCurrentContext()/SetCurrentContext(). Obsoleted nearly identical GetInternalState()/SetInternalState() functions. (#586, #269)
+- Added CreateContext()/DestroyContext()/GetCurrentContext()/SetCurrentContext().
+ Obsoleted nearly identical GetInternalState()/SetInternalState() functions. (#586, #269)
- Added NewLine() to undo a SameLine() and as a shy reminder that horizontal layout support hasn't been implemented yet.
- Added IsItemClicked() helper. (#581)
- Added CollapsingHeader() variant with close button. (#600)
- Fixed MenuBar missing lower border when borders are enabled.
- InputText(): Fixed clipping of cursor rendering in case it gets out of the box (which can be forced w/ ImGuiInputTextFlags_NoHorizontalScroll. (#601)
- Style: Changed default IndentSpacing from 22 to 21. (#581, #324)
-- Style: Fixed TitleBg/TitleBgActive color being rendered above WindowBg color, which was inconsistent and causing visual artifact. (#655)
- This broke the meaning of TitleBg and TitleBgActive. Only affect values where Alpha<1.0f. Fixed default theme. Read comments in "API BREAKING CHANGES" section to convert.
+- Style: Fixed TitleBg/TitleBgActive color being rendered above WindowBg color, which was
+ inconsistent and causing visual artifact. (#655)
+ This broke the meaning of TitleBg and TitleBgActive. Only affect values where Alpha<1.0f.
+ Fixed default theme. Read comments in "API BREAKING CHANGES" section to convert.
- Relative rendering of order of Child windows creation is preserved, to allow more control with overlapping children. (#595)
- Fixed GetWindowContentRegionMax() being off by ScrollbarSize amount when explicit SizeContents is set.
- Indent(), Unindent(): optional non-default indenting width. (#324, #581)
- Bullet(), BulletText(): Slightly bigger. Less polygons.
-- ButtonBehavior(): fixed subtle old bug when a repeating button would also return true on mouse release (barely noticeable unless RepeatRate is set to be very slow). (#656)
+- ButtonBehavior(): fixed subtle old bug when a repeating button would also return true on mouse
+ release (barely noticeable unless RepeatRate is set to be very slow). (#656)
- BeginMenu(): a menu that becomes disabled while open gets closed down, facilitate user's code. (#126)
- BeginGroup(): fixed using within Columns set. (#630)
- Fixed a lag in reading the currently hovered window when dragging a window. (#635)
- Obsoleted 4 parameters version of CollapsingHeader(). Refactored code into TreeNodeBehavior. (#600, #579)
- Scrollbar: minor fix for top-right rounding of scrollbar background when window has menu bar but no title bar.
- MenuItem(): the check mark renders in disabled color when menu item is disabled.
-- Fixed clipping rectangle floating point representation to ensure renderer-side float point operations yield correct results in typical DirectX/GL settings. (#582, 597)
-- Fixed GetFrontMostModalRootWindow(), fixing missing fade-out when a combo pop was used stacked over a modal window. (#604)
+- Fixed clipping rectangle floating point representation to ensure renderer-side floating-point
+ operations yield correct results in typical DirectX/GL settings. (#582, 597)
+- Fixed GetFrontMostModalRootWindow(), fixing missing fade-out when a combo pop was used stacked
+ over a modal window. (#604)
- ImDrawList: Added AddQuad(), AddQuadFilled() helpers.
- ImDrawList: AddText() refactor, moving some code to ImFont, reserving less unused vertices when large vertical clipping occurs.
- ImFont: Added RenderChar() helper.
@@ -5178,7 +6296,8 @@ Other changes:
- Renamed majority of use of the word "opened" to "open" for clarity. Renamed SetNextTreeNodeOpened() to SetNextTreeNodeOpen(). (#625, #579)
- Examples: OpenGL3: Saving/restoring glActiveTexture() state. (#602)
- Examples: DirectX9: save/restore all device state.
-- Examples: DirectX9: Removed dependency on d3dx9.h, d3dx9.lib, dxguid.lib so it can be used in a DirectXMath.h only environment. (#611)
+- Examples: DirectX9: Removed dependency on d3dx9.h, d3dx9.lib, dxguid.lib so it can be used in
+ a DirectXMath.h only environment. (#611)
- Examples: DirectX10/X11: Apply depth-stencil state (no use of depth buffer). (#640, #636)
- Examples: DirectX11/X11: Added comments on removing dependency on D3DCompiler. (#638)
- Examples: SDL: Initialize video+timer subsystem only.
@@ -5193,33 +6312,53 @@ Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v
Breaking Changes:
-- Consistently honoring exact width passed to PushItemWidth() (when positive), previously it would add extra FramePadding.x*2 over that width. Some hand-tuned layout may be affected slightly. (#346)
-- Style: removed `style.WindowFillAlphaDefault` which was confusing and redundant, baked alpha into `ImGuiCol_WindowBg` color. If you had a custom WindowBg color but didn't change WindowFillAlphaDefault, multiply WindowBg alpha component by 0.7. Renamed `ImGuiCol_TooltipBg` to `ImGuiCol_PopupBG`, applies to other types of pop-ups. `bg_alpha` parameter of 5-parameters version of Begin() is an override. (#337)
-- InputText(): Added BufTextLen field in ImGuiTextEditCallbackData. Requesting user to update it if the buffer is modified in the callback. Added a temporary length-check assert to minimize panic for the 3 people using the callback. (#541)
-- Renamed GetWindowFont() to GetFont(), GetWindowFontSize() to GetFontSize(). Kept inline redirection function (will obsolete). (#340)
+- Consistently honoring exact width passed to PushItemWidth() (when positive), previously it would
+ add extra FramePadding.x*2 over that width. Some hand-tuned layout may be affected slightly. (#346)
+- Style: removed `style.WindowFillAlphaDefault` which was confusing and redundant, baked alpha into
+ `ImGuiCol_WindowBg` color. If you had a custom WindowBg color but didn't change WindowFillAlphaDefault,
+ multiply WindowBg alpha component by 0.7. Renamed `ImGuiCol_TooltipBg` to `ImGuiCol_PopupBG`,
+ applies to other types of pop-ups. `bg_alpha` parameter of 5-parameters version of Begin() is an override. (#337)
+- InputText(): Added BufTextLen field in ImGuiTextEditCallbackData. Requesting user to update it
+ if the buffer is modified in the callback. Added a temporary length-check assert to minimize panic
+ for the 3 people using the callback. (#541)
+- Renamed GetWindowFont() to GetFont(), GetWindowFontSize() to GetFontSize().
+ Kept inline redirection function (will obsolete). (#340)
Other Changes:
-- Consistently honoring exact width passed to PushItemWidth(), previously it would add extra FramePadding.x*2 over that width. Some hand-tuned layout may be affected slightly. (#346)
-- Fixed clipping of child windows within parent not taking account of child outer clipping boundaries (including scrollbar, etc.). (#506)
-- TextUnformatted(): Fixed rare crash bug with large blurb of text (2k+) not finished with a '\n' and fully above the clipping Y line. (#535)
+- Consistently honoring exact width passed to PushItemWidth(), previously it would add extra
+ FramePadding.x*2 over that width. Some hand-tuned layout may be affected slightly. (#346)
+- Fixed clipping of child windows within parent not taking account of child outer clipping
+ boundaries (including scrollbar, etc.). (#506)
+- TextUnformatted(): Fixed rare crash bug with large blurb of text (2k+) not finished with
+ a '\n' and fully above the clipping Y line. (#535)
- IO: Added 'KeySuper' field to hold CMD keyboard modifiers for OS X. Updated all examples accordingly. (#473)
- Added ImGuiWindowFlags_ForceVerticalScrollbar, ImGuiWindowFlags_ForceHorizontalScrollbar flags. (#476)
- Added IM_COL32 macros to generate a U32 packed color, convenient for direct use of ImDrawList api. (#346)
- Added GetFontTexUvWhitePixel() helper, convenient for direct use of ImDrawList api.
-- Selectable(): Added ImGuiSelectableFlags_AllowDoubleClick flag to allow user reacting on double-click. (@zapolnov) (#516)
+- Selectable(): Added ImGuiSelectableFlags_AllowDoubleClick flag to allow user reacting
+ on double-click. (@zapolnov) (#516)
- Begin(): made the close button explicitly set the boolean to false instead of toggling it. (#499)
- BeginChild()/EndChild(): fixed incorrect layout to allow widgets submitted after an auto-fitted child window. (#540)
-- BeginChild(): Added ImGuiWindowFlags_AlwaysUseWindowPadding flag to ensure non-bordered child window uses window padding. (#462)
-- Fixed InputTextMultiLine(), ListBox(), BeginChildFrame(), ProgressBar(): outer frame not honoring bordering. (#462, #503)
+- BeginChild(): Added ImGuiWindowFlags_AlwaysUseWindowPadding flag to ensure non-bordered child window
+ uses window padding. (#462)
+- Fixed InputTextMultiLine(), ListBox(), BeginChildFrame(), ProgressBar(): outer frame not
+ honoring bordering. (#462, #503)
- Fixed Image(), ImageButtion() rendering a rectangle 1 px too large on each axis. (#457)
- SetItemAllowOverlap(): Promoted from imgui_internal.h to public imgui.h api. (#517)
- Combo(): Right-most button stays highlighted when pop-up is open.
- Combo(): Display pop-up above if there's isn't enough space below / or select largest side. (#505)
-- DragFloat(), SliderFloat(), InputFloat(): fixed cases of erroneously returning true repeatedly after a text input modification (e.g. "0.0" --> "0.000" would keep returning true). (#564)
-- DragFloat(): Always apply value when mouse is held/widget active, so that an always-resetting variable (e.g. non saved local) can be passed.
-- InputText(): OS X friendly behaviors: Word movement uses ALT key; Shortcuts uses CMD key; Double-clicking text select a single word; Jumping to next word sets cursor to end of current word instead of beginning of current word. (@zhiayang), (#473)
-- InputText(): Added BufTextLen in ImGuiTextEditCallbackData. Requesting user to maintain it if buffer is modified. Zero-ing structure properly before use. (#541)
+- DragFloat(), SliderFloat(), InputFloat(): fixed cases of erroneously returning true repeatedly
+ after a text input modification (e.g. "0.0" --> "0.000" would keep returning true). (#564)
+- DragFloat(): Always apply value when mouse is held/widget active, so that an always-resetting
+ variable (e.g. non saved local) can be passed.
+- InputText(): OS X friendly behaviors: (@zhiayang), (#473)
+ - Word movement uses ALT key;
+ - Shortcuts uses CMD key;
+ - Double-clicking text select a single word;
+ - Jumping to next word sets cursor to end of current word instead of beginning of current word.
+- InputText(): Added BufTextLen in ImGuiTextEditCallbackData. Requesting user to maintain it
+ if buffer is modified. Zero-ing structure properly before use. (#541)
- CheckboxFlags(): Added support for testing/setting multiple flags at the same time. (@DMartinek) (#555)
- TreeNode(), CollapsingHeader() fixed not being able to use "##" sequence in a formatted label.
- ColorEdit4(): Empty label doesn't add InnerSpacing.x, matching behavior of other widgets. (#346)
@@ -5245,11 +6384,13 @@ Other Changes:
- Demo: plot code doesn't use ImVector to avoid heap allocation and be more friendly to custom allocator users. (#538)
- Fixed compilation on DragonFly BSD (@mneumann) (#563)
- Examples: Vulkan: Added a Vulkan example (@Loftilus) (#549)
-- Examples: DX10, DX11: Saving/restoring most device state so dropping render function in your codebase shouldn't have DX device side-effects. (#570)
+- Examples: DX10, DX11: Saving/restoring most device state so dropping render function in your
+ codebase shouldn't have DX device side-effects. (#570)
- Examples: DX10, DX11: Fixed ImGui_ImplDX??_NewFrame() from recreating device objects if render isn't called (g_pVB not set).
- Examples: OpenGL3: Fix BindVertexArray/BindBuffer order. (@nlguillemot) (#527)
- Examples: OpenGL: skip rendering and calling glViewport() if we have zero-fixed buffer. (#486)
-- Examples: SDL2+OpenGL3: Fix context creation options. Made ImGui_ImplSdlGL3_NewFrame() signature match GL2 one. (#468, #463)
+- Examples: SDL2+OpenGL3: Fix context creation options. Made ImGui_ImplSdlGL3_NewFrame() signature
+ match GL2 one. (#468, #463)
- Examples: SDL2+OpenGL2/3: Fix for high-dpi displays. (@nickgravelyn)
- Various extra comments and clarification in the code.
- Various other fixes and optimizations.
@@ -5336,7 +6477,7 @@ Changes:
- PlotHistogram(): improved rendering of histogram with a lot of values.
- Dummy(): creates an item so functions such as IsItemHovered() can be used.
- BeginChildFrame() helper: added the extra_flags parameter.
-- Scrollbar: fixed rounding of background + child window consistenly have ChildWindowBg color under ScrollbarBg fill. (#355).
+- Scrollbar: fixed rounding of background + child window consistently have ChildWindowBg color under ScrollbarBg fill. (#355).
- Scrollbar: background color less translucent in default style so it works better when changing background color.
- Scrollbar: fixed minor rendering offset when borders are enabled. (#365)
- ImDrawList: fixed 1 leak per ImDrawList using the ChannelsSplit() API (via Columns). (#318)
@@ -5352,7 +6493,7 @@ Changes:
- Internal: Extracted a EndFrame() function out of Render() but kept it internal/private + clarified some asserts. (#335)
- Internal: Added missing IMGUI_API definitions in imgui_internal.h (#326)
- Internal: ImLoadFileToMemory() return void\* instead of taking void*\* + allow optional int\* file_size.
-- Demo: Horizontal scrollbar demo allows to enable simultanaeous scrollbars on both axises.
+- Demo: Horizontal scrollbar demo allows to enable simultaneous scrollbars on both axes.
- Tools: binary_to_compressed_c.cpp: added -nocompress option.
- Examples: Added example for the Marmalade platform.
- Examples: Added batch files to build Windows examples with VS.
@@ -5373,7 +6514,11 @@ Breaking Changes:
are now incorporating the scrolling amount. They were incorrectly not incorporating this amount previously.
It PROBABLY shouldn't break anything, but that depends on how you used them. Namely:
- If you always used SetCursorPos() with values relative to GetCursorPos() there shouldn't be a problem.
- However if you used absolute coordinates, note that SetCursorPosY(100.0f) will put you at +100 from the initial Y position (which may be scrolled out of the view), NOT at +100 from the window top border. Since there wasn't any official scrolling value on X axis (past just manually moving the cursor) this can only affect you if you used to set absolute coordinates on the Y axis which is hopefully rare/unlikely, and trivial to fix.
+ However if you used absolute coordinates, note that SetCursorPosY(100.0f) will put you at +100 from the
+ initial Y position (which may be scrolled out of the view), NOT at +100 from the window top border.
+ Since there wasn't any official scrolling value on X axis (past just manually moving the cursor) this can
+ only affect you if you used to set absolute coordinates on the Y axis which is hopefully rare/unlikely,
+ and trivial to fix.
- The value of GetWindowContentRegionMax() isn't necessarily close to GetWindowWidth() if horizontally scrolling.
Previously they were roughly interchangeable (roughly because the content region exclude window padding).
@@ -5393,7 +6538,7 @@ Other Changes:
- ImDrawList: Added an assert on overflowing index value (#292).
- ImDrawList: Fixed issues with channels split/merge. Now functional without manually adding a draw cmd. Added comments.
- ImDrawData: Added ScaleClipRects() helper useful when rendering scaled. (#287).
-- Fixed Bullet() inconsistent layout behaviour when clipped.
+- Fixed Bullet() inconsistent layout behavior when clipped.
- Fixed IsWindowHovered() not taking account of window hoverability (may be disabled because of a popup).
- Fixed InvisibleButton() not honoring negative size consistently with other widgets that do so.
- Fixed OpenPopup() accessing current window, effectively opening "Debug" when called from an empty window stack.
@@ -5401,9 +6546,11 @@ Other Changes:
- TreeNode(): Fixed mouse interaction padding past the node label being accounted for in layout (#282).
- BeginChild(): Passing a ImGuiWindowFlags_NoMove inhibits moving parent window from this child.
- BeginChild() fixed missing rounding for child sizes which leaked into layout and have items misaligned.
-- Begin(): Removed default name = "Debug" parameter. We already have a "Debug" window pushed to the stack in the first place so it's not really a useful default.
+- Begin(): Removed default name = "Debug" parameter. We already have a "Debug" window pushed to the stack in
+ the first place so it's not really a useful default.
- Begin(): Minor fixes with windows main clipping rectangle (e.g. child window with border).
-- Begin(): Window flags are only read on the first call of the frame. Subsequent calls ignore flags, which allows appending to a window without worryin about flags.
+- Begin(): Window flags are only read on the first call of the frame. Subsequent calls ignore flags, which allows
+ appending to a window without worrying about flags.
- InputText(): ignore character input when ctrl/alt are held. (Normally those text input are ignored by most wrappers.) (#279).
- Demo: Fixed incorrectly formed string passed to Combo (#298).
- Demo: Added simple Log demo.
@@ -5437,7 +6584,7 @@ Other Changes:
and more natural to extend ImGui. However please note that none of the content in imgui_internal.h is guaranteed
for forward-compatibility and code using those types/functions may occasionally break. (#219)
- All sample code is in imgui_demo.cpp. Please keep this file in your project and consider allowing your code to call
- the ShowTestWindow() function as de-facto guide to ImGui features. It will be stripped out by the linker when unused.
+ the ShowTestWindow() function as de facto guide to ImGui features. It will be stripped out by the linker when unused.
- Added GetContentRegionAvail() helper (basically GetContentRegionMax() - GetCursorPos()).
- Added ImGuiWindowFlags_NoInputs for totally input-passthru window.
- Button(): honor negative size consistently with other widgets that do so (width -100 to align the button 100 pixels
@@ -5558,10 +6705,13 @@ Other Changes:
- Added TitleBgActive color in style so focused window is made visible. (#253)
- Added CaptureKeyboardFromApp() / CaptureMouseFromApp() to manually enforce inputs capturing.
- Added DragFloatRange2() DragIntRange2() helpers. (#76)
-- Added a Y centering ratio to SetScrollFromCursorPos() which can be used to aim the top or bottom of the window. (#150)
+- Added a Y centering ratio to SetScrollFromCursorPos() which can be used to aim the top
+ or bottom of the window. (#150)
- Added SetScrollY(), SetScrollFromPos(), GetCursorStartPos() for manual scrolling manipulations. (#150).
-- Added GetKeyIndex() helper for converting from ImGuiKey_\* enum to user's keycodes. Basically pulls from io.KeysMap[].
-- Added missing ImGuiKey_PageUp, ImGuiKey_PageDown so more UI code can be written without referring to implementation-side keycodes.
+- Added GetKeyIndex() helper for converting from ImGuiKey_\* enum to user's keycodes.
+ Basically pulls from io.KeysMap[].
+- Added missing ImGuiKey_PageUp, ImGuiKey_PageDown so more UI code can be written without
+ referring to implementation-side keycodes.
- MenuItem() can be activated on release. (#245)
- Allowing NewFrame() with DeltaTime==0.0f to not assert.
- Fixed IsMouseDragging(). (#260)
@@ -5572,8 +6722,8 @@ Other Changes:
- Fixed text baseline alignment of small button (no padding) after regular buttons.
- Fixed ListBoxHeader() not honoring negative sizes the same way as BeginChild() or BeginChildFrame(). (#263)
- Fixed warnings for more pedantic compiler settings (#258).
-- ImVector<> cannot be re-defined anymore, cannot be replaced with std::vector<>. Allowed us to clean up and optimize
- lots of code. Yeah! (#262)
+- ImVector<> cannot be re-defined anymore, cannot be replaced with std::vector<>.
+ Allowed us to clean up and optimize lots of code. Yeah! (#262)
- ImDrawList: store pointer to their owner name for easier auditing/debugging.
- Examples: added scroll tracking example with SetScrollFromCursorPos().
- Examples: metrics windows render clip rectangle when hovering over a draw call.
@@ -5596,11 +6746,12 @@ Breaking Changes:
Other Changes:
-- Added InputTextMultiline() multi-line text editor, vertical scrolling, selection, optimized enough to handle rather
- big chunks of text in stateless context (thousands of lines are ok), option for allowing Tab to be input, option
- for validating with Return or Ctrl+Return (#200).
-- Added modal window API, BeginPopupModal(), follows the popup api scheme. Modal windows can be closed by clicking
- outside. By default the rest of the screen is dimmed (using ImGuiCol_ModalWindowDarkening). Modal windows can be stacked.
+- Added InputTextMultiline() multi-line text editor, vertical scrolling, selection, optimized
+ enough to handle rather big chunks of text in stateless context (thousands of lines are ok),
+ option for allowing Tab to be input, option for validating with Return or Ctrl+Return (#200).
+- Added modal window API, BeginPopupModal(), follows the popup api scheme. Modal windows can be closed
+ by clicking outside. By default the rest of the screen is dimmed (using ImGuiCol_ModalWindowDarkening).
+ Modal windows can be stacked.
- Added GetGlyphRangesCyrillic() helper (#237).
- Added SetNextWindowPosCenter() to center a window prior to knowing its size. (#249)
- Added IsWindowHovered() helper.
@@ -5616,7 +6767,8 @@ Other Changes:
- Selectable(): Added flag ImGuiSelectableFlags_DontClosePopups.
- Selectable(): Added flag ImGuiSelectableFlags_SpanAllColumns (#125).
- Combo(): Fixed issue with activating a Combo() not taking active id (#241).
-- ColorButton(), ColorEdit4(): fix to ensure that the colored square stays square when non-default padding settings are used.
+- ColorButton(), ColorEdit4(): fix to ensure that the colored square stays square when
+ non-default padding settings are used.
- BeginChildFrame(): returns bool like BeginChild() for clipping.
- SetScrollPosHere(): takes account of item height + more accurate centering + fixed precision issue.
- ImFont: ignoring '\r'.
@@ -5638,26 +6790,30 @@ Breaking Changes:
- The third parameter of Button(), 'repeat_if_held' has been removed. While it's been very rarely used,
some code will possibly break if you didn't rely on the default parameter.
Use PushButtonRepeat()/PopButtonRepeat() to configure repeat.
-- Renamed IsRectClipped() to !IsRectVisible() for consistency (opposite return value!). Kept inline redirection function (will obsolete)
-- Renamed GetWindowCollapsed() to IsWindowCollapsed() for consistency. Kept inline indirection function (will obsolete).
+- Renamed IsRectClipped() to !IsRectVisible() for consistency (opposite return value!).
+ Kept inline redirection function (will obsolete)
+- Renamed GetWindowCollapsed() to IsWindowCollapsed() for consistency.
+ Kept inline indirection function (will obsolete).
Other Changes:
-- Menus: Added a menu system! Menus are typically populated with menu items and sub-menus, but you can add any sort of
- widgets in them (buttons, text inputs, sliders, etc.). (#126)
-- Menus: Added MenuItem() to append a menu item. Optional shortcut display, acts a button & toggle with checked/unchecked state,
- disabled mode. Menu items can be used in any window.
+- Menus: Added a menu system! Menus are typically populated with menu items and sub-menus,
+ but you can add any sort of widgets in them (buttons, text inputs, sliders, etc.). (#126)
+- Menus: Added MenuItem() to append a menu item. Optional shortcut display, acts a button & toggle
+ with checked/unchecked state, disabled mode. Menu items can be used in any window.
- Menus: Added BeginMenu() to append a sub-menu. Note that you generally want to add sub-menu inside a popup or a menu-bar.
They will work inside a normal window but it will be a bit unusual.
- Menus: Added BeginMenuBar() to append to window menu-bar (set ImGuiWindowFlags_MenuBar to enable).
- Menus: Added BeginMainMenuBar() helper to append to a fullscreen main menu-bar.
- Popups: Support for stacked popups. Each popup level inhibit inputs to lower levels. The menus system is based on this. (#126).
-- Popups: Added BeginPopupContextItem(), BeginPopupContextWindow(), BeginPopupContextVoid() to create a popup window on mouse-click.
+- Popups: Added BeginPopupContextItem(), BeginPopupContextWindow(), BeginPopupContextVoid() to
+ create a popup window on mouse-click.
- Popups: Popups have borders by default (#197), attenuated border alpha in default theme.
-- Popups & Tooltip: Fit within display. Handling various positioning/sizing/scrolling edge cases. Better hysteresis when moving
- in corners. Tooltip always tries to stay away from mouse-cursor.
+- Popups & Tooltip: Fit within display. Handling various positioning/sizing/scrolling edge
+ cases. Better hysteresis when moving in corners. Tooltip always tries to stay away from mouse-cursor.
- Added ImGuiStorage::GetVoidPtrRef() for manipulating stored void*.
-- Added IsKeyDown() IsMouseDown() as convenience and for consistency with existing functions (instead of reading them from IO structures).
+- Added IsKeyDown() IsMouseDown() as convenience and for consistency with existing functions
+ (instead of reading them from IO structures).
- Added Dummy() helper to advance layout by a given size. Unlike InvisibleButton() this doesn't catch any click.
- Added configurable io.KeyRepeatDelay, io.KeyRepeatRate keyboard and mouse repeat rate.
- Added PushButtonRepeat() / PopButtonRepeat() to enable hold-button-to-repeat press on any button.
@@ -5683,7 +6839,8 @@ Other Changes:
- Window: Added ImGuiSetCond_Appearing to test the hidden->visible transition in SetWindow***/SetNextWindow*** functions.
- Window: Auto-fitting cancel out one worth of vertical spacing for vertical symmetry (like what group and tooltip do).
- Window: Default item width for auto-resizing windows expressed as a factor of font height, scales better with different font.
-- Window: Fixed auto-fit calculation mismatch of whether a scrollbar will be added by maximum height clamping. Also honor NoScrollBar in the case of height clamping, not adding extra horizontal space.
+- Window: Fixed auto-fit calculation mismatch of whether a scrollbar will be added by maximum height
+ clamping. Also honor NoScrollBar in the case of height clamping, not adding extra horizontal space.
- Window: Hovering require to hover same child window. Reverted 860cf57 (December 3). Might break something if you have
child overlapping items in parent window.
- Window: Fixed appending multiple times to an existing child via multiple BeginChild/EndChild calls to same child name.
@@ -5692,7 +6849,8 @@ Other Changes:
- Metrics: Added io.MetricsActiveWindows counter. (#213.
- Metrics: Added io.MetricsAllocs counter (number of active memory allocations).
- Metrics: ShowMetricsWindow() shows popups stack, allocations.
-- Style: Added style.DisplayWindowPadding to prevent windows from reaching edges of display (similar to style.DisplaySafeAreaPadding which is still in effect and also affect popups/tooltips).
+- Style: Added style.DisplayWindowPadding to prevent windows from reaching edges of display
+ (similar to style.DisplaySafeAreaPadding which is still in effect and also affect popups/tooltips).
- Style: Removed style.AutoFitPadding, using style.WindowPadding makes more sense (the default values were already the same).
- Style: Added style.ScrollbarRounding. (#212)
- Style: Added ImGuiCol_TextDisabled for disabled text. Added TextDisabled() helper.
@@ -5734,9 +6892,11 @@ Other Changes:
Hold SHIFT/ALT to speed-up/slow-down. Double-click or CTRL+click to input text.
Passing min >= max makes the widget unbounded.
- Added DragFloat2(), DragFloat3(), DragFloat4(), DragInt2(), DragInt3(), DragInt4() helper variants.
-- Added ShowMetricsWindow() which is mainly useful to debug ImGui internals. Added IO.MetricsRenderVertices counter.
+- Added ShowMetricsWindow() which is mainly useful to debug ImGui internals.
+- Added IO.MetricsRenderVertices counter.
- Added ResetMouseDragDelta() for iterative dragging operations.
-- Added ImFontAtlas::AddFontFromCompressedTTF() helper + binary_to_compressed_c.cpp tool to compress a file and create a .c array from it.
+- Added ImFontAtlas::AddFontFromCompressedTTF() helper + binary_to_compressed_c.cpp tool to
+ compress a file and create a .c array from it.
- Added PushId() GetId() variants that takes string range to avoid user making unnecessary copies.
- Added IsItemVisible().
- Fixed IsRectClipped() incorrectly returning false when log is enabled.
@@ -5758,7 +6918,8 @@ Other Changes:
- ShowTestWindow(): added examples for DragFloat, DragInt and only custom label embedded in format strings.
- ShowTestWindow(): fixed "manipulating titles" example not doing the right thing, broken in ff35d24
- Examples: OpenGL/GLFW: Fixed modifier key state setting in GLFW callbacks.
-- Examples: OpenGL/GLFW: Added glBindTexture(0) in OpenGL fixed pipeline examples. Save restore current program and texture in the OpenGL3 example.
+- Examples: OpenGL/GLFW: Added glBindTexture(0) in OpenGL fixed pipeline examples.
+ Save restore current program and texture in the OpenGL3 example.
- Examples: DirectX11: Removed unnecessary vertices conversion and CUSTOMVERTEX types.
- Comments, fixes, tweaks.
@@ -5772,17 +6933,23 @@ Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v
Other Changes:
- Added a more convenient three parameters version of Begin() which covers the common uses better.
-- Added mouse cursor types handling (resize, move, text input cursors, etc.) that user can query with GetMouseCursor(). Added demo and instructions in ShowTestWindow().
+- Added mouse cursor types handling (resize, move, text input cursors, etc.) that user
+ can query with GetMouseCursor(). Added demo and instructions in ShowTestWindow().
- Added embedded mouse cursor data for MouseDrawCursor software cursor rendering, for consoles/tablets/etc. (#155).
-- Added first version of BeginPopup/EndPopup() helper API to create popup menus. Popups automatically lock their position to the mouse cursor when first appearing. They close automatically when clicking outside, and inhibit hovering items from other windows when active (to allow for clicking outside). (#126)
+- Added first version of BeginPopup/EndPopup() helper API to create popup menus. Popups automatically
+ lock their position to the mouse cursor when first appearing. They close automatically when clicking
+ outside, and inhibit hovering items from other windows when active (to allow for clicking outside). (#126)
- Added thickness parameter to ImDrawList::AddLine().
- Added ImDrawList::PushClipRectFullScreen() helper.
-- Added style.DisplaySafeAreaPadding which was previously hard-coded (useful if you can't see the edges of your display, e.g. TV screens).
+- Added style.DisplaySafeAreaPadding which was previously hard-coded.
+ (useful if you can't see the edges of your display, e.g. TV screens).
- Added CalcItemRectClosestPoint() helper.
-- Added GetMouseDragDelta(), IsMouseDragging() helpers, given a mouse button and an optional "unlock" threshold. Added io.MouseDragThreshold setting. (#167)
+- Added GetMouseDragDelta(), IsMouseDragging() helpers, given a mouse button and an optional
+ "unlock" threshold. Added io.MouseDragThreshold setting. (#167)
- IsItemHovered() return false if another widget is active, aka we can't use what we are hovering now.
-- Added IsItemHoveredRect() if old behavior of IsItemHovered() is needed (e.g. for implementing the drop side of a drag'n drop operation).
-- IsItemhovered() include space taken by label and behave consistently for all widgets (#145)
+- Added IsItemHoveredRect() if old behavior of IsItemHovered() is needed (e.g. for implementing
+ the drop side of a drag'n drop operation).
+- IsItemHovered() include space taken by label and behave consistently for all widgets (#145)
- Auto-filling child window feed their content size to parent (#170)
- InputText() removed the odd ~ characters when clipping.
- InputText() update its width in case of resize initiated programmatically while the widget is active.
@@ -5791,15 +6958,20 @@ Other Changes:
- Selectable(const char*, bool) version has bool defaulting to false.
- Selectable(): fixed misusage of GetContentRegionMax().x leaking into auto-fitting.
- Windows starting Collapsed runs initial auto-fit to retrieve a width for their title bar (#175)
-- Fixed new window from having an incorrect content size on their first frame, if queried by user. Fixed SetWindowPos/SetNextWindowPos having a side-effect size computation (#175)
+- Fixed new window from having an incorrect content size on their first frame, if queried by user.
+ Fixed SetWindowPos/SetNextWindowPos having a side-effect size computation (#175)
- InputFloat(): fixed label alignment if total widget width forcefully bigger than space available.
- Auto contents size aware of enforced vertical scrollbar if window is larger than display size.
-- Fixed new windows auto-fitting bigger than their .ini saved size. This was a bug but it may be a desirable effect sometimes, may reconsider it.
-- Fixed negative clipping rectangle when collapsing windows that could affect manual submission to ImDrawList and end-user rendering function if unhandled (#177)
+- Fixed new windows auto-fitting bigger than their .ini saved size.
+ This was a bug but it may be a desirable effect sometimes, may reconsider it.
+- Fixed negative clipping rectangle when collapsing windows that could affect manual
+ submission to ImDrawList and end-user rendering function if unhandled (#177)
- Fixed bounding measurement of empty groups (fix #162)
-- Fixed assignment order in Begin() making auto-fit size effectively lag by one frame. Also disabling "clamp into view" while windows are auto-fitting so that auto-fitting window in corners don't get pushed away.
+- Fixed assignment order in Begin() making auto-fit size effectively lag by one frame. Also disabling
+ "clamp into view" while windows are auto-fitting so that auto-fitting window in corners don't get pushed away.
- Fixed MouseClickedPos not updated on double-click update (#167)
-- Fixed MouseDrawCursor feature submitting an empty trailing command in the draw list. Fixed unmerged draw calls for software mouse cursor.
+- Fixed MouseDrawCursor feature submitting an empty trailing command in the draw list.
+ Fixed unmerged draw calls for software mouse cursor.
- Fixed double-clicking on resize grip keeping the grip active if mouse button is kept held.
- Bounding box tests exclude higher bound, so touching items (zero spacing) don't report double hover when cursor is on edge.
- Setting io.LogFilename to NULL disable default LogToFile() (part of #175)
@@ -5830,7 +7002,8 @@ Other Changes:
- Added IsRootWindowFocused(), IsRootWindowOrAnyChildFocused().
- Added io.KeyAlt + support in examples apps, in prevision for future usage of Alt modifier (was missing).
- Added ImGuiStyleVar_GrabMinSize enum value for PushStyleVar().
-- Various fixes related to vertical alignment of text after widget of varied sizes. Allow for multiple blocks of multiple lines text on the same "line". Added demos.
+- Various fixes related to vertical alignment of text after widget of varied sizes.
+ Allow for multiple blocks of multiple lines text on the same "line". Added demos.
- Explicit size passed to Plot*(), Button() includes the frame padding.
- Style: Changed default Border and Column border colors to be most subtle.
- Renamed style.TreeNodeSpacing to style.IndentSpacing, ImGuiStyleVar_TreeNodeSpacing to ImGuiStyleVar_IndentSpacing.
@@ -5840,7 +7013,7 @@ Other Changes:
- Sliders: Fixed parsing of decimal precision back from format string when using %%.
- Sliders: Fixed hovering bounding test excluding padding between outer frame and grab (there was a few pixels dead-zone).
- Separator() logs itself as text when passing through text log.
-- Optimisation: TreeNodeV() early out if SkipItems is set without formatting.
+- Optimization: TreeNodeV() early out if SkipItems is set without formatting.
- Moved various static buffers into state. Increase the formatted string buffer from 1K to 3K.
- Examples: Example console keeps focus on input box at all times.
- Examples: Updated to GLFW 3.1. Moved to examples/libs/ folder.
@@ -5859,8 +7032,10 @@ Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v
Other Changes:
-- Examples: refactored all examples application to make it easier to isolate and grab the code you need for OpenGL 2/3, DirectX 9/11, and toward a more sensible format for samples.
-- Scrollbar grab have a minimum size (style.GrabSizeMin), always visible even with huge scroll amount. (#150).
+- Examples: refactored all examples application to make it easier to isolate and grab the
+ code you need for OpenGL 2/3, DirectX 9/11, and toward a more sensible format for samples.
+- Scrollbar grab have a minimum size (style.GrabSizeMin), always visible even with huge
+ scroll amount. (#150).
- Scrollbar: Clicking inside the grab box doesn't modify scroll value. Subsequent movement always relative.
- Added "###" labelling syntax to pass a label that isn't part of the hashed ID (#107), e.g. ("%d###static_id",rand()).
- Added GetColumnIndex(), GetColumnsCount() (#154)
@@ -5870,12 +7045,15 @@ Other Changes:
- Fixed ListBoxHeader() incorrect handling of SkipItems early out when window is collapsed.
- Fixed using IsItemHovered() after EndChild() (#151)
- Fixed malformed UTF-8 decoding errors leading to infinite loops (#158)
-- InputText() handles buffer limit correctly for multi-byte UTF-8 characters, won't insert an incomplete UTF-8 character when reaching buffer limit (fix #158)
-- Handle double-width space (0x3000) in various places the same as single-width spaces, for Chinese/Japanese users.
+- InputText() handles buffer limit correctly for multi-byte UTF-8 characters, won't insert
+ an incomplete UTF-8 character when reaching buffer limit (fix #158)
+- Handle double-width space (0x3000) in various places the same as single-width spaces,
+ for Chinese/Japanese users.
- Collapse triangle uses text color (not border color).
- Fixed font fallback glyph width.
- Renamed style.ScrollBarWidth to style.ScrollbarWidth to be consistent with other casing.
-- Windows: setup a default handler for ImeSetInputScreenPosFn so the IME dialog (for Japanese/Chinese, etc.) is positioned correctly as you input text.
+- Windows: setup a default handler for ImeSetInputScreenPosFn so the IME dialog
+ (for Japanese/Chinese, etc.) is positioned correctly as you input text.
- Windows: default clipboard handlers for Windows handle UTF-8.
- Examples: Fixed DirectX 9/11 examples applications handling of Microsoft IME.
- Examples: Allow DirectX 9/11 examples applications to resize the window.
@@ -5894,7 +7072,8 @@ Other Changes:
- Added Bullet() helper - equivalent to BulletText(""), SameLine().
- Added SetWindowFocus(), SetWindowFocus(const char*), SetNextWindowFocus() (#146)
- Added SetWindowPos(), SetWindowSize(), SetWindowCollaposed() given a window name.
-- Added SetNextTreeNodeOpened() with optional condition flag in replacement of OpenNextNode() and consistent with other API.
+- Added SetNextTreeNodeOpened() with optional condition flag in replacement of OpenNextNode()
+ and consistent with other API.
- Renamed ImGuiSetCondition_* to ImGuiSetCond_* and ImGuiCondition_FirstUseThisSession to ImGuiCond_Once.
- Added missing definition for ImGui::GetWindowCollapsed().
- Fixed GetGlyphRangesJapanese() actually missing katakana ranges and a few useful extensions.
@@ -5925,18 +7104,23 @@ Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v
Other Changes:
-- InputText: having a InputText widget active doesn't steal mouse inputs from clicking on a button before losing focus (relate to #134)
+- InputText: having a InputText widget active doesn't steal mouse inputs from clicking on
+ a button before losing focus (relate to #134)
- InputText: cursor/selection/undo stack persist when using other widgets and getting back to same (#134).
-- InputText: fix effective buffer size being smaller than necessary by 1 byte (so if you give 3 bytes you can input 2 ascii chars + zero terminator, which is correct).
+- InputText: fix effective buffer size being smaller than necessary by 1 byte (so if you give
+ 3 bytes you can input 2 ascii chars + zero terminator, which is correct).
- Added IsAnyItemActive().
-- Child window explicitly inherit collapse state from parent (so if user keeps submitting items even thought Begin has returned 'false' the child items will be clipped faster).
+- Child window explicitly inherit collapse state from parent (so if user keeps submitting items
+ even thought Begin has returned 'false' the child items will be clipped faster).
- BeginChild() return a bool the same way Begin() does. if true you can skip submitting content.
- Removed extraneous (1,1) padding on child window (pointed out in #125)
- Columns: doesn't bail out when SkipItems is set (fix #136)
- Columns: Separator() within column correctly vertical offset all cells (pointed out in #125)
-- GetColumnOffset() / SetColumnOffset() handles padding values more correctly so matching columns can be lined up between a parent and a child window (cf. #125)
+- GetColumnOffset() / SetColumnOffset() handles padding values more correctly so matching columns
+ can be lined up between a parent and a child window (cf. #125)
- Fix ImFont::BuildLookupTable() potential dangling pointer dereference (fix #131)
-- Fix hovering of child window extending past their parent not taking account of parent clipping rectangle (fix #137)
+- Fix hovering of child window extending past their parent not taking account of parent clipping
+ rectangle (fix #137)
- Sliders: value text is clipped inside the frame when resizing sliders to be small.
- ImGuITextFilter::Draw() use regular width call rather than computing its own arbitrary width.
- ImGuiTextFilter: can take a default filter string during construction.
@@ -5954,11 +7138,13 @@ Other Changes:
- Added ListBox() (#129).
- Added ListBoxHeader(), ListBoxFooter() for customized list traversal and creating multi-selection boxes.
- Fixed title bar text clipping issue (fix #128).
-- InputText: added ImGuiInputTextFlags_CallbackCharFilter system for filtering/replacement (#130). Callback now passed an "EventFlag" parameter.
+- InputText: added ImGuiInputTextFlags_CallbackCharFilter system for filtering/replacement (#130).
+ Callback now passed an "EventFlag" parameter.
- InputText: Added ImGuiInputTextFlags_CharsUppercase and ImGuiInputTextFlags_CharsNoBlank stock filters.
- PushItemWidth() can take negative value to right-align items.
-- Optimisation: Columns offsets cached to avoid unnecessary binary search.
-- Optimisation: Optimized CalcTextSize() function by about 25% (they are often the bottleneck when submitting thousands of clipped items).
+- Optimization: Columns offsets cached to avoid unnecessary binary search.
+- Optimization: Optimized CalcTextSize() function by about 25% (they are often the bottleneck when
+ submitting thousands of clipped items).
- Added ImGuiCol_ChildWindowBg, ImGuiStyleVar_ChildWindowRounding for completeness and flexibility.
- Added BeginChild() variant that takes an ImGuiID.
- Tweak default ImGuiCol_HeaderActive color to be less bright.
@@ -5974,9 +7160,11 @@ Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v
Other Changes:
- Added ImGuiWindowFlags_NoCollapse flag.
-- Added a way to replace the internal state pointer so that we can optionally share it between modules (e.g. multiple DLLs).
+- Added a way to replace the internal state pointer so that we can optionally share it between
+ modules (e.g. multiple DLLs).
- Added tint_col parameter to ImageButton().
-- Added CalcListClipping() helper to perform faster/coarse clipping on user side (when manipulating lists with thousands of items).
+- Added CalcListClipping() helper to perform faster/coarse clipping on user side
+ (when manipulating lists with thousands of items).
- Added GetCursorPosX() / GetCursorPosY() shortcuts.
- Renamed GetTextLineSpacing() to GetTextLineHeightWithSpacing().
- Combo box always appears above other child windows of a same parent.
@@ -5998,7 +7186,8 @@ Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v
Breaking Changes:
-- Big update! Initialisation had to be changed. You don't need to load PNG data anymore. The new system gives you uncompressed texture data.
+- Big update! Initialization had to be changed. You don't need to load PNG data anymore. The
+ new system gives you uncompressed texture data.
- This sequence:
const void* png_data;
unsigned int png_size;
@@ -6007,25 +7196,29 @@ Breaking Changes:
- Became:
unsigned char* pixels;
int width, height;
- // io.Fonts->AddFontFromFileTTF("myfontfile.ttf", 24.0f); // Optionally load another font
+ // io.Fonts->AddFontFromFileTTF("myfontfile.ttf", 24.0f); // Optionally load another font
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
//
io.Fonts->TexID = (your_texture_identifier);
- - PixelCenterOffset has been removed and isn't a necessary setting anymore. Offset your projection matrix by 0.5 if you have rendering problems.
+ - PixelCenterOffset has been removed and isn't a necessary setting anymore. Offset your
+ projection matrix by 0.5 if you have rendering problems.
Other Changes:
- Loading TTF files with stb_truetype.h.
- We still embed a compressed pixel-perfect TTF version of ProggyClean for convenience.
- Runtime font rendering is a little faster than previously.
-- You can load multiple fonts with multiple size inside the font atlas. Rendering with multiple fonts are still merged into a single draw call whenever possible.
+- You can load multiple fonts with multiple size inside the font atlas. Rendering with multiple
+ fonts are still merged into a single draw call whenever possible.
- The system handles UTF-8 and provide ranges to easily load e.g. characters for Japanese display.
- Added PushFont() / PopFont().
- Added Image() and ImageButton() to display your own texture data.
-- Added callback system in command-list. This can be used if you want to do your own rendering (e.g. render a 3D scene) inside ImGui widgets.
-- Added IsItemActive() to tell if last widget is being held / modified (as opposed to just being hovered). Useful for custom dragging behaviors.
+- Added callback system in command-list. This can be used if you want to do your own rendering
+ (e.g. render a 3D scene) inside ImGui widgets.
+- Added IsItemActive() to tell if last widget is being held / modified (as opposed to just
+ being hovered). Useful for custom dragging behaviors.
- Style: Added FrameRounding setting for a more rounded look (default to 0 for now).
-- Window: Fixed using multiple Begin/End pair on the same wnidow.
+- Window: Fixed using multiple Begin/End pair on the same window.
- Window: Fixed style.WindowMinSize not being honored properly.
- Window: Added SetCursorScreenPos() helper (WindowPos+CursorPos = ScreenPos).
- ColorEdit3: clicking on color square change the edition. The toggle button is hidden by default.
@@ -6056,9 +7249,10 @@ Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v
- Dragging outside area of a widget while it is active doesn't trigger hover on other widgets.
- Activating widget bring parent window to front if not already.
- Checkbox and Radio buttons activate on click-release to be consistent with other widgets and most UI.
-- InputText() nows consume input characters immediately so they cannot be reused if ImGui::Update is called again with a call to ImGui::Render(). (fixes #105)
+- InputText() now consumes input characters immediately so they cannot be reused if
+ ImGui::Update is called again with a call to ImGui::Render(). (fixes #105)
- Examples: Console: added support for History callbacks + some cleanup.
-- Various small optimisations.
+- Various small optimizations.
- Cleanup and other fixes.
@@ -6074,7 +7268,8 @@ Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v
- Widgets more consistently handle empty labels (starting with ## mark) for their size calculation.
- Fixed crashing with zero sized frame-buffer.
- Fixed ImGui::Combo() not registering its size properly when clipped out of screen.
-- Renamed second parameter to Begin() to 'bool* p_opened' to be a little more self-explanatory. Added more comments on the use of Begin().
+- Renamed second parameter to Begin() to 'bool* p_opened' to be a little more self-explanatory.
+ Added more comments on the use of Begin().
- Logging: Added LogText() to pass text straight to the log output (tty/clipboard/file) without rendering it.
- Logging: Added LogFinish() to stop logging at an arbitrary point.
- Logging: Log depth padding relative to start depth.
@@ -6093,7 +7288,10 @@ Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v
- Added ImGuiWindowFlags_NoScrollWithMouse, disable mouse wheel scrolling on a window.
- Added ImGuiWindowFlags_NoSavedSettings, disable loading/saving window state to .ini file.
-- Added SetNextWindowPos(), SetNextWindowSize(), SetNextWindowCollapsed() API along with SetWindowPos(), SetWindowSize(), SetWindowCollapsed(). All functions include an optional second parameter to easily set current value vs session default value vs persistent default value.
+- Added SetNextWindowPos(), SetNextWindowSize(), SetNextWindowCollapsed() API along
+ with SetWindowPos(), SetWindowSize(), SetWindowCollapsed(). All functions include an
+ optional second parameter to easily set current value vs session default value vs.
+ persistent default value.
- Removed rarely useful SetNewWindowDefaultPos() in favor of new API.
- Fixed hovering of lower-right resize grip when it is above a child window.
- Fixed InputInt() writing to output when it doesn't need to.
@@ -6119,7 +7317,8 @@ Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v
- Increased visibility of check box and radio button with smaller size.
- Smooth mouse scrolling on OSX (uses floating point scroll/wheel input).
- New version of IMGUI_ONCE_UPON_A_FRAME helper macro that works with all compilers.
-- Moved IO.Font*** options to inside the IO.Font-> structure.. Added IO.FontGlobalScale setting (in addition to Font->Scale per individual font).
+- Moved IO.Font*** options to inside the IO.Font-> structure.
+- Added IO.FontGlobalScale setting (in addition to Font->Scale per individual font).
- Fixed more Clang -Weverything warnings.
- Examples: Added DirectX11 example application.
- Examples: Created single .sln solution for all example projects.
@@ -6147,7 +7346,8 @@ Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v
- Fixed unaligned memory access for Emscripten compatibility.
- Various pedantic warning fixes (now testing with Clang).
- Added extra asserts to catch incorrect usage.
-- PushStyleColor() / PushStyleVar() can be used outside the scope of a window (namely to change variables that are used within the Begin() call).
+- PushStyleColor() / PushStyleVar() can be used outside the scope of a window (namely to change
+ variables that are used within the Begin() call).
- PushTextWrapPos() defaults to 0.0 (right-end of current drawing region).
- Fixed compatibility with std::vector if user decide to #define ImVector.
- MouseWheel input is now normalized.
@@ -6185,7 +7385,8 @@ Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v
- Comments and fixes.
- Added SetKeyboardFocusHere() to set input focus from code.
- Added GetWindowFont(), GetWindowFontSize() for users of the low-level ImDrawList API.
-- Added a UserData void *pointer so that the callback functions can access user state "Just in case a project has adverse reactions to adding globals or statics in their own code."
+- Added a UserData void *pointer so that the callback functions can access user state
+ "Just in case a project has adverse reactions to adding globals or statics in their own code."
- Renamed IMGUI_INCLUDE_IMGUI_USER_CPP to IMGUI_INCLUDE_IMGUI_USER_INL
@@ -6213,7 +7414,8 @@ Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v
- Added IsMouseHoveringWindow(), IsMouseHoveringAnyWindow(), IsPosHoveringAnyWindow() helpers.
- Added va_list variations of all functions taking ellipsis (...) parameters.
- Added section in documentation to explicitly document cases of API breaking changes (e.g. renamed IM_MALLOC below).
-- Moved IM_MALLOC / IM_FREE defines. to IO structure members that can be set at runtime (also allowing precompiled ImGui to cover more use cases).
+- Moved IM_MALLOC / IM_FREE defines. to IO structure members that can be set at runtime
+ (also allowing precompiled ImGui to cover more use cases).
- Fixed OpenGL samples for Retina display.
- Comments and minor fixes.
@@ -6253,7 +7455,10 @@ Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v
Breaking Changes:
-- The behaviour of PixelCenterOffset changed! You may need to change your value if you had set it to non-default in your code and/or offset your projection matrix by 0.5 pixels. It is likely that the default PixelCenterOffset value of 0.0 is now suitable unless your rendering uses some form of multisampling.
+- The behavior of PixelCenterOffset changed! You may need to change your value if you had set
+ it to non-default in your code and/or offset your projection matrix by 0.5 pixels. It is
+ likely that the default PixelCenterOffset value of 0.0 is now suitable unless your rendering
+ uses some form of multisampling.
Other Changes:
@@ -6284,10 +7489,12 @@ Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v
Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.07
- Added InputFloat4(), SliderFloat4() helpers.
-- Added global Alpha in ImGuiStyle structure. When Alpha=0.0, ImGui skips most of logic and all rendering processing.
+- Added global Alpha in ImGuiStyle structure. When Alpha=0.0, ImGui skips most of logic
+ and all rendering processing.
- Fix clipping of title bar text.
- Fix to allow the user to call NewFrame() multiple times without calling Render().
-- Reduce inner window clipping to take account for the extend of CollapsingHeader() - share same clipping rectangle.
+- Reduce inner window clipping to take account for the extend of CollapsingHeader() - share
+ same clipping rectangle.
- Fix for child windows with inverted clip rectangles (when scrolled and out of screen, Etc.).
- Minor fixes, tweaks, comments.
@@ -6342,7 +7549,7 @@ Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v
- OpenGL example now use the fixed function-pipeline + cleanups, down by 150 lines.
- Added quick & dirty Makefiles for MacOSX and Linux.
-- Simplified the DrawList system, ImDrawCmd include the clipping rectangle + some optimisations.
+- Simplified the DrawList system, ImDrawCmd include the clipping rectangle + some optimizations.
- Fixed warnings for more stringent compilation settings.
diff --git a/docs/CONTRIBUTING.md b/docs/CONTRIBUTING.md
index 5cc9cdb53f40..fb946c4b3db4 100644
--- a/docs/CONTRIBUTING.md
+++ b/docs/CONTRIBUTING.md
@@ -34,7 +34,7 @@ Only if you:
Then please [use the Discussions forums](https://github.com/ocornut/imgui/discussions) instead of opening an issue.
-If Dear ImGui is successfully showing in your app and you have used Dear ImGui before, you can open an Issue. Any form of discussions is welcome as a new issue.
+If Dear ImGui is successfully showing in your app and you have used Dear ImGui before, you can open an Issue. Any form of discussions is welcome as a new issue.
## How to open an issue
@@ -52,7 +52,7 @@ Steps:
- **Please INCLUDE CODE. Provide a Minimal, Complete, and Verifiable Example ([MCVE](https://stackoverflow.com/help/mcve)) to demonstrate your problem**. An ideal submission includes a small piece of code that anyone can paste into one of the examples applications (examples/../main.cpp) or demo (imgui_demo.cpp) to understand and reproduce it. **Narrowing your problem to its shortest and purest form is the easiest way to understand it, explain it and fix it**. Please test your shortened code to ensure it exhibits the problem. **Often while creating the MCVE you will solve the problem!** Many questions that are missing a standalone verifiable example are missing the actual cause of their issue in the description, which ends up wasting everyone's time.
- **Attach screenshots (or GIF/video) to clarify the context**. They often convey useful information that is omitted by the description. You can drag pictures/files in the message edit box. Avoid using 3rd party image hosting services, prefer the long-term longevity of GitHub attachments (you can drag pictures into your post). On Windows, you can use [ScreenToGif](https://www.screentogif.com/) to easily capture .gif files.
- **If you are discussing an assert or a crash, please provide a debugger callstack**. Never state "it crashes" without additional information. If you don't know how to use a debugger and retrieve a callstack, learning about it will be useful.
-- **Please make sure that your project has asserts enabled.** Calls to IM_ASSERT() are scattered in the code to help catch common issues. When an assert is triggered read the comments around it. By default IM_ASSERT() calls the standard assert() function. To verify that your asserts are enabled, add the line `IM_ASSERT(false);` in your main() function. Your application should display an error message and abort. If your application doesn't report an error, your asserts are disabled.
+- **Please make sure that your project has asserts enabled.** Calls to IM_ASSERT() are scattered in the code to help catch common issues. When an assert is triggered read the comments around it. By default IM_ASSERT() calls the standard assert() function. To verify that your asserts are enabled, add the line `IM_ASSERT(false);` in your main() function. Your application should display an error message and abort. If your application doesn't report an error, your asserts are disabled.
- Please state if you have made substantial modifications to your copy of Dear ImGui or the back-end.
- If you are not calling Dear ImGui directly from C++, please provide information about your Language and the wrapper/binding you are using.
- Be mindful that messages are being sent to the mailbox of "Watching" users. Try to proofread your messages before sending them. Edits are not seen by those users unless they browse the site.
@@ -65,17 +65,17 @@ If you have been using Dear ImGui for a while or have been using C/C++ for sever
## How to open a Pull Request
-- **Please understand that by submitting a PR you are also submitting a request for the maintainer to review your code and then take over its maintenance.** PR should be crafted both in the interest of the end-users and also to ease the maintainer into understanding and accepting it.
+- **Please understand that by submitting a PR you are also submitting a request for the maintainer to review your code and then take over its maintenance.** PR should be crafted both in the interest of the end-users and also to ease the maintainer into understanding and accepting it.
- Many PRs are useful to demonstrate a need and a possible solution but aren't adequate for merging (causing other issues, not seeing other aspects of the big picture, etc.). In doubt, don't hesitate to push a PR because that is always the first step toward pointing toward a problem, and finding the mergeable solution! Even if a PR stays unmerged for a long time, its presence can be useful for other users and helps toward finding a general solution.
-- **When adding a feature,** please describe the usage context (how you intend to use it, why you need it, etc.). Be mindful of [The XY Problem](http://xyproblem.info/).
+- **When adding a feature,** please describe the usage context (how you intend to use it, why you need it, etc.). Be mindful of [The XY Problem](http://xyproblem.info/).
- **When fixing a warning or compilation problem,** please post the compiler log and specify the compiler version and platform you are using.
- **Attach screenshots (or GIF/video) to clarify the context and demonstrate the feature at a glance.** You can drag pictures/files in the message edit box. Prefer the long-term longevity of GitHub attachments over 3rd party hosting (you can drag pictures into your post).
-- **Make sure your code follows the coding style already used in the codebase:** 4 spaces indentations (no tabs), `local_variable`, `FunctionName()`, `MemberName`, `// Text Comment`, `//CodeComment();`, C-style casts, etc.. We don't use modern C++ idioms and tend to use only a minimum of C++11 features. The applications under examples/ are generally less consistent because they sometimes try to mimic the coding style often adopted by a certain ecosystem (e.g. DirectX-related code tend to use the style of their sample).
+- **Make sure your code follows the coding style already used in the codebase:** 4 spaces indentations (no tabs), `local_variable`, `FunctionName()`, `MemberName`, `// Text Comment`, `//CodeComment();`, C-style casts, etc.. We don't use modern C++ idioms and tend to use only a minimum of C++11 features. The applications under examples/ are generally less consistent because they sometimes try to mimic the coding style often adopted by a certain ecosystem (e.g. DirectX-related code tend to use the style of their sample).
- **Make sure you create a branch dedicated to the pull request**. In Git, 1 PR is associated to 1 branch. If you keep pushing to the same branch after you submitted the PR, your new commits will appear in the PR (we can still cherry-pick individual commits).
## Copyright / Contributor License Agreement
Any code you submit will become part of the repository and be distributed under the [Dear ImGui license](https://github.com/ocornut/imgui/blob/master/LICENSE.txt). By submitting code to the project you agree that the code is your work and that you can give it to the project.
-You also agree by submitting your code that you grant all transferrable rights to the code to the project maintainer, including for example re-licensing the code, modifying the code, and distributing it in source or binary forms. Specifically, this includes a requirement that you assign copyright to the project maintainer. For this reason, do not modify any copyright statements in files in any PRs.
+You also agree by submitting your code that you grant all transferable rights to the code to the project maintainer, including for example re-licensing the code, modifying the code, and distributing it in source or binary forms. Specifically, this includes a requirement that you assign copyright to the project maintainer. For this reason, do not modify any copyright statements in files in any PRs.
diff --git a/docs/EXAMPLES.md b/docs/EXAMPLES.md
index 66ad24ef7f81..20851c1589fa 100644
--- a/docs/EXAMPLES.md
+++ b/docs/EXAMPLES.md
@@ -3,7 +3,7 @@ _(You may browse this at https://github.com/ocornut/imgui/blob/master/docs/EXAMP
## Dear ImGui: Examples
**The [examples/](https://github.com/ocornut/imgui/blob/master/examples) folder example applications (standalone, ready-to-build) for variety of
-platforms and graphics APIs.** They all use standard backends from the [backends/](https://github.com/ocornut/imgui/blob/master/backends) folder (see [BACKENDS.md](https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md)).
+platforms and graphics APIs.** They all use standard backends from the [backends/](https://github.com/ocornut/imgui/blob/master/backends) folder (see [docs/BACKENDS.md](https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md)).
The purpose of Examples is to showcase integration with backends, let you try Dear ImGui, and guide you toward
integrating Dear ImGui in your own application/game/engine.
@@ -58,7 +58,7 @@ Allegro 5 example.
Android + OpenGL3 (ES) example.
= main.cpp + imgui_impl_android.cpp + imgui_impl_opengl3.cpp
-[example_apple_metal/](https://github.com/ocornut/imgui/blob/master/examples/example_metal/)
+[example_apple_metal/](https://github.com/ocornut/imgui/tree/master/examples/example_apple_metal/)
OSX & iOS + Metal example.
= main.m + imgui_impl_osx.mm + imgui_impl_metal.mm
It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
@@ -139,8 +139,8 @@ This support building with Emscripten and targeting WebGL.
Prefer using that if you are using modern GL or WebGL in your application.
[example_sdl2_sdlrenderer2/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_sdlrenderer2/)
-SDL2 (Win32, Mac, Linux, etc.) + SDL_Renderer for SDL2 (most graphics backends are supported underneath)
-= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_sdlrenderer.cpp
+SDL2 (Win32, Mac, Linux, etc.) + SDL_Renderer for SDL2 example.
+= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_sdlrenderer2.cpp
This requires SDL 2.0.18+ (released November 2021)
[example_sdl2_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_vulkan/)
@@ -149,6 +149,26 @@ SDL2 (Win32, Mac, Linux, etc.) + Vulkan example.
This is quite long and tedious, because: Vulkan.
For this example, the main.cpp file exceptionally use helpers function from imgui_impl_vulkan.h/cpp.
+[example_sdl3_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl3_opengl3/)
+SDL3 (Win32, Mac, Linux, etc.) + OpenGL3+/ES2/ES3 example.
+= main.cpp + imgui_impl_sdl3.cpp + imgui_impl_opengl3.cpp
+This uses more modern GL calls and custom shaders.
+This support building with Emscripten and targeting WebGL.
+
+[example_sdl3_sdlgpu3/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl3_sdlgpu3/)
+SDL3 (Win32, Mac, Linux, etc.) + SDL_GPU for SDL3 example.
+= main.cpp + imgui_impl_sdl3.cpp + imgui_impl_sdlrenderer3.cpp
+
+[example_sdl3_sdlrenderer3/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl3_sdlrenderer3/)
+SDL3 (Win32, Mac, Linux, etc.) + SDL_Renderer for SDL3 example.
+= main.cpp + imgui_impl_sdl3.cpp + imgui_impl_sdlrenderer3.cpp
+
+[example_sdl3_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl3_vulkan/)
+SDL3 (Win32, Mac, Linux, etc.) + Vulkan example.
+= main.cpp + imgui_impl_sdl3.cpp + imgui_impl_vulkan.cpp
+This is quite long and tedious, because: Vulkan.
+For this example, the main.cpp file exceptionally use helpers function from imgui_impl_vulkan.h/cpp.
+
[example_win32_directx9/](https://github.com/ocornut/imgui/blob/master/examples/example_win32_directx9/)
DirectX9 example, Windows only.
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx9.cpp
@@ -167,15 +187,19 @@ DirectX12 example, Windows only.
This is quite long and tedious, because: DirectX12.
[example_win32_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_win32_opengl3/)
-Raw Windows + OpenGL3 + example (modern, programmable pipeline)
+Raw Windows + OpenGL3 example (modern, programmable pipeline)
= main.cpp + imgui_impl_win32.cpp + imgui_impl_opengl3.cpp
+[example_win32_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_win32_vulkan/)
+Raw Windows + Vulkan example
+= main.cpp + imgui_impl_win32.cpp + imgui_impl_vulkan.cpp
+
### Miscellaneous
**Building**
-Unfortunately nowadays it is still tedious to create and maintain portable build files using external
+Unfortunately, nowadays it is still tedious to create and maintain portable build files using external
libraries (the kind we're using here to create a window and render 3D triangles) without relying on
third party software and build systems. For most examples here we choose to provide:
- Makefiles for Linux/OSX
@@ -191,22 +215,22 @@ If you are interested in using Cmake to build and links examples, see:
**About mouse cursor latency**
-Dear ImGui has no particular extra lag for most behaviors,
+Dear ImGui does not introduce significant extra lag for most behaviors,
e.g. the last value passed to 'io.AddMousePosEvent()' before NewFrame() will result in windows being moved
to the right spot at the time of EndFrame()/Render(). At 60 FPS your experience should be pleasant.
-However, consider that OS mouse cursors are typically drawn through a very specific hardware accelerated
-path and will feel smoother than the majority of contents rendered via regular graphics API (including,
+However, consider that OS mouse cursors are typically rendered through a very specific hardware-accelerated
+path, which makes them feel smoother than the majority of content rendered via regular graphics API (including,
but not limited to Dear ImGui windows). Because UI rendering and interaction happens on the same plane
as the mouse, that disconnect may be jarring to particularly sensitive users.
You may experiment with enabling the io.MouseDrawCursor flag to request Dear ImGui to draw a mouse cursor
using the regular graphics API, to help you visualize the difference between a "hardware" cursor and a
regularly rendered software cursor.
-However, rendering a mouse cursor at 60 FPS will feel sluggish so you likely won't want to enable that at
+However, rendering a mouse cursor at 60 FPS will feel sluggish, so you likely won't want to enable that at
all times. It might be beneficial for the user experience to switch to a software rendered cursor _only_
when an interactive drag is in progress.
-Note that some setup or GPU drivers are likely to be causing extra display lag depending on their settings.
-If you feel that dragging windows feels laggy and you are not sure what the cause is: try to build a simple
-drawing a flat 2D shape directly under the mouse cursor!
+Note that some setup configurations or GPU drivers may introduce additional display lag depending on their settings.
+If you notice that dragging windows is laggy and you are not sure what the cause is: try drawing a simple
+2D shape directly under the mouse cursor to help identify the issue!
diff --git a/docs/FAQ.md b/docs/FAQ.md
index 8dde1967b469..fb693c7e30df 100644
--- a/docs/FAQ.md
+++ b/docs/FAQ.md
@@ -19,12 +19,13 @@ or view this file with any Markdown viewer.
| **[How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?](#q-how-can-i-tell-whether-to-dispatch-mousekeyboard-to-dear-imgui-or-my-application)** |
| [How can I enable keyboard or gamepad controls?](#q-how-can-i-enable-keyboard-or-gamepad-controls) |
| [How can I use this on a machine without mouse, keyboard or screen? (input share, remote display)](#q-how-can-i-use-this-on-a-machine-without-mouse-keyboard-or-screen-input-share-remote-display) |
+| [How can I create my own backend?](q-how-can-i-create-my-own-backend)
| [I integrated Dear ImGui in my engine and little squares are showing instead of text...](#q-i-integrated-dear-imgui-in-my-engine-and-little-squares-are-showing-instead-of-text) |
| [I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around...](#q-i-integrated-dear-imgui-in-my-engine-and-some-elements-are-clipping-or-disappearing-when-i-move-windows-around) |
| [I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries...](#q-i-integrated-dear-imgui-in-my-engine-and-some-elements-are-displaying-outside-their-expected-windows-boundaries) |
| **Q&A: Usage** |
| **[About the ID Stack system.. Why is my widget not reacting when I click on it? Why is the wrong widget reacting when I click on one? How can I have widgets with an empty label? How can I have multiple widgets with the same label? How can I have multiple windows with the same label?](#q-about-the-id-stack-system)** |
-| [How can I display an image? What is ImTextureID, how does it work?](#q-how-can-i-display-an-image-what-is-imtextureid-how-does-it-work)|
+| [How can I display an image?](#q-how-can-i-display-an-image) [What are ImTextureID/ImTextureRef?](#q-what-are-imtextureidimtextureref)|
| [How can I use maths operators with ImVec2?](#q-how-can-i-use-maths-operators-with-imvec2) |
| [How can I use my own maths types instead of ImVec2/ImVec4?](#q-how-can-i-use-my-own-maths-types-instead-of-imvec2imvec4) |
| [How can I interact with standard C++ types (such as std::string and std::vector)?](#q-how-can-i-interact-with-standard-c-types-such-as-stdstring-and-stdvector) |
@@ -92,8 +93,8 @@ Many projects are using this branch and it is kept in sync with master regularly
### Q: How to get started?
Read [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started).
-Read [EXAMPLES.md](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md).
-Read [BACKENDS.md](https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md).
+Read [docs/EXAMPLES.md](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md).
+Read [docs/BACKENDS.md](https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md).
Read `PROGRAMMER GUIDE` section of [imgui.cpp](https://github.com/ocornut/imgui/blob/master/imgui.cpp).
The [Wiki](https://github.com/ocornut/imgui/wiki) is a hub to many resources and links.
@@ -159,9 +160,18 @@ Console SDK also sometimes provide equivalent tooling or wrapper for Synergy-lik
---
+### Q: How can I create my own backend?
+- See [docs/BACKENDS.md](https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md).
+- See Documentation at the top of imgui.cpp.
+
+##### [Return to Index](#index)
+
+---
+
### Q: I integrated Dear ImGui in my engine and little squares are showing instead of text...
Your renderer backend is not using the font texture correctly or it hasn't been uploaded to the GPU.
-- If this happens using the standard backends: A) have you modified the font atlas after `ImGui_ImplXXX_NewFrame()`? B) maybe the texture failed to upload, which **can if your texture atlas is too big**. Also see [docs/FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md).
+- If this happens using standard backends (before 1.92): A) have you modified the font atlas after `ImGui_ImplXXX_NewFrame()`? B) maybe the texture failed to upload, which **can if your texture atlas is too big**. Also see [docs/FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md).
+- If this happens using standard backends (after 1.92): please report.
- If this happens with a custom backend: make sure you have uploaded the font texture to the GPU, that all shaders are rendering states are setup properly (e.g. texture is bound). Compare your code to existing backends and use a graphics debugger such as [RenderDoc](https://renderdoc.org) to debug your rendering states.
##### [Return to Index](#index)
@@ -233,7 +243,7 @@ for (int n = 0; n < 3; n++)
ImGui::End();
-
+
A primer on labels and the ID Stack...
@@ -375,23 +385,73 @@ node open/closed state differently. See what makes more sense in your situation!
---
-### Q: How can I display an image? What is ImTextureID, how does it work?
+### Q: How can I display an image?
+### Q: What are ImTextureID/ImTextureRef?
-Short explanation:
-- Refer to [Image Loading and Displaying Examples](https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples) on the [Wiki](https://github.com/ocornut/imgui/wiki).
+**Short explanation:**
- You may use functions such as `ImGui::Image()`, `ImGui::ImageButton()` or lower-level `ImDrawList::AddImage()` to emit draw calls that will use your own textures.
+- To load and display your own textures, refer to [Image Loading and Displaying Examples](https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples) on the [Wiki](https://github.com/ocornut/imgui/wiki).
- Actual textures are identified in a way that is up to the user/engine. Those identifiers are stored and passed as an opaque ImTextureID value.
- By default ImTextureID can store up to 64-bits. You may `#define` it to a custom type/structure if you need.
- Loading image files from the disk and turning them into a texture is not within the scope of Dear ImGui (for a good reason), but the examples linked above may be useful references.
+**Details:**
+
+1.92 introduced `ImTextureRef` in June 2025.
+- All drawing functions using `ImTextureID` were changed to use `ImTextureRef`.
+- You can trivially create a `ImTextureRef` from a `ImTextureID`.
+- **If you use Image functions with textures that you have loaded/created yourself, you will mostly likely only ever store/manipulate `ImTextureID` and then pass them as `ImTextureRef`.**
+- You only NEED to manipulate `ImTextureRef` when dealing with textures managed by the backend itself, aka mainly the atlas texture for now.
+- We intentionally do not provide an implicit `ImTextureRef` -> `ImTextureID` cast operator because it is technically lossy to convert ImTextureRef to ImTextureID before rendering.
+
+**ImTextureID = backend specific, low-level identifier for a texture uploaded in GPU/graphics system.**
+```cpp
+#ifndef ImTextureID
+typedef ImU64 ImTextureID; // Default: store up to 64-bits (any pointer or integer). A majority of backends are ok with that.
+#endif
+```
+- When a Rendered Backend creates a texture, it store its native identifier into a ImTextureID value (e.g. Used by DX11 backend to a `ID3D11ShaderResourceView*`; Used by OpenGL backends to store `GLuint`; Used by SDLGPU backend to store a `SDL_GPUTextureSamplerBinding*`, etc.).
+- User may submit their own textures to e.g. `ImGui::Image()` function by passing this value.
+- During the rendering loop, the Renderer Backend retrieve the ImTextureID, which stored inside a ImTextureRef, which is stored inside ImDrawCmd.
+- Compile-time type configuration:
+ - To use something other than a 64-bit value: add '#define ImTextureID MyTextureType*' in your imconfig.h file.
+ - This can be whatever to you want it to be! read the FAQ entry about textures for details.
+ - You may decide to store a higher-level structure containing texture, sampler, shader etc. with various constructors if you like. You will need to implement ==/!= operators.
+
+**ImTextureRef = higher-level identifier for a texture.**
+```cpp
+// Store a ImTextureID _or_ a ImTextureData*.
+struct ImTextureRef
+{
+ ImTextureRef() { _TexData = NULL; _TexID = ImTextureID_Invalid; }
+ ImTextureRef(ImTextureID tex_id) { _TexData = NULL; _TexID = tex_id; }
+ inline ImTextureID GetTexID() const { return _TexData ? _TexData->TexID : _TexID; }
+
+ // Members (either are set, never both!)
+ ImTextureData* _TexData; // A texture, generally owned by a ImFontAtlas. Will convert to ImTextureID during render loop, after texture has been uploaded.
+ ImTextureID _TexID; // _OR_ Low-level backend texture identifier, if already uploaded or created by user/app. Generally provided to e.g. ImGui::Image() calls.
+};
+```
+- The identifier is valid even before the texture has been uploaded to the GPU/graphics system.
+- This is what gets passed to functions such as `ImGui::Image()`, `ImDrawList::AddImage()`.
+- This is what gets stored in draw commands (`ImDrawCmd`) to identify a texture during rendering.
+ - When a texture is created by user code (e.g. custom images), we directly store the low-level `ImTextureID`.
+ - Because of this, when displaying your own texture you are likely to ever only manage ImTextureID values on your side.
+ - When a texture is created by the backend, we store a `ImTextureData*` which becomes an indirection to extract the `ImTextureID` value during rendering, after texture upload has happened.
+ - To create a `ImTextureRef` from a `ImTextureData*` you can use `ImTextureData::GetTexRef()`.
+ We intentionally do not provide an `ImTextureRef` constructor for this: we don't expect this to be frequently useful to the end-user, and it would be erroneously called by many legacy code.
+ - There is no constructor to create a `ImTextureRef` from a `ImTextureData*` as we don't expect this to be useful to the end-user, and it would be erroneously called by many legacy code.
+ - If you want to bind the current atlas when using custom rectangles, you can use `io.Fonts->TexRef`.
+ - Binding generators for languages such as C (which don't have constructors), should provide a helper, e.g. `inline ImTextureRef ImTextureRefFromID(ImTextureID tex_id) { ImTextureRef tex_ref = { ._TexData = NULL, .TexID = tex_id }; return tex_ref; }`
+
**Please read documentations or tutorials on your graphics API to understand how to display textures on the screen before moving onward.**
Long explanation:
- Dear ImGui's job is to create "meshes", defined in a renderer-agnostic format made of draw commands and vertices. At the end of the frame, those meshes (ImDrawList) will be displayed by your rendering function. They are made up of textured polygons and the code to render them is generally fairly short (a few dozen lines). In the examples/ folder, we provide functions for popular graphics APIs (OpenGL, DirectX, etc.).
- Each rendering function decides on a data type to represent "textures". The concept of what is a "texture" is entirely tied to your underlying engine/graphics API.
- We carry the information to identify a "texture" in the ImTextureID type.
+We carry the information to identify a "texture" in the ImTextureID type, which itself tends to be stored inside a ImTextureRef.
ImTextureID default to ImU64 aka 8 bytes worth of data: just enough to store one pointer or integer of your choice.
-Dear ImGui doesn't know or understand what you are storing in ImTextureID, it merely passes ImTextureID values until they reach your rendering function.
+Dear ImGui doesn't know or understand what you are storing in ImTextureID, it merely passes values until they reach your rendering function.
- In the [examples/](https://github.com/ocornut/imgui/tree/master/examples) backends, for each graphics API we decided on a type that is likely to be a good representation for specifying an image from the end-user perspective. This is what the _examples_ rendering functions are using:
```cpp
OpenGL:
@@ -539,30 +599,50 @@ ImGui::End();
### Q: How should I handle DPI in my application?
-The short answer is: obtain the desired DPI scale, load your fonts resized with that scale (always round down fonts size to the nearest integer), and scale your Style structure accordingly using `style.ScaleAllSizes()`.
+Since 1.92 (June 2025) fonts may be dynamically used at any size.
-Your application may want to detect DPI change and reload the fonts and reset style between frames.
+**Scaling fonts**
-Your ui code should avoid using hardcoded constants for size and positioning. Prefer to express values as multiple of reference values such as `ImGui::GetFontSize()` or `ImGui::GetFrameHeight()`. So e.g. instead of seeing a hardcoded height of 500 for a given item/window, you may want to use `30*ImGui::GetFontSize()` instead.
+To change font size:
+```cpp
+ImGui::PushFont(NULL, 42.0f);
+```
+To change font and font size:
+```cpp
+ImGui::PushFont(new_font, 42.0f);
+```
+To scale all fonts:
+```cpp
+style.FontScaleDpi = 2.0f;
+```
+In `docking` branch or with multi-viewports:
+```cpp
+io.ConfigDpiScaleFonts = true; // [Experimental] Automatically overwrite style.FontScaleDpi in Begin() when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now.
+io.ConfigDpiScaleViewports = true; // [Experimental] Scale Dear ImGui and Platform Windows when Monitor DPI changes.
+```
-Down the line Dear ImGui will provide a variety of standardized reference values to facilitate using this.
+**Scaling style** (paddings, spacings, thicknesses)
-Applications in the `examples/` folder are not DPI aware partly because they are unable to load a custom font from the file-system (may change that in the future).
+This is still massively work in progress, expect turbulence.
+Style values are currently not easily scalable dynamically.
+For single viewport application you can call once:
+```cpp
+style.ScaleAllSizes(factor); // call once!
+```
+If you need to change the scaling factor, it is currently most practical to reset the style and call this again with a new value.
-The reason DPI is not auto-magically solved in stock examples is that we don't yet have a satisfying solution for the "multi-dpi" problem (using the `docking` branch: when multiple viewport windows are over multiple monitors using different DPI scales). The current way to handle this on the application side is:
-- Create and maintain one font atlas per active DPI scale (e.g. by iterating `platform_io.Monitors[]` before `NewFrame()`).
-- Hook `platform_io.OnChangedViewport()` to detect when a `Begin()` call makes a Dear ImGui window change monitor (and therefore DPI).
-- In the hook: swap atlas, swap style with correctly sized one, and remap the current font from one atlas to the other (you may need to maintain a remapping table of your fonts at varying DPI scales).
+Your UI code should avoid using hardcoded constants for size and positioning. Prefer to express values as multiple of reference values such as `ImGui::GetFontSize()` or `ImGui::GetFrameHeight()`. So e.g. instead of seeing a hardcoded height of 500 for a given item/window, you may want to use `30*ImGui::GetFontSize()` instead.
-This approach is relatively easy and functional but comes with two issues:
-- It's not possibly to reliably size or position a window ahead of `Begin()` without knowing on which monitor it'll land.
-- Style override may be lost during the `Begin()` call crossing monitor boundaries. You may need to do some custom scaling mumbo-jumbo if you want your `OnChangedViewport()` handler to preserve style overrides.
+Down the line Dear ImGui will provide a variety of standardized reference values to facilitate using this. This is expected to happen during subsequent 1.92.x releases.
-Please note that if you are not using multi-viewports with multi-monitors using different DPI scales, you can ignore that and use the simpler technique recommended at the top.
+Applications in the `examples/` folder are partly DPI aware but they are unable to load a custom font from the file-system, so they look ugly (may change that in the future).
-On Windows, in addition to scaling the font size (make sure to round to an integer) and using `style.ScaleAllSizes()`, you will need to inform Windows that your application is DPI aware. If this is not done, Windows will scale the application window and the UI text will be blurry. Potential solutions to indicate DPI awareness on Windows are:
+The reason DPI is not auto-magically solved in stock examples is that we don't yet have a satisfying solution for the "multi-dpi" problem (using the `docking` branch: when multiple viewport windows are over multiple monitors using different DPI scales) specifically for the `ImGuiStyle` structure. Fonts are however now perfectly scalable.
-- For SDL: the flag `SDL_WINDOW_ALLOW_HIGHDPI` needs to be passed to `SDL_CreateWindow()``.
+**On Windows, you need to inform Windows that your application is DPI aware!**
+If this is not done, Windows will scale the application window and the UI text will be blurry. Potential solutions to indicate DPI awareness on Windows are:
+- For SDL2: the flag `SDL_WINDOW_ALLOW_HIGHDPI` needs to be passed to `SDL_CreateWindow()` + call `::SetProcessDPIAware()`.
+- For SDL3: the flag `SDL_WINDOW_HIGH_PIXEL_DENSITY` needs to be passed to `SDL_CreateWindow()`.
- For GLFW: this is done automatically.
- For other Windows projects with other backends, or wrapper projects:
- We provide a `ImGui_ImplWin32_EnableDpiAwareness()` helper method in the Win32 backend.
@@ -614,9 +694,12 @@ Use the font atlas to pack them into a single texture. Read [docs/FONTS.md](http
---
### Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic?
-When loading a font, pass custom Unicode ranges to specify the glyphs to load.
+Since 1.92 (June 2025) and with an updated backend, it is not necessary to specify glyph ranges at all.
+
+Before 1.92, when loading a font, pass custom Unicode ranges to specify the glyphs to load.
```cpp
+// [BEFORE 1.92]
// Add default Japanese ranges
io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, nullptr, io.Fonts->GetGlyphRangesJapanese());
@@ -640,8 +723,8 @@ Text input: it is up to your application to pass the right character code by cal
The applications in examples/ are doing that.
Windows: you can use the WM_CHAR or WM_UNICHAR or WM_IME_CHAR message (depending if your app is built using Unicode or MultiByte mode).
You may also use `MultiByteToWideChar()` or `ToUnicode()` to retrieve Unicode codepoints from MultiByte characters or keyboard state.
-Windows: if your language is relying on an Input Method Editor (IME), you can write your HWND to ImGui::GetMainViewport()->PlatformHandleRaw
-for the default implementation of GetPlatformIO().Platform_SetImeDataFn() to set your Microsoft IME position correctly.
+Windows: if your language is relying on an Input Method Editor (IME), you can write your HWND to `ImGui::GetMainViewport()->PlatformHandleRaw`
+for the default implementation of `GetPlatformIO().Platform_SetImeDataFn()` to set your Microsoft IME position correctly.
##### [Return to Index](#index)
@@ -666,7 +749,7 @@ You may take a look at:
Yes. People have written game editors, data browsers, debuggers, profilers, and all sorts of non-trivial tools with the library. In my experience, the simplicity of the API is very empowering. Your UI runs close to your live data. Make the tools always-on and everybody in the team will be inclined to create new tools (as opposed to more "offline" UI toolkits where only a fraction of your team effectively creates tools). The list of sponsors below is also an indicator that serious game teams have been using the library.
-Dear ImGui is very programmer centric and the immediate-mode GUI paradigm might require you to readjust some habits before you can realize its full potential. Dear ImGui is about making things that are simple, efficient, and powerful.
+Dear ImGui is very programmer-centric and the immediate-mode GUI paradigm might require you to readjust some habits before you can realize its full potential. Dear ImGui is about making things that are simple, efficient, and powerful.
Dear ImGui is built to be efficient and scalable toward the needs for AAA-quality applications running all day. The IMGUI paradigm offers different opportunities for optimization than the more typical RMGUI paradigm.
diff --git a/docs/FONTS.md b/docs/FONTS.md
index c451af61c0ba..ce08f176d903 100644
--- a/docs/FONTS.md
+++ b/docs/FONTS.md
@@ -2,7 +2,7 @@ _(You may browse this at https://github.com/ocornut/imgui/blob/master/docs/FONTS
## Dear ImGui: Using Fonts
-The code in imgui.cpp embeds a copy of 'ProggyClean.ttf' (by Tristan Grimmer),
+The code in imgui.cpp embeds a copy of [ProggyClean.ttf](http://proggyfonts.net) (by Tristan Grimmer),
a 13 pixels high, pixel-perfect font used by default. We embed it in the source code so you can use Dear ImGui without any file system access. ProggyClean does not scale smoothly, therefore it is recommended that you load your own file when using Dear ImGui in an application aiming to look nice and wanting to support multiple resolutions.
You may also load external .TTF/.OTF files.
@@ -12,11 +12,13 @@ In the [misc/fonts/](https://github.com/ocornut/imgui/tree/master/misc/fonts) fo
## Index
- [Troubleshooting](#troubleshooting)
+- [New! Dynamic Fonts system in 1.92 (June 2025)](#new-dynamic-fonts-system-in-192-june-2025)
- [How should I handle DPI in my application?](#how-should-i-handle-dpi-in-my-application)
- [Fonts Loading Instructions](#fonts-loading-instructions)
- [Loading Font Data from Memory](#loading-font-data-from-memory)
- [Loading Font Data Embedded In Source Code](#loading-font-data-embedded-in-source-code)
- [Using Icon Fonts](#using-icon-fonts)
+ - [Excluding Overlapping Ranges](#excluding-overlapping-ranges)
- [Using FreeType Rasterizer (imgui_freetype)](#using-freetype-rasterizer-imgui_freetype)
- [Using Colorful Glyphs/Emojis](#using-colorful-glyphsemojis)
- [Using Custom Glyph Ranges](#using-custom-glyph-ranges)
@@ -35,7 +37,7 @@ In the [misc/fonts/](https://github.com/ocornut/imgui/tree/master/misc/fonts) fo
### (1) Invalid filename due to use of `\` or unexpected working directory.
-See [About Filenames](#about-filenames). AddFontXXX functions should assert if the filename is incorrect.
+See [About Filenames](#about-filenames). AddFontXXX() functions should assert if the filename is incorrect.
### (2) Invalid UTF-8 encoding of your non-ASCII strings.
@@ -43,14 +45,18 @@ See [About UTF-8 Encoding](#about-utf-8-encoding). Use the encoding viewer to co
### (3) Missing glyph ranges.
-You need to load a font with explicit glyph ranges if you want to use non-ASCII characters. See [Fonts Loading Instructions](#fonts-loading-instructions). Use [Debug Tools](#debug-tools) confirm loaded fonts and loaded glyph ranges.
+🆕 **Since 1.92, with an up to date backend: specifying glyph ranges is unnecessary.**
-This is a current constraint of Dear ImGui (which we will lift in the future): when loading a font you need to specify which characters glyphs to load.
+⏪ Before 1.92: you need to load a font with explicit glyph ranges if you want to use non-ASCII characters. See [Fonts Loading Instructions](#fonts-loading-instructions). Use [Debug Tools](#debug-tools) confirm loaded fonts and loaded glyph ranges.
+
+This was a previous constraint of Dear ImGui (lifted in 1.92): when loading a font you need to specify which characters glyphs to load.
All loaded fonts glyphs are rendered into a single texture atlas ahead of time. Calling either of `io.Fonts->GetTexDataAsAlpha8()`, `io.Fonts->GetTexDataAsRGBA32()` or `io.Fonts->Build()` will build the atlas. This is generally called by the Renderer backend, e.g. `ImGui_ImplDX11_NewFrame()` calls it. **If you use custom glyphs ranges, make sure the array is persistent** and available during the calls to `GetTexDataAsAlpha8()/GetTexDataAsRGBA32()/Build()`.
### (4) Font atlas texture fails to upload to GPU.
-This is often of byproduct of point 3. If you have large number of glyphs or multiple fonts, the texture may become too big for your graphics API. **The typical result of failing to upload a texture is if every glyph or everything appears as empty white rectangles.** Mind the fact that some graphics drivers have texture size limitation. If you are building a PC application, mind the fact that your users may use hardware with lower limitations than yours.
+🆕 **Since 1.92, with an up to date backend: atlas is built incrementally and dynamically resized, this is less likely to happen**
+
+:rewind: This is often of byproduct of point 3. If you have large number of glyphs or multiple fonts, the texture may become too big for your graphics API. **The typical result of failing to upload a texture is if every glyph or everything appears as empty white rectangles.** Mind the fact that some graphics drivers have texture size limitation. If you are building a PC application, mind the fact that your users may use hardware with lower limitations than yours.

@@ -60,9 +66,22 @@ Some solutions:
- Reduce glyphs ranges by calculating them from source localization data.
You can use the `ImFontGlyphRangesBuilder` for this purpose and rebuilding your atlas between frames when new characters are needed. This will be the biggest win!
- Set `io.Fonts.Flags |= ImFontAtlasFlags_NoPowerOfTwoHeight;` to disable rounding the texture height to the next power of two.
-- Set `io.Fonts.TexDesiredWidth` to specify a texture width to reduce maximum texture height (see comment in `ImFontAtlas::Build()` function).
-Future versions of Dear ImGui should solve this problem.
+##### [Return to Index](#index)
+
+---------------------------------------
+
+## New! Dynamic Fonts system in 1.92 (June 2025)
+
+v1.92 introduces a newer, dynamic font system. It requires backend to support the `ImGuiBackendFlags_HasTextures` feature:
+- Users of icons, Asian and non-English languages do not need to pre-build all glyphs ahead of time. Saving on loading time, memory, and also reducing issues with missing glyphs. Specifying glyph ranges is not needed anymore.
+- `PushFont(NULL, new_size)` may be used anytime to change font size.
+- Packing custom rectangles is more convenient as pixels may be written to immediately.
+- Any update to fonts previously required backend specific calls to re-upload the texture, and said calls were not portable across backends. It is now possible to scale fonts etc. in a way that doesn't require you to make backend-specific calls.
+- It is possible to plug a custom loader/backend to any font source.
+
+See [#8465](https://github.com/ocornut/imgui/issues/8465) for more details.
+
##### [Return to Index](#index)
@@ -85,6 +104,13 @@ io.Fonts->AddFontDefault();
```
**Load .TTF/.OTF file with:**
+
+🆕 **Since 1.92, with an up to date backend: passing a size is not necessary**
+```cpp
+ImGuiIO& io = ImGui::GetIO();
+io.Fonts->AddFontFromFileTTF("font.ttf");
+```
+:rewind: **Before 1.92, or without an up to date backend:**
```cpp
ImGuiIO& io = ImGui::GetIO();
io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels);
@@ -95,14 +121,14 @@ If you get an assert stating "Could not load font file!", your font filename is
```cpp
// Init
ImGuiIO& io = ImGui::GetIO();
-ImFont* font1 = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels);
-ImFont* font2 = io.Fonts->AddFontFromFileTTF("anotherfont.otf", size_pixels);
+ImFont* font1 = io.Fonts->AddFontFromFileTTF("font.ttf",);
+ImFont* font2 = io.Fonts->AddFontFromFileTTF("anotherfont.otf");
```
In your application loop, select which font to use:
```cpp
ImGui::Text("Hello"); // use the default font (which is the first loaded font)
-ImGui::PushFont(font2);
+ImGui::PushFont(font2, 0.0f); // change font, keep current size
ImGui::Text("Hello with another font");
ImGui::PopFont();
```
@@ -110,13 +136,23 @@ ImGui::PopFont();
**For advanced options create a ImFontConfig structure and pass it to the AddFont() function (it will be copied internally):**
```cpp
ImFontConfig config;
-config.OversampleH = 2;
-config.OversampleV = 1;
-config.GlyphExtraSpacing.x = 1.0f;
+config.OversampleH = 1.0f;
ImFont* font = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, &config);
```
**Combine multiple fonts into one:**
+
+🆕 **Since 1.92, with an up to date backend: specifying glyph ranges is unnecessary.**
+```cpp
+// Load a first font
+ImFont* font = io.Fonts->AddFontDefault();
+ImFontConfig config;
+config.MergeMode = true;
+io.Fonts->AddFontFromFileTTF("DroidSans.ttf", 0.0f, &config); // Merge into first font to add e.g. Asian characters
+io.Fonts->AddFontFromFileTTF("fontawesome-webfont.ttf", 0.0f, &config); // Merge into first font to add Icons
+io.Fonts->Build();
+```
+:rewind: **Before 1.92, or without an up to date backend:**
```cpp
// Load a first font
ImFont* font = io.Fonts->AddFontDefault();
@@ -134,6 +170,7 @@ io.Fonts->Build();
**Add a fourth parameter to bake specific font ranges only:**
+🆕 **Since 1.92, with an up to date backend: specifying glyph ranges is unnecessary. All the GetGlyphRangesXXX() functions are marked obsolete.**
```cpp
// Basic Latin, Extended Latin
io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, nullptr, io.Fonts->GetGlyphRangesDefault());
@@ -148,10 +185,18 @@ See [Using Custom Glyph Ranges](#using-custom-glyph-ranges) section to create yo
**Example loading and using a Japanese font:**
+🆕 **Since 1.92, with an up to date backend:**
+```cpp
+ImGuiIO& io = ImGui::GetIO();
+io.Fonts->AddFontFromFileTTF("NotoSansCJKjp-Medium.otf");
+```
+
+:rewind: **Before 1.92, or without an up to date backend:**
```cpp
ImGuiIO& io = ImGui::GetIO();
io.Fonts->AddFontFromFileTTF("NotoSansCJKjp-Medium.otf", 20.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
```
+
```cpp
ImGui::Text(u8"こんにちは!テスト %d", 123);
if (ImGui::Button(u8"ロード"))
@@ -218,12 +263,24 @@ To refer to the icon UTF-8 codepoints from your C++ code, you may use those head
So you can use `ICON_FA_SEARCH` as a string that will render as a "Search" icon.
+🆕 **Since 1.92, with an up to date backend: specifying glyph ranges is unnecessary. You can omit this parameter.**
Example Setup:
```cpp
// Merge icons into default tool font
#include "IconsFontAwesome.h"
ImGuiIO& io = ImGui::GetIO();
io.Fonts->AddFontDefault();
+ImFontConfig config;
+config.MergeMode = true;
+config.GlyphMinAdvanceX = 13.0f; // Use if you want to make the icon monospaced
+io.Fonts->AddFontFromFileTTF("fonts/fontawesome-webfont.ttf", 13.0f, &config);
+```
+:rewind: **Before 1.92:**
+```cpp
+// Merge icons into default tool font
+#include "IconsFontAwesome.h"
+ImGuiIO& io = ImGui::GetIO();
+io.Fonts->AddFontDefault();
ImFontConfig config;
config.MergeMode = true;
@@ -243,7 +300,8 @@ See Links below for other icons fonts and related tools.
**Monospace Icons?**
-To make your icon look more monospace and facilitate alignment, you may want to set the ImFontConfig::GlyphMinAdvanceX value when loading an icon font.
+To make your icon look more monospace and facilitate alignment, you may want to set the `ImFontConfig::GlyphMinAdvanceX` value when loading an icon font.
+If you `GlyphMinAdvanceX` you need to pass a `font_size` to `AddFontXXX()` calls, as the MinAdvanceX value will be specified for the given size and scaled otherwise.
**Screenshot**
@@ -254,11 +312,49 @@ Here's an application using icons ("Avoyd", https://www.avoyd.com):
---------------------------------------
+### Excluding Overlapping Ranges
+
+🆕 **Since 1.92, with an up to date backend: glyphs ranges are ignored**: when loading a glyph, input fonts in the merge list are queried in order. The first font which has the glyph loads it.
+ ‼️ **If you are merging several fonts, you may have undesirable overlapping ranges.** You can use `ImFontConfig::GlyphExcludeRanges[] `to specify ranges to ignore in a given Input.
+
+```cpp
+// Add Font Source 1 but ignore ICON_MIN_FA..ICON_MAX_FA range
+static ImWchar exclude_ranges[] = { ICON_MIN_FA, ICON_MAX_FA, 0 };
+ImFontConfig cfg1;
+cfg1.GlyphExcludeRanges = exclude_ranges;
+io.Fonts->AddFontFromFileTTF("segoeui.ttf", 0.0f, &cfg1);
+
+// Add Font Source 2, which expects to use the range above
+ImFontConfig cfg2;
+cfg2.MergeMode = true;
+io.Fonts->AddFontFromFileTTF("FontAwesome4.ttf", 0.0f, &cfg2);
+```
+Another (silly) example:
+```cpp
+// Remove 'A'-'Z' from first font
+static ImWchar exclude_ranges[] = { 'A', 'Z', 0 };
+ImFontConfig cfg1;
+cfg1.GlyphExcludeRanges = exclude_ranges;
+io.Fonts->AddFontFromFileTTF("segoeui.ttf", 0.0f, &cfg1);
+
+// Load another font to fill the gaps
+ImFontConfig cfg2;
+cfg2.MergeMode = true;
+io.Fonts->AddFontFromFileTTF("Roboto-Medium.ttf", 0.0f, &cfg2);
+```
+
+
+You can use `Metrics/Debugger->Fonts->Font->Input Glyphs Overlap Detection Tool` to see list of glyphs available in multiple font sources. This can facilitate understanding which font input is providing which glyph.
+
+##### [Return to Index](#index)
+
+---------------------------------------
+
## Using FreeType Rasterizer (imgui_freetype)
-- Dear ImGui uses imstb\_truetype.h to rasterize fonts (with optional oversampling). This technique and its implementation are not ideal for fonts rendered at small sizes, which may appear a little blurry or hard to read.
-- There is an implementation of the ImFontAtlas builder using FreeType that you can use in the [misc/freetype/](https://github.com/ocornut/imgui/tree/master/misc/freetype) folder.
-- FreeType supports auto-hinting which tends to improve the readability of small fonts.
+- Dear ImGui uses [stb_truetype.h](https://github.com/nothings/stb/) to rasterize fonts (with optional oversampling). This technique and its implementation are not ideal for fonts rendered at small sizes, which may appear a little blurry or hard to read.
+- You can however use `imgui_freetype.cpp` from the [misc/freetype/](https://github.com/ocornut/imgui/tree/master/misc/freetype) folder. Compile with this file and add `#define IMGUI_ENABLE_FREETYPE` to your imconfig.h file or build system to automatically activate it.
+- FreeType supports auto-hinting which tends to improve the readability of small fonts. It makes a big difference especially at smaller resolutions.
- Read documentation in the [misc/freetype/](https://github.com/ocornut/imgui/tree/master/misc/freetype) folder.
- Correct sRGB space blending will have an important effect on your font rendering quality.
@@ -280,10 +376,9 @@ Here's an application using icons ("Avoyd", https://www.avoyd.com):
io.Fonts->AddFontFromFileTTF("../../../imgui_dev/data/fonts/NotoSans-Regular.ttf", 16.0f);
static ImWchar ranges[] = { 0x1, 0x1FFFF, 0 };
static ImFontConfig cfg;
-cfg.OversampleH = cfg.OversampleV = 1;
cfg.MergeMode = true;
-cfg.FontBuilderFlags |= ImGuiFreeTypeBuilderFlags_LoadColor;
-io.Fonts->AddFontFromFileTTF("C:\\Windows\\Fonts\\seguiemj.ttf", 16.0f, &cfg, ranges);
+cfg.FontLoaderFlags |= ImGuiFreeTypeLoaderFlags_LoadColor;
+io.Fonts->AddFontFromFileTTF("C:\\Windows\\Fonts\\seguiemj.ttf", 16.0f, &cfg);
```
##### [Return to Index](#index)
@@ -292,7 +387,9 @@ io.Fonts->AddFontFromFileTTF("C:\\Windows\\Fonts\\seguiemj.ttf", 16.0f, &cfg, ra
## Using Custom Glyph Ranges
-You can use the `ImFontGlyphRangesBuilder` helper to create glyph ranges based on text input. For example: for a game where your script is known, if you can feed your entire script to it and only build the characters the game needs.
+🆕 **Since 1.92, with an up to date backend: specifying glyph ranges is unnecessary. Therefore this is not really useful any more.**
+
+:rewind: You can use the `ImFontGlyphRangesBuilder` helper to create glyph ranges based on text input. For example: for a game where your script is known, if you can feed your entire script to it and only build the characters the game needs.
```cpp
ImVector ranges;
ImFontGlyphRangesBuilder builder;
@@ -311,10 +408,19 @@ io.Fonts->Build(); // Build the atlas while
## Using Custom Colorful Icons
+🆕 **Since 1.92, with an up to date backend: this system has been revamped.**
+
+TL;DR; With the new system, it is recommended that you create a custom `ImFontLoader` and register your fonts with it.
+`AddCustomRectFontGlyph()` has been obsoleted because its API does not make much sense with resizable fonts.
+
+You can ask questions in [#8466](https://github.com/ocornut/imgui/issues/8466).
+
+:rewind: **Before 1.92:**
+
As an alternative to rendering colorful glyphs using imgui_freetype with `ImGuiFreeTypeBuilderFlags_LoadColor`, you may allocate your own space in the texture atlas and write yourself into it. **(This is a BETA api, use if you are familiar with dear imgui and with your rendering backend)**
- You can use the `ImFontAtlas::AddCustomRect()` and `ImFontAtlas::AddCustomRectFontGlyph()` api to register rectangles that will be packed into the font atlas texture. Register them before building the atlas, then call Build()`.
-- You can then use `ImFontAtlas::GetCustomRectByIndex(int)` to query the position/size of your rectangle within the texture, and blit/copy any graphics data of your choice into those rectangles.
+- You can then use `ImFontAtlas::GetCustomRect(int)` to query the position/size of your rectangle within the texture, and blit/copy any graphics data of your choice into those rectangles.
- This API is beta because it is likely to change in order to support multi-dpi (multiple viewports on multiple monitors with varying DPI scale).
#### Pseudo-code:
@@ -334,9 +440,7 @@ int tex_width, tex_height;
io.Fonts->GetTexDataAsRGBA32(&tex_pixels, &tex_width, &tex_height);
for (int rect_n = 0; rect_n < IM_ARRAYSIZE(rect_ids); rect_n++)
-{
- int rect_id = rect_ids[rect_n];
- if (const ImFontAtlasCustomRect* rect = io.Fonts->GetCustomRectByIndex(rect_id))
+ if (const ImTextureRect* rect = io.Fonts->GetCustomRect(rect_ids[rect_n]))
{
// Fill the custom rectangle with red pixels (in reality you would draw/copy your bitmap data here!)
for (int y = 0; y < rect->Height; y++)
@@ -346,7 +450,6 @@ for (int rect_n = 0; rect_n < IM_ARRAYSIZE(rect_ids); rect_n++)
*p++ = IM_COL32(255, 0, 0, 255);
}
}
-}
```
##### [Return to Index](#index)
diff --git a/docs/README.md b/docs/README.md
index c47f03b9bc5c..7c62950d8fae 100644
--- a/docs/README.md
+++ b/docs/README.md
@@ -110,7 +110,7 @@ Reading the changelogs is a good way to keep up to date with the things Dear ImG
Calling the `ImGui::ShowDemoWindow()` function will create a demo window showcasing a variety of features and examples. The code is always available for reference in `imgui_demo.cpp`. [Here's how the demo looks](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v167/v167-misc.png).
You should be able to build the examples from sources. If you don't, let us know! If you want to have a quick look at some Dear ImGui features, you can download Windows binaries of the demo app here:
-- [imgui-demo-binaries-20240105.zip](https://www.dearimgui.com/binaries/imgui-demo-binaries-20240105.zip) (Windows, 1.90.1 WIP, built 2024/01/05, master) or [older binaries](https://www.dearimgui.com/binaries).
+- [imgui-demo-binaries-20250625.zip](https://www.dearimgui.com/binaries/imgui-demo-binaries-20250625.zip) (Windows, 1.92.0, built 2025/06/25, master) or [older binaries](https://www.dearimgui.com/binaries).
The demo applications are not DPI aware so expect some blurriness on a 4K screen. For DPI awareness in your application, you can load/reload your font at a different scale and scale your style with `style.ScaleAllSizes()` (see [FAQ](https://www.dearimgui.com/faq)).
@@ -120,10 +120,10 @@ See the [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started)
On most platforms and when using C++, **you should be able to use a combination of the [imgui_impl_xxxx](https://github.com/ocornut/imgui/tree/master/backends) backends without modification** (e.g. `imgui_impl_win32.cpp` + `imgui_impl_dx11.cpp`). If your engine supports multiple platforms, consider using more imgui_impl_xxxx files instead of rewriting them: this will be less work for you, and you can get Dear ImGui running immediately. You can _later_ decide to rewrite a custom backend using your custom engine functions if you wish so.
-Integrating Dear ImGui within your custom engine is a matter of 1) wiring mouse/keyboard/gamepad inputs 2) uploading a texture to your GPU/render engine 3) providing a render function that can bind textures and render textured triangles, which is essentially what Backends are doing. The [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder is populated with applications doing just that: setting up a window and using backends. If you follow the [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) guide it should in theory takes you less than an hour to integrate Dear ImGui. **Make sure to spend time reading the [FAQ](https://www.dearimgui.com/faq), comments, and the examples applications!**
+Integrating Dear ImGui within your custom engine is a matter of 1) wiring mouse/keyboard/gamepad inputs 2) uploading a texture to your GPU/render engine 3) providing a render function that can bind textures and render textured triangles, which is essentially what Backends are doing. The [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder is populated with applications doing just that: setting up a window and using backends. If you follow the [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) guide it should in theory take you less than an hour to integrate Dear ImGui. **Make sure to spend time reading the [FAQ](https://www.dearimgui.com/faq), comments, and the examples applications!**
Officially maintained backends/bindings (in repository):
-- Renderers: DirectX9, DirectX10, DirectX11, DirectX12, Metal, OpenGL/ES/ES2, SDL_Renderer, Vulkan, WebGPU.
+- Renderers: DirectX9, DirectX10, DirectX11, DirectX12, Metal, OpenGL/ES/ES2, SDL_GPU, SDL_Renderer2/3, Vulkan, WebGPU.
- Platforms: GLFW, SDL2/SDL3, Win32, Glut, OSX, Android.
- Frameworks: Allegro5, Emscripten.
diff --git a/docs/TODO.txt b/docs/TODO.txt
index 2a42874cd3fe..90d2b35db400 100644
--- a/docs/TODO.txt
+++ b/docs/TODO.txt
@@ -9,7 +9,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- doc: add a proper documentation system (maybe relying on automation? #435)
- doc: checklist app to verify backends/integration of imgui (test inputs, rendering, callback, etc.).
- doc/tips: tips of the day: website? applet in imgui_club?
-
+
- window: preserve/restore relative focus ordering (persistent or not), and e.g. of multiple reappearing windows (#2304) -> also see docking reference to same #.
- window: calling SetNextWindowSize() every frame with <= 0 doesn't do anything, may be useful to allow (particularly when used for a single axis). (#690)
- window: add a way for very transient windows (non-saved, temporary overlay over hundreds of objects) to "clean" up from the global window list. perhaps a lightweight explicit cleanup pass.
@@ -22,13 +22,10 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- window: using SetWindowPos() inside Begin() and moving the window with the mouse reacts a very ugly glitch. We should just defer the SetWindowPos() call.
- window: GetWindowSize() returns (0,0) when not calculated? (#1045)
- window: investigate better auto-positioning for new windows.
- - window: top most window flag? more z-order contrl? (#2574)
+ - window: top most window flag? more z-order control? (#2574)
- window/size: manually triggered auto-fit (double-click on grip) shouldn't resize window down to viewport size?
- window/size: how to allow to e.g. auto-size vertically to fit contents, but be horizontally resizable? Assuming SetNextWindowSize() is modified to treat -1.0f on each axis as "keep as-is" (would be good but might break erroneous code): Problem is UpdateWindowManualResize() and lots of code treat (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) together.
- window/opt: freeze window flag: if not focused/hovered, return false, render with previous ImDrawList. and/or reduce refresh rate. -> this may require enforcing that it is illegal to submit contents if Begin returns false.
- - window/child: background options for child windows, border option (disable rounding).
- - window/child: allow resizing of child windows (possibly given min/max for each axis?.)
- - window/child: allow SetNextWindowContentSize() to work on child windows.
- window/clipping: some form of clipping when DisplaySize (or corresponding viewport) is zero.
- window/tabbing: add a way to signify that a window or docked window requires attention (e.g. blinking title bar, trying to click behind a modal).
- window/id_stack: add e.g. window->GetIDFromPath() with support for leading / and ../ (#1390, #331) -> model from test engine.
@@ -57,7 +54,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- widgets: start exposing PushItemFlag() and ImGuiItemFlags
- widgets: alignment options in style (e.g. center Selectable, Right-Align within Button, etc.) #1260
- widgets: activate by identifier (trigger button, focus given id)
- - widgets: custom glyph/shapes replacements for stock sapes. (also #6090 #2431 #2235 #6517)
+ - widgets: custom glyph/shapes replacements for stock shapes. (also #6090 #2431 #2235 #6517)
- widgets: coloredit: keep reporting as active when picker is on?
- widgets: group/scalarn functions: expose more per-component information. e.g. store NextItemData.ComponentIdx set by scalarn function, groups can expose them back somehow.
- selectable: using (size.x == 0.0f) and (SelectableTextAlign.x > 0.0f) followed by SameLine() is currently not supported.
@@ -137,7 +134,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- image/image button: misalignment on padded/bordered button?
- image/image button: parameters are confusing, image() has tint_col,border_col whereas imagebutton() has bg_col/tint_col. Even thou they are different parameters ordering could be more consistent. can we fix that?
- slider: allow using the [-]/[+] buttons used by InputFloat()/InputInt()
- - slider: add dragging-based widgets to edit values with mouse (on 2 axises), saving screen real-estate.
+ - slider: add dragging-based widgets to edit values with mouse (on 2 axes), saving screen real-estate.
- slider: tint background based on value (e.g. v_min -> v_max, or use 0.0f either side of the sign)
- slider: relative dragging? + precision dragging
- slider: step option (#1183)
@@ -213,7 +210,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- log: let user copy any window content to clipboard easily (CTRL+C on windows? while moving it? context menu?). code is commented because it fails with multiple Begin/End pairs.
- log: obsolete LogButtons().... (was: LogButtons() options for specifying depth and/or hiding depth slider)
- - filters: set a current filter that certains items (e.g. tree node) can automatically query to hide themselves
+ - filters: set a current filter that certain items (e.g. tree node) can automatically query to hide themselves
- filters: handle wild-cards (with implicit leading/trailing *), reg-exprs
- filters: fuzzy matches (may use code at blog.forrestthewoods.com/4cffeed33fdb)
@@ -244,22 +241,14 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- font: arbitrary line spacing. (#2945)
- font: MergeMode: flags to select overwriting or not (this is now very easy with refactored ImFontAtlasBuildWithStbTruetype)
- - font: free the Alpha buffer if user only requested RGBA.
-!- font: better CalcTextSizeA() API, at least for simple use cases. current one is horrible (perhaps have simple vs extended versions).
+ - font: better CalcTextSizeA() API, at least for simple use cases. current one is horrible (perhaps have simple vs extended versions).
- font: for the purpose of RenderTextEllipsis(), it might be useful that CalcTextSizeA() can ignore the trailing padding?
- font: a CalcTextHeight() helper could run faster than CalcTextSize().y
- font: enforce monospace through ImFontConfig (for icons?) + create dual ImFont output from same input, reusing rasterized data but with different glyphs/AdvanceX
- - font: finish CustomRectRegister() to allow mapping Unicode codepoint to custom texture data
- - font: remove ID from CustomRect registration, it seems unnecessary!
- font: make it easier to submit own bitmap font (same texture, another texture?). (#2127, #2575)
- - font: PushFontSize API (#1018)
- font: MemoryTTF taking ownership confusing/not obvious, maybe default should be opposite?
- font: storing MinAdvanceX per font would allow us to skip calculating line width (under a threshold of character count) in loops looking for block width
- - font/demo: add tools to show glyphs used by a text blob, display U16 value, list missing glyphs.
- font/demo: demonstrate use of ImFontGlyphRangesBuilder.
- - font/atlas: add a missing Glyphs.reserve()
- - font/atlas: incremental updates
- - font/atlas: dynamic font atlas to avoid baking huge ranges into bitmap and make scaling easier.
- font/draw: vertical and/or rotated text renderer (#705) - vertical is easier clipping wise
- font/draw: need to be able to specify wrap start position.
- font/draw: better reserve policy for large horizontal block of text (shouldn't reserve for all clipped lines). also see #3349.
@@ -268,7 +257,6 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- font: optimization: for monospace font (like the default one) we can trim IndexXAdvance as long as trailing value is == FallbackXAdvance (need to make sure TAB is still correct), would save on cache line.
- font: add support for kerning, probably optional. A) perhaps default to (32..128)^2 matrix ~ 9K entries = 36KB, then hash for non-ascii?. B) or sparse lookup into per-char list?
- font: add a simpler CalcTextSizeA() api? current one ok but not welcome if user needs to call it directly (without going through ImGui::CalcTextSize)
- - font: fix AddRemapChar() to work before atlas has been built.
- font: (api breaking) remove "TTF" from symbol names. also because it now supports OTF.
- font/opt: Considering storing standalone AdvanceX table as 16-bit fixed point integer?
- font/opt: Glyph currently 40 bytes (2+9*4). Consider storing UV as 16-bits integer? (->32 bytes). X0/Y0/X1/Y1 as 16 fixed-point integers? Or X0/Y0 as float and X1/Y1 as fixed8_8?
@@ -279,7 +267,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- nav: expose wrap around flags/logic to allow e.g. grid based layout (pressing NavRight on the right-most element would go to the next row, etc.). see internal's NavMoveRequestTryWrapping().
- nav: patterns to make it possible for arrows key to update selection (see JustMovedTo in range_select branch)
- nav: restore/find nearest NavId when current one disappear (e.g. pressed a button that disappear, or perhaps auto restoring when current button change name)
- - nav: SetItemDefaultFocus() level of priority, so widget like Selectable when inside a popup could claim a low-priority default focus on the first selected iem
+ - nav: SetItemDefaultFocus() level of priority, so widgets like Selectable when inside a popup could claim a low-priority default focus on the first selected item
- nav: holding space to repeat a button doesn't show button activated during hold.
- nav: NavFlattened: init requests don't work properly on flattened siblings.
- nav: NavFlattened: pageup/pagedown/home/end don't work properly on flattened siblings.
@@ -329,7 +317,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- backends: opengl: explicitly disable GL_STENCIL_TEST in bindings.
- backends: vulkan: viewport: support for synchronized swapping of multiple swap chains.
- backends: bgfx: https://gist.github.com/RichardGale/6e2b74bc42b3005e08397236e4be0fd0
- - backends: emscriptem: with refactored examples, we could provide a direct imgui_impl_emscripten platform layer (see eg. https://github.com/floooh/sokol-samples/blob/master/html5/imgui-emsc.cc#L42)
+ - backends: emscripten: with refactored examples, we could provide a direct imgui_impl_emscripten platform layer (see eg. https://github.com/floooh/sokol-samples/blob/master/html5/imgui-emsc.cc#L42)
- bindings: ways to use clang ast dump to generate bindings or helpers for bindings? (e.g. clang++ -Xclang -ast-dump=json imgui.h) (--> use https://github.com/dearimgui/dear_bindings)
diff --git a/examples/example_allegro5/README.md b/examples/example_allegro5/README.md
index 4af31f6f3a2e..940b47fdb22d 100644
--- a/examples/example_allegro5/README.md
+++ b/examples/example_allegro5/README.md
@@ -24,9 +24,9 @@ You may install Allegro using vcpkg:
git clone https://github.com/Microsoft/vcpkg
cd vcpkg
bootstrap-vcpkg.bat
-vcpkg install allegro5 --triplet=x86-windows ; for win32
-vcpkg install allegro5 --triplet=x64-windows ; for win64
-vcpkg integrate install ; register include / libs in Visual Studio
+vcpkg install allegro5 --triplet=x86-windows ; for win32
+vcpkg install allegro5 --triplet=x64-windows ; for win64
+vcpkg integrate install ; register include / libs in Visual Studio
```
Build:
diff --git a/examples/example_allegro5/main.cpp b/examples/example_allegro5/main.cpp
index 3ca061cc6971..02db84a48073 100644
--- a/examples/example_allegro5/main.cpp
+++ b/examples/example_allegro5/main.cpp
@@ -52,16 +52,16 @@ int main(int, char**)
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
- // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
// - Read 'docs/FONTS.md' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+ //style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault();
- //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
- //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
+ //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
//IM_ASSERT(font != nullptr);
bool show_demo_window = true;
diff --git a/examples/example_android_opengl3/android/app/build.gradle b/examples/example_android_opengl3/android/app/build.gradle
index 53181baa2157..3a68c83718df 100644
--- a/examples/example_android_opengl3/android/app/build.gradle
+++ b/examples/example_android_opengl3/android/app/build.gradle
@@ -42,5 +42,5 @@ repositories {
mavenCentral()
}
dependencies {
- implementation "org.jetbrains.kotlin:kotlin-stdlib-jdk7:$kotlin_version"
+ implementation "org.jetbrains.kotlin:kotlin-stdlib:$kotlin_version"
}
diff --git a/examples/example_android_opengl3/main.cpp b/examples/example_android_opengl3/main.cpp
index e0ad5f9360c8..452cb77d9d16 100644
--- a/examples/example_android_opengl3/main.cpp
+++ b/examples/example_android_opengl3/main.cpp
@@ -68,7 +68,7 @@ void android_main(struct android_app* app)
struct android_poll_source* out_data;
// Poll all events. If the app is not visible, this loop blocks until g_Initialized == true.
- while (ALooper_pollAll(g_Initialized ? 0 : -1, nullptr, &out_events, (void**)&out_data) >= 0)
+ while (ALooper_pollOnce(g_Initialized ? 0 : -1, nullptr, &out_events, (void**)&out_data) >= 0)
{
// Process one event
if (out_data != nullptr)
@@ -154,7 +154,6 @@ void Init(struct android_app* app)
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
- // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'docs/FONTS.md' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
// - Android: The TTF files have to be placed into the assets/ directory (android/app/src/main/assets), we use our GetAssetData() helper to retrieve them.
@@ -181,7 +180,7 @@ void Init(struct android_app* app)
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 15.0f);
//IM_ASSERT(font != nullptr);
//font_data_size = GetAssetData("ArialUni.ttf", &font_data);
- //font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
+ //font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 18.0f);
//IM_ASSERT(font != nullptr);
// Arbitrary scale-up
diff --git a/examples/example_apple_metal/Makefile b/examples/example_apple_metal/Makefile
new file mode 100644
index 000000000000..9412c9b53316
--- /dev/null
+++ b/examples/example_apple_metal/Makefile
@@ -0,0 +1,21 @@
+# Makefile for example_apple_metal, for macOS only (**not iOS**)
+CXX = clang++
+EXE = example_apple_metal
+IMGUI_DIR = ../../
+SOURCES = main.mm
+SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
+SOURCES += $(IMGUI_DIR)/backends/imgui_impl_osx.mm $(IMGUI_DIR)/backends/imgui_impl_metal.mm
+
+CXXFLAGS = -std=c++11 -ObjC++ -fobjc-arc -Wall -Wextra -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
+FRAMEWORKS = -framework AppKit -framework Metal -framework MetalKit -framework QuartzCore -framework GameController
+
+all: $(EXE)
+
+$(EXE): $(SOURCES)
+ $(CXX) $(CXXFLAGS) $^ $(FRAMEWORKS) -o $@
+
+run: all
+ ./$(EXE)
+
+clean:
+ rm -f $(EXE) *.o
diff --git a/examples/example_apple_metal/example_apple_metal.xcodeproj/project.pbxproj b/examples/example_apple_metal/example_apple_metal.xcodeproj/project.pbxproj
index 4bb4fc288791..bf3c80d6e91a 100644
--- a/examples/example_apple_metal/example_apple_metal.xcodeproj/project.pbxproj
+++ b/examples/example_apple_metal/example_apple_metal.xcodeproj/project.pbxproj
@@ -3,7 +3,7 @@
archiveVersion = 1;
classes = {
};
- objectVersion = 48;
+ objectVersion = 54;
objects = {
/* Begin PBXBuildFile section */
@@ -209,7 +209,8 @@
8307E7B620E9F9C700473790 /* Project object */ = {
isa = PBXProject;
attributes = {
- LastUpgradeCheck = 1200;
+ BuildIndependentTargetsInParallel = YES;
+ LastUpgradeCheck = 1530;
ORGANIZATIONNAME = "Warren Moore";
TargetAttributes = {
8307E7C320E9F9C900473790 = {
@@ -268,9 +269,9 @@
8309BDBB253CCCAD0045E2A1 /* imgui_impl_metal.mm in Sources */,
83BBEA0920EB54E700295997 /* imgui.cpp in Sources */,
83BBEA0720EB54E700295997 /* imgui_demo.cpp in Sources */,
- 83BBEA0520EB54E700295997 /* imgui_draw.cpp in Sources */,
+ 83BBEA0520EB54E700295997 /* imgui_draw.cpp in Sources */,
5079822E257677DB0038A28D /* imgui_tables.cpp in Sources */,
- 07A82ED82139413D0078D120 /* imgui_widgets.cpp in Sources */,
+ 07A82ED82139413D0078D120 /* imgui_widgets.cpp in Sources */,
8309BDA5253CCC070045E2A1 /* main.mm in Sources */,
);
runOnlyForDeploymentPostprocessing = 0;
@@ -281,10 +282,10 @@
files = (
8309BDBE253CCCB60045E2A1 /* imgui_impl_metal.mm in Sources */,
8309BDBF253CCCB60045E2A1 /* imgui_impl_osx.mm in Sources */,
- 83BBEA0A20EB54E700295997 /* imgui.cpp in Sources */,
- 83BBEA0820EB54E700295997 /* imgui_demo.cpp in Sources */,
- 83BBEA0620EB54E700295997 /* imgui_draw.cpp in Sources */,
- 5079822E257677DB0038A28D /* imgui_tables.cpp in Sources */,
+ 83BBEA0A20EB54E700295997 /* imgui.cpp in Sources */,
+ 83BBEA0820EB54E700295997 /* imgui_demo.cpp in Sources */,
+ 83BBEA0620EB54E700295997 /* imgui_draw.cpp in Sources */,
+ 5079822E257677DB0038A28D /* imgui_tables.cpp in Sources */,
07A82ED92139418F0078D120 /* imgui_widgets.cpp in Sources */,
8309BDA8253CCC080045E2A1 /* main.mm in Sources */,
);
@@ -327,9 +328,11 @@
CLANG_WARN_UNREACHABLE_CODE = YES;
CLANG_WARN__DUPLICATE_METHOD_MATCH = YES;
COPY_PHASE_STRIP = NO;
+ DEAD_CODE_STRIPPING = YES;
DEBUG_INFORMATION_FORMAT = dwarf;
ENABLE_STRICT_OBJC_MSGSEND = YES;
ENABLE_TESTABILITY = YES;
+ ENABLE_USER_SCRIPT_SANDBOXING = YES;
GCC_C_LANGUAGE_STANDARD = gnu11;
GCC_DYNAMIC_NO_PIC = NO;
GCC_NO_COMMON_BLOCKS = YES;
@@ -383,9 +386,11 @@
CLANG_WARN_UNREACHABLE_CODE = YES;
CLANG_WARN__DUPLICATE_METHOD_MATCH = YES;
COPY_PHASE_STRIP = NO;
+ DEAD_CODE_STRIPPING = YES;
DEBUG_INFORMATION_FORMAT = "dwarf-with-dsym";
ENABLE_NS_ASSERTIONS = NO;
ENABLE_STRICT_OBJC_MSGSEND = YES;
+ ENABLE_USER_SCRIPT_SANDBOXING = YES;
GCC_C_LANGUAGE_STANDARD = gnu11;
GCC_NO_COMMON_BLOCKS = YES;
GCC_WARN_64_TO_32_BIT_CONVERSION = YES;
@@ -405,8 +410,11 @@
CODE_SIGN_STYLE = Automatic;
DEVELOPMENT_TEAM = "";
INFOPLIST_FILE = "$(SRCROOT)/iOS/Info-iOS.plist";
- IPHONEOS_DEPLOYMENT_TARGET = 10.0;
- LD_RUNPATH_SEARCH_PATHS = "$(inherited) @executable_path/Frameworks";
+ IPHONEOS_DEPLOYMENT_TARGET = 12.0;
+ LD_RUNPATH_SEARCH_PATHS = (
+ "$(inherited)",
+ "@executable_path/Frameworks",
+ );
PRODUCT_BUNDLE_IDENTIFIER = "org.imgui.example.apple-metal-ios";
PRODUCT_NAME = example_apple_metal;
SDKROOT = iphoneos;
@@ -422,8 +430,11 @@
CODE_SIGN_STYLE = Automatic;
DEVELOPMENT_TEAM = "";
INFOPLIST_FILE = "$(SRCROOT)/iOS/Info-iOS.plist";
- IPHONEOS_DEPLOYMENT_TARGET = 10.0;
- LD_RUNPATH_SEARCH_PATHS = "$(inherited) @executable_path/Frameworks";
+ IPHONEOS_DEPLOYMENT_TARGET = 12.0;
+ LD_RUNPATH_SEARCH_PATHS = (
+ "$(inherited)",
+ "@executable_path/Frameworks",
+ );
PRODUCT_BUNDLE_IDENTIFIER = "org.imgui.example.apple-metal-ios";
PRODUCT_NAME = example_apple_metal;
SDKROOT = iphoneos;
@@ -439,10 +450,14 @@
CODE_SIGN_IDENTITY = "-";
CODE_SIGN_STYLE = Automatic;
COMBINE_HIDPI_IMAGES = YES;
+ DEAD_CODE_STRIPPING = YES;
DEVELOPMENT_TEAM = "";
INFOPLIST_FILE = "$(SRCROOT)/macOS/Info-macOS.plist";
- LD_RUNPATH_SEARCH_PATHS = "$(inherited) @executable_path/../Frameworks";
- MACOSX_DEPLOYMENT_TARGET = 10.12;
+ LD_RUNPATH_SEARCH_PATHS = (
+ "$(inherited)",
+ "@executable_path/../Frameworks",
+ );
+ MACOSX_DEPLOYMENT_TARGET = "$(RECOMMENDED_MACOSX_DEPLOYMENT_TARGET)";
PRODUCT_BUNDLE_IDENTIFIER = "org.imgui.example.apple-metal-macos";
PRODUCT_NAME = example_apple_metal;
SDKROOT = macosx;
@@ -456,10 +471,14 @@
CODE_SIGN_IDENTITY = "-";
CODE_SIGN_STYLE = Automatic;
COMBINE_HIDPI_IMAGES = YES;
+ DEAD_CODE_STRIPPING = YES;
DEVELOPMENT_TEAM = "";
INFOPLIST_FILE = "$(SRCROOT)/macOS/Info-macOS.plist";
- LD_RUNPATH_SEARCH_PATHS = "$(inherited) @executable_path/../Frameworks";
- MACOSX_DEPLOYMENT_TARGET = 10.12;
+ LD_RUNPATH_SEARCH_PATHS = (
+ "$(inherited)",
+ "@executable_path/../Frameworks",
+ );
+ MACOSX_DEPLOYMENT_TARGET = "$(RECOMMENDED_MACOSX_DEPLOYMENT_TARGET)";
PRODUCT_BUNDLE_IDENTIFIER = "org.imgui.example.apple-metal-macos";
PRODUCT_NAME = example_apple_metal;
SDKROOT = macosx;
diff --git a/examples/example_apple_metal/main.mm b/examples/example_apple_metal/main.mm
index 109ef6153c3e..301a2b4add16 100644
--- a/examples/example_apple_metal/main.mm
+++ b/examples/example_apple_metal/main.mm
@@ -72,16 +72,16 @@ -(instancetype)initWithNibName:(nullable NSString *)nibNameOrNil bundle:(nullabl
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
- // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
// - Read 'docs/FONTS.md' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+ //style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault();
- //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
- //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
+ //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
//IM_ASSERT(font != nullptr);
return self;
@@ -129,7 +129,7 @@ -(void)drawInMTKView:(MTKView*)view
if (renderPassDescriptor == nil)
{
[commandBuffer commit];
- return;
+ return;
}
// Start the Dear ImGui frame
@@ -192,7 +192,7 @@ -(void)drawInMTKView:(MTKView*)view
[renderEncoder popDebugGroup];
[renderEncoder endEncoding];
- // Present
+ // Present
[commandBuffer presentDrawable:view.currentDrawable];
[commandBuffer commit];
}
@@ -319,9 +319,20 @@ -(BOOL)application:(UIApplication *)application
#if TARGET_OS_OSX
-int main(int argc, const char * argv[])
+int main(int, const char**)
{
- return NSApplicationMain(argc, argv);
+ @autoreleasepool
+ {
+ [NSApplication sharedApplication];
+ [NSApp setActivationPolicy:NSApplicationActivationPolicyRegular];
+
+ AppDelegate *appDelegate = [[AppDelegate alloc] init]; // creates window
+ [NSApp setDelegate:appDelegate];
+
+ [NSApp activateIgnoringOtherApps:YES];
+ [NSApp run];
+ }
+ return 0;
}
#else
diff --git a/examples/example_apple_opengl2/Makefile b/examples/example_apple_opengl2/Makefile
new file mode 100644
index 000000000000..4ad5fa6924a5
--- /dev/null
+++ b/examples/example_apple_opengl2/Makefile
@@ -0,0 +1,21 @@
+# Makefile for example_apple_metal, for macOS only (**not iOS**)
+CXX = clang++
+EXE = example_apple_opengl2
+IMGUI_DIR = ../../
+SOURCES = main.mm
+SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
+SOURCES += $(IMGUI_DIR)/backends/imgui_impl_osx.mm $(IMGUI_DIR)/backends/imgui_impl_opengl2.cpp
+
+CXXFLAGS = -std=c++11 -ObjC++ -fobjc-arc -Wall -Wextra -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
+FRAMEWORKS = -framework Cocoa -framework OpenGL -framework GameController
+
+all: $(EXE)
+
+$(EXE): $(SOURCES)
+ $(CXX) $(CXXFLAGS) $(SOURCES) -o $(EXE) $(FRAMEWORKS)
+
+run: all
+ ./$(EXE)
+
+clean:
+ rm -f $(EXE) *.o
diff --git a/examples/example_apple_opengl2/example_apple_opengl2.xcodeproj/project.pbxproj b/examples/example_apple_opengl2/example_apple_opengl2.xcodeproj/project.pbxproj
index a168373d49e0..9770e4396cfe 100644
--- a/examples/example_apple_opengl2/example_apple_opengl2.xcodeproj/project.pbxproj
+++ b/examples/example_apple_opengl2/example_apple_opengl2.xcodeproj/project.pbxproj
@@ -289,7 +289,7 @@
isa = XCBuildConfiguration;
buildSettings = {
CODE_SIGN_STYLE = Automatic;
- MACOSX_DEPLOYMENT_TARGET = 10.12;
+ MACOSX_DEPLOYMENT_TARGET = 10.13;
PRODUCT_NAME = "$(TARGET_NAME)";
USER_HEADER_SEARCH_PATHS = ../..;
};
@@ -299,7 +299,7 @@
isa = XCBuildConfiguration;
buildSettings = {
CODE_SIGN_STYLE = Automatic;
- MACOSX_DEPLOYMENT_TARGET = 10.12;
+ MACOSX_DEPLOYMENT_TARGET = 10.13;
PRODUCT_NAME = "$(TARGET_NAME)";
USER_HEADER_SEARCH_PATHS = ../..;
};
diff --git a/examples/example_apple_opengl2/main.mm b/examples/example_apple_opengl2/main.mm
index 815c0f72e14b..c3f0c313b854 100644
--- a/examples/example_apple_opengl2/main.mm
+++ b/examples/example_apple_opengl2/main.mm
@@ -60,16 +60,16 @@ -(void)initialize
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
- // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
// - Read 'docs/FONTS.md' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+ //style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault();
- //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
- //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
+ //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
//IM_ASSERT(font != nullptr);
}
diff --git a/examples/example_glfw_metal/main.mm b/examples/example_glfw_metal/main.mm
index e9bc63acb1c0..ef314702a78a 100644
--- a/examples/example_glfw_metal/main.mm
+++ b/examples/example_glfw_metal/main.mm
@@ -42,16 +42,16 @@ int main(int, char**)
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
- // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
// - Read 'docs/FONTS.md' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+ //style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault();
- //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
- //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
+ //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
//IM_ASSERT(font != nullptr);
// Setup window
diff --git a/examples/example_glfw_opengl2/main.cpp b/examples/example_glfw_opengl2/main.cpp
index 1fcec2b2a7bb..83fcab65fe68 100644
--- a/examples/example_glfw_opengl2/main.cpp
+++ b/examples/example_glfw_opengl2/main.cpp
@@ -65,16 +65,16 @@ int main(int, char**)
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
- // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
// - Read 'docs/FONTS.md' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+ //style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault();
- //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
- //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
+ //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
//IM_ASSERT(font != nullptr);
// Our state
diff --git a/examples/example_glfw_opengl3/Makefile.emscripten b/examples/example_glfw_opengl3/Makefile.emscripten
index bd972abffc85..8d2f6e7bd8cc 100644
--- a/examples/example_glfw_opengl3/Makefile.emscripten
+++ b/examples/example_glfw_opengl3/Makefile.emscripten
@@ -32,8 +32,12 @@ EMS =
##---------------------------------------------------------------------
# ("EMS" options gets added to both CPPFLAGS and LDFLAGS, whereas some options are for linker only)
-EMS += -s DISABLE_EXCEPTION_CATCHING=1
-LDFLAGS += -s USE_GLFW=3 -s WASM=1 -s ALLOW_MEMORY_GROWTH=1 -s NO_EXIT_RUNTIME=0 -s ASSERTIONS=1
+# Note: For glfw, we use emscripten-glfw port (contrib.glfw3) instead of ('-s USE_GLFW=3' in LDFLAGS) to get a better support for High DPI displays.
+EMS += -s DISABLE_EXCEPTION_CATCHING=1 --use-port=contrib.glfw3
+LDFLAGS += -s WASM=1 -s ALLOW_MEMORY_GROWTH=1 -s NO_EXIT_RUNTIME=0 -s ASSERTIONS=1
+
+# Build as single file (binary text encoded in .html file)
+#LDFLAGS += -sSINGLE_FILE
# Uncomment next line to fix possible rendering bugs with Emscripten version older then 1.39.0 (https://github.com/ocornut/imgui/issues/2877)
#EMS += -s BINARYEN_TRAP_MODE=clamp
diff --git a/examples/example_glfw_opengl3/main.cpp b/examples/example_glfw_opengl3/main.cpp
index 3afe251e3750..4bd7bc591831 100644
--- a/examples/example_glfw_opengl3/main.cpp
+++ b/examples/example_glfw_opengl3/main.cpp
@@ -43,11 +43,17 @@ int main(int, char**)
// Decide GL+GLSL versions
#if defined(IMGUI_IMPL_OPENGL_ES2)
- // GL ES 2.0 + GLSL 100
+ // GL ES 2.0 + GLSL 100 (WebGL 1.0)
const char* glsl_version = "#version 100";
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
+#elif defined(IMGUI_IMPL_OPENGL_ES3)
+ // GL ES 3.0 + GLSL 300 es (WebGL 2.0)
+ const char* glsl_version = "#version 300 es";
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
+ glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
#elif defined(__APPLE__)
// GL 3.2 + GLSL 150
const char* glsl_version = "#version 150";
@@ -65,7 +71,8 @@ int main(int, char**)
#endif
// Create window with graphics context
- GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+OpenGL3 example", nullptr, nullptr);
+ float main_scale = ImGui_ImplGlfw_GetContentScaleForMonitor(glfwGetPrimaryMonitor()); // Valid on GLFW 3.3+ only
+ GLFWwindow* window = glfwCreateWindow((int)(1280 * main_scale), (int)(800 * main_scale), "Dear ImGui GLFW+OpenGL3 example", nullptr, nullptr);
if (window == nullptr)
return 1;
glfwMakeContextCurrent(window);
@@ -82,6 +89,11 @@ int main(int, char**)
ImGui::StyleColorsDark();
//ImGui::StyleColorsLight();
+ // Setup scaling
+ ImGuiStyle& style = ImGui::GetStyle();
+ style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
+ style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose)
+
// Setup Platform/Renderer backends
ImGui_ImplGlfw_InitForOpenGL(window, true);
#ifdef __EMSCRIPTEN__
@@ -93,17 +105,17 @@ int main(int, char**)
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
- // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
// - Read 'docs/FONTS.md' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
// - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
+ //style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault();
- //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
- //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
+ //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
//IM_ASSERT(font != nullptr);
// Our state
diff --git a/examples/example_glfw_vulkan/CMakeLists.txt b/examples/example_glfw_vulkan/CMakeLists.txt
index 443a144eae65..75475dbae873 100644
--- a/examples/example_glfw_vulkan/CMakeLists.txt
+++ b/examples/example_glfw_vulkan/CMakeLists.txt
@@ -15,7 +15,9 @@ set (CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -DVK_PROTOTYPES")
set (CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -DVK_PROTOTYPES")
# GLFW
-set(GLFW_DIR ../../../glfw) # Set this to point to an up-to-date GLFW repo
+if(NOT GLFW_DIR)
+ set(GLFW_DIR ../../../glfw) # Set this to point to an up-to-date GLFW repo
+endif()
option(GLFW_BUILD_EXAMPLES "Build the GLFW example programs" OFF)
option(GLFW_BUILD_TESTS "Build the GLFW test programs" OFF)
option(GLFW_BUILD_DOCS "Build the GLFW documentation" OFF)
diff --git a/examples/example_glfw_vulkan/Makefile b/examples/example_glfw_vulkan/Makefile
new file mode 100644
index 000000000000..1a84082d1e19
--- /dev/null
+++ b/examples/example_glfw_vulkan/Makefile
@@ -0,0 +1,83 @@
+#
+# Cross Platform Makefile
+# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X
+#
+# You will need GLFW (http://www.glfw.org):
+# Linux:
+# apt-get install libglfw-dev
+# Mac OS X:
+# brew install glfw
+# MSYS2:
+# pacman -S --noconfirm --needed mingw-w64-x86_64-toolchain mingw-w64-x86_64-glfw
+#
+
+#CXX = g++
+#CXX = clang++
+
+EXE = example_glfw_vulkan
+IMGUI_DIR = ../..
+SOURCES = main.cpp
+SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
+SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glfw.cpp $(IMGUI_DIR)/backends/imgui_impl_vulkan.cpp
+OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
+UNAME_S := $(shell uname -s)
+LINUX_GL_LIBS = -lGL
+
+CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
+CXXFLAGS += -g -Wall -Wformat
+LIBS =
+
+##---------------------------------------------------------------------
+## BUILD FLAGS PER PLATFORM
+##---------------------------------------------------------------------
+
+ifeq ($(UNAME_S), Linux) #LINUX
+ ECHO_MESSAGE = "Linux"
+ LIBS += $(LINUX_GL_LIBS) `pkg-config --static --libs glfw3 vulkan`
+
+ CXXFLAGS += `pkg-config --cflags glfw3 vulkan`
+ CFLAGS = $(CXXFLAGS)
+endif
+
+ifeq ($(UNAME_S), Darwin) #APPLE
+ ECHO_MESSAGE = "Mac OS X"
+ LIBS += -framework Cocoa -framework IOKit -framework CoreVideo
+ LIBS += `pkg-config --libs glfw3 vulkan`
+ LIBS += -L/usr/local/lib -L/opt/local/lib -L/opt/homebrew/lib
+ #LIBS += -lglfw3
+
+ LIBS += `pkg-config --cflags glfw3 vulkan`
+ CXXFLAGS += -I/usr/local/include -I/opt/local/include -I/opt/homebrew/include
+ CFLAGS = $(CXXFLAGS)
+endif
+
+ifeq ($(OS), Windows_NT)
+ ECHO_MESSAGE = "MinGW"
+ LIBS += -lgdi32 -limm32
+ LIBS += `pkg-config --libs glfw3 vulkan`
+
+ CXXFLAGS += `pkg-config --cflags glfw3 vulkan`
+ CFLAGS = $(CXXFLAGS)
+endif
+
+##---------------------------------------------------------------------
+## BUILD RULES
+##---------------------------------------------------------------------
+
+%.o:%.cpp
+ $(CXX) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/%.cpp
+ $(CXX) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/backends/%.cpp
+ $(CXX) $(CXXFLAGS) -c -o $@ $<
+
+all: $(EXE)
+ @echo Build complete for $(ECHO_MESSAGE)
+
+$(EXE): $(OBJS)
+ $(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
+
+clean:
+ rm -f $(EXE) $(OBJS)
diff --git a/examples/example_glfw_vulkan/main.cpp b/examples/example_glfw_vulkan/main.cpp
index 901b46c4cfd7..19766b9f3b67 100644
--- a/examples/example_glfw_vulkan/main.cpp
+++ b/examples/example_glfw_vulkan/main.cpp
@@ -38,6 +38,7 @@
//#define APP_USE_UNLIMITED_FRAME_RATE
#ifdef _DEBUG
#define APP_USE_VULKAN_DEBUG_REPORT
+static VkDebugReportCallbackEXT g_DebugReport = VK_NULL_HANDLE;
#endif
// Data
@@ -47,12 +48,11 @@ static VkPhysicalDevice g_PhysicalDevice = VK_NULL_HANDLE;
static VkDevice g_Device = VK_NULL_HANDLE;
static uint32_t g_QueueFamily = (uint32_t)-1;
static VkQueue g_Queue = VK_NULL_HANDLE;
-static VkDebugReportCallbackEXT g_DebugReport = VK_NULL_HANDLE;
static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE;
static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE;
static ImGui_ImplVulkanH_Window g_MainWindowData;
-static int g_MinImageCount = 2;
+static uint32_t g_MinImageCount = 2;
static bool g_SwapChainRebuild = false;
static void glfw_error_callback(int error, const char* description)
@@ -61,7 +61,7 @@ static void glfw_error_callback(int error, const char* description)
}
static void check_vk_result(VkResult err)
{
- if (err == 0)
+ if (err == VK_SUCCESS)
return;
fprintf(stderr, "[vulkan] Error: VkResult = %d\n", err);
if (err < 0)
@@ -85,35 +85,6 @@ static bool IsExtensionAvailable(const ImVector& properti
return false;
}
-static VkPhysicalDevice SetupVulkan_SelectPhysicalDevice()
-{
- uint32_t gpu_count;
- VkResult err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, nullptr);
- check_vk_result(err);
- IM_ASSERT(gpu_count > 0);
-
- ImVector gpus;
- gpus.resize(gpu_count);
- err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, gpus.Data);
- check_vk_result(err);
-
- // If a number >1 of GPUs got reported, find discrete GPU if present, or use first one available. This covers
- // most common cases (multi-gpu/integrated+dedicated graphics). Handling more complicated setups (multiple
- // dedicated GPUs) is out of scope of this sample.
- for (VkPhysicalDevice& device : gpus)
- {
- VkPhysicalDeviceProperties properties;
- vkGetPhysicalDeviceProperties(device, &properties);
- if (properties.deviceType == VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU)
- return device;
- }
-
- // Use first GPU (Integrated) is a Discrete one is not available.
- if (gpu_count > 0)
- return gpus[0];
- return VK_NULL_HANDLE;
-}
-
static void SetupVulkan(ImVector instance_extensions)
{
VkResult err;
@@ -177,23 +148,12 @@ static void SetupVulkan(ImVector instance_extensions)
}
// Select Physical Device (GPU)
- g_PhysicalDevice = SetupVulkan_SelectPhysicalDevice();
+ g_PhysicalDevice = ImGui_ImplVulkanH_SelectPhysicalDevice(g_Instance);
+ IM_ASSERT(g_PhysicalDevice != VK_NULL_HANDLE);
// Select graphics queue family
- {
- uint32_t count;
- vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, nullptr);
- VkQueueFamilyProperties* queues = (VkQueueFamilyProperties*)malloc(sizeof(VkQueueFamilyProperties) * count);
- vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, queues);
- for (uint32_t i = 0; i < count; i++)
- if (queues[i].queueFlags & VK_QUEUE_GRAPHICS_BIT)
- {
- g_QueueFamily = i;
- break;
- }
- free(queues);
- IM_ASSERT(g_QueueFamily != (uint32_t)-1);
- }
+ g_QueueFamily = ImGui_ImplVulkanH_SelectQueueFamilyIndex(g_PhysicalDevice);
+ IM_ASSERT(g_QueueFamily != (uint32_t)-1);
// Create Logical Device (with 1 queue)
{
@@ -229,17 +189,18 @@ static void SetupVulkan(ImVector instance_extensions)
}
// Create Descriptor Pool
- // The example only requires a single combined image sampler descriptor for the font image and only uses one descriptor set (for that)
- // If you wish to load e.g. additional textures you may need to alter pools sizes.
+ // If you wish to load e.g. additional textures you may need to alter pools sizes and maxSets.
{
VkDescriptorPoolSize pool_sizes[] =
{
- { VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1 },
+ { VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE },
};
VkDescriptorPoolCreateInfo pool_info = {};
pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
pool_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT;
- pool_info.maxSets = 1;
+ pool_info.maxSets = 0;
+ for (VkDescriptorPoolSize& pool_size : pool_sizes)
+ pool_info.maxSets += pool_size.descriptorCount;
pool_info.poolSizeCount = (uint32_t)IM_ARRAYSIZE(pool_sizes);
pool_info.pPoolSizes = pool_sizes;
err = vkCreateDescriptorPool(g_Device, &pool_info, g_Allocator, &g_DescriptorPool);
@@ -302,17 +263,15 @@ static void CleanupVulkanWindow()
static void FrameRender(ImGui_ImplVulkanH_Window* wd, ImDrawData* draw_data)
{
- VkResult err;
-
VkSemaphore image_acquired_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].ImageAcquiredSemaphore;
VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore;
- err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex);
+ VkResult err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex);
if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR)
- {
g_SwapChainRebuild = true;
+ if (err == VK_ERROR_OUT_OF_DATE_KHR)
return;
- }
- check_vk_result(err);
+ if (err != VK_SUBOPTIMAL_KHR)
+ check_vk_result(err);
ImGui_ImplVulkanH_Frame* fd = &wd->Frames[wd->FrameIndex];
{
@@ -381,11 +340,11 @@ static void FramePresent(ImGui_ImplVulkanH_Window* wd)
info.pImageIndices = &wd->FrameIndex;
VkResult err = vkQueuePresentKHR(g_Queue, &info);
if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR)
- {
g_SwapChainRebuild = true;
+ if (err == VK_ERROR_OUT_OF_DATE_KHR)
return;
- }
- check_vk_result(err);
+ if (err != VK_SUBOPTIMAL_KHR)
+ check_vk_result(err);
wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->SemaphoreCount; // Now we can use the next set of semaphores
}
@@ -437,6 +396,7 @@ int main(int, char**)
// Setup Platform/Renderer backends
ImGui_ImplGlfw_InitForVulkan(window, true);
ImGui_ImplVulkan_InitInfo init_info = {};
+ //init_info.ApiVersion = VK_API_VERSION_1_3; // Pass in your value of VkApplicationInfo::apiVersion, otherwise will default to header version.
init_info.Instance = g_Instance;
init_info.PhysicalDevice = g_PhysicalDevice;
init_info.Device = g_Device;
@@ -457,16 +417,16 @@ int main(int, char**)
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
- // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
// - Read 'docs/FONTS.md' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+ //style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault();
- //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
- //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
+ //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
//IM_ASSERT(font != nullptr);
// Our state
diff --git a/examples/example_glfw_wgpu/Makefile.emscripten b/examples/example_glfw_wgpu/Makefile.emscripten
index 5c79f0c77dbb..8ee398bc8d9c 100644
--- a/examples/example_glfw_wgpu/Makefile.emscripten
+++ b/examples/example_glfw_wgpu/Makefile.emscripten
@@ -32,10 +32,14 @@ EMS =
##---------------------------------------------------------------------
# ("EMS" options gets added to both CPPFLAGS and LDFLAGS, whereas some options are for linker only)
-EMS += -s DISABLE_EXCEPTION_CATCHING=1
-LDFLAGS += -s USE_GLFW=3 -s USE_WEBGPU=1
+# Note: For glfw, we use emscripten-glfw port (contrib.glfw3) instead of (-s USE_GLFW=3) to get a better support for High DPI displays.
+EMS += -s DISABLE_EXCEPTION_CATCHING=1 --use-port=contrib.glfw3
+LDFLAGS += -s USE_WEBGPU=1
LDFLAGS += -s WASM=1 -s ALLOW_MEMORY_GROWTH=1 -s NO_EXIT_RUNTIME=0 -s ASSERTIONS=1
+# Build as single file (binary text encoded in .html file)
+#LDFLAGS += -sSINGLE_FILE
+
# Emscripten allows preloading a file or folder to be accessible at runtime.
# The Makefile for this example project suggests embedding the misc/fonts/ folder into our application, it will then be accessible as "/fonts"
# See documentation for more details: https://emscripten.org/docs/porting/files/packaging_files.html
diff --git a/examples/example_glfw_wgpu/main.cpp b/examples/example_glfw_wgpu/main.cpp
index f510987ed829..c150b59610ad 100644
--- a/examples/example_glfw_wgpu/main.cpp
+++ b/examples/example_glfw_wgpu/main.cpp
@@ -114,19 +114,19 @@ int main(int, char**)
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
- // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
// - Read 'docs/FONTS.md' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
// - Emscripten allows preloading a file or folder to be accessible at runtime. See Makefile for details.
//io.Fonts->AddFontDefault();
+ //style.FontSizeBase = 20.0f;
#ifndef IMGUI_DISABLE_FILE_FUNCTIONS
- //io.Fonts->AddFontFromFileTTF("fonts/segoeui.ttf", 18.0f);
- //io.Fonts->AddFontFromFileTTF("fonts/DroidSans.ttf", 16.0f);
- //io.Fonts->AddFontFromFileTTF("fonts/Roboto-Medium.ttf", 16.0f);
- //io.Fonts->AddFontFromFileTTF("fonts/Cousine-Regular.ttf", 15.0f);
- //io.Fonts->AddFontFromFileTTF("fonts/ProggyTiny.ttf", 10.0f);
- //ImFont* font = io.Fonts->AddFontFromFileTTF("fonts/ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
+ //io.Fonts->AddFontFromFileTTF("fonts/segoeui.ttf");
+ //io.Fonts->AddFontFromFileTTF("fonts/DroidSans.ttf");
+ //io.Fonts->AddFontFromFileTTF("fonts/Roboto-Medium.ttf");
+ //io.Fonts->AddFontFromFileTTF("fonts/Cousine-Regular.ttf");
+ //io.Fonts->AddFontFromFileTTF("fonts/ProggyTiny.ttf");
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("fonts/ArialUni.ttf");
//IM_ASSERT(font != nullptr);
#endif
diff --git a/examples/example_glut_opengl2/main.cpp b/examples/example_glut_opengl2/main.cpp
index 58539ca5f91d..69f85a2459dd 100644
--- a/examples/example_glut_opengl2/main.cpp
+++ b/examples/example_glut_opengl2/main.cpp
@@ -83,16 +83,16 @@ int main(int argc, char** argv)
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
- // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
// - Read 'docs/FONTS.md' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+ //style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault();
- //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
- //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
+ //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
//IM_ASSERT(font != nullptr);
// Main loop
diff --git a/examples/example_null/main.cpp b/examples/example_null/main.cpp
index f7153cc48889..460f33caba3c 100644
--- a/examples/example_null/main.cpp
+++ b/examples/example_null/main.cpp
@@ -11,9 +11,10 @@ int main(int, char**)
ImGuiIO& io = ImGui::GetIO();
// Build atlas
- unsigned char* tex_pixels = nullptr;
- int tex_w, tex_h;
- io.Fonts->GetTexDataAsRGBA32(&tex_pixels, &tex_w, &tex_h);
+ //unsigned char* tex_pixels = nullptr;
+ //int tex_w, tex_h;
+ //io.Fonts->GetTexDataAsRGBA32(&tex_pixels, &tex_w, &tex_h);
+ io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures;
for (int n = 0; n < 20; n++)
{
diff --git a/examples/example_sdl2_directx11/main.cpp b/examples/example_sdl2_directx11/main.cpp
index 47c852d273a2..194dd0e030e9 100644
--- a/examples/example_sdl2_directx11/main.cpp
+++ b/examples/example_sdl2_directx11/main.cpp
@@ -33,6 +33,9 @@ int main(int, char**)
// Setup SDL
// (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems,
// depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to the latest version of SDL is recommended!)
+#ifdef _WIN32
+ ::SetProcessDPIAware();
+#endif
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
{
printf("Error: %s\n", SDL_GetError());
@@ -45,8 +48,9 @@ int main(int, char**)
#endif
// Setup window
+ float main_scale = ImGui_ImplSDL2_GetContentScaleForDisplay(0);
SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
- SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+DirectX11 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
+ SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+DirectX11 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, (int)(1280 * main_scale), (int)(720 * main_scale), window_flags);
if (window == nullptr)
{
printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
@@ -76,6 +80,11 @@ int main(int, char**)
ImGui::StyleColorsDark();
//ImGui::StyleColorsLight();
+ // Setup scaling
+ ImGuiStyle& style = ImGui::GetStyle();
+ style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
+ style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose)
+
// Setup Platform/Renderer backends
ImGui_ImplSDL2_InitForD3D(window);
ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
@@ -84,16 +93,16 @@ int main(int, char**)
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
- // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
// - Read 'docs/FONTS.md' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+ //style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault();
- //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
- //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
+ //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
//IM_ASSERT(font != nullptr);
// Our state
diff --git a/examples/example_sdl2_metal/main.mm b/examples/example_sdl2_metal/main.mm
index d54812710c55..c1750b16bd4c 100644
--- a/examples/example_sdl2_metal/main.mm
+++ b/examples/example_sdl2_metal/main.mm
@@ -33,16 +33,16 @@ int main(int, char**)
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
- // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
// - Read 'docs/FONTS.md' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+ //style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault();
- //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
- //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
+ //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
//IM_ASSERT(font != nullptr);
// Setup SDL
diff --git a/examples/example_sdl2_opengl2/main.cpp b/examples/example_sdl2_opengl2/main.cpp
index a70edd2258fa..c8363fecebec 100644
--- a/examples/example_sdl2_opengl2/main.cpp
+++ b/examples/example_sdl2_opengl2/main.cpp
@@ -17,11 +17,17 @@
#include
#include
#include
+#ifdef _WIN32
+#include // SetProcessDPIAware()
+#endif
// Main code
int main(int, char**)
{
// Setup SDL
+#ifdef _WIN32
+ ::SetProcessDPIAware();
+#endif
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
{
printf("Error: %s\n", SDL_GetError());
@@ -39,8 +45,9 @@ int main(int, char**)
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
+ float main_scale = ImGui_ImplSDL2_GetContentScaleForDisplay(0);
SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
- SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
+ SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, (int)(1280 * main_scale), (int)(720 * main_scale), window_flags);
if (window == nullptr)
{
printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
@@ -62,6 +69,11 @@ int main(int, char**)
ImGui::StyleColorsDark();
//ImGui::StyleColorsLight();
+ // Setup scaling
+ ImGuiStyle& style = ImGui::GetStyle();
+ style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
+ style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose)
+
// Setup Platform/Renderer backends
ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
ImGui_ImplOpenGL2_Init();
@@ -70,16 +82,16 @@ int main(int, char**)
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
- // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
// - Read 'docs/FONTS.md' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+ //style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault();
- //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
- //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
+ //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
//IM_ASSERT(font != nullptr);
// Our state
diff --git a/examples/example_sdl2_opengl3/Makefile.emscripten b/examples/example_sdl2_opengl3/Makefile.emscripten
index da0348435d03..bc06adeb74b6 100644
--- a/examples/example_sdl2_opengl3/Makefile.emscripten
+++ b/examples/example_sdl2_opengl3/Makefile.emscripten
@@ -36,6 +36,9 @@ EMS += -s USE_SDL=2
EMS += -s DISABLE_EXCEPTION_CATCHING=1
LDFLAGS += -s WASM=1 -s ALLOW_MEMORY_GROWTH=1 -s NO_EXIT_RUNTIME=0 -s ASSERTIONS=1
+# Build as single file (binary text encoded in .html file)
+#LDFLAGS += -sSINGLE_FILE
+
# Uncomment next line to fix possible rendering bugs with Emscripten version older then 1.39.0 (https://github.com/ocornut/imgui/issues/2877)
#EMS += -s BINARYEN_TRAP_MODE=clamp
#EMS += -s SAFE_HEAP=1 ## Adds overhead
diff --git a/examples/example_sdl2_opengl3/main.cpp b/examples/example_sdl2_opengl3/main.cpp
index 2a4d7b9e7d9a..16a73deb688c 100644
--- a/examples/example_sdl2_opengl3/main.cpp
+++ b/examples/example_sdl2_opengl3/main.cpp
@@ -17,6 +17,9 @@
#else
#include
#endif
+#ifdef _WIN32
+#include // SetProcessDPIAware()
+#endif
// This example can also compile and run with Emscripten! See 'Makefile.emscripten' for details.
#ifdef __EMSCRIPTEN__
@@ -27,6 +30,9 @@
int main(int, char**)
{
// Setup SDL
+#ifdef _WIN32
+ ::SetProcessDPIAware();
+#endif
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
{
printf("Error: %s\n", SDL_GetError());
@@ -35,12 +41,19 @@ int main(int, char**)
// Decide GL+GLSL versions
#if defined(IMGUI_IMPL_OPENGL_ES2)
- // GL ES 2.0 + GLSL 100
+ // GL ES 2.0 + GLSL 100 (WebGL 1.0)
const char* glsl_version = "#version 100";
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
+#elif defined(IMGUI_IMPL_OPENGL_ES3)
+ // GL ES 3.0 + GLSL 300 es (WebGL 2.0)
+ const char* glsl_version = "#version 300 es";
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
#elif defined(__APPLE__)
// GL 3.2 Core + GLSL 150
const char* glsl_version = "#version 150";
@@ -66,8 +79,9 @@ int main(int, char**)
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
+ float main_scale = ImGui_ImplSDL2_GetContentScaleForDisplay(0);
SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
- SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
+ SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, (int)(1280 * main_scale), (int)(720 * main_scale), window_flags);
if (window == nullptr)
{
printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
@@ -75,6 +89,12 @@ int main(int, char**)
}
SDL_GLContext gl_context = SDL_GL_CreateContext(window);
+ if (gl_context == nullptr)
+ {
+ printf("Error: SDL_GL_CreateContext(): %s\n", SDL_GetError());
+ return -1;
+ }
+
SDL_GL_MakeCurrent(window, gl_context);
SDL_GL_SetSwapInterval(1); // Enable vsync
@@ -89,6 +109,11 @@ int main(int, char**)
ImGui::StyleColorsDark();
//ImGui::StyleColorsLight();
+ // Setup scaling
+ ImGuiStyle& style = ImGui::GetStyle();
+ style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
+ style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose)
+
// Setup Platform/Renderer backends
ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
ImGui_ImplOpenGL3_Init(glsl_version);
@@ -97,17 +122,17 @@ int main(int, char**)
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
- // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
// - Read 'docs/FONTS.md' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
// - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
+ //style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault();
- //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
- //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
+ //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
//IM_ASSERT(font != nullptr);
// Our state
diff --git a/examples/example_sdl2_sdlrenderer2/main.cpp b/examples/example_sdl2_sdlrenderer2/main.cpp
index 31fa3f9bf7b6..e456b2e9e85e 100644
--- a/examples/example_sdl2_sdlrenderer2/main.cpp
+++ b/examples/example_sdl2_sdlrenderer2/main.cpp
@@ -15,6 +15,9 @@
#include "imgui_impl_sdlrenderer2.h"
#include
#include
+#ifdef _WIN32
+#include // SetProcessDPIAware()
+#endif
#if !SDL_VERSION_ATLEAST(2,0,17)
#error This backend requires SDL 2.0.17+ because of SDL_RenderGeometry() function
@@ -24,6 +27,9 @@
int main(int, char**)
{
// Setup SDL
+#ifdef _WIN32
+ ::SetProcessDPIAware();
+#endif
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
{
printf("Error: %s\n", SDL_GetError());
@@ -36,8 +42,9 @@ int main(int, char**)
#endif
// Create window with SDL_Renderer graphics context
+ float main_scale = ImGui_ImplSDL2_GetContentScaleForDisplay(0);
SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
- SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+SDL_Renderer example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
+ SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+SDL_Renderer example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, (int)(1280 * main_scale), (int)(720 * main_scale), window_flags);
if (window == nullptr)
{
printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
@@ -64,6 +71,11 @@ int main(int, char**)
ImGui::StyleColorsDark();
//ImGui::StyleColorsLight();
+ // Setup scaling
+ ImGuiStyle& style = ImGui::GetStyle();
+ style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
+ style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose)
+
// Setup Platform/Renderer backends
ImGui_ImplSDL2_InitForSDLRenderer(window, renderer);
ImGui_ImplSDLRenderer2_Init(renderer);
@@ -72,16 +84,16 @@ int main(int, char**)
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
- // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
// - Read 'docs/FONTS.md' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+ //style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault();
- //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
- //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
+ //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
//IM_ASSERT(font != nullptr);
// Our state
diff --git a/examples/example_sdl2_vulkan/Makefile b/examples/example_sdl2_vulkan/Makefile
new file mode 100644
index 000000000000..e722ab0357ad
--- /dev/null
+++ b/examples/example_sdl2_vulkan/Makefile
@@ -0,0 +1,80 @@
+#
+# Cross Platform Makefile
+# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X
+#
+# You will need SDL2 (http://www.libsdl.org):
+# Linux:
+# apt-get install libsdl2-dev
+# Mac OS X:
+# brew install sdl2
+# MSYS2:
+# pacman -S mingw-w64-i686-SDL2
+#
+
+#CXX = g++
+#CXX = clang++
+
+EXE = example_sdl2_vulkan
+IMGUI_DIR = ../..
+SOURCES = main.cpp
+SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
+SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl2.cpp $(IMGUI_DIR)/backends/imgui_impl_vulkan.cpp
+OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
+UNAME_S := $(shell uname -s)
+
+CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
+CXXFLAGS += -g -Wall -Wformat
+LIBS =
+
+##---------------------------------------------------------------------
+## BUILD FLAGS PER PLATFORM
+##---------------------------------------------------------------------
+
+ifeq ($(UNAME_S), Linux) #LINUX
+ ECHO_MESSAGE = "Linux"
+ LIBS += -lGL -ldl
+ LIBS += `pkg-config --libs sdl2 vulkan`
+ CXXFLAGS += `pkg-config --cflags sdl2 vulkan`
+ CFLAGS = $(CXXFLAGS)
+endif
+
+ifeq ($(UNAME_S), Darwin) #APPLE
+ ECHO_MESSAGE = "Mac OS X"
+ LIBS += -framework Cocoa -framework IOKit -framework CoreVideo
+ LIBS += `pkg-config --libs sdl2 vulkan`
+ LIBS += -L/usr/local/lib -L/opt/local/lib
+
+ CXXFLAGS += `pkg-config --cflags sdl2 vulkan`
+ CXXFLAGS += -I/usr/local/include -I/opt/local/include
+ CFLAGS = $(CXXFLAGS)
+endif
+
+ifeq ($(OS), Windows_NT)
+ ECHO_MESSAGE = "MinGW"
+ LIBS += -lgdi32 -lopengl32 -limm32 `pkg-config --static --libs sdl2 vulkan`
+
+ CXXFLAGS += `pkg-config --cflags sdl2 vulkan`
+ CFLAGS = $(CXXFLAGS)
+endif
+
+##---------------------------------------------------------------------
+## BUILD RULES
+##---------------------------------------------------------------------
+
+%.o:%.cpp
+ $(CXX) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/%.cpp
+ $(CXX) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/backends/%.cpp
+ $(CXX) $(CXXFLAGS) -c -o $@ $<
+
+all: $(EXE)
+ @echo Build complete for $(ECHO_MESSAGE)
+
+$(EXE): $(OBJS)
+ $(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
+
+clean:
+ rm -f $(EXE) $(OBJS)
diff --git a/examples/example_sdl2_vulkan/main.cpp b/examples/example_sdl2_vulkan/main.cpp
index cb116b76eb29..300543fbabb7 100644
--- a/examples/example_sdl2_vulkan/main.cpp
+++ b/examples/example_sdl2_vulkan/main.cpp
@@ -20,6 +20,9 @@
#include // abort
#include
#include
+#ifdef _WIN32
+#include // SetProcessDPIAware()
+#endif
// Volk headers
#ifdef IMGUI_IMPL_VULKAN_USE_VOLK
@@ -30,6 +33,7 @@
//#define APP_USE_UNLIMITED_FRAME_RATE
#ifdef _DEBUG
#define APP_USE_VULKAN_DEBUG_REPORT
+static VkDebugReportCallbackEXT g_DebugReport = VK_NULL_HANDLE;
#endif
// Data
@@ -39,7 +43,6 @@ static VkPhysicalDevice g_PhysicalDevice = VK_NULL_HANDLE;
static VkDevice g_Device = VK_NULL_HANDLE;
static uint32_t g_QueueFamily = (uint32_t)-1;
static VkQueue g_Queue = VK_NULL_HANDLE;
-static VkDebugReportCallbackEXT g_DebugReport = VK_NULL_HANDLE;
static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE;
static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE;
@@ -49,7 +52,7 @@ static bool g_SwapChainRebuild = false;
static void check_vk_result(VkResult err)
{
- if (err == 0)
+ if (err == VK_SUCCESS)
return;
fprintf(stderr, "[vulkan] Error: VkResult = %d\n", err);
if (err < 0)
@@ -73,35 +76,6 @@ static bool IsExtensionAvailable(const ImVector& properti
return false;
}
-static VkPhysicalDevice SetupVulkan_SelectPhysicalDevice()
-{
- uint32_t gpu_count;
- VkResult err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, nullptr);
- check_vk_result(err);
- IM_ASSERT(gpu_count > 0);
-
- ImVector gpus;
- gpus.resize(gpu_count);
- err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, gpus.Data);
- check_vk_result(err);
-
- // If a number >1 of GPUs got reported, find discrete GPU if present, or use first one available. This covers
- // most common cases (multi-gpu/integrated+dedicated graphics). Handling more complicated setups (multiple
- // dedicated GPUs) is out of scope of this sample.
- for (VkPhysicalDevice& device : gpus)
- {
- VkPhysicalDeviceProperties properties;
- vkGetPhysicalDeviceProperties(device, &properties);
- if (properties.deviceType == VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU)
- return device;
- }
-
- // Use first GPU (Integrated) is a Discrete one is not available.
- if (gpu_count > 0)
- return gpus[0];
- return VK_NULL_HANDLE;
-}
-
static void SetupVulkan(ImVector instance_extensions)
{
VkResult err;
@@ -165,23 +139,12 @@ static void SetupVulkan(ImVector instance_extensions)
}
// Select Physical Device (GPU)
- g_PhysicalDevice = SetupVulkan_SelectPhysicalDevice();
+ g_PhysicalDevice = ImGui_ImplVulkanH_SelectPhysicalDevice(g_Instance);
+ IM_ASSERT(g_PhysicalDevice != VK_NULL_HANDLE);
// Select graphics queue family
- {
- uint32_t count;
- vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, nullptr);
- VkQueueFamilyProperties* queues = (VkQueueFamilyProperties*)malloc(sizeof(VkQueueFamilyProperties) * count);
- vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, queues);
- for (uint32_t i = 0; i < count; i++)
- if (queues[i].queueFlags & VK_QUEUE_GRAPHICS_BIT)
- {
- g_QueueFamily = i;
- break;
- }
- free(queues);
- IM_ASSERT(g_QueueFamily != (uint32_t)-1);
- }
+ g_QueueFamily = ImGui_ImplVulkanH_SelectQueueFamilyIndex(g_PhysicalDevice);
+ IM_ASSERT(g_QueueFamily != (uint32_t)-1);
// Create Logical Device (with 1 queue)
{
@@ -217,17 +180,18 @@ static void SetupVulkan(ImVector instance_extensions)
}
// Create Descriptor Pool
- // The example only requires a single combined image sampler descriptor for the font image and only uses one descriptor set (for that)
- // If you wish to load e.g. additional textures you may need to alter pools sizes.
+ // If you wish to load e.g. additional textures you may need to alter pools sizes and maxSets.
{
VkDescriptorPoolSize pool_sizes[] =
{
- { VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1 },
+ { VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE },
};
VkDescriptorPoolCreateInfo pool_info = {};
pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
pool_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT;
- pool_info.maxSets = 1;
+ pool_info.maxSets = 0;
+ for (VkDescriptorPoolSize& pool_size : pool_sizes)
+ pool_info.maxSets += pool_size.descriptorCount;
pool_info.poolSizeCount = (uint32_t)IM_ARRAYSIZE(pool_sizes);
pool_info.pPoolSizes = pool_sizes;
err = vkCreateDescriptorPool(g_Device, &pool_info, g_Allocator, &g_DescriptorPool);
@@ -256,7 +220,7 @@ static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface
wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(g_PhysicalDevice, wd->Surface, requestSurfaceImageFormat, (size_t)IM_ARRAYSIZE(requestSurfaceImageFormat), requestSurfaceColorSpace);
// Select Present Mode
-#ifdef APP_UNLIMITED_FRAME_RATE
+#ifdef APP_USE_UNLIMITED_FRAME_RATE
VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_MAILBOX_KHR, VK_PRESENT_MODE_IMMEDIATE_KHR, VK_PRESENT_MODE_FIFO_KHR };
#else
VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_FIFO_KHR };
@@ -290,17 +254,15 @@ static void CleanupVulkanWindow()
static void FrameRender(ImGui_ImplVulkanH_Window* wd, ImDrawData* draw_data)
{
- VkResult err;
-
VkSemaphore image_acquired_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].ImageAcquiredSemaphore;
VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore;
- err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex);
+ VkResult err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex);
if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR)
- {
g_SwapChainRebuild = true;
+ if (err == VK_ERROR_OUT_OF_DATE_KHR)
return;
- }
- check_vk_result(err);
+ if (err != VK_SUBOPTIMAL_KHR)
+ check_vk_result(err);
ImGui_ImplVulkanH_Frame* fd = &wd->Frames[wd->FrameIndex];
{
@@ -369,11 +331,11 @@ static void FramePresent(ImGui_ImplVulkanH_Window* wd)
info.pImageIndices = &wd->FrameIndex;
VkResult err = vkQueuePresentKHR(g_Queue, &info);
if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR)
- {
g_SwapChainRebuild = true;
+ if (err == VK_ERROR_OUT_OF_DATE_KHR)
return;
- }
- check_vk_result(err);
+ if (err != VK_SUBOPTIMAL_KHR)
+ check_vk_result(err);
wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->SemaphoreCount; // Now we can use the next set of semaphores
}
@@ -381,6 +343,9 @@ static void FramePresent(ImGui_ImplVulkanH_Window* wd)
int main(int, char**)
{
// Setup SDL
+#ifdef _WIN32
+ ::SetProcessDPIAware();
+#endif
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
{
printf("Error: %s\n", SDL_GetError());
@@ -393,8 +358,9 @@ int main(int, char**)
#endif
// Create window with Vulkan graphics context
+ float main_scale = ImGui_ImplSDL2_GetContentScaleForDisplay(0);
SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_VULKAN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
- SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+Vulkan example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
+ SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+Vulkan example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, (int)(1280 * main_scale), (int)(720 * main_scale), window_flags);
if (window == nullptr)
{
printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
@@ -434,9 +400,15 @@ int main(int, char**)
ImGui::StyleColorsDark();
//ImGui::StyleColorsLight();
+ // Setup scaling
+ ImGuiStyle& style = ImGui::GetStyle();
+ style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
+ style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose)
+
// Setup Platform/Renderer backends
ImGui_ImplSDL2_InitForVulkan(window);
ImGui_ImplVulkan_InitInfo init_info = {};
+ //init_info.ApiVersion = VK_API_VERSION_1_3; // Pass in your value of VkApplicationInfo::apiVersion, otherwise will default to header version.
init_info.Instance = g_Instance;
init_info.PhysicalDevice = g_PhysicalDevice;
init_info.Device = g_Device;
@@ -457,16 +429,16 @@ int main(int, char**)
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
- // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
// - Read 'docs/FONTS.md' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+ //style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault();
- //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
- //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
+ //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
//IM_ASSERT(font != nullptr);
// Our state
diff --git a/examples/example_sdl3_opengl3/Makefile b/examples/example_sdl3_opengl3/Makefile
index 741e97d0c270..d9c6eac9e0e0 100644
--- a/examples/example_sdl3_opengl3/Makefile
+++ b/examples/example_sdl3_opengl3/Makefile
@@ -45,20 +45,21 @@ endif
ifeq ($(UNAME_S), Darwin) #APPLE
ECHO_MESSAGE = "Mac OS X"
- LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo `sdl3-config --libs`
+ LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo
+ LIBS += `pkg-config --libs sdl3`
LIBS += -L/usr/local/lib -L/opt/local/lib
- CXXFLAGS += `pkg-config sdl3 --cflags`
+ CXXFLAGS += `pkg-config --cflags sdl3`
CXXFLAGS += -I/usr/local/include -I/opt/local/include
CFLAGS = $(CXXFLAGS)
endif
ifeq ($(OS), Windows_NT)
- ECHO_MESSAGE = "MinGW"
- LIBS += -lgdi32 -lopengl32 -limm32 `pkg-config --static --libs sdl3`
+ ECHO_MESSAGE = "MinGW"
+ LIBS += -lgdi32 -lopengl32 -limm32 `pkg-config --static --libs sdl3`
- CXXFLAGS += `pkg-config --cflags sdl3`
- CFLAGS = $(CXXFLAGS)
+ CXXFLAGS += `pkg-config --cflags sdl3`
+ CFLAGS = $(CXXFLAGS)
endif
##---------------------------------------------------------------------
diff --git a/examples/example_sdl3_opengl3/Makefile.emscripten b/examples/example_sdl3_opengl3/Makefile.emscripten
index 9e9ffd6034f7..57247ff21265 100644
--- a/examples/example_sdl3_opengl3/Makefile.emscripten
+++ b/examples/example_sdl3_opengl3/Makefile.emscripten
@@ -40,6 +40,9 @@ EMS += -s USE_SDL=2
EMS += -s DISABLE_EXCEPTION_CATCHING=1
LDFLAGS += -s WASM=1 -s ALLOW_MEMORY_GROWTH=1 -s NO_EXIT_RUNTIME=0 -s ASSERTIONS=1
+# Build as single file (binary text encoded in .html file)
+#LDFLAGS += -sSINGLE_FILE
+
# Uncomment next line to fix possible rendering bugs with Emscripten version older then 1.39.0 (https://github.com/ocornut/imgui/issues/2877)
#EMS += -s BINARYEN_TRAP_MODE=clamp
#EMS += -s SAFE_HEAP=1 ## Adds overhead
diff --git a/examples/example_sdl3_opengl3/main.cpp b/examples/example_sdl3_opengl3/main.cpp
index e7f239f4769b..cfd6f6a1afef 100644
--- a/examples/example_sdl3_opengl3/main.cpp
+++ b/examples/example_sdl3_opengl3/main.cpp
@@ -18,7 +18,6 @@
#include
#endif
-// This example doesn't compile with Emscripten yet! Awaiting SDL3 support.
#ifdef __EMSCRIPTEN__
#include "../libs/emscripten/emscripten_mainloop_stub.h"
#endif
@@ -27,6 +26,7 @@
int main(int, char**)
{
// Setup SDL
+ // [If using SDL_MAIN_USE_CALLBACKS: all code below until the main loop starts would likely be your SDL_AppInit() function]
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD))
{
printf("Error: SDL_Init(): %s\n", SDL_GetError());
@@ -35,12 +35,19 @@ int main(int, char**)
// Decide GL+GLSL versions
#if defined(IMGUI_IMPL_OPENGL_ES2)
- // GL ES 2.0 + GLSL 100
+ // GL ES 2.0 + GLSL 100 (WebGL 1.0)
const char* glsl_version = "#version 100";
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
+#elif defined(IMGUI_IMPL_OPENGL_ES3)
+ // GL ES 3.0 + GLSL 300 es (WebGL 2.0)
+ const char* glsl_version = "#version 300 es";
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
#elif defined(__APPLE__)
// GL 3.2 Core + GLSL 150
const char* glsl_version = "#version 150";
@@ -61,17 +68,24 @@ int main(int, char**)
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
- Uint32 window_flags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN;
- SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+OpenGL3 example", 1280, 720, window_flags);
+ float main_scale = SDL_GetDisplayContentScale(SDL_GetPrimaryDisplay());
+ SDL_WindowFlags window_flags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN | SDL_WINDOW_HIGH_PIXEL_DENSITY;
+ SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+OpenGL3 example", (int)(1280 * main_scale), (int)(720 * main_scale), window_flags);
if (window == nullptr)
{
printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
return -1;
}
- SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
SDL_GLContext gl_context = SDL_GL_CreateContext(window);
+ if (gl_context == nullptr)
+ {
+ printf("Error: SDL_GL_CreateContext(): %s\n", SDL_GetError());
+ return -1;
+ }
+
SDL_GL_MakeCurrent(window, gl_context);
SDL_GL_SetSwapInterval(1); // Enable vsync
+ SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
SDL_ShowWindow(window);
// Setup Dear ImGui context
@@ -85,6 +99,11 @@ int main(int, char**)
ImGui::StyleColorsDark();
//ImGui::StyleColorsLight();
+ // Setup scaling
+ ImGuiStyle& style = ImGui::GetStyle();
+ style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
+ style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose)
+
// Setup Platform/Renderer backends
ImGui_ImplSDL3_InitForOpenGL(window, gl_context);
ImGui_ImplOpenGL3_Init(glsl_version);
@@ -93,17 +112,17 @@ int main(int, char**)
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
- // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
// - Read 'docs/FONTS.md' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
// - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
+ //style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault();
- //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
- //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
+ //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
//IM_ASSERT(font != nullptr);
// Our state
@@ -127,6 +146,7 @@ int main(int, char**)
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+ // [If using SDL_MAIN_USE_CALLBACKS: call ImGui_ImplSDL3_ProcessEvent() from your SDL_AppEvent() function]
SDL_Event event;
while (SDL_PollEvent(&event))
{
@@ -136,6 +156,8 @@ int main(int, char**)
if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window))
done = true;
}
+
+ // [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppIterate() function]
if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
{
SDL_Delay(10);
@@ -197,6 +219,7 @@ int main(int, char**)
#endif
// Cleanup
+ // [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppQuit() function]
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplSDL3_Shutdown();
ImGui::DestroyContext();
diff --git a/examples/example_sdl3_sdlgpu3/Makefile b/examples/example_sdl3_sdlgpu3/Makefile
new file mode 100644
index 000000000000..c3159d88804e
--- /dev/null
+++ b/examples/example_sdl3_sdlgpu3/Makefile
@@ -0,0 +1,73 @@
+#
+# Cross Platform Makefile
+# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X
+#
+# You will need SDL3 (http://www.libsdl.org) which is still unreleased/unpackaged.
+
+#CXX = g++
+#CXX = clang++
+
+EXE = example_sdl3_sdlgpu3
+IMGUI_DIR = ../..
+SOURCES = main.cpp
+SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
+SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl3.cpp $(IMGUI_DIR)/backends/imgui_impl_sdlgpu3.cpp
+OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
+UNAME_S := $(shell uname -s)
+
+CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
+CXXFLAGS += -g -Wall -Wformat
+LIBS =
+
+
+##---------------------------------------------------------------------
+## BUILD FLAGS PER PLATFORM
+##---------------------------------------------------------------------
+
+ifeq ($(UNAME_S), Linux) #LINUX
+ ECHO_MESSAGE = "Linux"
+ LIBS += -ldl `pkg-config sdl3 --libs`
+
+ CXXFLAGS += `pkg-config sdl3 --cflags`
+ CFLAGS = $(CXXFLAGS)
+endif
+
+ifeq ($(UNAME_S), Darwin) #APPLE
+ ECHO_MESSAGE = "Mac OS X"
+ LIBS += -framework Cocoa -framework IOKit -framework CoreVideo `pkg-config --libs sdl3`
+ LIBS += -L/usr/local/lib -L/opt/local/lib
+
+ CXXFLAGS += `pkg-config sdl3 --cflags`
+ CXXFLAGS += -I/usr/local/include -I/opt/local/include
+ CFLAGS = $(CXXFLAGS)
+endif
+
+ifeq ($(OS), Windows_NT)
+ ECHO_MESSAGE = "MinGW"
+ LIBS += -lgdi32 -limm32 `pkg-config --static --libs sdl3`
+
+ CXXFLAGS += `pkg-config --cflags sdl3`
+ CFLAGS = $(CXXFLAGS)
+endif
+
+##---------------------------------------------------------------------
+## BUILD RULES
+##---------------------------------------------------------------------
+
+%.o:%.cpp
+ $(CXX) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/%.cpp
+ $(CXX) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/backends/%.cpp
+ $(CXX) $(CXXFLAGS) -c -o $@ $<
+
+all: $(EXE)
+ @echo Build complete for $(ECHO_MESSAGE)
+
+$(EXE): $(OBJS)
+ $(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
+
+clean:
+ rm -f $(EXE) $(OBJS)
diff --git a/examples/example_sdl3_sdlgpu3/build_win64.bat b/examples/example_sdl3_sdlgpu3/build_win64.bat
new file mode 100644
index 000000000000..ad7a2d603ae7
--- /dev/null
+++ b/examples/example_sdl3_sdlgpu3/build_win64.bat
@@ -0,0 +1,14 @@
+@REM Build for Visual Studio compiler. Run your copy of vcvars64.bat or vcvarsall.bat to setup command-line compiler.
+
+@set OUT_EXE=example_sdl3_sdlgpu3
+@set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include
+@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_sdlgpu3.cpp ..\..\imgui*.cpp
+@set LIBS=/LIBPATH:%SDL3_DIR%\lib\x64 SDL3.lib shell32.lib
+
+@set OUT_DIR=Debug
+mkdir %OUT_DIR%
+cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
+
+@set OUT_DIR=Release
+@REM mkdir %OUT_DIR%
+@REM cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
diff --git a/examples/example_sdl3_sdlgpu3/example_sdl3_sdlgpu3.vcxproj b/examples/example_sdl3_sdlgpu3/example_sdl3_sdlgpu3.vcxproj
new file mode 100644
index 000000000000..3d034f52c0a5
--- /dev/null
+++ b/examples/example_sdl3_sdlgpu3/example_sdl3_sdlgpu3.vcxproj
@@ -0,0 +1,189 @@
+
+
+
+
+ Debug
+ Win32
+
+
+ Debug
+ x64
+
+
+ Release
+ Win32
+
+
+ Release
+ x64
+
+
+
+ {c22cb6f8-39a5-4dda-90ed-4aca4e81e1e5}
+ example_sdl3_sdlgpu3
+ 8.1
+
+
+
+ Application
+ true
+ MultiByte
+ v140
+
+
+ Application
+ true
+ MultiByte
+ v140
+
+
+ Application
+ false
+ true
+ MultiByte
+ v140
+
+
+ Application
+ false
+ true
+ MultiByte
+ v140
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ $(ProjectDir)$(Configuration)\
+ $(ProjectDir)$(Configuration)\
+ $(IncludePath)
+
+
+ $(ProjectDir)$(Configuration)\
+ $(ProjectDir)$(Configuration)\
+ $(IncludePath)
+
+
+ $(ProjectDir)$(Configuration)\
+ $(ProjectDir)$(Configuration)\
+ $(IncludePath)
+
+
+ $(ProjectDir)$(Configuration)\
+ $(ProjectDir)$(Configuration)\
+ $(IncludePath)
+
+
+
+ Level4
+ Disabled
+ ..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories)
+ _MBCS;%(PreprocessorDefinitions)
+ /utf-8 %(AdditionalOptions)
+
+
+ true
+ %SDL3_DIR%\lib\x86;%(AdditionalLibraryDirectories)
+ SDL3.lib;%(AdditionalDependencies)
+ Console
+ msvcrt.lib
+
+
+
+
+ Level4
+ Disabled
+ ..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories)
+ _MBCS;%(PreprocessorDefinitions)
+ /utf-8 %(AdditionalOptions)
+
+
+ true
+ %SDL3_DIR%\lib\x64;%(AdditionalLibraryDirectories)
+ SDL3.lib;%(AdditionalDependencies)
+ Console
+ msvcrt.lib
+
+
+
+
+ Level4
+ MaxSpeed
+ true
+ true
+ ..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories)
+ false
+ _MBCS;%(PreprocessorDefinitions)
+ /utf-8 %(AdditionalOptions)
+
+
+ true
+ true
+ true
+ %SDL3_DIR%\lib\x86;%(AdditionalLibraryDirectories)
+ SDL3.lib;%(AdditionalDependencies)
+ Console
+
+
+
+
+
+
+ Level4
+ MaxSpeed
+ true
+ true
+ ..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories)
+ false
+ _MBCS;%(PreprocessorDefinitions)
+ /utf-8 %(AdditionalOptions)
+
+
+ true
+ true
+ true
+ %SDL3_DIR%\lib\x64;%(AdditionalLibraryDirectories)
+ SDL3.lib;%(AdditionalDependencies)
+ Console
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
diff --git a/examples/example_sdl3_sdlgpu3/example_sdl3_sdlgpu3.vcxproj.filters b/examples/example_sdl3_sdlgpu3/example_sdl3_sdlgpu3.vcxproj.filters
new file mode 100644
index 000000000000..4710b550cc0f
--- /dev/null
+++ b/examples/example_sdl3_sdlgpu3/example_sdl3_sdlgpu3.vcxproj.filters
@@ -0,0 +1,60 @@
+
+
+
+
+ sources
+
+
+ sources
+
+
+ sources
+
+
+ imgui
+
+
+ imgui
+
+
+ imgui
+
+
+ imgui
+
+
+ imgui
+
+
+
+
+ sources
+
+
+ sources
+
+
+ sources
+
+
+ imgui
+
+
+ imgui
+
+
+ imgui
+
+
+
+
+
+
+
+ {9044ef92-2afa-42f2-92df-ac473c7c32b3}
+
+
+ {ef84458b-039a-4902-8455-4e33df5a8578}
+
+
+
\ No newline at end of file
diff --git a/examples/example_sdl3_sdlgpu3/main.cpp b/examples/example_sdl3_sdlgpu3/main.cpp
new file mode 100644
index 000000000000..581b11c11169
--- /dev/null
+++ b/examples/example_sdl3_sdlgpu3/main.cpp
@@ -0,0 +1,227 @@
+// Dear ImGui: standalone example application for SDL3 + SDL_GPU
+
+// Learn about Dear ImGui:
+// - FAQ https://dearimgui.com/faq
+// - Getting Started https://dearimgui.com/getting-started
+// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+// Important note to the reader who wish to integrate imgui_impl_sdlgpu3.cpp/.h in their own engine/app.
+// - Unlike other backends, the user must call the function ImGui_ImplSDLGPU_PrepareDrawData() BEFORE issuing a SDL_GPURenderPass containing ImGui_ImplSDLGPU_RenderDrawData.
+// Calling the function is MANDATORY, otherwise the ImGui will not upload neither the vertex nor the index buffer for the GPU. See imgui_impl_sdlgpu3.cpp for more info.
+
+#include "imgui.h"
+#include "imgui_impl_sdl3.h"
+#include "imgui_impl_sdlgpu3.h"
+#include // printf, fprintf
+#include // abort
+#include
+
+// This example doesn't compile with Emscripten yet! Awaiting SDL3 support.
+#ifdef __EMSCRIPTEN__
+#include "../libs/emscripten/emscripten_mainloop_stub.h"
+#endif
+
+// Main code
+int main(int, char**)
+{
+ // Setup SDL
+ // [If using SDL_MAIN_USE_CALLBACKS: all code below until the main loop starts would likely be your SDL_AppInit() function]
+ if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD))
+ {
+ printf("Error: SDL_Init(): %s\n", SDL_GetError());
+ return -1;
+ }
+
+ // Create SDL window graphics context
+ float main_scale = SDL_GetDisplayContentScale(SDL_GetPrimaryDisplay());
+ SDL_WindowFlags window_flags = SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN | SDL_WINDOW_HIGH_PIXEL_DENSITY;
+ SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+SDL_GPU example", (int)(1280 * main_scale), (int)(720 * main_scale), window_flags);
+ if (window == nullptr)
+ {
+ printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
+ return -1;
+ }
+ SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
+ SDL_ShowWindow(window);
+
+ // Create GPU Device
+ SDL_GPUDevice* gpu_device = SDL_CreateGPUDevice(SDL_GPU_SHADERFORMAT_SPIRV | SDL_GPU_SHADERFORMAT_DXIL | SDL_GPU_SHADERFORMAT_METALLIB,true,nullptr);
+ if (gpu_device == nullptr)
+ {
+ printf("Error: SDL_CreateGPUDevice(): %s\n", SDL_GetError());
+ return -1;
+ }
+
+ // Claim window for GPU Device
+ if (!SDL_ClaimWindowForGPUDevice(gpu_device, window))
+ {
+ printf("Error: SDL_ClaimWindowForGPUDevice(): %s\n", SDL_GetError());
+ return -1;
+ }
+ SDL_SetGPUSwapchainParameters(gpu_device, window, SDL_GPU_SWAPCHAINCOMPOSITION_SDR, SDL_GPU_PRESENTMODE_MAILBOX);
+
+ // Setup Dear ImGui context
+ IMGUI_CHECKVERSION();
+ ImGui::CreateContext();
+ ImGuiIO& io = ImGui::GetIO(); (void)io;
+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
+
+ // Setup Dear ImGui style
+ ImGui::StyleColorsDark();
+ //ImGui::StyleColorsLight();
+
+ // Setup scaling
+ ImGuiStyle& style = ImGui::GetStyle();
+ style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
+ style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose)
+
+ // Setup Platform/Renderer backends
+ ImGui_ImplSDL3_InitForSDLGPU(window);
+ ImGui_ImplSDLGPU3_InitInfo init_info = {};
+ init_info.Device = gpu_device;
+ init_info.ColorTargetFormat = SDL_GetGPUSwapchainTextureFormat(gpu_device, window);
+ init_info.MSAASamples = SDL_GPU_SAMPLECOUNT_1;
+ ImGui_ImplSDLGPU3_Init(&init_info);
+
+ // Load Fonts
+ // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+ // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
+ // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
+ // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
+ // - Read 'docs/FONTS.md' for more instructions and details.
+ // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+ //style.FontSizeBase = 20.0f;
+ //io.Fonts->AddFontDefault();
+ //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
+ //IM_ASSERT(font != nullptr);
+
+ // Our state
+ bool show_demo_window = true;
+ bool show_another_window = false;
+ ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+ // Main loop
+ bool done = false;
+ while (!done)
+ {
+ // Poll and handle events (inputs, window resize, etc.)
+ // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+ // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
+ // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
+ // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+ // [If using SDL_MAIN_USE_CALLBACKS: call ImGui_ImplSDL3_ProcessEvent() from your SDL_AppEvent() function]
+ SDL_Event event;
+ while (SDL_PollEvent(&event))
+ {
+ ImGui_ImplSDL3_ProcessEvent(&event);
+ if (event.type == SDL_EVENT_QUIT)
+ done = true;
+ if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window))
+ done = true;
+ }
+
+ // [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppIterate() function]
+ if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
+ {
+ SDL_Delay(10);
+ continue;
+ }
+
+ // Start the Dear ImGui frame
+ ImGui_ImplSDLGPU3_NewFrame();
+ ImGui_ImplSDL3_NewFrame();
+ ImGui::NewFrame();
+
+ // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+ if (show_demo_window)
+ ImGui::ShowDemoWindow(&show_demo_window);
+
+ // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
+ {
+ static float f = 0.0f;
+ static int counter = 0;
+
+ ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
+
+ ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
+ ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
+ ImGui::Checkbox("Another Window", &show_another_window);
+
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
+ ImGui::ColorEdit4("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+ if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
+ counter++;
+ ImGui::SameLine();
+ ImGui::Text("counter = %d", counter);
+
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
+ ImGui::End();
+ }
+
+ // 3. Show another simple window.
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+ ImGui::Text("Hello from another window!");
+ if (ImGui::Button("Close Me"))
+ show_another_window = false;
+ ImGui::End();
+ }
+
+ // Rendering
+ ImGui::Render();
+ ImDrawData* draw_data = ImGui::GetDrawData();
+ const bool is_minimized = (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f);
+
+ SDL_GPUCommandBuffer* command_buffer = SDL_AcquireGPUCommandBuffer(gpu_device); // Acquire a GPU command buffer
+
+ SDL_GPUTexture* swapchain_texture;
+ SDL_AcquireGPUSwapchainTexture(command_buffer, window, &swapchain_texture, nullptr, nullptr); // Acquire a swapchain texture
+
+ if (swapchain_texture != nullptr && !is_minimized)
+ {
+ // This is mandatory: call ImGui_ImplSDLGPU3_PrepareDrawData() to upload the vertex/index buffer!
+ ImGui_ImplSDLGPU3_PrepareDrawData(draw_data, command_buffer);
+
+ // Setup and start a render pass
+ SDL_GPUColorTargetInfo target_info = {};
+ target_info.texture = swapchain_texture;
+ target_info.clear_color = SDL_FColor { clear_color.x, clear_color.y, clear_color.z, clear_color.w };
+ target_info.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);
+
+ // Render ImGui
+ ImGui_ImplSDLGPU3_RenderDrawData(draw_data, command_buffer, render_pass);
+
+ SDL_EndGPURenderPass(render_pass);
+ }
+
+ // Submit the command buffer
+ SDL_SubmitGPUCommandBuffer(command_buffer);
+ }
+
+ // Cleanup
+ // [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppQuit() function]
+ SDL_WaitForGPUIdle(gpu_device);
+ ImGui_ImplSDL3_Shutdown();
+ ImGui_ImplSDLGPU3_Shutdown();
+ ImGui::DestroyContext();
+
+ SDL_ReleaseWindowFromGPUDevice(gpu_device, window);
+ SDL_DestroyGPUDevice(gpu_device);
+ SDL_DestroyWindow(window);
+ SDL_Quit();
+
+ return 0;
+}
diff --git a/examples/example_sdl3_sdlrenderer3/Makefile b/examples/example_sdl3_sdlrenderer3/Makefile
index 238576c7c341..c278f7830116 100644
--- a/examples/example_sdl3_sdlrenderer3/Makefile
+++ b/examples/example_sdl3_sdlrenderer3/Makefile
@@ -26,7 +26,7 @@ LIBS =
ifeq ($(UNAME_S), Linux) #LINUX
ECHO_MESSAGE = "Linux"
- LIBS += -ldl `pkg-config sdl3 --libs`
+ LIBS += -ldl `pkg-config sdl3 --libs`
CXXFLAGS += `pkg-config sdl3 --cflags`
CFLAGS = $(CXXFLAGS)
@@ -34,20 +34,21 @@ endif
ifeq ($(UNAME_S), Darwin) #APPLE
ECHO_MESSAGE = "Mac OS X"
- LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo `sdl3-config --libs`
+ LIBS += -framework Cocoa -framework IOKit -framework CoreVideo
+ LIBS += `pkg-config --libs sdl3`
LIBS += -L/usr/local/lib -L/opt/local/lib
- CXXFLAGS += `pkg-config sdl3 --cflags`
+ CXXFLAGS += `pkg-config --cflags sdl3`
CXXFLAGS += -I/usr/local/include -I/opt/local/include
CFLAGS = $(CXXFLAGS)
endif
ifeq ($(OS), Windows_NT)
- ECHO_MESSAGE = "MinGW"
- LIBS += -lgdi32 -lopengl32 -limm32 `pkg-config --static --libs sdl3`
+ ECHO_MESSAGE = "MinGW"
+ LIBS += -lgdi32 -limm32 `pkg-config --static --libs sdl3`
- CXXFLAGS += `pkg-config --cflags sdl3`
- CFLAGS = $(CXXFLAGS)
+ CXXFLAGS += `pkg-config --cflags sdl3`
+ CFLAGS = $(CXXFLAGS)
endif
##---------------------------------------------------------------------
diff --git a/examples/example_sdl3_sdlrenderer3/main.cpp b/examples/example_sdl3_sdlrenderer3/main.cpp
index 4b9b86e9bd5a..6e39429d2446 100644
--- a/examples/example_sdl3_sdlrenderer3/main.cpp
+++ b/examples/example_sdl3_sdlrenderer3/main.cpp
@@ -15,16 +15,16 @@
#include "imgui_impl_sdlrenderer3.h"
#include
#include
-#if defined(IMGUI_IMPL_OPENGL_ES2)
-#include
-#else
-#include
+
+#ifdef __EMSCRIPTEN__
+#include "../libs/emscripten/emscripten_mainloop_stub.h"
#endif
// Main code
int main(int, char**)
{
// Setup SDL
+ // [If using SDL_MAIN_USE_CALLBACKS: all code below until the main loop starts would likely be your SDL_AppInit() function]
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD))
{
printf("Error: SDL_Init(): %s\n", SDL_GetError());
@@ -32,8 +32,9 @@ int main(int, char**)
}
// Create window with SDL_Renderer graphics context
- Uint32 window_flags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN;
- SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+SDL_Renderer example", 1280, 720, window_flags);
+ float main_scale = SDL_GetDisplayContentScale(SDL_GetPrimaryDisplay());
+ SDL_WindowFlags window_flags = SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN | SDL_WINDOW_HIGH_PIXEL_DENSITY;
+ SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+SDL_Renderer example", (int)(1280 * main_scale), (int)(720 * main_scale), window_flags);
if (window == nullptr)
{
printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
@@ -60,6 +61,11 @@ int main(int, char**)
ImGui::StyleColorsDark();
//ImGui::StyleColorsLight();
+ // Setup scaling
+ ImGuiStyle& style = ImGui::GetStyle();
+ style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
+ style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose)
+
// Setup Platform/Renderer backends
ImGui_ImplSDL3_InitForSDLRenderer(window, renderer);
ImGui_ImplSDLRenderer3_Init(renderer);
@@ -68,17 +74,17 @@ int main(int, char**)
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
- // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
// - Read 'docs/FONTS.md' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
// - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
+ //style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault();
- //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
- //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
+ //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
//IM_ASSERT(font != nullptr);
// Our state
@@ -102,6 +108,7 @@ int main(int, char**)
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+ // [If using SDL_MAIN_USE_CALLBACKS: call ImGui_ImplSDL3_ProcessEvent() from your SDL_AppEvent() function]
SDL_Event event;
while (SDL_PollEvent(&event))
{
@@ -111,6 +118,8 @@ int main(int, char**)
if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window))
done = true;
}
+
+ // [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppIterate() function]
if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
{
SDL_Delay(10);
@@ -161,7 +170,7 @@ int main(int, char**)
// Rendering
ImGui::Render();
- //SDL_RenderSetScale(renderer, io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
+ SDL_SetRenderScale(renderer, io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
SDL_SetRenderDrawColorFloat(renderer, clear_color.x, clear_color.y, clear_color.z, clear_color.w);
SDL_RenderClear(renderer);
ImGui_ImplSDLRenderer3_RenderDrawData(ImGui::GetDrawData(), renderer);
@@ -172,6 +181,7 @@ int main(int, char**)
#endif
// Cleanup
+ // [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppQuit() function]
ImGui_ImplSDLRenderer3_Shutdown();
ImGui_ImplSDL3_Shutdown();
ImGui::DestroyContext();
diff --git a/examples/example_sdl3_vulkan/Makefile b/examples/example_sdl3_vulkan/Makefile
new file mode 100644
index 000000000000..e1956ff67847
--- /dev/null
+++ b/examples/example_sdl3_vulkan/Makefile
@@ -0,0 +1,77 @@
+#
+# Cross Platform Makefile
+# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X
+#
+# You will need SDL3 (http://www.libsdl.org) which is still unreleased/unpackaged.
+# Mac OS X:
+# brew install sdl3
+
+#CXX = g++
+#CXX = clang++
+
+EXE = example_sdl3_vulkan
+IMGUI_DIR = ../..
+SOURCES = main.cpp
+SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
+SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl3.cpp $(IMGUI_DIR)/backends/imgui_impl_vulkan.cpp
+OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
+UNAME_S := $(shell uname -s)
+
+CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
+CXXFLAGS += -g -Wall -Wformat
+LIBS =
+
+
+##---------------------------------------------------------------------
+## BUILD FLAGS PER PLATFORM
+##---------------------------------------------------------------------
+
+ifeq ($(UNAME_S), Linux) #LINUX
+ ECHO_MESSAGE = "Linux"
+ LIBS += -ldl
+ LIBS += `pkg-config --libs sdl3 vulkan`
+
+ CXXFLAGS += `pkg-config --cflags sdl3 vulkan`
+ CFLAGS = $(CXXFLAGS)
+endif
+
+ifeq ($(UNAME_S), Darwin) #APPLE
+ ECHO_MESSAGE = "Mac OS X"
+ LIBS += -framework Cocoa -framework IOKit -framework CoreVideo
+ LIBS += `pkg-config --libs sdl3 vulkan`
+ LIBS += -L/usr/local/lib -L/opt/local/lib
+
+ CXXFLAGS += `pkg-config --cflags sdl3 vulkan`
+ CXXFLAGS += -I/usr/local/include -I/opt/local/include
+ CFLAGS = $(CXXFLAGS)
+endif
+
+ifeq ($(OS), Windows_NT)
+ ECHO_MESSAGE = "MinGW"
+ LIBS += -lgdi32 -limm32 `pkg-config --static --libs sdl3 vulkan`
+
+ CXXFLAGS += `pkg-config --cflags sdl3 vulkan`
+ CFLAGS = $(CXXFLAGS)
+endif
+
+##---------------------------------------------------------------------
+## BUILD RULES
+##---------------------------------------------------------------------
+
+%.o:%.cpp
+ $(CXX) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/%.cpp
+ $(CXX) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/backends/%.cpp
+ $(CXX) $(CXXFLAGS) -c -o $@ $<
+
+all: $(EXE)
+ @echo Build complete for $(ECHO_MESSAGE)
+
+$(EXE): $(OBJS)
+ $(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
+
+clean:
+ rm -f $(EXE) $(OBJS)
diff --git a/examples/example_sdl3_vulkan/main.cpp b/examples/example_sdl3_vulkan/main.cpp
index dde3c0d4c1f1..df7f5efbdcd6 100644
--- a/examples/example_sdl3_vulkan/main.cpp
+++ b/examples/example_sdl3_vulkan/main.cpp
@@ -35,6 +35,7 @@
//#define APP_USE_UNLIMITED_FRAME_RATE
#ifdef _DEBUG
#define APP_USE_VULKAN_DEBUG_REPORT
+static VkDebugReportCallbackEXT g_DebugReport = VK_NULL_HANDLE;
#endif
// Data
@@ -44,7 +45,6 @@ static VkPhysicalDevice g_PhysicalDevice = VK_NULL_HANDLE;
static VkDevice g_Device = VK_NULL_HANDLE;
static uint32_t g_QueueFamily = (uint32_t)-1;
static VkQueue g_Queue = VK_NULL_HANDLE;
-static VkDebugReportCallbackEXT g_DebugReport = VK_NULL_HANDLE;
static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE;
static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE;
@@ -54,7 +54,7 @@ static bool g_SwapChainRebuild = false;
static void check_vk_result(VkResult err)
{
- if (err == 0)
+ if (err == VK_SUCCESS)
return;
fprintf(stderr, "[vulkan] Error: VkResult = %d\n", err);
if (err < 0)
@@ -78,35 +78,6 @@ static bool IsExtensionAvailable(const ImVector& properti
return false;
}
-static VkPhysicalDevice SetupVulkan_SelectPhysicalDevice()
-{
- uint32_t gpu_count;
- VkResult err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, nullptr);
- check_vk_result(err);
- IM_ASSERT(gpu_count > 0);
-
- ImVector gpus;
- gpus.resize(gpu_count);
- err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, gpus.Data);
- check_vk_result(err);
-
- // If a number >1 of GPUs got reported, find discrete GPU if present, or use first one available. This covers
- // most common cases (multi-gpu/integrated+dedicated graphics). Handling more complicated setups (multiple
- // dedicated GPUs) is out of scope of this sample.
- for (VkPhysicalDevice& device : gpus)
- {
- VkPhysicalDeviceProperties properties;
- vkGetPhysicalDeviceProperties(device, &properties);
- if (properties.deviceType == VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU)
- return device;
- }
-
- // Use first GPU (Integrated) is a Discrete one is not available.
- if (gpu_count > 0)
- return gpus[0];
- return VK_NULL_HANDLE;
-}
-
static void SetupVulkan(ImVector instance_extensions)
{
VkResult err;
@@ -170,23 +141,12 @@ static void SetupVulkan(ImVector instance_extensions)
}
// Select Physical Device (GPU)
- g_PhysicalDevice = SetupVulkan_SelectPhysicalDevice();
+ g_PhysicalDevice = ImGui_ImplVulkanH_SelectPhysicalDevice(g_Instance);
+ IM_ASSERT(g_PhysicalDevice != VK_NULL_HANDLE);
// Select graphics queue family
- {
- uint32_t count;
- vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, nullptr);
- VkQueueFamilyProperties* queues = (VkQueueFamilyProperties*)malloc(sizeof(VkQueueFamilyProperties) * count);
- vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, queues);
- for (uint32_t i = 0; i < count; i++)
- if (queues[i].queueFlags & VK_QUEUE_GRAPHICS_BIT)
- {
- g_QueueFamily = i;
- break;
- }
- free(queues);
- IM_ASSERT(g_QueueFamily != (uint32_t)-1);
- }
+ g_QueueFamily = ImGui_ImplVulkanH_SelectQueueFamilyIndex(g_PhysicalDevice);
+ IM_ASSERT(g_QueueFamily != (uint32_t)-1);
// Create Logical Device (with 1 queue)
{
@@ -222,17 +182,18 @@ static void SetupVulkan(ImVector instance_extensions)
}
// Create Descriptor Pool
- // The example only requires a single combined image sampler descriptor for the font image and only uses one descriptor set (for that)
- // If you wish to load e.g. additional textures you may need to alter pools sizes.
+ // If you wish to load e.g. additional textures you may need to alter pools sizes and maxSets.
{
VkDescriptorPoolSize pool_sizes[] =
{
- { VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1 },
+ { VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE },
};
VkDescriptorPoolCreateInfo pool_info = {};
pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
pool_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT;
- pool_info.maxSets = 1;
+ pool_info.maxSets = 0;
+ for (VkDescriptorPoolSize& pool_size : pool_sizes)
+ pool_info.maxSets += pool_size.descriptorCount;
pool_info.poolSizeCount = (uint32_t)IM_ARRAYSIZE(pool_sizes);
pool_info.pPoolSizes = pool_sizes;
err = vkCreateDescriptorPool(g_Device, &pool_info, g_Allocator, &g_DescriptorPool);
@@ -261,7 +222,7 @@ static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface
wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(g_PhysicalDevice, wd->Surface, requestSurfaceImageFormat, (size_t)IM_ARRAYSIZE(requestSurfaceImageFormat), requestSurfaceColorSpace);
// Select Present Mode
-#ifdef APP_UNLIMITED_FRAME_RATE
+#ifdef APP_USE_UNLIMITED_FRAME_RATE
VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_MAILBOX_KHR, VK_PRESENT_MODE_IMMEDIATE_KHR, VK_PRESENT_MODE_FIFO_KHR };
#else
VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_FIFO_KHR };
@@ -295,17 +256,15 @@ static void CleanupVulkanWindow()
static void FrameRender(ImGui_ImplVulkanH_Window* wd, ImDrawData* draw_data)
{
- VkResult err;
-
VkSemaphore image_acquired_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].ImageAcquiredSemaphore;
VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore;
- err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex);
+ VkResult err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex);
if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR)
- {
g_SwapChainRebuild = true;
+ if (err == VK_ERROR_OUT_OF_DATE_KHR)
return;
- }
- check_vk_result(err);
+ if (err != VK_SUBOPTIMAL_KHR)
+ check_vk_result(err);
ImGui_ImplVulkanH_Frame* fd = &wd->Frames[wd->FrameIndex];
{
@@ -374,11 +333,11 @@ static void FramePresent(ImGui_ImplVulkanH_Window* wd)
info.pImageIndices = &wd->FrameIndex;
VkResult err = vkQueuePresentKHR(g_Queue, &info);
if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR)
- {
g_SwapChainRebuild = true;
+ if (err == VK_ERROR_OUT_OF_DATE_KHR)
return;
- }
- check_vk_result(err);
+ if (err != VK_SUBOPTIMAL_KHR)
+ check_vk_result(err);
wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->SemaphoreCount; // Now we can use the next set of semaphores
}
@@ -386,15 +345,17 @@ static void FramePresent(ImGui_ImplVulkanH_Window* wd)
int main(int, char**)
{
// Setup SDL
- if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD) != 0)
+ // [If using SDL_MAIN_USE_CALLBACKS: all code below until the main loop starts would likely be your SDL_AppInit() function]
+ if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD))
{
printf("Error: SDL_Init(): %s\n", SDL_GetError());
return -1;
}
// Create window with Vulkan graphics context
- SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_VULKAN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIGH_PIXEL_DENSITY | SDL_WINDOW_HIDDEN);
- SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+Vulkan example", 1280, 720, window_flags);
+ float main_scale = SDL_GetDisplayContentScale(SDL_GetPrimaryDisplay());
+ SDL_WindowFlags window_flags = SDL_WINDOW_VULKAN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN | SDL_WINDOW_HIGH_PIXEL_DENSITY;
+ SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+Vulkan example", (int)(1280 * main_scale), (int)(720 * main_scale), window_flags);
if (window == nullptr)
{
printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
@@ -438,9 +399,15 @@ int main(int, char**)
ImGui::StyleColorsDark();
//ImGui::StyleColorsLight();
+ // Setup scaling
+ ImGuiStyle& style = ImGui::GetStyle();
+ style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
+ style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose)
+
// Setup Platform/Renderer backends
ImGui_ImplSDL3_InitForVulkan(window);
ImGui_ImplVulkan_InitInfo init_info = {};
+ //init_info.ApiVersion = VK_API_VERSION_1_3; // Pass in your value of VkApplicationInfo::apiVersion, otherwise will default to header version.
init_info.Instance = g_Instance;
init_info.PhysicalDevice = g_PhysicalDevice;
init_info.Device = g_Device;
@@ -461,16 +428,16 @@ int main(int, char**)
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
- // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
// - Read 'docs/FONTS.md' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+ //style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault();
- //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
- //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
+ //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
//IM_ASSERT(font != nullptr);
// Our state
@@ -487,6 +454,7 @@ int main(int, char**)
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+ // [If using SDL_MAIN_USE_CALLBACKS: call ImGui_ImplSDL3_ProcessEvent() from your SDL_AppEvent() function]
SDL_Event event;
while (SDL_PollEvent(&event))
{
@@ -496,6 +464,8 @@ int main(int, char**)
if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window))
done = true;
}
+
+ // [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppIterate() function]
if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
{
SDL_Delay(10);
@@ -571,6 +541,7 @@ int main(int, char**)
}
// Cleanup
+ // [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppQuit() function]
err = vkDeviceWaitIdle(g_Device);
check_vk_result(err);
ImGui_ImplVulkan_Shutdown();
diff --git a/examples/example_win32_directx10/main.cpp b/examples/example_win32_directx10/main.cpp
index 21198da9ae5b..23033d6c10c0 100644
--- a/examples/example_win32_directx10/main.cpp
+++ b/examples/example_win32_directx10/main.cpp
@@ -30,11 +30,14 @@ LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
// Main code
int main(int, char**)
{
+ // Make process DPI aware and obtain main monitor scale
+ ImGui_ImplWin32_EnableDpiAwareness();
+ float main_scale = ImGui_ImplWin32_GetDpiScaleForMonitor(::MonitorFromPoint(POINT{ 0, 0 }, MONITOR_DEFAULTTOPRIMARY));
+
// Create application window
- //ImGui_ImplWin32_EnableDpiAwareness();
WNDCLASSEXW wc = { sizeof(wc), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(nullptr), nullptr, nullptr, nullptr, nullptr, L"ImGui Example", nullptr };
::RegisterClassExW(&wc);
- HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui DirectX10 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, nullptr, nullptr, wc.hInstance, nullptr);
+ HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui DirectX10 Example", WS_OVERLAPPEDWINDOW, 100, 100, (int)(1280 * main_scale), (int)(800 * main_scale), nullptr, nullptr, wc.hInstance, nullptr);
// Initialize Direct3D
if (!CreateDeviceD3D(hwnd))
@@ -59,6 +62,11 @@ int main(int, char**)
ImGui::StyleColorsDark();
//ImGui::StyleColorsLight();
+ // Setup scaling
+ ImGuiStyle& style = ImGui::GetStyle();
+ style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
+ style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose)
+
// Setup Platform/Renderer backends
ImGui_ImplWin32_Init(hwnd);
ImGui_ImplDX10_Init(g_pd3dDevice);
@@ -67,16 +75,16 @@ int main(int, char**)
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
- // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
// - Read 'docs/FONTS.md' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+ //style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault();
- //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
- //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
+ //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
//IM_ASSERT(font != nullptr);
// Our state
diff --git a/examples/example_win32_directx11/main.cpp b/examples/example_win32_directx11/main.cpp
index 5285df10225f..c80114cfb2c0 100644
--- a/examples/example_win32_directx11/main.cpp
+++ b/examples/example_win32_directx11/main.cpp
@@ -30,11 +30,14 @@ LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
// Main code
int main(int, char**)
{
+ // Make process DPI aware and obtain main monitor scale
+ ImGui_ImplWin32_EnableDpiAwareness();
+ float main_scale = ImGui_ImplWin32_GetDpiScaleForMonitor(::MonitorFromPoint(POINT{ 0, 0 }, MONITOR_DEFAULTTOPRIMARY));
+
// Create application window
- //ImGui_ImplWin32_EnableDpiAwareness();
WNDCLASSEXW wc = { sizeof(wc), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(nullptr), nullptr, nullptr, nullptr, nullptr, L"ImGui Example", nullptr };
::RegisterClassExW(&wc);
- HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui DirectX11 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, nullptr, nullptr, wc.hInstance, nullptr);
+ HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui DirectX11 Example", WS_OVERLAPPEDWINDOW, 100, 100, (int)(1280 * main_scale), (int)(800 * main_scale), nullptr, nullptr, wc.hInstance, nullptr);
// Initialize Direct3D
if (!CreateDeviceD3D(hwnd))
@@ -59,6 +62,11 @@ int main(int, char**)
ImGui::StyleColorsDark();
//ImGui::StyleColorsLight();
+ // Setup scaling
+ ImGuiStyle& style = ImGui::GetStyle();
+ style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
+ style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose)
+
// Setup Platform/Renderer backends
ImGui_ImplWin32_Init(hwnd);
ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
@@ -67,16 +75,16 @@ int main(int, char**)
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
- // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
// - Read 'docs/FONTS.md' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+ //style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault();
- //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
- //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
+ //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
//IM_ASSERT(font != nullptr);
// Our state
diff --git a/examples/example_win32_directx12/main.cpp b/examples/example_win32_directx12/main.cpp
index 4173a8010c6b..3a9ba4fb408e 100644
--- a/examples/example_win32_directx12/main.cpp
+++ b/examples/example_win32_directx12/main.cpp
@@ -22,23 +22,70 @@
#pragma comment(lib, "dxguid.lib")
#endif
-#include "imgui_internal.h"
+// Config for example app
+static const int APP_NUM_FRAMES_IN_FLIGHT = 2;
+static const int APP_NUM_BACK_BUFFERS = 2;
+static const int APP_SRV_HEAP_SIZE = 64;
struct FrameContext
{
- ID3D12CommandAllocator* CommandAllocator;
- UINT64 FenceValue;
+ ID3D12CommandAllocator* CommandAllocator;
+ UINT64 FenceValue;
+};
+
+// Simple free list based allocator
+struct ExampleDescriptorHeapAllocator
+{
+ ID3D12DescriptorHeap* Heap = nullptr;
+ D3D12_DESCRIPTOR_HEAP_TYPE HeapType = D3D12_DESCRIPTOR_HEAP_TYPE_NUM_TYPES;
+ D3D12_CPU_DESCRIPTOR_HANDLE HeapStartCpu;
+ D3D12_GPU_DESCRIPTOR_HANDLE HeapStartGpu;
+ UINT HeapHandleIncrement;
+ ImVector FreeIndices;
+
+ void Create(ID3D12Device* device, ID3D12DescriptorHeap* heap)
+ {
+ IM_ASSERT(Heap == nullptr && FreeIndices.empty());
+ Heap = heap;
+ D3D12_DESCRIPTOR_HEAP_DESC desc = heap->GetDesc();
+ HeapType = desc.Type;
+ HeapStartCpu = Heap->GetCPUDescriptorHandleForHeapStart();
+ HeapStartGpu = Heap->GetGPUDescriptorHandleForHeapStart();
+ HeapHandleIncrement = device->GetDescriptorHandleIncrementSize(HeapType);
+ FreeIndices.reserve((int)desc.NumDescriptors);
+ for (int n = desc.NumDescriptors; n > 0; n--)
+ FreeIndices.push_back(n - 1);
+ }
+ void Destroy()
+ {
+ Heap = nullptr;
+ FreeIndices.clear();
+ }
+ void Alloc(D3D12_CPU_DESCRIPTOR_HANDLE* out_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE* out_gpu_desc_handle)
+ {
+ IM_ASSERT(FreeIndices.Size > 0);
+ int idx = FreeIndices.back();
+ FreeIndices.pop_back();
+ out_cpu_desc_handle->ptr = HeapStartCpu.ptr + (idx * HeapHandleIncrement);
+ out_gpu_desc_handle->ptr = HeapStartGpu.ptr + (idx * HeapHandleIncrement);
+ }
+ void Free(D3D12_CPU_DESCRIPTOR_HANDLE out_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE out_gpu_desc_handle)
+ {
+ int cpu_idx = (int)((out_cpu_desc_handle.ptr - HeapStartCpu.ptr) / HeapHandleIncrement);
+ int gpu_idx = (int)((out_gpu_desc_handle.ptr - HeapStartGpu.ptr) / HeapHandleIncrement);
+ IM_ASSERT(cpu_idx == gpu_idx);
+ FreeIndices.push_back(cpu_idx);
+ }
};
// Data
-static int const NUM_FRAMES_IN_FLIGHT = 3;
-static FrameContext g_frameContext[NUM_FRAMES_IN_FLIGHT] = {};
+static FrameContext g_frameContext[APP_NUM_FRAMES_IN_FLIGHT] = {};
static UINT g_frameIndex = 0;
-static int const NUM_BACK_BUFFERS = 3;
static ID3D12Device* g_pd3dDevice = nullptr;
static ID3D12DescriptorHeap* g_pd3dRtvDescHeap = nullptr;
static ID3D12DescriptorHeap* g_pd3dSrvDescHeap = nullptr;
+static ExampleDescriptorHeapAllocator g_pd3dSrvDescHeapAlloc;
static ID3D12CommandQueue* g_pd3dCommandQueue = nullptr;
static ID3D12GraphicsCommandList* g_pd3dCommandList = nullptr;
static ID3D12Fence* g_fence = nullptr;
@@ -47,8 +94,8 @@ static UINT64 g_fenceLastSignaledValue = 0;
static IDXGISwapChain3* g_pSwapChain = nullptr;
static bool g_SwapChainOccluded = false;
static HANDLE g_hSwapChainWaitableObject = nullptr;
-static ID3D12Resource* g_mainRenderTargetResource[NUM_BACK_BUFFERS] = {};
-static D3D12_CPU_DESCRIPTOR_HANDLE g_mainRenderTargetDescriptor[NUM_BACK_BUFFERS] = {};
+static ID3D12Resource* g_mainRenderTargetResource[APP_NUM_BACK_BUFFERS] = {};
+static D3D12_CPU_DESCRIPTOR_HANDLE g_mainRenderTargetDescriptor[APP_NUM_BACK_BUFFERS] = {};
// Forward declarations of helper functions
bool CreateDeviceD3D(HWND hWnd);
@@ -62,11 +109,14 @@ LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
// Main code
int main(int, char**)
{
+ // Make process DPI aware and obtain main monitor scale
+ ImGui_ImplWin32_EnableDpiAwareness();
+ float main_scale = ImGui_ImplWin32_GetDpiScaleForMonitor(::MonitorFromPoint(POINT{ 0, 0 }, MONITOR_DEFAULTTOPRIMARY));
+
// Create application window
- //ImGui_ImplWin32_EnableDpiAwareness();
WNDCLASSEXW wc = { sizeof(wc), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(nullptr), nullptr, nullptr, nullptr, nullptr, L"ImGui Example", nullptr };
::RegisterClassExW(&wc);
- HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui DirectX12 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, nullptr, nullptr, wc.hInstance, nullptr);
+ HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui DirectX12 Example", WS_OVERLAPPEDWINDOW, 100, 100, (int)(1280 * main_scale), (int)(800 * main_scale), nullptr, nullptr, wc.hInstance, nullptr);
// Initialize Direct3D
if (!CreateDeviceD3D(hwnd))
@@ -91,27 +141,44 @@ int main(int, char**)
ImGui::StyleColorsDark();
//ImGui::StyleColorsLight();
+ // Setup scaling
+ ImGuiStyle& style = ImGui::GetStyle();
+ style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
+ style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose)
+
// Setup Platform/Renderer backends
ImGui_ImplWin32_Init(hwnd);
- ImGui_ImplDX12_Init(g_pd3dDevice, NUM_FRAMES_IN_FLIGHT,
- DXGI_FORMAT_R8G8B8A8_UNORM, g_pd3dSrvDescHeap,
- g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(),
- g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
+
+ ImGui_ImplDX12_InitInfo init_info = {};
+ init_info.Device = g_pd3dDevice;
+ init_info.CommandQueue = g_pd3dCommandQueue;
+ init_info.NumFramesInFlight = APP_NUM_FRAMES_IN_FLIGHT;
+ init_info.RTVFormat = DXGI_FORMAT_R8G8B8A8_UNORM;
+ init_info.DSVFormat = DXGI_FORMAT_UNKNOWN;
+ // Allocating SRV descriptors (for textures) is up to the application, so we provide callbacks.
+ // (current version of the backend will only allocate one descriptor, future versions will need to allocate more)
+ init_info.SrvDescriptorHeap = g_pd3dSrvDescHeap;
+ init_info.SrvDescriptorAllocFn = [](ImGui_ImplDX12_InitInfo*, D3D12_CPU_DESCRIPTOR_HANDLE* out_cpu_handle, D3D12_GPU_DESCRIPTOR_HANDLE* out_gpu_handle) { return g_pd3dSrvDescHeapAlloc.Alloc(out_cpu_handle, out_gpu_handle); };
+ init_info.SrvDescriptorFreeFn = [](ImGui_ImplDX12_InitInfo*, D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle, D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle) { return g_pd3dSrvDescHeapAlloc.Free(cpu_handle, gpu_handle); };
+ ImGui_ImplDX12_Init(&init_info);
+
+ // Before 1.91.6: our signature was using a single descriptor. From 1.92, specifying SrvDescriptorAllocFn/SrvDescriptorFreeFn will be required to benefit from new features.
+ //ImGui_ImplDX12_Init(g_pd3dDevice, APP_NUM_FRAMES_IN_FLIGHT, DXGI_FORMAT_R8G8B8A8_UNORM, g_pd3dSrvDescHeap, g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(), g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
- // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
// - Read 'docs/FONTS.md' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+ //style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault();
- //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
- //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
+ //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
//IM_ASSERT(font != nullptr);
// Our state
@@ -137,7 +204,7 @@ int main(int, char**)
break;
// Handle window screen locked
- if (g_SwapChainOccluded && g_pSwapChain->Present(0, DXGI_PRESENT_TEST) == DXGI_STATUS_OCCLUDED)
+ if ((g_SwapChainOccluded && g_pSwapChain->Present(0, DXGI_PRESENT_TEST) == DXGI_STATUS_OCCLUDED) || ::IsIconic(hwnd))
{
::Sleep(10);
continue;
@@ -249,7 +316,7 @@ bool CreateDeviceD3D(HWND hWnd)
DXGI_SWAP_CHAIN_DESC1 sd;
{
ZeroMemory(&sd, sizeof(sd));
- sd.BufferCount = NUM_BACK_BUFFERS;
+ sd.BufferCount = APP_NUM_BACK_BUFFERS;
sd.Width = 0;
sd.Height = 0;
sd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
@@ -292,7 +359,7 @@ bool CreateDeviceD3D(HWND hWnd)
{
D3D12_DESCRIPTOR_HEAP_DESC desc = {};
desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
- desc.NumDescriptors = NUM_BACK_BUFFERS;
+ desc.NumDescriptors = APP_NUM_BACK_BUFFERS;
desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
desc.NodeMask = 1;
if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dRtvDescHeap)) != S_OK)
@@ -300,7 +367,7 @@ bool CreateDeviceD3D(HWND hWnd)
SIZE_T rtvDescriptorSize = g_pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = g_pd3dRtvDescHeap->GetCPUDescriptorHandleForHeapStart();
- for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
+ for (UINT i = 0; i < APP_NUM_BACK_BUFFERS; i++)
{
g_mainRenderTargetDescriptor[i] = rtvHandle;
rtvHandle.ptr += rtvDescriptorSize;
@@ -310,10 +377,11 @@ bool CreateDeviceD3D(HWND hWnd)
{
D3D12_DESCRIPTOR_HEAP_DESC desc = {};
desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
- desc.NumDescriptors = 1;
+ desc.NumDescriptors = APP_SRV_HEAP_SIZE;
desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dSrvDescHeap)) != S_OK)
return false;
+ g_pd3dSrvDescHeapAlloc.Create(g_pd3dDevice, g_pd3dSrvDescHeap);
}
{
@@ -325,7 +393,7 @@ bool CreateDeviceD3D(HWND hWnd)
return false;
}
- for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++)
+ for (UINT i = 0; i < APP_NUM_FRAMES_IN_FLIGHT; i++)
if (g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&g_frameContext[i].CommandAllocator)) != S_OK)
return false;
@@ -351,7 +419,7 @@ bool CreateDeviceD3D(HWND hWnd)
return false;
swapChain1->Release();
dxgiFactory->Release();
- g_pSwapChain->SetMaximumFrameLatency(NUM_BACK_BUFFERS);
+ g_pSwapChain->SetMaximumFrameLatency(APP_NUM_BACK_BUFFERS);
g_hSwapChainWaitableObject = g_pSwapChain->GetFrameLatencyWaitableObject();
}
@@ -364,7 +432,7 @@ void CleanupDeviceD3D()
CleanupRenderTarget();
if (g_pSwapChain) { g_pSwapChain->SetFullscreenState(false, nullptr); g_pSwapChain->Release(); g_pSwapChain = nullptr; }
if (g_hSwapChainWaitableObject != nullptr) { CloseHandle(g_hSwapChainWaitableObject); }
- for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++)
+ for (UINT i = 0; i < APP_NUM_FRAMES_IN_FLIGHT; i++)
if (g_frameContext[i].CommandAllocator) { g_frameContext[i].CommandAllocator->Release(); g_frameContext[i].CommandAllocator = nullptr; }
if (g_pd3dCommandQueue) { g_pd3dCommandQueue->Release(); g_pd3dCommandQueue = nullptr; }
if (g_pd3dCommandList) { g_pd3dCommandList->Release(); g_pd3dCommandList = nullptr; }
@@ -386,7 +454,7 @@ void CleanupDeviceD3D()
void CreateRenderTarget()
{
- for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
+ for (UINT i = 0; i < APP_NUM_BACK_BUFFERS; i++)
{
ID3D12Resource* pBackBuffer = nullptr;
g_pSwapChain->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer));
@@ -399,13 +467,13 @@ void CleanupRenderTarget()
{
WaitForLastSubmittedFrame();
- for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
+ for (UINT i = 0; i < APP_NUM_BACK_BUFFERS; i++)
if (g_mainRenderTargetResource[i]) { g_mainRenderTargetResource[i]->Release(); g_mainRenderTargetResource[i] = nullptr; }
}
void WaitForLastSubmittedFrame()
{
- FrameContext* frameCtx = &g_frameContext[g_frameIndex % NUM_FRAMES_IN_FLIGHT];
+ FrameContext* frameCtx = &g_frameContext[g_frameIndex % APP_NUM_FRAMES_IN_FLIGHT];
UINT64 fenceValue = frameCtx->FenceValue;
if (fenceValue == 0)
@@ -427,7 +495,7 @@ FrameContext* WaitForNextFrameResources()
HANDLE waitableObjects[] = { g_hSwapChainWaitableObject, nullptr };
DWORD numWaitableObjects = 1;
- FrameContext* frameCtx = &g_frameContext[nextFrameIndex % NUM_FRAMES_IN_FLIGHT];
+ FrameContext* frameCtx = &g_frameContext[nextFrameIndex % APP_NUM_FRAMES_IN_FLIGHT];
UINT64 fenceValue = frameCtx->FenceValue;
if (fenceValue != 0) // means no fence was signaled
{
diff --git a/examples/example_win32_directx9/main.cpp b/examples/example_win32_directx9/main.cpp
index 422248bcbf63..430a2b448c1e 100644
--- a/examples/example_win32_directx9/main.cpp
+++ b/examples/example_win32_directx9/main.cpp
@@ -28,11 +28,14 @@ LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
// Main code
int main(int, char**)
{
+ // Make process DPI aware and obtain main monitor scale
+ ImGui_ImplWin32_EnableDpiAwareness();
+ float main_scale = ImGui_ImplWin32_GetDpiScaleForMonitor(::MonitorFromPoint(POINT{ 0, 0 }, MONITOR_DEFAULTTOPRIMARY));
+
// Create application window
- //ImGui_ImplWin32_EnableDpiAwareness();
WNDCLASSEXW wc = { sizeof(wc), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(nullptr), nullptr, nullptr, nullptr, nullptr, L"ImGui Example", nullptr };
::RegisterClassExW(&wc);
- HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui DirectX9 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, nullptr, nullptr, wc.hInstance, nullptr);
+ HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui DirectX9 Example", WS_OVERLAPPEDWINDOW, 100, 100, (int)(1280 * main_scale), (int)(800 * main_scale), nullptr, nullptr, wc.hInstance, nullptr);
// Initialize Direct3D
if (!CreateDeviceD3D(hwnd))
@@ -57,6 +60,11 @@ int main(int, char**)
ImGui::StyleColorsDark();
//ImGui::StyleColorsLight();
+ // Setup scaling
+ ImGuiStyle& style = ImGui::GetStyle();
+ style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
+ style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose)
+
// Setup Platform/Renderer backends
ImGui_ImplWin32_Init(hwnd);
ImGui_ImplDX9_Init(g_pd3dDevice);
@@ -65,16 +73,16 @@ int main(int, char**)
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
- // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
// - Read 'docs/FONTS.md' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+ //style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault();
- //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
- //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
+ //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
//IM_ASSERT(font != nullptr);
// Our state
diff --git a/examples/example_win32_opengl3/build_mingw.bat b/examples/example_win32_opengl3/build_mingw.bat
index 7672185858d2..e9f804f5d00a 100644
--- a/examples/example_win32_opengl3/build_mingw.bat
+++ b/examples/example_win32_opengl3/build_mingw.bat
@@ -1,4 +1,4 @@
-@REM Build for MINGW64 or 32 from MSYS2.
+@REM Build for MINGW64 or 32 from MSYS2.
@set OUT_DIR=Debug
@set OUT_EXE=example_win32_opengl3
@set INCLUDES=-I../.. -I../../backends
diff --git a/examples/example_win32_opengl3/main.cpp b/examples/example_win32_opengl3/main.cpp
index 8ecd27a20642..820248c6428b 100644
--- a/examples/example_win32_opengl3/main.cpp
+++ b/examples/example_win32_opengl3/main.cpp
@@ -75,16 +75,16 @@ int main(int, char**)
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
- // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
// - Read 'docs/FONTS.md' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+ //style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault();
- //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
- //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
- //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
+ //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
//IM_ASSERT(font != nullptr);
// Our state
diff --git a/examples/example_win32_vulkan/build_win32.bat b/examples/example_win32_vulkan/build_win32.bat
new file mode 100644
index 000000000000..4bfb7cafc68b
--- /dev/null
+++ b/examples/example_win32_vulkan/build_win32.bat
@@ -0,0 +1,9 @@
+@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
+@set OUT_DIR=Debug
+@set OUT_EXE=example_win32_vulkan
+@set INCLUDES=/I..\.. /I..\..\backends /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I %VULKAN_SDK%\include
+@set SOURCES=main.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\imgui*.cpp
+@set LIBS=/libpath:%VULKAN_SDK%\lib32 vulkan-1.lib
+
+mkdir %OUT_DIR%
+cl /nologo /Zi /MD /utf-8 %INCLUDES% /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
diff --git a/examples/example_win32_vulkan/build_win64.bat b/examples/example_win32_vulkan/build_win64.bat
new file mode 100644
index 000000000000..f8c66f799531
--- /dev/null
+++ b/examples/example_win32_vulkan/build_win64.bat
@@ -0,0 +1,9 @@
+@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
+@set OUT_DIR=Debug
+@set OUT_EXE=example_win32_vulkan
+@set INCLUDES=/I..\.. /I..\..\backends /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I %VULKAN_SDK%\include
+@set SOURCES=main.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\imgui*.cpp
+@set LIBS=/libpath:%VULKAN_SDK%\lib vulkan-1.lib
+
+mkdir %OUT_DIR%
+cl /nologo /Zi /MD /utf-8 %INCLUDES% /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
diff --git a/examples/example_win32_vulkan/example_win32_vulkan.vcxproj b/examples/example_win32_vulkan/example_win32_vulkan.vcxproj
new file mode 100644
index 000000000000..dab8afd4ed71
--- /dev/null
+++ b/examples/example_win32_vulkan/example_win32_vulkan.vcxproj
@@ -0,0 +1,178 @@
+
+
+
+
+ Debug
+ Win32
+
+
+ Debug
+ x64
+
+
+ Release
+ Win32
+
+
+ Release
+ x64
+
+
+
+ {0A1E32DF-E0F4-4CCE-B3DC-9644C503BD88}
+ example_win32_directx11
+
+
+
+ Application
+ true
+ Unicode
+ v140
+
+
+ Application
+ true
+ Unicode
+ v140
+
+
+ Application
+ false
+ true
+ Unicode
+ v140
+
+
+ Application
+ false
+ true
+ Unicode
+ v140
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ $(ProjectDir)$(Configuration)\
+ $(ProjectDir)$(Configuration)\
+
+
+ $(ProjectDir)$(Configuration)\
+ $(ProjectDir)$(Configuration)\
+
+
+ $(ProjectDir)$(Configuration)\
+ $(ProjectDir)$(Configuration)\
+
+
+ $(ProjectDir)$(Configuration)\
+ $(ProjectDir)$(Configuration)\
+
+
+
+ Level4
+ Disabled
+ ..\..;..\..\backends;%VULKAN_SDK%\include;%(AdditionalIncludeDirectories)
+ _UNICODE;UNICODE;%(PreprocessorDefinitions)
+ /utf-8 %(AdditionalOptions)
+
+
+ true
+ vulkan-1.lib;%(AdditionalDependencies)
+ %VULKAN_SDK%\lib32;%(AdditionalLibraryDirectories)
+ Console
+
+
+
+
+ Level4
+ Disabled
+ ..\..;..\..\backends;%VULKAN_SDK%\include;%(AdditionalIncludeDirectories)
+ _UNICODE;UNICODE;%(PreprocessorDefinitions)
+ /utf-8 %(AdditionalOptions)
+
+
+ true
+ vulkan-1.lib;%(AdditionalDependencies)
+ %VULKAN_SDK%\lib;%(AdditionalLibraryDirectories)
+ Console
+
+
+
+
+ Level4
+ MaxSpeed
+ true
+ true
+ ..\..;..\..\backends;%VULKAN_SDK%\include;%(AdditionalIncludeDirectories)
+ _UNICODE;UNICODE;%(PreprocessorDefinitions)
+ false
+ /utf-8 %(AdditionalOptions)
+
+
+ true
+ true
+ true
+ vulkan-1.lib;%(AdditionalDependencies)
+ %VULKAN_SDK%\lib32;%(AdditionalLibraryDirectories)
+ Console
+
+
+
+
+ Level4
+ MaxSpeed
+ true
+ true
+ ..\..;..\..\backends;%VULKAN_SDK%\include;%(AdditionalIncludeDirectories)
+ _UNICODE;UNICODE;%(PreprocessorDefinitions)
+ /utf-8 %(AdditionalOptions)
+
+
+ true
+ true
+ true
+ vulkan-1.lib;%(AdditionalDependencies)
+ %VULKAN_SDK%\lib;%(AdditionalLibraryDirectories)
+ Console
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/examples/example_win32_vulkan/example_win32_vulkan.vcxproj.filters b/examples/example_win32_vulkan/example_win32_vulkan.vcxproj.filters
new file mode 100644
index 000000000000..c91a95810cc1
--- /dev/null
+++ b/examples/example_win32_vulkan/example_win32_vulkan.vcxproj.filters
@@ -0,0 +1,63 @@
+
+
+
+
+ {0587d7a3-f2ce-4d56-b84f-a0005d3bfce6}
+
+
+ {08e36723-ce4f-4cff-9662-c40801cf1acf}
+
+
+
+
+ imgui
+
+
+ imgui
+
+
+ imgui
+
+
+ sources
+
+
+ sources
+
+
+
+
+ imgui
+
+
+ sources
+
+
+ imgui
+
+
+ imgui
+
+
+ imgui
+
+
+ sources
+
+
+ sources
+
+
+ imgui
+
+
+
+
+
+ imgui
+
+
+ imgui
+
+
+
\ No newline at end of file
diff --git a/examples/example_win32_vulkan/main.cpp b/examples/example_win32_vulkan/main.cpp
new file mode 100644
index 000000000000..a98f16fe2b17
--- /dev/null
+++ b/examples/example_win32_vulkan/main.cpp
@@ -0,0 +1,559 @@
+// Dear ImGui: standalone example application for Win32 + Vulkan
+
+// Learn about Dear ImGui:
+// - FAQ https://dearimgui.com/faq
+// - Getting Started https://dearimgui.com/getting-started
+// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
+// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
+// You will use those if you want to use this rendering backend in your engine/app.
+// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
+// the backend itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
+// Read comments in imgui_impl_vulkan.h.
+
+#include "imgui.h"
+#include "imgui_impl_win32.h"
+#define VK_USE_PLATFORM_WIN32_KHR
+#include "imgui_impl_vulkan.h"
+#include
+#include // printf, fprintf
+#include // abort
+#include
+
+// Volk headers
+#ifdef IMGUI_IMPL_VULKAN_USE_VOLK
+#define VOLK_IMPLEMENTATION
+#include
+#endif
+
+//#define APP_USE_UNLIMITED_FRAME_RATE
+#ifdef _DEBUG
+#define APP_USE_VULKAN_DEBUG_REPORT
+#endif
+
+// Data
+static VkAllocationCallbacks* g_Allocator = nullptr;
+static VkInstance g_Instance = VK_NULL_HANDLE;
+static VkPhysicalDevice g_PhysicalDevice = VK_NULL_HANDLE;
+static VkDevice g_Device = VK_NULL_HANDLE;
+static uint32_t g_QueueFamily = (uint32_t)-1;
+static VkQueue g_Queue = VK_NULL_HANDLE;
+static VkDebugReportCallbackEXT g_DebugReport = VK_NULL_HANDLE;
+static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE;
+static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE;
+
+static ImGui_ImplVulkanH_Window g_MainWindowData;
+static uint32_t g_MinImageCount = 2;
+static bool g_SwapChainRebuild = false;
+
+static void check_vk_result(VkResult err)
+{
+ if (err == VK_SUCCESS)
+ return;
+ fprintf(stderr, "[vulkan] Error: VkResult = %d\n", err);
+ if (err < 0)
+ abort();
+}
+
+#ifdef APP_USE_VULKAN_DEBUG_REPORT
+static VKAPI_ATTR VkBool32 VKAPI_CALL debug_report(VkDebugReportFlagsEXT flags, VkDebugReportObjectTypeEXT objectType, uint64_t object, size_t location, int32_t messageCode, const char* pLayerPrefix, const char* pMessage, void* pUserData)
+{
+ (void)flags; (void)object; (void)location; (void)messageCode; (void)pUserData; (void)pLayerPrefix; // Unused arguments
+ fprintf(stderr, "[vulkan] Debug report from ObjectType: %i\nMessage: %s\n\n", objectType, pMessage);
+ return VK_FALSE;
+}
+#endif // APP_USE_VULKAN_DEBUG_REPORT
+
+static bool IsExtensionAvailable(const ImVector& properties, const char* extension)
+{
+ for (const VkExtensionProperties& p : properties)
+ if (strcmp(p.extensionName, extension) == 0)
+ return true;
+ return false;
+}
+
+static void SetupVulkan(ImVector instance_extensions)
+{
+ VkResult err;
+#ifdef IMGUI_IMPL_VULKAN_USE_VOLK
+ volkInitialize();
+#endif
+
+ // Create Vulkan Instance
+ {
+ VkInstanceCreateInfo create_info = {};
+ create_info.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO;
+
+ // Enumerate available extensions
+ uint32_t properties_count;
+ ImVector properties;
+ vkEnumerateInstanceExtensionProperties(nullptr, &properties_count, nullptr);
+ properties.resize(properties_count);
+ err = vkEnumerateInstanceExtensionProperties(nullptr, &properties_count, properties.Data);
+ check_vk_result(err);
+
+ // Enable required extensions
+ if (IsExtensionAvailable(properties, VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME))
+ instance_extensions.push_back(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME);
+#ifdef VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME
+ if (IsExtensionAvailable(properties, VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME))
+ {
+ instance_extensions.push_back(VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME);
+ create_info.flags |= VK_INSTANCE_CREATE_ENUMERATE_PORTABILITY_BIT_KHR;
+ }
+#endif
+
+ // Enabling validation layers
+#ifdef APP_USE_VULKAN_DEBUG_REPORT
+ const char* layers[] = { "VK_LAYER_KHRONOS_validation" };
+ create_info.enabledLayerCount = 1;
+ create_info.ppEnabledLayerNames = layers;
+ instance_extensions.push_back("VK_EXT_debug_report");
+#endif
+
+ // Create Vulkan Instance
+ create_info.enabledExtensionCount = (uint32_t)instance_extensions.Size;
+ create_info.ppEnabledExtensionNames = instance_extensions.Data;
+ err = vkCreateInstance(&create_info, g_Allocator, &g_Instance);
+ check_vk_result(err);
+#ifdef IMGUI_IMPL_VULKAN_USE_VOLK
+ volkLoadInstance(g_Instance);
+#endif
+
+ // Setup the debug report callback
+#ifdef APP_USE_VULKAN_DEBUG_REPORT
+ auto f_vkCreateDebugReportCallbackEXT = (PFN_vkCreateDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkCreateDebugReportCallbackEXT");
+ IM_ASSERT(f_vkCreateDebugReportCallbackEXT != nullptr);
+ VkDebugReportCallbackCreateInfoEXT debug_report_ci = {};
+ debug_report_ci.sType = VK_STRUCTURE_TYPE_DEBUG_REPORT_CALLBACK_CREATE_INFO_EXT;
+ debug_report_ci.flags = VK_DEBUG_REPORT_ERROR_BIT_EXT | VK_DEBUG_REPORT_WARNING_BIT_EXT | VK_DEBUG_REPORT_PERFORMANCE_WARNING_BIT_EXT;
+ debug_report_ci.pfnCallback = debug_report;
+ debug_report_ci.pUserData = nullptr;
+ err = f_vkCreateDebugReportCallbackEXT(g_Instance, &debug_report_ci, g_Allocator, &g_DebugReport);
+ check_vk_result(err);
+#endif
+ }
+
+ // Select Physical Device (GPU)
+ g_PhysicalDevice = ImGui_ImplVulkanH_SelectPhysicalDevice(g_Instance);
+ IM_ASSERT(g_PhysicalDevice != VK_NULL_HANDLE);
+
+ // Select graphics queue family
+ g_QueueFamily = ImGui_ImplVulkanH_SelectQueueFamilyIndex(g_PhysicalDevice);
+ IM_ASSERT(g_QueueFamily != (uint32_t)-1);
+
+ // Create Logical Device (with 1 queue)
+ {
+ ImVector device_extensions;
+ device_extensions.push_back("VK_KHR_swapchain");
+
+ // Enumerate physical device extension
+ uint32_t properties_count;
+ ImVector properties;
+ vkEnumerateDeviceExtensionProperties(g_PhysicalDevice, nullptr, &properties_count, nullptr);
+ properties.resize(properties_count);
+ vkEnumerateDeviceExtensionProperties(g_PhysicalDevice, nullptr, &properties_count, properties.Data);
+#ifdef VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME
+ if (IsExtensionAvailable(properties, VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME))
+ device_extensions.push_back(VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME);
+#endif
+
+ const float queue_priority[] = { 1.0f };
+ VkDeviceQueueCreateInfo queue_info[1] = {};
+ queue_info[0].sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
+ queue_info[0].queueFamilyIndex = g_QueueFamily;
+ queue_info[0].queueCount = 1;
+ queue_info[0].pQueuePriorities = queue_priority;
+ VkDeviceCreateInfo create_info = {};
+ create_info.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO;
+ create_info.queueCreateInfoCount = sizeof(queue_info) / sizeof(queue_info[0]);
+ create_info.pQueueCreateInfos = queue_info;
+ create_info.enabledExtensionCount = (uint32_t)device_extensions.Size;
+ create_info.ppEnabledExtensionNames = device_extensions.Data;
+ err = vkCreateDevice(g_PhysicalDevice, &create_info, g_Allocator, &g_Device);
+ check_vk_result(err);
+ vkGetDeviceQueue(g_Device, g_QueueFamily, 0, &g_Queue);
+ }
+
+ // Create Descriptor Pool
+ // If you wish to load e.g. additional textures you may need to alter pools sizes and maxSets.
+ {
+ VkDescriptorPoolSize pool_sizes[] =
+ {
+ { VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE },
+ };
+ VkDescriptorPoolCreateInfo pool_info = {};
+ pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
+ pool_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT;
+ pool_info.maxSets = 0;
+ for (VkDescriptorPoolSize& pool_size : pool_sizes)
+ pool_info.maxSets += pool_size.descriptorCount;
+ pool_info.poolSizeCount = (uint32_t)IM_ARRAYSIZE(pool_sizes);
+ pool_info.pPoolSizes = pool_sizes;
+ err = vkCreateDescriptorPool(g_Device, &pool_info, g_Allocator, &g_DescriptorPool);
+ check_vk_result(err);
+ }
+}
+
+// All the ImGui_ImplVulkanH_XXX structures/functions are optional helpers used by the demo.
+// Your real engine/app may not use them.
+static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface, int width, int height)
+{
+ wd->Surface = surface;
+
+ // Check for WSI support
+ VkBool32 res;
+ vkGetPhysicalDeviceSurfaceSupportKHR(g_PhysicalDevice, g_QueueFamily, wd->Surface, &res);
+ if (res != VK_TRUE)
+ {
+ fprintf(stderr, "Error no WSI support on physical device 0\n");
+ exit(-1);
+ }
+
+ // Select Surface Format
+ const VkFormat requestSurfaceImageFormat[] = { VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_B8G8R8_UNORM, VK_FORMAT_R8G8B8_UNORM };
+ const VkColorSpaceKHR requestSurfaceColorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR;
+ wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(g_PhysicalDevice, wd->Surface, requestSurfaceImageFormat, (size_t)IM_ARRAYSIZE(requestSurfaceImageFormat), requestSurfaceColorSpace);
+
+ // Select Present Mode
+#ifdef APP_USE_UNLIMITED_FRAME_RATE
+ VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_MAILBOX_KHR, VK_PRESENT_MODE_IMMEDIATE_KHR, VK_PRESENT_MODE_FIFO_KHR };
+#else
+ VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_FIFO_KHR };
+#endif
+ wd->PresentMode = ImGui_ImplVulkanH_SelectPresentMode(g_PhysicalDevice, wd->Surface, &present_modes[0], IM_ARRAYSIZE(present_modes));
+ //printf("[vulkan] Selected PresentMode = %d\n", wd->PresentMode);
+
+ // Create SwapChain, RenderPass, Framebuffer, etc.
+ IM_ASSERT(g_MinImageCount >= 2);
+ ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, width, height, g_MinImageCount);
+}
+
+static void CleanupVulkan()
+{
+ vkDestroyDescriptorPool(g_Device, g_DescriptorPool, g_Allocator);
+
+#ifdef APP_USE_VULKAN_DEBUG_REPORT
+ // Remove the debug report callback
+ auto f_vkDestroyDebugReportCallbackEXT = (PFN_vkDestroyDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkDestroyDebugReportCallbackEXT");
+ f_vkDestroyDebugReportCallbackEXT(g_Instance, g_DebugReport, g_Allocator);
+#endif // APP_USE_VULKAN_DEBUG_REPORT
+
+ vkDestroyDevice(g_Device, g_Allocator);
+ vkDestroyInstance(g_Instance, g_Allocator);
+}
+
+static void CleanupVulkanWindow()
+{
+ ImGui_ImplVulkanH_DestroyWindow(g_Instance, g_Device, &g_MainWindowData, g_Allocator);
+}
+
+static void FrameRender(ImGui_ImplVulkanH_Window* wd, ImDrawData* draw_data)
+{
+ VkSemaphore image_acquired_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].ImageAcquiredSemaphore;
+ VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore;
+ VkResult err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex);
+ if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR)
+ g_SwapChainRebuild = true;
+ if (err == VK_ERROR_OUT_OF_DATE_KHR)
+ return;
+ if (err != VK_SUBOPTIMAL_KHR)
+ check_vk_result(err);
+
+ ImGui_ImplVulkanH_Frame* fd = &wd->Frames[wd->FrameIndex];
+ {
+ err = vkWaitForFences(g_Device, 1, &fd->Fence, VK_TRUE, UINT64_MAX); // wait indefinitely instead of periodically checking
+ check_vk_result(err);
+
+ err = vkResetFences(g_Device, 1, &fd->Fence);
+ check_vk_result(err);
+ }
+ {
+ err = vkResetCommandPool(g_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);
+ }
+ {
+ 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 = 1;
+ info.pClearValues = &wd->ClearValue;
+ vkCmdBeginRenderPass(fd->CommandBuffer, &info, VK_SUBPASS_CONTENTS_INLINE);
+ }
+
+ // Record dear imgui primitives into command buffer
+ ImGui_ImplVulkan_RenderDrawData(draw_data, fd->CommandBuffer);
+
+ // Submit command buffer
+ 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 = &image_acquired_semaphore;
+ info.pWaitDstStageMask = &wait_stage;
+ info.commandBufferCount = 1;
+ info.pCommandBuffers = &fd->CommandBuffer;
+ info.signalSemaphoreCount = 1;
+ info.pSignalSemaphores = &render_complete_semaphore;
+
+ err = vkEndCommandBuffer(fd->CommandBuffer);
+ check_vk_result(err);
+ err = vkQueueSubmit(g_Queue, 1, &info, fd->Fence);
+ check_vk_result(err);
+ }
+}
+
+static void FramePresent(ImGui_ImplVulkanH_Window* wd)
+{
+ if (g_SwapChainRebuild)
+ return;
+ VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore;
+ VkPresentInfoKHR info = {};
+ info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
+ info.waitSemaphoreCount = 1;
+ info.pWaitSemaphores = &render_complete_semaphore;
+ info.swapchainCount = 1;
+ info.pSwapchains = &wd->Swapchain;
+ info.pImageIndices = &wd->FrameIndex;
+ VkResult err = vkQueuePresentKHR(g_Queue, &info);
+ if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR)
+ g_SwapChainRebuild = true;
+ if (err == VK_ERROR_OUT_OF_DATE_KHR)
+ return;
+ if (err != VK_SUBOPTIMAL_KHR)
+ check_vk_result(err);
+ wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->SemaphoreCount; // Now we can use the next set of semaphores
+}
+
+LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
+
+// Main code
+int main(int, char**)
+{
+ // Create application window
+ //ImGui_ImplWin32_EnableDpiAwareness();
+ WNDCLASSEXW wc = { sizeof(wc), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(nullptr), nullptr, nullptr, nullptr, nullptr, L"ImGui Example", nullptr };
+ ::RegisterClassExW(&wc);
+ HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui Win32+Vulkan Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, nullptr, nullptr, wc.hInstance, nullptr);
+
+ ImVector extensions;
+ extensions.push_back("VK_KHR_surface");
+ extensions.push_back("VK_KHR_win32_surface");
+ SetupVulkan(extensions);
+
+ // Create Window Surface
+ VkSurfaceKHR surface;
+ VkResult err;
+ VkWin32SurfaceCreateInfoKHR createInfo = {};
+ createInfo.sType = VK_STRUCTURE_TYPE_WIN32_SURFACE_CREATE_INFO_KHR;
+ createInfo.hwnd = hwnd;
+ createInfo.hinstance = ::GetModuleHandle(nullptr);
+ if (vkCreateWin32SurfaceKHR(g_Instance, &createInfo, nullptr, &surface) != VK_SUCCESS)
+ {
+ printf("Failed to create Vulkan surface.\n");
+ return 1;
+ }
+
+ // Show the window
+ // FIXME: Retrieve client size from window itself.
+ ImGui_ImplVulkanH_Window* wd = &g_MainWindowData;
+ SetupVulkanWindow(wd, surface, 1280, 800);
+ ::ShowWindow(hwnd, SW_SHOWDEFAULT);
+ ::UpdateWindow(hwnd);
+
+ // Setup Dear ImGui context
+ IMGUI_CHECKVERSION();
+ ImGui::CreateContext();
+ ImGuiIO& io = ImGui::GetIO(); (void)io;
+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
+
+ // Setup Dear ImGui style
+ ImGui::StyleColorsDark();
+ //ImGui::StyleColorsLight();
+
+ // Setup Platform/Renderer backends
+ ImGui_ImplWin32_Init(hwnd);
+ ImGui_ImplVulkan_InitInfo init_info = {};
+ //init_info.ApiVersion = VK_API_VERSION_1_3; // Pass in your value of VkApplicationInfo::apiVersion, otherwise will default to header version.
+ init_info.Instance = g_Instance;
+ init_info.PhysicalDevice = g_PhysicalDevice;
+ init_info.Device = g_Device;
+ init_info.QueueFamily = g_QueueFamily;
+ init_info.Queue = g_Queue;
+ init_info.PipelineCache = g_PipelineCache;
+ init_info.DescriptorPool = g_DescriptorPool;
+ init_info.RenderPass = wd->RenderPass;
+ init_info.Subpass = 0;
+ init_info.MinImageCount = g_MinImageCount;
+ init_info.ImageCount = wd->ImageCount;
+ init_info.MSAASamples = VK_SAMPLE_COUNT_1_BIT;
+ init_info.Allocator = g_Allocator;
+ init_info.CheckVkResultFn = check_vk_result;
+ ImGui_ImplVulkan_Init(&init_info);
+
+ // Load Fonts
+ // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+ // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
+ // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
+ // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
+ // - Read 'docs/FONTS.md' for more instructions and details.
+ // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+ //style.FontSizeBase = 20.0f;
+ //io.Fonts->AddFontDefault();
+ //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
+ //IM_ASSERT(font != nullptr);
+
+ // Our state
+ bool show_demo_window = true;
+ bool show_another_window = false;
+ ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+ // Main loop
+ bool done = false;
+ while (!done)
+ {
+ // Poll and handle messages (inputs, window resize, etc.)
+ // See the WndProc() function below for our to dispatch events to the Win32 backend.
+ MSG msg;
+ while (::PeekMessage(&msg, nullptr, 0U, 0U, PM_REMOVE))
+ {
+ ::TranslateMessage(&msg);
+ ::DispatchMessage(&msg);
+ if (msg.message == WM_QUIT)
+ done = true;
+ }
+ if (done)
+ break;
+
+ // Start the Dear ImGui frame
+ ImGui_ImplVulkan_NewFrame();
+ ImGui_ImplWin32_NewFrame();
+ ImGui::NewFrame();
+
+ // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+ if (show_demo_window)
+ ImGui::ShowDemoWindow(&show_demo_window);
+
+ // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
+ {
+ static float f = 0.0f;
+ static int counter = 0;
+
+ ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
+
+ ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
+ ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
+ ImGui::Checkbox("Another Window", &show_another_window);
+
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+ if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
+ counter++;
+ ImGui::SameLine();
+ ImGui::Text("counter = %d", counter);
+
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
+ ImGui::End();
+ }
+
+ // 3. Show another simple window.
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+ ImGui::Text("Hello from another window!");
+ if (ImGui::Button("Close Me"))
+ show_another_window = false;
+ ImGui::End();
+ }
+
+ // Rendering
+ ImGui::Render();
+ ImDrawData* draw_data = ImGui::GetDrawData();
+ const bool is_minimized = (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f);
+ if (!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
+ err = vkDeviceWaitIdle(g_Device);
+ check_vk_result(err);
+ ImGui_ImplVulkan_Shutdown();
+ ImGui_ImplWin32_Shutdown();
+ ImGui::DestroyContext();
+
+ CleanupVulkanWindow();
+ CleanupVulkan();
+
+ ::DestroyWindow(hwnd);
+ ::UnregisterClassW(wc.lpszClassName, wc.hInstance);
+
+ return 0;
+}
+
+// Helper functions
+
+// Forward declare message handler from imgui_impl_win32.cpp
+extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
+
+// Win32 message handler
+// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
+// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
+// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
+{
+ if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
+ return true;
+
+ switch (msg)
+ {
+ case WM_SIZE:
+ if (g_Device != VK_NULL_HANDLE && wParam != SIZE_MINIMIZED)
+ {
+ // Resize swap chain
+ int fb_width = (UINT)LOWORD(lParam);
+ int fb_height = (UINT)HIWORD(lParam);
+ if (fb_width > 0 && fb_height > 0 && (g_SwapChainRebuild || g_MainWindowData.Width != fb_width || g_MainWindowData.Height != fb_height))
+ {
+ ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount);
+ ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, &g_MainWindowData, g_QueueFamily, g_Allocator, fb_width, fb_height, g_MinImageCount);
+ g_MainWindowData.FrameIndex = 0;
+ g_SwapChainRebuild = false;
+ }
+ }
+ return 0;
+ case WM_SYSCOMMAND:
+ if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
+ return 0;
+ break;
+ case WM_DESTROY:
+ ::PostQuitMessage(0);
+ return 0;
+ }
+ return ::DefWindowProcW(hWnd, msg, wParam, lParam);
+}
diff --git a/examples/imgui_examples.sln b/examples/imgui_examples.sln
index ea9f65cbd3e9..cf1c5ad50f63 100644
--- a/examples/imgui_examples.sln
+++ b/examples/imgui_examples.sln
@@ -35,6 +35,10 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl3_sdlrenderer3",
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl3_vulkan", "example_sdl3_vulkan\example_sdl3_vulkan.vcxproj", "{663A7E89-1E42-4222-921C-177F5B5910DF}"
EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_win32_vulkan", "example_win32_vulkan\example_win32_vulkan.vcxproj", "{0A1E32DF-E0F4-4CCE-B3DC-9644C503BD88}"
+EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl3_sdlgpu3", "example_sdl3_sdlgpu3\example_sdl3_sdlgpu3.vcxproj", "{C22CB6F8-39A5-4DDA-90ED-4ACA4E81E1E5}"
+EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Win32 = Debug|Win32
@@ -171,6 +175,22 @@ Global
{663A7E89-1E42-4222-921C-177F5B5910DF}.Release|Win32.Build.0 = Release|Win32
{663A7E89-1E42-4222-921C-177F5B5910DF}.Release|x64.ActiveCfg = Release|x64
{663A7E89-1E42-4222-921C-177F5B5910DF}.Release|x64.Build.0 = Release|x64
+ {0A1E32DF-E0F4-4CCE-B3DC-9644C503BD88}.Debug|Win32.ActiveCfg = Debug|Win32
+ {0A1E32DF-E0F4-4CCE-B3DC-9644C503BD88}.Debug|Win32.Build.0 = Debug|Win32
+ {0A1E32DF-E0F4-4CCE-B3DC-9644C503BD88}.Debug|x64.ActiveCfg = Debug|x64
+ {0A1E32DF-E0F4-4CCE-B3DC-9644C503BD88}.Debug|x64.Build.0 = Debug|x64
+ {0A1E32DF-E0F4-4CCE-B3DC-9644C503BD88}.Release|Win32.ActiveCfg = Release|Win32
+ {0A1E32DF-E0F4-4CCE-B3DC-9644C503BD88}.Release|Win32.Build.0 = Release|Win32
+ {0A1E32DF-E0F4-4CCE-B3DC-9644C503BD88}.Release|x64.ActiveCfg = Release|x64
+ {0A1E32DF-E0F4-4CCE-B3DC-9644C503BD88}.Release|x64.Build.0 = Release|x64
+ {C22CB6F8-39A5-4DDA-90ED-4ACA4E81E1E5}.Debug|Win32.ActiveCfg = Debug|Win32
+ {C22CB6F8-39A5-4DDA-90ED-4ACA4E81E1E5}.Debug|Win32.Build.0 = Debug|Win32
+ {C22CB6F8-39A5-4DDA-90ED-4ACA4E81E1E5}.Debug|x64.ActiveCfg = Debug|x64
+ {C22CB6F8-39A5-4DDA-90ED-4ACA4E81E1E5}.Debug|x64.Build.0 = Debug|x64
+ {C22CB6F8-39A5-4DDA-90ED-4ACA4E81E1E5}.Release|Win32.ActiveCfg = Release|Win32
+ {C22CB6F8-39A5-4DDA-90ED-4ACA4E81E1E5}.Release|Win32.Build.0 = Release|Win32
+ {C22CB6F8-39A5-4DDA-90ED-4ACA4E81E1E5}.Release|x64.ActiveCfg = Release|x64
+ {C22CB6F8-39A5-4DDA-90ED-4ACA4E81E1E5}.Release|x64.Build.0 = Release|x64
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
diff --git a/examples/libs/usynergy/uSynergy.h b/examples/libs/usynergy/uSynergy.h
index 2d7f9fa15543..2b4d779b6384 100644
--- a/examples/libs/usynergy/uSynergy.h
+++ b/examples/libs/usynergy/uSynergy.h
@@ -336,7 +336,7 @@ typedef struct
uSynergyJoystickCallback m_joystickCallback; /* Callback for joystick events */
uSynergyClipboardCallback m_clipboardCallback; /* Callback for clipboard events */
- /* State data, used internall by client, initialized by uSynergyInit() */
+ /* State data, used internally by client, initialized by uSynergyInit() */
uSynergyBool m_connected; /* Is our socket connected? */
uSynergyBool m_hasReceivedHello; /* Have we received a 'Hello' from the server? */
uSynergyBool m_isCaptured; /* Is Synergy active (i.e. this client is receiving input messages?) */
diff --git a/imconfig.h b/imconfig.h
index 63d6ba081e99..4dab1b60425b 100644
--- a/imconfig.h
+++ b/imconfig.h
@@ -29,7 +29,6 @@
//---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to clean your code of obsolete function/names.
//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
-//#define IMGUI_DISABLE_OBSOLETE_KEYIO // 1.87+ disable legacy io.KeyMap[]+io.KeysDown[] in favor io.AddKeyEvent(). This is automatically done by IMGUI_DISABLE_OBSOLETE_FUNCTIONS.
//---- Disable all of Dear ImGui or don't implement standard windows/tools.
// It is very strongly recommended to NOT disable the demo windows and debug tool during development. They are extremely useful in day to day work. Please read comments in imgui_demo.cpp.
@@ -49,6 +48,7 @@
//#define IMGUI_DISABLE_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle at all (replace them with dummies)
//#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle so you can implement them yourself if you don't want to link with fopen/fclose/fread/fwrite. This will also disable the LogToTTY() function.
//#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions().
+//#define IMGUI_DISABLE_DEFAULT_FONT // Disable default embedded font (ProggyClean.ttf), remove ~9.5 KB from output binary. AddFontDefault() will assert.
//#define IMGUI_DISABLE_SSE // Disable use of SSE intrinsics even if available
//---- Enable Test Engine / Automation features.
@@ -59,9 +59,12 @@
//#define IMGUI_INCLUDE_IMGUI_USER_H
//#define IMGUI_USER_H_FILENAME "my_folder/my_imgui_user.h"
-//---- Pack colors to BGRA8 instead of RGBA8 (to avoid converting from one to another)
+//---- Pack vertex colors as BGRA8 instead of RGBA8 (to avoid converting from one to another). Need dedicated backend support.
//#define IMGUI_USE_BGRA_PACKED_COLOR
+//---- Use legacy CRC32-adler tables (used before 1.91.6), in order to preserve old .ini data that you cannot afford to invalidate.
+//#define IMGUI_USE_LEGACY_CRC32_ADLER
+
//---- Use 32-bit for ImWchar (default is 16-bit) to support Unicode planes 1-16. (e.g. point beyond 0xFFFF like emoticons, dingbats, symbols, shapes, ancient languages, etc...)
//#define IMGUI_USE_WCHAR32
@@ -85,8 +88,7 @@
//---- Use FreeType + plutosvg or lunasvg to render OpenType SVG fonts (SVGinOT)
// Only works in combination with IMGUI_ENABLE_FREETYPE.
-// - lunasvg is currently easier to acquire/install, as e.g. it is part of vcpkg.
-// - plutosvg will support more fonts and may load them faster. It currently requires to be built manually but it is fairly easy. See misc/freetype/README for instructions.
+// - plutosvg is currently easier to install, as e.g. it is part of vcpkg. It will support more fonts and may load them faster. See misc/freetype/README for instructions.
// - Both require headers to be available in the include path + program to be linked with the library code (not provided).
// - (note: lunasvg implementation is based on Freetype's rsvg-port.c which is licensed under CeCILL-C Free Software License Agreement)
//#define IMGUI_ENABLE_FREETYPE_PLUTOSVG
@@ -127,6 +129,10 @@
//#define IM_DEBUG_BREAK IM_ASSERT(0)
//#define IM_DEBUG_BREAK __debugbreak()
+//---- Debug Tools: Enable highlight ID conflicts _before_ hovering items. When io.ConfigDebugHighlightIdConflicts is set.
+// (THIS WILL SLOW DOWN DEAR IMGUI. Only use occasionally and disable after use)
+//#define IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS
+
//---- Debug Tools: Enable slower asserts
//#define IMGUI_DEBUG_PARANOID
diff --git a/imgui.cpp b/imgui.cpp
index 81f872f7ba61..31a95716b184 100644
--- a/imgui.cpp
+++ b/imgui.cpp
@@ -1,4 +1,4 @@
-// dear imgui, v1.91.5 WIP
+// dear imgui, v1.92.2 WIP
// (main code and documentation)
// Help:
@@ -21,11 +21,12 @@
// - Issues & support ........... https://github.com/ocornut/imgui/issues
// - Test Engine & Automation ... https://github.com/ocornut/imgui_test_engine (test suite, test engine to automate your apps)
-// For first-time users having issues compiling/linking/running/loading fonts:
+// For first-time users having issues compiling/linking/running:
// please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above.
// Everything else should be asked in 'Issues'! We are building a database of cross-linked knowledge there.
+// Since 1.92, we encourage font loading question to also be posted in 'Issues'.
-// Copyright (c) 2014-2024 Omar Cornut
+// Copyright (c) 2014-2025 Omar Cornut
// Developed by Omar Cornut and every direct or indirect contributors to the GitHub.
// See LICENSE.txt for copyright and licensing details (standard MIT License).
// This library is free but needs your support to sustain development and maintenance.
@@ -52,7 +53,7 @@ DOCUMENTATION
- HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI
- GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE
- HOW A SIMPLE APPLICATION MAY LOOK LIKE
- - HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE
+ - USING CUSTOM BACKEND / CUSTOM ENGINE
- API BREAKING CHANGES (read me when you update!)
- FREQUENTLY ASKED QUESTIONS (FAQ)
- Read all answers online: https://www.dearimgui.com/faq, or in docs/FAQ.md (with a Markdown viewer)
@@ -77,6 +78,7 @@ CODE
// [SECTION] RENDER HELPERS
// [SECTION] INITIALIZATION, SHUTDOWN
// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!)
+// [SECTION] FONTS
// [SECTION] ID STACK
// [SECTION] INPUTS
// [SECTION] ERROR CHECKING, STATE RECOVERY
@@ -85,6 +87,7 @@ CODE
// [SECTION] SCROLLING
// [SECTION] TOOLTIPS
// [SECTION] POPUPS
+// [SECTION] WINDOW FOCUS
// [SECTION] KEYBOARD/GAMEPAD NAVIGATION
// [SECTION] DRAG AND DROP
// [SECTION] LOGGING/CAPTURING
@@ -141,7 +144,8 @@ CODE
- CTRL+Shift+Left/Right: Select words.
- CTRL+A or Double-Click: Select All.
- CTRL+X, CTRL+C, CTRL+V: Use OS clipboard.
- - CTRL+Z, CTRL+Y: Undo, Redo.
+ - CTRL+Z Undo.
+ - CTRL+Y or CTRL+Shift+Z: Redo.
- ESCAPE: Revert text to its original value.
- On OSX, controls are automatically adjusted to match standard OSX text editing 2ts and behaviors.
@@ -174,7 +178,6 @@ CODE
- Set 'io.BackendFlags |= ImGuiBackendFlags_HasGamepad' + call io.AddKeyEvent/AddKeyAnalogEvent() with ImGuiKey_Gamepad_XXX keys.
- For analog values (0.0f to 1.0f), backend is responsible to handling a dead-zone and rescaling inputs accordingly.
Backend code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, etc.).
- - BEFORE 1.87, BACKENDS USED TO WRITE TO io.NavInputs[]. This is now obsolete. Please call io functions instead!
- If you need to share inputs between your game and the Dear ImGui interface, the easiest approach is to go all-or-nothing,
with a buttons combo to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved.
@@ -271,7 +274,8 @@ CODE
HOW A SIMPLE APPLICATION MAY LOOK LIKE
--------------------------------------
- EXHIBIT 1: USING THE EXAMPLE BACKENDS (= imgui_impl_XXX.cpp files from the backends/ folder).
+
+ USING THE EXAMPLE BACKENDS (= imgui_impl_XXX.cpp files from the backends/ folder).
The sub-folders in examples/ contain examples applications following this structure.
// Application init: create a dear imgui context, setup some options, load fonts
@@ -296,7 +300,7 @@ CODE
// Any application code here
ImGui::Text("Hello, world!");
- // Render dear imgui into screen
+ // Render dear imgui into framebuffer
ImGui::Render();
ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
g_pSwapChain->Present(1, 0);
@@ -307,26 +311,36 @@ CODE
ImGui_ImplWin32_Shutdown();
ImGui::DestroyContext();
- EXHIBIT 2: IMPLEMENTING CUSTOM BACKEND / CUSTOM ENGINE
+ To decide whether to dispatch mouse/keyboard inputs to Dear ImGui to the rest of your application,
+ you should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags!
+ Please read the FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" about this.
+
- // Application init: create a dear imgui context, setup some options, load fonts
+USING CUSTOM BACKEND / CUSTOM ENGINE
+------------------------------------
+
+IMPLEMENTING YOUR PLATFORM BACKEND:
+ -> see https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md for basic instructions.
+ -> the Platform backends in impl_impl_XXX.cpp files contain many implementations.
+
+IMPLEMENTING YOUR RenderDrawData() function:
+ -> see https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md
+ -> the Renderer Backends in impl_impl_XXX.cpp files contain many implementations of a ImGui_ImplXXXX_RenderDrawData() function.
+
+IMPLEMENTING SUPPORT for ImGuiBackendFlags_RendererHasTextures:
+ -> see https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md
+ -> the Renderer Backends in impl_impl_XXX.cpp files contain many implementations of a ImGui_ImplXXXX_UpdateTexture() function.
+
+ Basic application/backend skeleton:
+
+ // Application init: create a Dear ImGui context, setup some options, load fonts
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
- // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls.
- // TODO: Fill optional fields of the io structure later.
- // TODO: Load TTF/OTF fonts if you don't want to use the default font.
+ // TODO: set io.ConfigXXX values, e.g.
+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable keyboard controls
- // Build and load the texture atlas into a texture
- // (In the examples/ app this is usually done within the ImGui_ImplXXX_Init() function from one of the demo Renderer)
- int width, height;
- unsigned char* pixels = nullptr;
- io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
-
- // At this point you've got the texture data and you need to upload that to your graphic system:
- // After we have created the texture, store its pointer/identifier (_in whichever format your engine uses_) in 'io.Fonts->TexID'.
- // This will be passed back to your via the renderer. Basically ImTextureID == void*. Read FAQ for details about ImTextureID.
- MyTexture* texture = MyEngine::CreateTextureFromMemoryPixels(pixels, width, height, TEXTURE_TYPE_RGBA32)
- io.Fonts->SetTexID((void*)texture);
+ // TODO: Load TTF/OTF fonts if you don't want to use the default font.
+ io.Fonts->AddFontFromFileTTF("NotoSans.ttf");
// Application main loop
while (true)
@@ -349,77 +363,25 @@ CODE
MyGameUpdate(); // may use any Dear ImGui functions, e.g. ImGui::Begin("My window"); ImGui::Text("Hello, world!"); ImGui::End();
MyGameRender(); // may use any Dear ImGui functions as well!
- // Render dear imgui, swap buffers
+ // End the dear imgui frame
// (You want to try calling EndFrame/Render as late as you can, to be able to use Dear ImGui in your own game rendering code)
- ImGui::EndFrame();
+ ImGui::EndFrame(); // this is automatically called by Render(), but available
ImGui::Render();
+
+ // Update textures
ImDrawData* draw_data = ImGui::GetDrawData();
- MyImGuiRenderFunction(draw_data);
+ for (ImTextureData* tex : *draw_data->Textures)
+ if (tex->Status != ImTextureStatus_OK)
+ MyImGuiBackend_UpdateTexture(tex);
+
+ // Render dear imgui contents, swap buffers
+ MyImGuiBackend_RenderDrawData(draw_data);
SwapBuffers();
}
// Shutdown
ImGui::DestroyContext();
- To decide whether to dispatch mouse/keyboard inputs to Dear ImGui to the rest of your application,
- you should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags!
- Please read the FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" about this.
-
-
- HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE
- ---------------------------------------------
- The backends in impl_impl_XXX.cpp files contain many working implementations of a rendering function.
-
- void MyImGuiRenderFunction(ImDrawData* draw_data)
- {
- // TODO: Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
- // TODO: Setup texture sampling state: sample with bilinear filtering (NOT point/nearest filtering). Use 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines;' to allow point/nearest filtering.
- // TODO: Setup viewport covering draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
- // TODO: Setup orthographic projection matrix cover draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
- // TODO: Setup shader: vertex { float2 pos, float2 uv, u32 color }, fragment shader sample color from 1 texture, multiply by vertex color.
- ImVec2 clip_off = draw_data->DisplayPos;
- for (int n = 0; n < draw_data->CmdListsCount; n++)
- {
- const ImDrawList* cmd_list = draw_data->CmdLists[n];
- const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; // vertex buffer generated by Dear ImGui
- const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; // index buffer generated by Dear ImGui
- for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
- {
- const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
- if (pcmd->UserCallback)
- {
- pcmd->UserCallback(cmd_list, pcmd);
- }
- else
- {
- // Project scissor/clipping rectangles into framebuffer space
- ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
- ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
- if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
- continue;
-
- // We are using scissoring to clip some objects. All low-level graphics API should support it.
- // - If your engine doesn't support scissoring yet, you may ignore this at first. You will get some small glitches
- // (some elements visible outside their bounds) but you can fix that once everything else works!
- // - Clipping coordinates are provided in imgui coordinates space:
- // - For a given viewport, draw_data->DisplayPos == viewport->Pos and draw_data->DisplaySize == viewport->Size
- // - In a single viewport application, draw_data->DisplayPos == (0,0) and draw_data->DisplaySize == io.DisplaySize, but always use GetMainViewport()->Pos/Size instead of hardcoding those values.
- // - In the interest of supporting multi-viewport applications (see 'docking' branch on github),
- // always subtract draw_data->DisplayPos from clipping bounds to convert them to your viewport space.
- // - Note that pcmd->ClipRect contains Min+Max bounds. Some graphics API may use Min+Max, other may use Min+Size (size being Max-Min)
- MyEngineSetScissor(clip_min.x, clip_min.y, clip_max.x, clip_max.y);
-
- // The texture for the draw call is specified by pcmd->GetTexID().
- // The vast majority of draw calls will use the Dear ImGui texture atlas, which value you have set yourself during initialization.
- MyEngineBindTexture((MyTexture*)pcmd->GetTexID());
-
- // Render 'pcmd->ElemCount/3' indexed triangles.
- // By default the indices ImDrawIdx are 16-bit, you can change them to 32-bit in imconfig.h if your engine doesn't support 16-bit indices.
- MyEngineDrawIndexedTriangles(pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset, vtx_buffer, pcmd->VtxOffset);
- }
- }
- }
- }
API BREAKING CHANGES
@@ -430,6 +392,126 @@ CODE
When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files.
You can read releases logs https://github.com/ocornut/imgui/releases for more details.
+ - 2025/06/25 (1.92.0) - layout: commented out legacy ErrorCheckUsingSetCursorPosToExtendParentBoundaries() fallback obsoleted in 1.89 (August 2022) which allowed a SetCursorPos()/SetCursorScreenPos() call WITHOUT AN ITEM
+ to extend parent window/cell boundaries. Replaced with assert/tooltip that would already happens if previously using IMGUI_DISABLE_OBSOLETE_FUNCTIONS. (#5548, #4510, #3355, #1760, #1490, #4152, #150)
+ - Incorrect way to make a window content size 200x200:
+ Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End();
+ - Correct ways to make a window content size 200x200:
+ Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End();
+ Begin(...) + Dummy(ImVec2(200,200)) + End();
+ - TL;DR; if the assert triggers, you can add a Dummy({0,0}) call to validate extending parent boundaries.
+ - 2025/06/11 (1.92.0) - THIS VERSION CONTAINS THE LARGEST AMOUNT OF BREAKING CHANGES SINCE 2015! I TRIED REALLY HARD TO KEEP THEM TO A MINIMUM, REDUCE THE AMOUNT OF INTERFERENCES, BUT INEVITABLY SOME USERS WILL BE AFFECTED.
+ IN ORDER TO HELP US IMPROVE THE TRANSITION PROCESS, INCL. DOCUMENTATION AND COMMENTS, PLEASE REPORT **ANY** DOUBT, CONFUSION, QUESTIONS, FEEDBACK TO: https://github.com/ocornut/imgui/issues/
+ As part of the plan to reduce impact of API breaking changes, several unfinished changes/features/refactors related to font and text systems and scaling will be part of subsequent releases (1.92.1+).
+ If you are updating from an old version, and expecting a massive or difficult update, consider first updating to 1.91.9 to reduce the amount of changes.
+ - Hard to read? Refer to 'docs/Changelog.txt' for a less compact and more complete version of this!
+ - Fonts: **IMPORTANT**: if your app was solving the OSX/iOS Retina screen specific logical vs display scale problem by setting io.DisplayFramebufferScale (e.g. to 2.0f) + setting io.FontGlobalScale (e.g. to 1.0f/2.0f) + loading fonts at scaled sizes (e.g. size X * 2.0f):
+ This WILL NOT map correctly to the new system! Because font will rasterize as requested size.
+ - With a legacy backend (< 1.92): Instead of setting io.FontGlobalScale = 1.0f/N -> set ImFontCfg::RasterizerDensity = N. This already worked before, but is now pretty much required.
+ - With a new backend (1.92+): This should be all automatic. FramebufferScale is automatically used to set current font RasterizerDensity. FramebufferScale is a per-viewport property provided by backend through the Platform_GetWindowFramebufferScale() handler in 'docking' branch.
+ - Fonts: **IMPORTANT** on Font Sizing: Before 1.92, fonts were of a single size. They can now be dynamically sized.
+ - PushFont() API now has a REQUIRED size parameter.
+ - Before 1.92: PushFont() always used font "default" size specified in AddFont() call. It is equivalent to calling PushFont(font, font->LegacySize).
+ - Since 1.92: PushFont(font, 0.0f) preserve the current font size which is a shared value.
+ - To use old behavior: use 'ImGui::PushFont(font, font->LegacySize)' at call site.
+ - Kept inline single parameter function. Will obsolete.
+ - Fonts: **IMPORTANT** on Font Merging:
+ - When searching for a glyph in multiple merged fonts: we search for the FIRST font source which contains the desired glyph.
+ Because the user doesn't need to provide glyph ranges any more, it is possible that a glyph that you expected to fetch from a secondary/merged icon font may be erroneously fetched from the primary font.
+ - When searching for a glyph in multiple merged fonts: we now search for the FIRST font source which contains the desired glyph. This is technically a different behavior than before!
+ - e.g. If you are merging fonts you may have glyphs that you expected to load from Font Source 2 which exists in Font Source 1.
+ After the update and when using a new backend, those glyphs may now loaded from Font Source 1!
+ - We added `ImFontConfig::GlyphExcludeRanges[]` to specify ranges to exclude from a given font source:
+ // Add Font Source 1 but ignore ICON_MIN_FA..ICON_MAX_FA range
+ static ImWchar exclude_ranges[] = { ICON_MIN_FA, ICON_MAX_FA, 0 };
+ ImFontConfig cfg1;
+ cfg1.GlyphExcludeRanges = exclude_ranges;
+ io.Fonts->AddFontFromFileTTF("segoeui.ttf", 0.0f, &cfg1);
+ // Add Font Source 2, which expects to use the range above
+ ImFontConfig cfg2;
+ cfg2.MergeMode = true;
+ io.Fonts->AddFontFromFileTTF("FontAwesome4.ttf", 0.0f, &cfg2);
+ - You can use `Metrics/Debugger->Fonts->Font->Input Glyphs Overlap Detection Tool` to see list of glyphs available in multiple font sources. This can facilitate unde
+ - Fonts: ImFont::FontSize was removed and does not make sense anymore. ImFont::LegacySize is the size passed to AddFont().
+ - Fonts: Removed support for PushFont(NULL) which was a shortcut for "default font".
+ - Fonts: Renamed/moved 'io.FontGlobalScale' to 'style.FontScaleMain'.
+ - Textures: all API functions taking a 'ImTextureID' parameter are now taking a 'ImTextureRef'. Affected functions are: ImGui::Image(), ImGui::ImageWithBg(), ImGui::ImageButton(), ImDrawList::AddImage(), ImDrawList::AddImageQuad(), ImDrawList::AddImageRounded().
+ - Fonts: obsoleted ImFontAtlas::GetTexDataAsRGBA32(), GetTexDataAsAlpha8(), Build(), SetTexID(), IsBuilt() functions. The new protocol for backends to handle textures doesn't need them. Kept redirection functions (will obsolete).
+ - Fonts: ImFontConfig::OversampleH/OversampleV default to automatic (== 0) since v1.91.8. It is quite important you keep it automatic until we decide if we want to provide a way to express finer policy, otherwise you will likely waste texture space when using large glyphs. Note that the imgui_freetype backend doesn't use and does not need oversampling.
+ - Fonts: specifying glyph ranges is now unnecessary. The value of ImFontConfig::GlyphRanges[] is only useful for legacy backends. All GetGlyphRangesXXXX() functions are now marked obsolete: GetGlyphRangesDefault(), GetGlyphRangesGreek(), GetGlyphRangesKorean(), GetGlyphRangesJapanese(), GetGlyphRangesChineseSimplifiedCommon(), GetGlyphRangesChineseFull(), GetGlyphRangesCyrillic(), GetGlyphRangesThai(), GetGlyphRangesVietnamese().
+ - Fonts: removed ImFontAtlas::TexDesiredWidth to enforce a texture width. (#327)
+ - Fonts: if you create and manage ImFontAtlas instances yourself (instead of relying on ImGuiContext to create one, you'll need to call ImFontAtlasUpdateNewFrame() yourself. An assert will trigger if you don't.
+ - Fonts: obsolete ImGui::SetWindowFontScale() which is not useful anymore. Prefer using 'PushFont(NULL, style.FontSizeBase * factor)' or to manipulate other scaling factors.
+ - Fonts: obsoleted ImFont::Scale which is not useful anymore.
+ - Fonts: generally reworked Internals of ImFontAtlas and ImFont. While in theory a vast majority of users shouldn't be affected, some use cases or extensions might be. Among other things:
+ - ImDrawCmd::TextureId has been changed to ImDrawCmd::TexRef.
+ - ImFontAtlas::TexID has been changed to ImFontAtlas::TexRef.
+ - ImFontAtlas::ConfigData[] has been renamed to ImFontAtlas::Sources[]
+ - ImFont::ConfigData[], ConfigDataCount has been renamed to Sources[], SourceCount.
+ - Each ImFont has a number of ImFontBaked instances corresponding to actively used sizes. ImFont::GetFontBaked(size) retrieves the one for a given size.
+ - Fields moved from ImFont to ImFontBaked: IndexAdvanceX[], Glyphs[], Ascent, Descent, FindGlyph(), FindGlyphNoFallback(), GetCharAdvance().
+ - Fields moved from ImFontAtlas to ImFontAtlas->Tex: ImFontAtlas::TexWidth => TexData->Width, ImFontAtlas::TexHeight => TexData->Height, ImFontAtlas::TexPixelsAlpha8/TexPixelsRGBA32 => TexData->GetPixels().
+ - Widget code may use ImGui::GetFontBaked() instead of ImGui::GetFont() to access font data for current font at current font size (and you may use font->GetFontBaked(size) to access it for any other size.)
+ - Fonts: (users of imgui_freetype): renamed ImFontAtlas::FontBuilderFlags to ImFontAtlas::FontLoaderFlags. Renamed ImFontConfig::FontBuilderFlags to ImFontConfig::FontLoaderFlags. Renamed ImGuiFreeTypeBuilderFlags to ImGuiFreeTypeLoaderFlags.
+ If you used runtime imgui_freetype selection rather than the default IMGUI_ENABLE_FREETYPE compile-time option: Renamed/reworked ImFontBuilderIO into ImFontLoader. Renamed ImGuiFreeType::GetBuilderForFreeType() to ImGuiFreeType::GetFontLoader().
+ - old: io.Fonts->FontBuilderIO = ImGuiFreeType::GetBuilderForFreeType()
+ - new: io.Fonts->FontLoader = ImGuiFreeType::GetFontLoader()
+ - new: io.Fonts->SetFontLoader(ImGuiFreeType::GetFontLoader()) to change dynamically at runtime [from 1.92.1]
+ - Fonts: (users of custom rectangles, see #8466): Renamed AddCustomRectRegular() to AddCustomRect(). Added GetCustomRect() as a replacement for GetCustomRectByIndex() + CalcCustomRectUV().
+ - The output type of GetCustomRect() is now ImFontAtlasRect, which include UV coordinates. X->x, Y->y, Width->w, Height->h.
+ - old:
+ const ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(custom_rect_id);
+ ImVec2 uv0, uv1;
+ atlas->GetCustomRectUV(r, &uv0, &uv1);
+ ImGui::Image(atlas->TexRef, ImVec2(r->w, r->h), uv0, uv1);
+ - new;
+ ImFontAtlasRect r;
+ atlas->GetCustomRect(custom_rect_id, &r);
+ ImGui::Image(atlas->TexRef, ImVec2(r.w, r.h), r.uv0, r.uv1);
+ - We added a redirecting typedef but haven't attempted to magically redirect the field names, as this API is rarely used and the fix is simple.
+ - Obsoleted AddCustomRectFontGlyph() as the API does not make sense for scalable fonts. Kept existing function which uses the font "default size" (Sources[0]->LegacySize). Added a helper AddCustomRectFontGlyphForSize() which is immediately marked obsolete, but can facilitate transitioning old code.
+ - Prefer adding a font source (ImFontConfig) using a custom/procedural loader.
+ - DrawList: Renamed ImDrawList::PushTextureID()/PopTextureID() to PushTexture()/PopTexture().
+ - Backends: removed ImGui_ImplXXXX_CreateFontsTexture()/ImGui_ImplXXXX_DestroyFontsTexture() for all backends that had them. They should not be necessary any more.
+ - 2025/05/23 (1.92.0) - Fonts: changed ImFont::CalcWordWrapPositionA() to ImFont::CalcWordWrapPosition()
+ - old: const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, ....);
+ - new: const char* ImFont::CalcWordWrapPosition (float size, const char* text, ....);
+ The leading 'float scale' parameters was changed to 'float size'. This was necessary as 'scale' is assuming standard font size which is a concept we aim to eliminate in an upcoming update. Kept inline redirection function.
+ - 2025/05/15 (1.92.0) - TreeNode: renamed ImGuiTreeNodeFlags_NavLeftJumpsBackHere to ImGuiTreeNodeFlags_NavLeftJumpsToParent for clarity. Kept inline redirection enum (will obsolete).
+ - 2025/05/15 (1.92.0) - Commented out PushAllowKeyboardFocus()/PopAllowKeyboardFocus() which was obsoleted in 1.89.4. Use PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop)/PopItemFlag() instead. (#3092)
+ - 2025/05/15 (1.92.0) - Commented out ImGuiListClipper::ForceDisplayRangeByIndices() which was obsoleted in 1.89.6. Use ImGuiListClipper::IncludeItemsByIndex() instead.
+ - 2025/03/05 (1.91.9) - BeginMenu(): Internals: reworked mangling of menu windows to use "###Menu_00" etc. instead of "##Menu_00", allowing them to also store the menu name before it. This shouldn't affect code unless directly accessing menu window from their mangled name.
+ - 2025/04/16 (1.91.9) - Internals: RenderTextEllipsis() function removed the 'float clip_max_x' parameter directly preceding 'float ellipsis_max_x'. Values were identical for a vast majority of users. (#8387)
+ - 2025/02/27 (1.91.9) - Image(): removed 'tint_col' and 'border_col' parameter from Image() function. Added ImageWithBg() replacement. (#8131, #8238)
+ - old: void Image (ImTextureID tex_id, ImVec2 image_size, ImVec2 uv0 = (0,0), ImVec2 uv1 = (1,1), ImVec4 tint_col = (1,1,1,1), ImVec4 border_col = (0,0,0,0));
+ - new: void Image (ImTextureID tex_id, ImVec2 image_size, ImVec2 uv0 = (0,0), ImVec2 uv1 = (1,1));
+ - new: void ImageWithBg(ImTextureID tex_id, ImVec2 image_size, ImVec2 uv0 = (0,0), ImVec2 uv1 = (1,1), ImVec4 bg_col = (0,0,0,0), ImVec4 tint_col = (1,1,1,1));
+ - TL;DR: 'border_col' had misleading side-effect on layout, 'bg_col' was missing, parameter order couldn't be consistent with ImageButton().
+ - new behavior always use ImGuiCol_Border color + style.ImageBorderSize / ImGuiStyleVar_ImageBorderSize.
+ - old behavior altered border size (and therefore layout) based on border color's alpha, which caused variety of problems + old behavior a fixed 1.0f for border size which was not tweakable.
+ - kept legacy signature (will obsolete), which mimics the old behavior, but uses Max(1.0f, style.ImageBorderSize) when border_col is specified.
+ - added ImageWithBg() function which has both 'bg_col' (which was missing) and 'tint_col'. It was impossible to add 'bg_col' to Image() with a parameter order consistent with other functions, so we decided to remove 'tint_col' and introduce ImageWithBg().
+ - 2025/02/25 (1.91.9) - internals: fonts: ImFontAtlas::ConfigData[] has been renamed to ImFontAtlas::Sources[]. ImFont::ConfigData[], ConfigDataCount has been renamed to Sources[], SourcesCount.
+ - 2025/02/06 (1.91.9) - renamed ImFontConfig::GlyphExtraSpacing.x to ImFontConfig::GlyphExtraAdvanceX.
+ - 2025/01/22 (1.91.8) - removed ImGuiColorEditFlags_AlphaPreview (made value 0): it is now the default behavior.
+ prior to 1.91.8: alpha was made opaque in the preview by default _unless_ using ImGuiColorEditFlags_AlphaPreview. We now display the preview as transparent by default. You can use ImGuiColorEditFlags_AlphaOpaque to use old behavior.
+ the new flags (ImGuiColorEditFlags_AlphaOpaque, ImGuiColorEditFlags_AlphaNoBg + existing ImGuiColorEditFlags_AlphaPreviewHalf) may be combined better and allow finer controls:
+ - 2025/01/14 (1.91.7) - renamed ImGuiTreeNodeFlags_SpanTextWidth to ImGuiTreeNodeFlags_SpanLabelWidth for consistency with other names. Kept redirection enum (will obsolete). (#6937)
+ - 2024/11/27 (1.91.6) - changed CRC32 table from CRC32-adler to CRC32c polynomial in order to be compatible with the result of SSE 4.2 instructions.
+ As a result, old .ini data may be partially lost (docking and tables information particularly).
+ Because some users have crafted and storing .ini data as a way to workaround limitations of the docking API, we are providing a '#define IMGUI_USE_LEGACY_CRC32_ADLER' compile-time option to keep using old CRC32 tables if you cannot afford invalidating old .ini data.
+ - 2024/11/06 (1.91.5) - commented/obsoleted out pre-1.87 IO system (equivalent to using IMGUI_DISABLE_OBSOLETE_KEYIO or IMGUI_DISABLE_OBSOLETE_FUNCTIONS before)
+ - io.KeyMap[] and io.KeysDown[] are removed (obsoleted February 2022).
+ - io.NavInputs[] and ImGuiNavInput are removed (obsoleted July 2022).
+ - pre-1.87 backends are not supported:
+ - backends need to call io.AddKeyEvent(), io.AddMouseEvent() instead of writing to io.KeysDown[], io.MouseDown[] fields.
+ - backends need to call io.AddKeyAnalogEvent() for gamepad values instead of writing to io.NavInputs[] fields.
+ - for more reference:
+ - read 1.87 and 1.88 part of this section or read Changelog for 1.87 and 1.88.
+ - read https://github.com/ocornut/imgui/issues/4921
+ - if you have trouble updating a very old codebase using legacy backend-specific key codes: consider updating to 1.91.4 first, then #define IMGUI_DISABLE_OBSOLETE_KEYIO, then update to latest.
+ - obsoleted ImGuiKey_COUNT (it is unusually error-prone/misleading since valid keys don't start at 0). probably use ImGuiKey_NamedKey_BEGIN/ImGuiKey_NamedKey_END?
+ - fonts: removed const qualifiers from most font functions in prevision for upcoming font improvements.
- 2024/10/18 (1.91.4) - renamed ImGuiCol_NavHighlight to ImGuiCol_NavCursor (for consistency with newly exposed and reworked features). Kept inline redirection enum (will obsolete).
- 2024/10/14 (1.91.4) - moved ImGuiConfigFlags_NavEnableSetMousePos to standalone io.ConfigNavMoveSetMousePos bool.
moved ImGuiConfigFlags_NavNoCaptureKeyboard to standalone io.ConfigNavCaptureKeyboard bool (note the inverted value!).
@@ -445,7 +527,7 @@ CODE
- 2024/10/03 (1.91.3) - drags: treat v_min==v_max as a valid clamping range when != 0.0f. Zero is a still special value due to legacy reasons, unless using ImGuiSliderFlags_ClampZeroRange. (#7968, #3361, #76)
- drags: extended behavior of ImGuiSliderFlags_AlwaysClamp to include _ClampZeroRange. It considers v_min==v_max==0.0f as a valid clamping range (aka edits not allowed).
although unlikely, it you wish to only clamp on text input but want v_min==v_max==0.0f to mean unclamped drags, you can use _ClampOnInput instead of _AlwaysClamp. (#7968, #3361, #76)
- - 2024/09/10 (1.91.2) - internals: using multiple overlayed ButtonBehavior() with same ID will now have io.ConfigDebugHighlightIdConflicts=true feature emit a warning. (#8030)
+ - 2024/09/10 (1.91.2) - internals: using multiple overlaid ButtonBehavior() with same ID will now have io.ConfigDebugHighlightIdConflicts=true feature emit a warning. (#8030)
it was one of the rare case where using same ID is legal. workarounds: (1) use single ButtonBehavior() call with multiple _MouseButton flags, or (2) surround the calls with PushItemFlag(ImGuiItemFlags_AllowDuplicateId, true); ... PopItemFlag()
- 2024/08/23 (1.91.1) - renamed ImGuiChildFlags_Border to ImGuiChildFlags_Borders for consistency. kept inline redirection flag.
- 2024/08/22 (1.91.1) - moved some functions from ImGuiIO to ImGuiPlatformIO structure:
@@ -624,7 +706,7 @@ CODE
- 2022/04/05 (1.88) - inputs: renamed ImGuiKeyModFlags to ImGuiModFlags. Kept inline redirection enums (will obsolete). This was never used in public API functions but technically present in imgui.h and ImGuiIO.
- 2022/01/20 (1.87) - inputs: reworded gamepad IO.
- Backend writing to io.NavInputs[] -> backend should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values.
- - 2022/01/19 (1.87) - sliders, drags: removed support for legacy arithmetic operators (+,+-,*,/) when inputing text. This doesn't break any api/code but a feature that used to be accessible by end-users (which seemingly no one used).
+ - 2022/01/19 (1.87) - sliders, drags: removed support for legacy arithmetic operators (+,+-,*,/) when inputting text. This doesn't break any api/code but a feature that used to be accessible by end-users (which seemingly no one used).
- 2022/01/17 (1.87) - inputs: reworked mouse IO.
- Backend writing to io.MousePos -> backend should call io.AddMousePosEvent()
- Backend writing to io.MouseDown[] -> backend should call io.AddMouseButtonEvent()
@@ -632,10 +714,10 @@ CODE
- Backend writing to io.MouseHoveredViewport -> backend should call io.AddMouseViewportEvent() [Docking branch w/ multi-viewports only]
note: for all calls to IO new functions, the Dear ImGui context should be bound/current.
read https://github.com/ocornut/imgui/issues/4921 for details.
- - 2022/01/10 (1.87) - inputs: reworked keyboard IO. Removed io.KeyMap[], io.KeysDown[] in favor of calling io.AddKeyEvent(). Removed GetKeyIndex(), now unnecessary. All IsKeyXXX() functions now take ImGuiKey values. All features are still functional until IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Read Changelog and Release Notes for details.
+ - 2022/01/10 (1.87) - inputs: reworked keyboard IO. Removed io.KeyMap[], io.KeysDown[] in favor of calling io.AddKeyEvent(), ImGui::IsKeyDown(). Removed GetKeyIndex(), now unnecessary. All IsKeyXXX() functions now take ImGuiKey values. All features are still functional until IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Read Changelog and Release Notes for details.
- IsKeyPressed(MY_NATIVE_KEY_XXX) -> use IsKeyPressed(ImGuiKey_XXX)
- IsKeyPressed(GetKeyIndex(ImGuiKey_XXX)) -> use IsKeyPressed(ImGuiKey_XXX)
- - Backend writing to io.KeyMap[],io.KeysDown[] -> backend should call io.AddKeyEvent() (+ call io.SetKeyEventNativeData() if you want legacy user code to stil function with legacy key codes).
+ - Backend writing to io.KeyMap[],io.KeysDown[] -> backend should call io.AddKeyEvent() (+ call io.SetKeyEventNativeData() if you want legacy user code to still function with legacy key codes).
- Backend writing to io.KeyCtrl, io.KeyShift.. -> backend should call io.AddKeyEvent() with ImGuiMod_XXX values. *IF YOU PULLED CODE BETWEEN 2021/01/10 and 2021/01/27: We used to have a io.AddKeyModsEvent() function which was now replaced by io.AddKeyEvent() with ImGuiMod_XXX values.*
- one case won't work with backward compatibility: if your custom backend used ImGuiKey as mock native indices (e.g. "io.KeyMap[ImGuiKey_A] = ImGuiKey_A") because those values are now larger than the legacy KeyDown[] array. Will assert.
- inputs: added ImGuiKey_ModCtrl/ImGuiKey_ModShift/ImGuiKey_ModAlt/ImGuiKey_ModSuper values to submit keyboard modifiers using io.AddKeyEvent(), instead of writing directly to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper.
@@ -844,7 +926,7 @@ CODE
- renamed IsMouseHoveringAnyWindow() to IsAnyWindowHovered() for consistency. Kept inline redirection function (will obsolete).
- renamed IsMouseHoveringWindow() to IsWindowRectHovered() for consistency. Kept inline redirection function (will obsolete).
- 2017/08/20 (1.51) - renamed GetStyleColName() to GetStyleColorName() for consistency.
- - 2017/08/20 (1.51) - added PushStyleColor(ImGuiCol idx, ImU32 col) overload, which _might_ cause an "ambiguous call" compilation error if you are using ImColor() with implicit cast. Cast to ImU32 or ImVec4 explicily to fix.
+ - 2017/08/20 (1.51) - added PushStyleColor(ImGuiCol idx, ImU32 col) overload, which _might_ cause an "ambiguous call" compilation error if you are using ImColor() with implicit cast. Cast to ImU32 or ImVec4 explicitly to fix.
- 2017/08/15 (1.51) - marked the weird IMGUI_ONCE_UPON_A_FRAME helper macro as obsolete. prefer using the more explicit ImGuiOnceUponAFrame type.
- 2017/08/15 (1.51) - changed parameter order for BeginPopupContextWindow() from (const char*,int buttons,bool also_over_items) to (const char*,int buttons,bool also_over_items). Note that most calls relied on default parameters completely.
- 2017/08/13 (1.51) - renamed ImGuiCol_Column to ImGuiCol_Separator, ImGuiCol_ColumnHovered to ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive to ImGuiCol_SeparatorActive. Kept redirection enums (will obsolete).
@@ -1081,7 +1163,7 @@ CODE
#else
#include
#endif
-#if defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP || WINAPI_FAMILY == WINAPI_FAMILY_GAMES)
+#if defined(WINAPI_FAMILY) && ((defined(WINAPI_FAMILY_APP) && WINAPI_FAMILY == WINAPI_FAMILY_APP) || (defined(WINAPI_FAMILY_GAMES) && WINAPI_FAMILY == WINAPI_FAMILY_GAMES))
// The UWP and GDK Win32 API subsets don't support clipboard nor IME functions
#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS
#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS
@@ -1114,41 +1196,45 @@ CODE
#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx'
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse.
#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok.
+#pragma clang diagnostic ignored "-Wformat" // warning: format specifies type 'int' but the argument has type 'unsigned int'
#pragma clang diagnostic ignored "-Wformat-nonliteral" // warning: format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code.
+#pragma clang diagnostic ignored "-Wformat-pedantic" // warning: format specifies type 'void *' but the argument has type 'xxxx *' // unreasonable, would lead to casting every %p arg to void*. probably enabled by -pedantic.
#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.
#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
-#pragma clang diagnostic ignored "-Wformat-pedantic" // warning: format specifies type 'void *' but the argument has type 'xxxx *' // unreasonable, would lead to casting every %p arg to void*. probably enabled by -pedantic.
#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning: cast to 'void *' from smaller integer type 'int'
#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0
#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.
#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access
+#pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type
+#pragma clang diagnostic ignored "-Wswitch-default" // warning: 'switch' missing 'default' label
#elif defined(__GNUC__)
// We disable -Wpragmas because GCC doesn't provide a has_warning equivalent and some forks/patches may not follow the warning/version association.
-#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
-#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used
-#pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size
-#pragma GCC diagnostic ignored "-Wformat" // warning: format '%p' expects argument of type 'void*', but argument 6 has type 'ImGuiWindow*'
-#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function
-#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value
-#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked
-#pragma GCC diagnostic ignored "-Wstrict-overflow" // warning: assuming signed overflow does not occur when assuming that (X - c) > X is always false
-#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
+#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
+#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used
+#pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size
+#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe
+#pragma GCC diagnostic ignored "-Wformat" // warning: format '%p' expects argument of type 'int'/'void*', but argument X has type 'unsigned int'/'ImGuiWindow*'
+#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function
+#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value
+#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked
+#pragma GCC diagnostic ignored "-Wstrict-overflow" // warning: assuming signed overflow does not occur when assuming that (X - c) > X is always false
+#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
+#pragma GCC diagnostic ignored "-Wcast-qual" // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers
#endif
// Debug options
#define IMGUI_DEBUG_NAV_SCORING 0 // Display navigation scoring preview when hovering items. Hold CTRL to display for all candidates. CTRL+Arrow to change last direction.
#define IMGUI_DEBUG_NAV_RECTS 0 // Display the reference navigation rectangle for each window
+// Default font size if unspecified in both style.FontSizeBase and AddFontXXX() calls.
+static const float FONT_DEFAULT_SIZE = 20.0f;
+
// When using CTRL+TAB (or Gamepad Square+L/R) we delay the visual a little in order to reduce visual noise doing a fast switch.
static const float NAV_WINDOWING_HIGHLIGHT_DELAY = 0.20f; // Time before the highlight and screen dimming starts fading in
static const float NAV_WINDOWING_LIST_APPEAR_DELAY = 0.15f; // Time before the window list starts to appear
-
static const float NAV_ACTIVATE_HIGHLIGHT_TIMER = 0.10f; // Time to highlight an item activated by a shortcut.
-
-// Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by backend)
-static const float WINDOWS_HOVER_PADDING = 4.0f; // Extend outside window for hovering/resizing (maxxed with TouchPadding) and inside windows for borders. Affect FindHoveredWindow().
static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f; // Reduce visual noise by only highlighting the border after a certain time.
static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER = 0.70f; // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved.
@@ -1185,9 +1271,14 @@ namespace ImGui
// Item
static void ItemHandleShortcut(ImGuiID id);
+// Window Focus
+static int FindWindowFocusIndex(ImGuiWindow* window);
+static void UpdateWindowInFocusOrderList(ImGuiWindow* window, bool just_created, ImGuiWindowFlags new_flags);
+
// Navigation
static void NavUpdate();
static void NavUpdateWindowing();
+static void NavUpdateWindowingApplyFocus(ImGuiWindow* window);
static void NavUpdateWindowingOverlay();
static void NavUpdateCancelRequest();
static void NavUpdateCreateMoveRequest();
@@ -1205,14 +1296,15 @@ static ImVec2 NavCalcPreferredRefPos();
static void NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window);
static ImGuiWindow* NavRestoreLastChildNavWindow(ImGuiWindow* window);
static void NavRestoreLayer(ImGuiNavLayer layer);
-static int FindWindowFocusIndex(ImGuiWindow* window);
// Error Checking and Debug Tools
static void ErrorCheckNewFrameSanityChecks();
static void ErrorCheckEndFrameSanityChecks();
+#ifndef IMGUI_DISABLE_DEBUG_TOOLS
static void UpdateDebugToolItemPicker();
static void UpdateDebugToolStackQueries();
static void UpdateDebugToolFlashStyleColor();
+#endif
// Inputs
static void UpdateKeyboardInputs();
@@ -1221,6 +1313,10 @@ static void UpdateMouseWheel();
static void UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt);
// Misc
+static void UpdateFontsNewFrame();
+static void UpdateFontsEndFrame();
+static void UpdateTexturesNewFrame();
+static void UpdateTexturesEndFrame();
static void UpdateSettings();
static int UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_hovered, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect);
static void RenderWindowOuterBorders(ImGuiWindow* window);
@@ -1229,6 +1325,7 @@ static void RenderWindowTitleBarContents(ImGuiWindow* window, const
static void RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col);
static void RenderDimmedBackgrounds();
static void SetLastItemDataForWindow(ImGuiWindow* window, const ImRect& rect);
+static void SetLastItemDataForChildWindowItem(ImGuiWindow* window, const ImRect& rect);
// Viewports
const ImGuiID IMGUI_VIEWPORT_DEFAULT_ID = 0x11111111; // Using an arbitrary constant instead of e.g. ImHashStr("ViewportDefault", 0); so it's easier to spot in the debugger. The exact value doesn't matter.
@@ -1284,11 +1381,16 @@ static void* GImAllocatorUserData = NULL;
ImGuiStyle::ImGuiStyle()
{
+ FontSizeBase = 0.0f; // Will default to io.Fonts->Fonts[0] on first frame.
+ FontScaleMain = 1.0f; // Main scale factor. May be set by application once, or exposed to end-user.
+ FontScaleDpi = 1.0f; // Additional scale factor from viewport/monitor contents scale. When io.ConfigDpiScaleFonts is enabled, this is automatically overwritten when changing monitor DPI.
+
Alpha = 1.0f; // Global alpha applies to everything in Dear ImGui.
DisabledAlpha = 0.60f; // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha.
WindowPadding = ImVec2(8,8); // Padding within a window
WindowRounding = 0.0f; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended.
WindowBorderSize = 1.0f; // Thickness of border around windows. Generally set to 0.0f or 1.0f. Other values not well tested.
+ WindowBorderHoverPadding = 4.0f; // Hit-testing extent outside/inside resizing border. Also extend determination of hovered window. Generally meaningfully larger than WindowBorderSize to make it easy to reach borders.
WindowMinSize = ImVec2(32,32); // Minimum window size
WindowTitleAlign = ImVec2(0.0f,0.5f);// Alignment for title bar text
WindowMenuButtonPosition = ImGuiDir_Left; // Position of the collapsing/docking button in the title bar (left/right). Defaults to ImGuiDir_Left.
@@ -1310,13 +1412,18 @@ ImGuiStyle::ImGuiStyle()
GrabMinSize = 12.0f; // Minimum width/height of a grab box for slider/scrollbar
GrabRounding = 0.0f; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
LogSliderDeadzone = 4.0f; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.
- TabRounding = 4.0f; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
+ ImageBorderSize = 0.0f; // Thickness of border around tabs.
+ TabRounding = 5.0f; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
TabBorderSize = 0.0f; // Thickness of border around tabs.
- TabMinWidthForCloseButton = 0.0f; // Minimum width for close button to appear on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected.
+ TabCloseButtonMinWidthSelected = -1.0f; // -1: always visible. 0.0f: visible when hovered. >0.0f: visible when hovered if minimum width.
+ TabCloseButtonMinWidthUnselected = 0.0f; // -1: always visible. 0.0f: visible when hovered. >0.0f: visible when hovered if minimum width. FLT_MAX: never show close button when unselected.
TabBarBorderSize = 1.0f; // Thickness of tab-bar separator, which takes on the tab active color to denote focus.
- TabBarOverlineSize = 2.0f; // Thickness of tab-bar overline, which highlights the selected tab-bar.
+ TabBarOverlineSize = 1.0f; // Thickness of tab-bar overline, which highlights the selected tab-bar.
TableAngledHeadersAngle = 35.0f * (IM_PI / 180.0f); // Angle of angled headers (supported values range from -50 degrees to +50 degrees).
TableAngledHeadersTextAlign = ImVec2(0.5f,0.0f);// Alignment of angled headers within the cell
+ TreeLinesFlags = ImGuiTreeNodeFlags_DrawLinesNone;
+ TreeLinesSize = 1.0f; // Thickness of outlines when using ImGuiTreeNodeFlags_DrawLines.
+ TreeLinesRounding = 0.0f; // Radius of lines connecting child nodes to the vertical line.
ColorButtonPosition = ImGuiDir_Right; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
ButtonTextAlign = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text.
SelectableTextAlign = ImVec2(0.0f,0.0f);// Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.
@@ -1339,17 +1446,24 @@ ImGuiStyle::ImGuiStyle()
HoverFlagsForTooltipMouse = ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_AllowWhenDisabled; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse.
HoverFlagsForTooltipNav = ImGuiHoveredFlags_NoSharedDelay | ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_AllowWhenDisabled; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad.
+ // [Internal]
+ _MainScale = 1.0f;
+ _NextFrameFontSizeBase = 0.0f;
+
// Default theme
ImGui::StyleColorsDark(this);
}
-// To scale your entire UI (e.g. if you want your app to use High DPI or generally be DPI aware) you may use this helper function. Scaling the fonts is done separately and is up to you.
+
+// Scale all spacing/padding/thickness values. Do not scale fonts.
// Important: This operation is lossy because we round all sizes to integer. If you need to change your scale multiples, call this over a freshly initialized ImGuiStyle structure rather than scaling multiple times.
void ImGuiStyle::ScaleAllSizes(float scale_factor)
{
+ _MainScale *= scale_factor;
WindowPadding = ImTrunc(WindowPadding * scale_factor);
WindowRounding = ImTrunc(WindowRounding * scale_factor);
WindowMinSize = ImTrunc(WindowMinSize * scale_factor);
+ WindowBorderHoverPadding = ImTrunc(WindowBorderHoverPadding * scale_factor);
ChildRounding = ImTrunc(ChildRounding * scale_factor);
PopupRounding = ImTrunc(PopupRounding * scale_factor);
FramePadding = ImTrunc(FramePadding * scale_factor);
@@ -1365,9 +1479,12 @@ void ImGuiStyle::ScaleAllSizes(float scale_factor)
GrabMinSize = ImTrunc(GrabMinSize * scale_factor);
GrabRounding = ImTrunc(GrabRounding * scale_factor);
LogSliderDeadzone = ImTrunc(LogSliderDeadzone * scale_factor);
+ ImageBorderSize = ImTrunc(ImageBorderSize * scale_factor);
TabRounding = ImTrunc(TabRounding * scale_factor);
- TabMinWidthForCloseButton = (TabMinWidthForCloseButton != FLT_MAX) ? ImTrunc(TabMinWidthForCloseButton * scale_factor) : FLT_MAX;
+ TabCloseButtonMinWidthSelected = (TabCloseButtonMinWidthSelected > 0.0f && TabCloseButtonMinWidthSelected != FLT_MAX) ? ImTrunc(TabCloseButtonMinWidthSelected * scale_factor) : TabCloseButtonMinWidthSelected;
+ TabCloseButtonMinWidthUnselected = (TabCloseButtonMinWidthUnselected > 0.0f && TabCloseButtonMinWidthUnselected != FLT_MAX) ? ImTrunc(TabCloseButtonMinWidthUnselected * scale_factor) : TabCloseButtonMinWidthUnselected;
TabBarOverlineSize = ImTrunc(TabBarOverlineSize * scale_factor);
+ TreeLinesRounding = ImTrunc(TreeLinesRounding * scale_factor);
SeparatorTextPadding = ImTrunc(SeparatorTextPadding * scale_factor);
DisplayWindowPadding = ImTrunc(DisplayWindowPadding * scale_factor);
DisplaySafeAreaPadding = ImTrunc(DisplaySafeAreaPadding * scale_factor);
@@ -1388,16 +1505,14 @@ ImGuiIO::ImGuiIO()
IniSavingRate = 5.0f;
IniFilename = "imgui.ini"; // Important: "imgui.ini" is relative to current working dir, most apps will want to lock this to an absolute path (e.g. same path as executables).
LogFilename = "imgui_log.txt";
-#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
- for (int i = 0; i < ImGuiKey_COUNT; i++)
- KeyMap[i] = -1;
-#endif
UserData = NULL;
Fonts = NULL;
- FontGlobalScale = 1.0f;
FontDefault = NULL;
FontAllowUserScaling = false;
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+ FontGlobalScale = 1.0f; // Use style.FontScaleMain instead!
+#endif
DisplayFramebufferScale = ImVec2(1.0f, 1.0f);
// Keyboard/Gamepad Navigation options
@@ -1422,10 +1537,12 @@ ImGuiIO::ImGuiIO()
ConfigDragClickToInputText = false;
ConfigWindowsResizeFromEdges = true;
ConfigWindowsMoveFromTitleBarOnly = false;
+ ConfigWindowsCopyContentsWithCtrlC = false;
ConfigScrollbarScrollByPage = true;
ConfigMemoryCompactTimer = 60.0f;
ConfigDebugIsDebuggerPresent = false;
ConfigDebugHighlightIdConflicts = true;
+ ConfigDebugHighlightIdConflictsShowItemPicker = true;
ConfigDebugBeginReturnValueOnce = false;
ConfigDebugBeginReturnValueLoop = false;
@@ -1453,8 +1570,6 @@ ImGuiIO::ImGuiIO()
for (int i = 0; i < IM_ARRAYSIZE(MouseDownDuration); i++) MouseDownDuration[i] = MouseDownDurationPrev[i] = -1.0f;
for (int i = 0; i < IM_ARRAYSIZE(KeysData); i++) { KeysData[i].DownDuration = KeysData[i].DownDurationPrev = -1.0f; }
AppAcceptingEvents = true;
- BackendUsingLegacyKeyArrays = (ImS8)-1;
- BackendUsingLegacyNavInputArray = true; // assume using legacy array until proven wrong
}
// Pass in translated ASCII characters for text input.
@@ -1535,16 +1650,15 @@ void ImGuiIO::ClearEventsQueue()
// Clear current keyboard/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons.
void ImGuiIO::ClearInputKeys()
{
-#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
- memset(KeysDown, 0, sizeof(KeysDown));
-#endif
- for (int n = 0; n < IM_ARRAYSIZE(KeysData); n++)
+ ImGuiContext& g = *Ctx;
+ for (int key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key++)
{
- if (ImGui::IsMouseKey((ImGuiKey)(n + ImGuiKey_KeysData_OFFSET)))
+ if (ImGui::IsMouseKey((ImGuiKey)key))
continue;
- KeysData[n].Down = false;
- KeysData[n].DownDuration = -1.0f;
- KeysData[n].DownDurationPrev = -1.0f;
+ ImGuiKeyData* key_data = &g.IO.KeysData[key - ImGuiKey_NamedKey_BEGIN];
+ key_data->Down = false;
+ key_data->DownDuration = -1.0f;
+ key_data->DownDurationPrev = -1.0f;
}
KeyCtrl = KeyShift = KeyAlt = KeySuper = false;
KeyMods = ImGuiMod_None;
@@ -1555,7 +1669,7 @@ void ImGuiIO::ClearInputMouse()
{
for (ImGuiKey key = ImGuiKey_Mouse_BEGIN; key < ImGuiKey_Mouse_END; key = (ImGuiKey)(key + 1))
{
- ImGuiKeyData* key_data = &KeysData[key - ImGuiKey_KeysData_OFFSET];
+ ImGuiKeyData* key_data = &KeysData[key - ImGuiKey_NamedKey_BEGIN];
key_data->Down = false;
key_data->DownDuration = -1.0f;
key_data->DownDurationPrev = -1.0f;
@@ -1622,17 +1736,6 @@ void ImGuiIO::AddKeyAnalogEvent(ImGuiKey key, bool down, float analog_value)
else if (key == ImGuiKey_RightCtrl) { key = ImGuiKey_RightSuper; }
}
- // Verify that backend isn't mixing up using new io.AddKeyEvent() api and old io.KeysDown[] + io.KeyMap[] data.
-#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
- IM_ASSERT((BackendUsingLegacyKeyArrays == -1 || BackendUsingLegacyKeyArrays == 0) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
- if (BackendUsingLegacyKeyArrays == -1)
- for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++)
- IM_ASSERT(KeyMap[n] == -1 && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
- BackendUsingLegacyKeyArrays = 0;
-#endif
- if (ImGui::IsGamepadKey(key))
- BackendUsingLegacyNavInputArray = false;
-
// Filter duplicate (in particular: key mods and gamepad analog values are commonly spammed)
const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_Key, (int)key);
const ImGuiKeyData* key_data = ImGui::GetKeyData(&g, key);
@@ -1668,20 +1771,10 @@ void ImGuiIO::SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native
return;
IM_ASSERT(ImGui::IsNamedKey(key)); // >= 512
IM_ASSERT(native_legacy_index == -1 || ImGui::IsLegacyKey((ImGuiKey)native_legacy_index)); // >= 0 && <= 511
- IM_UNUSED(native_keycode); // Yet unused
- IM_UNUSED(native_scancode); // Yet unused
-
- // Build native->imgui map so old user code can still call key functions with native 0..511 values.
-#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
- const int legacy_key = (native_legacy_index != -1) ? native_legacy_index : native_keycode;
- if (!ImGui::IsLegacyKey((ImGuiKey)legacy_key))
- return;
- KeyMap[legacy_key] = key;
- KeyMap[key] = legacy_key;
-#else
- IM_UNUSED(key);
- IM_UNUSED(native_legacy_index);
-#endif
+ IM_UNUSED(key); // Yet unused
+ IM_UNUSED(native_keycode); // Yet unused
+ IM_UNUSED(native_scancode); // Yet unused
+ IM_UNUSED(native_legacy_index); // Yet unused
}
// Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen.
@@ -1728,7 +1821,7 @@ void ImGuiIO::AddMouseButtonEvent(int mouse_button, bool down)
// On MacOS X: Convert Ctrl(Super)+Left click into Right-click: handle held button.
if (ConfigMacOSXBehaviors && mouse_button == 0 && MouseCtrlLeftAsRightClick)
{
- // Order of both statements matterns: this event will still release mouse button 1
+ // Order of both statements matters: this event will still release mouse button 1
mouse_button = 1;
if (!down)
MouseCtrlLeftAsRightClick = false;
@@ -1969,15 +2062,21 @@ void ImStrncpy(char* dst, const char* src, size_t count)
char* ImStrdup(const char* str)
{
- size_t len = strlen(str);
+ size_t len = ImStrlen(str);
void* buf = IM_ALLOC(len + 1);
return (char*)memcpy(buf, (const void*)str, len + 1);
}
+void* ImMemdup(const void* src, size_t size)
+{
+ void* dst = IM_ALLOC(size);
+ return memcpy(dst, src, size);
+}
+
char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* src)
{
- size_t dst_buf_size = p_dst_size ? *p_dst_size : strlen(dst) + 1;
- size_t src_size = strlen(src) + 1;
+ size_t dst_buf_size = p_dst_size ? *p_dst_size : ImStrlen(dst) + 1;
+ size_t src_size = ImStrlen(src) + 1;
if (dst_buf_size < src_size)
{
IM_FREE(dst);
@@ -1990,7 +2089,7 @@ char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* src)
const char* ImStrchrRange(const char* str, const char* str_end, char c)
{
- const char* p = (const char*)memchr(str, (int)c, str_end - str);
+ const char* p = (const char*)ImMemchr(str, (int)c, str_end - str);
return p;
}
@@ -2005,12 +2104,13 @@ int ImStrlenW(const ImWchar* str)
// Find end-of-line. Return pointer will point to either first \n, either str_end.
const char* ImStreolRange(const char* str, const char* str_end)
{
- const char* p = (const char*)memchr(str, '\n', str_end - str);
+ const char* p = (const char*)ImMemchr(str, '\n', str_end - str);
return p ? p : str_end;
}
const char* ImStrbol(const char* buf_mid_line, const char* buf_begin) // find beginning-of-line
{
+ IM_ASSERT_PARANOID(buf_mid_line >= buf_begin && buf_mid_line <= buf_begin + ImStrlen(buf_begin));
while (buf_mid_line > buf_begin && buf_mid_line[-1] != '\n')
buf_mid_line--;
return buf_mid_line;
@@ -2019,7 +2119,7 @@ const char* ImStrbol(const char* buf_mid_line, const char* buf_begin) // find be
const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end)
{
if (!needle_end)
- needle_end = needle + strlen(needle);
+ needle_end = needle + ImStrlen(needle);
const char un0 = (char)ImToUpper(*needle);
while ((!haystack_end && *haystack) || (haystack_end && haystack < haystack_end))
@@ -2140,7 +2240,7 @@ void ImFormatStringToTempBufferV(const char** out_buf, const char** out_buf_end,
if (buf == NULL)
buf = "(null)";
*out_buf = buf;
- if (out_buf_end) { *out_buf_end = buf + strlen(buf); }
+ if (out_buf_end) { *out_buf_end = buf + ImStrlen(buf); }
}
else if (fmt[0] == '%' && fmt[1] == '.' && fmt[2] == '*' && fmt[3] == 's' && fmt[4] == 0)
{
@@ -2162,11 +2262,14 @@ void ImFormatStringToTempBufferV(const char** out_buf, const char** out_buf_end,
}
}
+#ifndef IMGUI_ENABLE_SSE4_2_CRC
// CRC32 needs a 1KB lookup table (not cache friendly)
// Although the code to generate the table is simple and shorter than the table itself, using a const table allows us to easily:
// - avoid an unnecessary branch/memory tap, - keep the ImHashXXX functions usable by static constructors, - make it thread-safe.
static const ImU32 GCrc32LookupTable[256] =
{
+#ifdef IMGUI_USE_LEGACY_CRC32_ADLER
+ // Legacy CRC32-adler table used pre 1.91.6 (before 2024/11/27). Only use if you cannot afford invalidating old .ini data.
0x00000000,0x77073096,0xEE0E612C,0x990951BA,0x076DC419,0x706AF48F,0xE963A535,0x9E6495A3,0x0EDB8832,0x79DCB8A4,0xE0D5E91E,0x97D2D988,0x09B64C2B,0x7EB17CBD,0xE7B82D07,0x90BF1D91,
0x1DB71064,0x6AB020F2,0xF3B97148,0x84BE41DE,0x1ADAD47D,0x6DDDE4EB,0xF4D4B551,0x83D385C7,0x136C9856,0x646BA8C0,0xFD62F97A,0x8A65C9EC,0x14015C4F,0x63066CD9,0xFA0F3D63,0x8D080DF5,
0x3B6E20C8,0x4C69105E,0xD56041E4,0xA2677172,0x3C03E4D1,0x4B04D447,0xD20D85FD,0xA50AB56B,0x35B5A8FA,0x42B2986C,0xDBBBC9D6,0xACBCF940,0x32D86CE3,0x45DF5C75,0xDCD60DCF,0xABD13D59,
@@ -2183,7 +2286,27 @@ static const ImU32 GCrc32LookupTable[256] =
0x86D3D2D4,0xF1D4E242,0x68DDB3F8,0x1FDA836E,0x81BE16CD,0xF6B9265B,0x6FB077E1,0x18B74777,0x88085AE6,0xFF0F6A70,0x66063BCA,0x11010B5C,0x8F659EFF,0xF862AE69,0x616BFFD3,0x166CCF45,
0xA00AE278,0xD70DD2EE,0x4E048354,0x3903B3C2,0xA7672661,0xD06016F7,0x4969474D,0x3E6E77DB,0xAED16A4A,0xD9D65ADC,0x40DF0B66,0x37D83BF0,0xA9BCAE53,0xDEBB9EC5,0x47B2CF7F,0x30B5FFE9,
0xBDBDF21C,0xCABAC28A,0x53B39330,0x24B4A3A6,0xBAD03605,0xCDD70693,0x54DE5729,0x23D967BF,0xB3667A2E,0xC4614AB8,0x5D681B02,0x2A6F2B94,0xB40BBE37,0xC30C8EA1,0x5A05DF1B,0x2D02EF8D,
+#else
+ // CRC32c table compatible with SSE 4.2 instructions
+ 0x00000000,0xF26B8303,0xE13B70F7,0x1350F3F4,0xC79A971F,0x35F1141C,0x26A1E7E8,0xD4CA64EB,0x8AD958CF,0x78B2DBCC,0x6BE22838,0x9989AB3B,0x4D43CFD0,0xBF284CD3,0xAC78BF27,0x5E133C24,
+ 0x105EC76F,0xE235446C,0xF165B798,0x030E349B,0xD7C45070,0x25AFD373,0x36FF2087,0xC494A384,0x9A879FA0,0x68EC1CA3,0x7BBCEF57,0x89D76C54,0x5D1D08BF,0xAF768BBC,0xBC267848,0x4E4DFB4B,
+ 0x20BD8EDE,0xD2D60DDD,0xC186FE29,0x33ED7D2A,0xE72719C1,0x154C9AC2,0x061C6936,0xF477EA35,0xAA64D611,0x580F5512,0x4B5FA6E6,0xB93425E5,0x6DFE410E,0x9F95C20D,0x8CC531F9,0x7EAEB2FA,
+ 0x30E349B1,0xC288CAB2,0xD1D83946,0x23B3BA45,0xF779DEAE,0x05125DAD,0x1642AE59,0xE4292D5A,0xBA3A117E,0x4851927D,0x5B016189,0xA96AE28A,0x7DA08661,0x8FCB0562,0x9C9BF696,0x6EF07595,
+ 0x417B1DBC,0xB3109EBF,0xA0406D4B,0x522BEE48,0x86E18AA3,0x748A09A0,0x67DAFA54,0x95B17957,0xCBA24573,0x39C9C670,0x2A993584,0xD8F2B687,0x0C38D26C,0xFE53516F,0xED03A29B,0x1F682198,
+ 0x5125DAD3,0xA34E59D0,0xB01EAA24,0x42752927,0x96BF4DCC,0x64D4CECF,0x77843D3B,0x85EFBE38,0xDBFC821C,0x2997011F,0x3AC7F2EB,0xC8AC71E8,0x1C661503,0xEE0D9600,0xFD5D65F4,0x0F36E6F7,
+ 0x61C69362,0x93AD1061,0x80FDE395,0x72966096,0xA65C047D,0x5437877E,0x4767748A,0xB50CF789,0xEB1FCBAD,0x197448AE,0x0A24BB5A,0xF84F3859,0x2C855CB2,0xDEEEDFB1,0xCDBE2C45,0x3FD5AF46,
+ 0x7198540D,0x83F3D70E,0x90A324FA,0x62C8A7F9,0xB602C312,0x44694011,0x5739B3E5,0xA55230E6,0xFB410CC2,0x092A8FC1,0x1A7A7C35,0xE811FF36,0x3CDB9BDD,0xCEB018DE,0xDDE0EB2A,0x2F8B6829,
+ 0x82F63B78,0x709DB87B,0x63CD4B8F,0x91A6C88C,0x456CAC67,0xB7072F64,0xA457DC90,0x563C5F93,0x082F63B7,0xFA44E0B4,0xE9141340,0x1B7F9043,0xCFB5F4A8,0x3DDE77AB,0x2E8E845F,0xDCE5075C,
+ 0x92A8FC17,0x60C37F14,0x73938CE0,0x81F80FE3,0x55326B08,0xA759E80B,0xB4091BFF,0x466298FC,0x1871A4D8,0xEA1A27DB,0xF94AD42F,0x0B21572C,0xDFEB33C7,0x2D80B0C4,0x3ED04330,0xCCBBC033,
+ 0xA24BB5A6,0x502036A5,0x4370C551,0xB11B4652,0x65D122B9,0x97BAA1BA,0x84EA524E,0x7681D14D,0x2892ED69,0xDAF96E6A,0xC9A99D9E,0x3BC21E9D,0xEF087A76,0x1D63F975,0x0E330A81,0xFC588982,
+ 0xB21572C9,0x407EF1CA,0x532E023E,0xA145813D,0x758FE5D6,0x87E466D5,0x94B49521,0x66DF1622,0x38CC2A06,0xCAA7A905,0xD9F75AF1,0x2B9CD9F2,0xFF56BD19,0x0D3D3E1A,0x1E6DCDEE,0xEC064EED,
+ 0xC38D26C4,0x31E6A5C7,0x22B65633,0xD0DDD530,0x0417B1DB,0xF67C32D8,0xE52CC12C,0x1747422F,0x49547E0B,0xBB3FFD08,0xA86F0EFC,0x5A048DFF,0x8ECEE914,0x7CA56A17,0x6FF599E3,0x9D9E1AE0,
+ 0xD3D3E1AB,0x21B862A8,0x32E8915C,0xC083125F,0x144976B4,0xE622F5B7,0xF5720643,0x07198540,0x590AB964,0xAB613A67,0xB831C993,0x4A5A4A90,0x9E902E7B,0x6CFBAD78,0x7FAB5E8C,0x8DC0DD8F,
+ 0xE330A81A,0x115B2B19,0x020BD8ED,0xF0605BEE,0x24AA3F05,0xD6C1BC06,0xC5914FF2,0x37FACCF1,0x69E9F0D5,0x9B8273D6,0x88D28022,0x7AB90321,0xAE7367CA,0x5C18E4C9,0x4F48173D,0xBD23943E,
+ 0xF36E6F75,0x0105EC76,0x12551F82,0xE03E9C81,0x34F4F86A,0xC69F7B69,0xD5CF889D,0x27A40B9E,0x79B737BA,0x8BDCB4B9,0x988C474D,0x6AE7C44E,0xBE2DA0A5,0x4C4623A6,0x5F16D052,0xAD7D5351
+#endif
};
+#endif
// Known size hash
// It is ok to call ImHashData on a string with known length but the ### operator won't be supported.
@@ -2192,10 +2315,22 @@ ImGuiID ImHashData(const void* data_p, size_t data_size, ImGuiID seed)
{
ImU32 crc = ~seed;
const unsigned char* data = (const unsigned char*)data_p;
+ const unsigned char *data_end = (const unsigned char*)data_p + data_size;
+#ifndef IMGUI_ENABLE_SSE4_2_CRC
const ImU32* crc32_lut = GCrc32LookupTable;
- while (data_size-- != 0)
+ while (data < data_end)
crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ *data++];
return ~crc;
+#else
+ while (data + 4 <= data_end)
+ {
+ crc = _mm_crc32_u32(crc, *(ImU32*)data);
+ data += 4;
+ }
+ while (data < data_end)
+ crc = _mm_crc32_u8(crc, *data++);
+ return ~crc;
+#endif
}
// Zero-terminated string hash, with support for ### to reset back to seed value
@@ -2209,7 +2344,9 @@ ImGuiID ImHashStr(const char* data_p, size_t data_size, ImGuiID seed)
seed = ~seed;
ImU32 crc = seed;
const unsigned char* data = (const unsigned char*)data_p;
+#ifndef IMGUI_ENABLE_SSE4_2_CRC
const ImU32* crc32_lut = GCrc32LookupTable;
+#endif
if (data_size != 0)
{
while (data_size-- != 0)
@@ -2217,7 +2354,11 @@ ImGuiID ImHashStr(const char* data_p, size_t data_size, ImGuiID seed)
unsigned char c = *data++;
if (c == '#' && data_size >= 2 && data[0] == '#' && data[1] == '#')
crc = seed;
+#ifndef IMGUI_ENABLE_SSE4_2_CRC
crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];
+#else
+ crc = _mm_crc32_u8(crc, c);
+#endif
}
}
else
@@ -2226,7 +2367,11 @@ ImGuiID ImHashStr(const char* data_p, size_t data_size, ImGuiID seed)
{
if (c == '#' && data[0] == '#' && data[1] == '#')
crc = seed;
+#ifndef IMGUI_ENABLE_SSE4_2_CRC
crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];
+#else
+ crc = _mm_crc32_u8(crc, c);
+#endif
}
}
return ~crc;
@@ -2241,7 +2386,7 @@ ImGuiID ImHashStr(const char* data_p, size_t data_size, ImGuiID seed)
ImFileHandle ImFileOpen(const char* filename, const char* mode)
{
-#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(__CYGWIN__) && !defined(__GNUC__)
+#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && (defined(__MINGW32__) || (!defined(__CYGWIN__) && !defined(__GNUC__)))
// We need a fopen() wrapper because MSVC/Windows fopen doesn't handle UTF-8 filenames.
// Previously we used ImTextCountCharsFromUtf8/ImTextStrFromUtf8 here but we now need to support ImWchar16 and ImWchar32!
const int filename_wsize = ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, NULL, 0);
@@ -2353,7 +2498,7 @@ int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char*
int e = 0;
e = (*out_char < mins[len]) << 6; // non-canonical encoding
e |= ((*out_char >> 11) == 0x1b) << 7; // surrogate half?
- e |= (*out_char > IM_UNICODE_CODEPOINT_MAX) << 8; // out of range?
+ e |= (*out_char > IM_UNICODE_CODEPOINT_MAX) << 8; // out of range we can store in ImWchar (FIXME: May evolve)
e |= (s[1] & 0xc0) >> 2;
e |= (s[2] & 0xc0) >> 4;
e |= (s[3] ) >> 6;
@@ -2504,11 +2649,11 @@ const char* ImTextFindPreviousUtf8Codepoint(const char* in_text_start, const cha
int ImTextCountLines(const char* in_text, const char* in_text_end)
{
if (in_text_end == NULL)
- in_text_end = in_text + strlen(in_text); // FIXME-OPT: Not optimal approach, discourage use for now.
+ in_text_end = in_text + ImStrlen(in_text); // FIXME-OPT: Not optimal approach, discourage use for now.
int count = 0;
while (in_text < in_text_end)
{
- const char* line_end = (const char*)memchr(in_text, '\n', in_text_end - in_text);
+ const char* line_end = (const char*)ImMemchr(in_text, '\n', in_text_end - in_text);
in_text = line_end ? line_end + 1 : in_text_end;
count++;
}
@@ -2789,7 +2934,7 @@ void ImGuiTextFilter::ImGuiTextRange::split(char separator, ImVectorRowPosY1 == clipper->StartPosY && table->RowPosY2 == window->DC.CursorPos.y);
- clipper->ItemsHeight = (window->DC.CursorPos.y - clipper->StartPosY) / (float)(clipper->DisplayEnd - clipper->DisplayStart);
- bool affected_by_floating_point_precision = ImIsFloatAboveGuaranteedIntegerPrecision(clipper->StartPosY) || ImIsFloatAboveGuaranteedIntegerPrecision(window->DC.CursorPos.y);
+ bool affected_by_floating_point_precision = ImIsFloatAboveGuaranteedIntegerPrecision((float)clipper->StartPosY) || ImIsFloatAboveGuaranteedIntegerPrecision(window->DC.CursorPos.y);
if (affected_by_floating_point_precision)
+ {
+ // Mitigation/hack for very large range: assume last time height constitute line height.
clipper->ItemsHeight = window->DC.PrevLineSize.y + g.Style.ItemSpacing.y; // FIXME: Technically wouldn't allow multi-line entries.
+ window->DC.CursorPos.y = (float)(clipper->StartPosY + clipper->ItemsHeight);
+ }
+ else
+ {
+ clipper->ItemsHeight = (float)(window->DC.CursorPos.y - clipper->StartPosY) / (float)(clipper->DisplayEnd - clipper->DisplayStart);
+ }
if (clipper->ItemsHeight == 0.0f && clipper->ItemsCount == INT_MAX) // Accept that no item have been submitted if in indeterminate mode.
return false;
IM_ASSERT(clipper->ItemsHeight > 0.0f && "Unable to calculate item height! First item hasn't moved the cursor vertically!");
@@ -3142,7 +3294,10 @@ static bool ImGuiListClipper_StepInternal(ImGuiListClipper* clipper)
// Add range selected to be included for navigation
const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);
if (is_nav_request)
+ {
+ data->Ranges.push_back(ImGuiListClipperRange::FromPositions(g.NavScoringRect.Min.y, g.NavScoringRect.Max.y, 0, 0));
data->Ranges.push_back(ImGuiListClipperRange::FromPositions(g.NavScoringNoClipRect.Min.y, g.NavScoringNoClipRect.Max.y, 0, 0));
+ }
if (is_nav_request && (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && g.NavTabbingDir == -1)
data->Ranges.push_back(ImGuiListClipperRange::FromIndices(clipper->ItemsCount - 1, clipper->ItemsCount));
@@ -3196,11 +3351,11 @@ static bool ImGuiListClipper_StepInternal(ImGuiListClipper* clipper)
{
clipper->DisplayStart = ImMax(data->Ranges[data->StepNo].Min, already_submitted);
clipper->DisplayEnd = ImMin(data->Ranges[data->StepNo].Max, clipper->ItemsCount);
- if (clipper->DisplayStart > already_submitted) //-V1051
- clipper->SeekCursorForItem(clipper->DisplayStart);
data->StepNo++;
- if (clipper->DisplayStart == clipper->DisplayEnd && data->StepNo < data->Ranges.Size)
+ if (clipper->DisplayStart >= clipper->DisplayEnd)
continue;
+ if (clipper->DisplayStart > already_submitted)
+ clipper->SeekCursorForItem(clipper->DisplayStart);
return true;
}
@@ -3217,7 +3372,7 @@ bool ImGuiListClipper::Step()
ImGuiContext& g = *Ctx;
bool need_items_height = (ItemsHeight <= 0.0f);
bool ret = ImGuiListClipper_StepInternal(this);
- if (ret && (DisplayStart == DisplayEnd))
+ if (ret && (DisplayStart >= DisplayEnd))
ret = false;
if (g.CurrentTable && g.CurrentTable->IsUnfrozenRows == false)
IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): inside frozen table row.\n");
@@ -3318,55 +3473,58 @@ void ImGui::PopStyleColor(int count)
}
}
-static const ImGuiDataVarInfo GStyleVarInfo[] =
-{
- { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, Alpha) }, // ImGuiStyleVar_Alpha
- { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, DisabledAlpha) }, // ImGuiStyleVar_DisabledAlpha
- { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, WindowPadding) }, // ImGuiStyleVar_WindowPadding
- { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, WindowRounding) }, // ImGuiStyleVar_WindowRounding
- { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, WindowBorderSize) }, // ImGuiStyleVar_WindowBorderSize
- { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, WindowMinSize) }, // ImGuiStyleVar_WindowMinSize
- { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, WindowTitleAlign) }, // ImGuiStyleVar_WindowTitleAlign
- { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ChildRounding) }, // ImGuiStyleVar_ChildRounding
- { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ChildBorderSize) }, // ImGuiStyleVar_ChildBorderSize
- { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, PopupRounding) }, // ImGuiStyleVar_PopupRounding
- { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, PopupBorderSize) }, // ImGuiStyleVar_PopupBorderSize
- { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, FramePadding) }, // ImGuiStyleVar_FramePadding
- { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, FrameRounding) }, // ImGuiStyleVar_FrameRounding
- { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, FrameBorderSize) }, // ImGuiStyleVar_FrameBorderSize
- { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, ItemSpacing) }, // ImGuiStyleVar_ItemSpacing
- { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, ItemInnerSpacing) }, // ImGuiStyleVar_ItemInnerSpacing
- { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, IndentSpacing) }, // ImGuiStyleVar_IndentSpacing
- { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, CellPadding) }, // ImGuiStyleVar_CellPadding
- { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ScrollbarSize) }, // ImGuiStyleVar_ScrollbarSize
- { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ScrollbarRounding) }, // ImGuiStyleVar_ScrollbarRounding
- { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, GrabMinSize) }, // ImGuiStyleVar_GrabMinSize
- { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, GrabRounding) }, // ImGuiStyleVar_GrabRounding
- { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabRounding) }, // ImGuiStyleVar_TabRounding
- { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabBorderSize) }, // ImGuiStyleVar_TabBorderSize
- { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabBarBorderSize) }, // ImGuiStyleVar_TabBarBorderSize
- { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabBarOverlineSize) }, // ImGuiStyleVar_TabBarOverlineSize
- { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TableAngledHeadersAngle)}, // ImGuiStyleVar_TableAngledHeadersAngle
- { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, TableAngledHeadersTextAlign)},// ImGuiStyleVar_TableAngledHeadersTextAlign
- { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, ButtonTextAlign) }, // ImGuiStyleVar_ButtonTextAlign
- { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, SelectableTextAlign) }, // ImGuiStyleVar_SelectableTextAlign
- { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, SeparatorTextBorderSize)}, // ImGuiStyleVar_SeparatorTextBorderSize
- { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, SeparatorTextAlign) }, // ImGuiStyleVar_SeparatorTextAlign
- { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, SeparatorTextPadding) }, // ImGuiStyleVar_SeparatorTextPadding
+static const ImGuiStyleVarInfo GStyleVarsInfo[] =
+{
+ { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, Alpha) }, // ImGuiStyleVar_Alpha
+ { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, DisabledAlpha) }, // ImGuiStyleVar_DisabledAlpha
+ { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, WindowPadding) }, // ImGuiStyleVar_WindowPadding
+ { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, WindowRounding) }, // ImGuiStyleVar_WindowRounding
+ { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, WindowBorderSize) }, // ImGuiStyleVar_WindowBorderSize
+ { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, WindowMinSize) }, // ImGuiStyleVar_WindowMinSize
+ { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, WindowTitleAlign) }, // ImGuiStyleVar_WindowTitleAlign
+ { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, ChildRounding) }, // ImGuiStyleVar_ChildRounding
+ { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, ChildBorderSize) }, // ImGuiStyleVar_ChildBorderSize
+ { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, PopupRounding) }, // ImGuiStyleVar_PopupRounding
+ { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, PopupBorderSize) }, // ImGuiStyleVar_PopupBorderSize
+ { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, FramePadding) }, // ImGuiStyleVar_FramePadding
+ { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, FrameRounding) }, // ImGuiStyleVar_FrameRounding
+ { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, FrameBorderSize) }, // ImGuiStyleVar_FrameBorderSize
+ { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, ItemSpacing) }, // ImGuiStyleVar_ItemSpacing
+ { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, ItemInnerSpacing) }, // ImGuiStyleVar_ItemInnerSpacing
+ { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, IndentSpacing) }, // ImGuiStyleVar_IndentSpacing
+ { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, CellPadding) }, // ImGuiStyleVar_CellPadding
+ { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, ScrollbarSize) }, // ImGuiStyleVar_ScrollbarSize
+ { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, ScrollbarRounding) }, // ImGuiStyleVar_ScrollbarRounding
+ { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, GrabMinSize) }, // ImGuiStyleVar_GrabMinSize
+ { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, GrabRounding) }, // ImGuiStyleVar_GrabRounding
+ { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, ImageBorderSize) }, // ImGuiStyleVar_ImageBorderSize
+ { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TabRounding) }, // ImGuiStyleVar_TabRounding
+ { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TabBorderSize) }, // ImGuiStyleVar_TabBorderSize
+ { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TabBarBorderSize) }, // ImGuiStyleVar_TabBarBorderSize
+ { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TabBarOverlineSize) }, // ImGuiStyleVar_TabBarOverlineSize
+ { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TableAngledHeadersAngle)}, // ImGuiStyleVar_TableAngledHeadersAngle
+ { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TableAngledHeadersTextAlign)},// ImGuiStyleVar_TableAngledHeadersTextAlign
+ { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TreeLinesSize)}, // ImGuiStyleVar_TreeLinesSize
+ { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TreeLinesRounding)}, // ImGuiStyleVar_TreeLinesRounding
+ { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, ButtonTextAlign) }, // ImGuiStyleVar_ButtonTextAlign
+ { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, SelectableTextAlign) }, // ImGuiStyleVar_SelectableTextAlign
+ { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, SeparatorTextBorderSize)}, // ImGuiStyleVar_SeparatorTextBorderSize
+ { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, SeparatorTextAlign) }, // ImGuiStyleVar_SeparatorTextAlign
+ { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, SeparatorTextPadding) }, // ImGuiStyleVar_SeparatorTextPadding
};
-const ImGuiDataVarInfo* ImGui::GetStyleVarInfo(ImGuiStyleVar idx)
+const ImGuiStyleVarInfo* ImGui::GetStyleVarInfo(ImGuiStyleVar idx)
{
IM_ASSERT(idx >= 0 && idx < ImGuiStyleVar_COUNT);
- IM_STATIC_ASSERT(IM_ARRAYSIZE(GStyleVarInfo) == ImGuiStyleVar_COUNT);
- return &GStyleVarInfo[idx];
+ IM_STATIC_ASSERT(IM_ARRAYSIZE(GStyleVarsInfo) == ImGuiStyleVar_COUNT);
+ return &GStyleVarsInfo[idx];
}
void ImGui::PushStyleVar(ImGuiStyleVar idx, float val)
{
ImGuiContext& g = *GImGui;
- const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx);
- if (var_info->Type != ImGuiDataType_Float || var_info->Count != 1)
+ const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx);
+ if (var_info->DataType != ImGuiDataType_Float || var_info->Count != 1)
{
IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!");
return;
@@ -3379,8 +3537,8 @@ void ImGui::PushStyleVar(ImGuiStyleVar idx, float val)
void ImGui::PushStyleVarX(ImGuiStyleVar idx, float val_x)
{
ImGuiContext& g = *GImGui;
- const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx);
- if (var_info->Type != ImGuiDataType_Float || var_info->Count != 2)
+ const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx);
+ if (var_info->DataType != ImGuiDataType_Float || var_info->Count != 2)
{
IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!");
return;
@@ -3393,8 +3551,8 @@ void ImGui::PushStyleVarX(ImGuiStyleVar idx, float val_x)
void ImGui::PushStyleVarY(ImGuiStyleVar idx, float val_y)
{
ImGuiContext& g = *GImGui;
- const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx);
- if (var_info->Type != ImGuiDataType_Float || var_info->Count != 2)
+ const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx);
+ if (var_info->DataType != ImGuiDataType_Float || var_info->Count != 2)
{
IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!");
return;
@@ -3407,8 +3565,8 @@ void ImGui::PushStyleVarY(ImGuiStyleVar idx, float val_y)
void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val)
{
ImGuiContext& g = *GImGui;
- const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx);
- if (var_info->Type != ImGuiDataType_Float || var_info->Count != 2)
+ const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx);
+ if (var_info->DataType != ImGuiDataType_Float || var_info->Count != 2)
{
IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!");
return;
@@ -3430,10 +3588,10 @@ void ImGui::PopStyleVar(int count)
{
// We avoid a generic memcpy(data, &backup.Backup.., GDataTypeSize[info->Type] * info->Count), the overhead in Debug is not worth it.
ImGuiStyleMod& backup = g.StyleVarStack.back();
- const ImGuiDataVarInfo* info = GetStyleVarInfo(backup.VarIdx);
- void* data = info->GetVarPtr(&g.Style);
- if (info->Type == ImGuiDataType_Float && info->Count == 1) { ((float*)data)[0] = backup.BackupFloat[0]; }
- else if (info->Type == ImGuiDataType_Float && info->Count == 2) { ((float*)data)[0] = backup.BackupFloat[0]; ((float*)data)[1] = backup.BackupFloat[1]; }
+ const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(backup.VarIdx);
+ void* data = var_info->GetVarPtr(&g.Style);
+ if (var_info->DataType == ImGuiDataType_Float && var_info->Count == 1) { ((float*)data)[0] = backup.BackupFloat[0]; }
+ else if (var_info->DataType == ImGuiDataType_Float && var_info->Count == 2) { ((float*)data)[0] = backup.BackupFloat[0]; ((float*)data)[1] = backup.BackupFloat[1]; }
g.StyleVarStack.pop_back();
count--;
}
@@ -3477,6 +3635,7 @@ const char* ImGui::GetStyleColorName(ImGuiCol idx)
case ImGuiCol_ResizeGrip: return "ResizeGrip";
case ImGuiCol_ResizeGripHovered: return "ResizeGripHovered";
case ImGuiCol_ResizeGripActive: return "ResizeGripActive";
+ case ImGuiCol_InputTextCursor: return "InputTextCursor";
case ImGuiCol_TabHovered: return "TabHovered";
case ImGuiCol_Tab: return "Tab";
case ImGuiCol_TabSelected: return "TabSelected";
@@ -3495,6 +3654,7 @@ const char* ImGui::GetStyleColorName(ImGuiCol idx)
case ImGuiCol_TableRowBgAlt: return "TableRowBgAlt";
case ImGuiCol_TextLink: return "TextLink";
case ImGuiCol_TextSelectedBg: return "TextSelectedBg";
+ case ImGuiCol_TreeLines: return "TreeLines";
case ImGuiCol_DragDropTarget: return "DragDropTarget";
case ImGuiCol_NavCursor: return "NavCursor";
case ImGuiCol_NavWindowingHighlight: return "NavWindowingHighlight";
@@ -3505,7 +3665,6 @@ const char* ImGui::GetStyleColorName(ImGuiCol idx)
return "Unknown";
}
-
//-----------------------------------------------------------------------------
// [SECTION] RENDER HELPERS
// Some of those (internal) functions are currently quite a legacy mess - their signature and behavior will change,
@@ -3540,7 +3699,7 @@ void ImGui::RenderText(ImVec2 pos, const char* text, const char* text_end, bool
else
{
if (!text_end)
- text_end = text + strlen(text); // FIXME-OPT
+ text_end = text + ImStrlen(text); // FIXME-OPT
text_display_end = text_end;
}
@@ -3558,7 +3717,7 @@ void ImGui::RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end
ImGuiWindow* window = g.CurrentWindow;
if (!text_end)
- text_end = text + strlen(text); // FIXME-OPT
+ text_end = text + ImStrlen(text); // FIXME-OPT
if (text != text_end)
{
@@ -3570,7 +3729,7 @@ void ImGui::RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end
// Default clip_rect uses (pos_min,pos_max)
// Handle clipping on CPU immediately (vs typically let the GPU clip the triangles that are overlapping the clipping rectangle edges)
-// FIXME-OPT: Since we have or calculate text_size we could coarse clip whole block immediately, especally for text above draw_list->DrawList.
+// FIXME-OPT: Since we have or calculate text_size we could coarse clip whole block immediately, especially for text above draw_list->DrawList.
// Effectively as this is called from widget doing their own coarse clipping it's not very valuable presently. Next time function will take
// better advantage of the render function taking size into account for coarse clipping.
void ImGui::RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_display_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect)
@@ -3617,18 +3776,19 @@ void ImGui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, cons
}
// Another overly complex function until we reorganize everything into a nice all-in-one helper.
-// This is made more complex because we have dissociated the layout rectangle (pos_min..pos_max) which define _where_ the ellipsis is, from actual clipping of text and limit of the ellipsis display.
+// This is made more complex because we have dissociated the layout rectangle (pos_min..pos_max) from 'ellipsis_max_x' which may be beyond it.
// This is because in the context of tabs we selectively hide part of the text when the Close Button appears, but we don't want the ellipsis to move.
-void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end_full, const ImVec2* text_size_if_known)
+// (BREAKING) On 2025/04/16 we removed the 'float clip_max_x' parameters which was preceeding 'float ellipsis_max' and was the same value for 99% of users.
+void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float ellipsis_max_x, const char* text, const char* text_end_full, const ImVec2* text_size_if_known)
{
ImGuiContext& g = *GImGui;
if (text_end_full == NULL)
text_end_full = FindRenderedTextEnd(text);
const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_end_full, false, 0.0f);
- //draw_list->AddLine(ImVec2(pos_max.x, pos_min.y - 4), ImVec2(pos_max.x, pos_max.y + 4), IM_COL32(0, 0, 255, 255));
- //draw_list->AddLine(ImVec2(ellipsis_max_x, pos_min.y-2), ImVec2(ellipsis_max_x, pos_max.y+2), IM_COL32(0, 255, 0, 255));
- //draw_list->AddLine(ImVec2(clip_max_x, pos_min.y), ImVec2(clip_max_x, pos_max.y), IM_COL32(255, 0, 0, 255));
+ //draw_list->AddLine(ImVec2(pos_max.x, pos_min.y - 4), ImVec2(pos_max.x, pos_max.y + 6), IM_COL32(0, 0, 255, 255));
+ //draw_list->AddLine(ImVec2(ellipsis_max_x, pos_min.y - 2), ImVec2(ellipsis_max_x, pos_max.y + 3), IM_COL32(0, 255, 0, 255));
+
// FIXME: We could technically remove (last_glyph->AdvanceX - last_glyph->X1) from text_size.x here and save a few pixels.
if (text_size.x > pos_max.x - pos_min.x)
{
@@ -3637,21 +3797,16 @@ void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, con
// min max ellipsis_max
// <-> this is generally some padding value
- const ImFont* font = draw_list->_Data->Font;
+ ImFont* font = draw_list->_Data->Font;
const float font_size = draw_list->_Data->FontSize;
const float font_scale = draw_list->_Data->FontScale;
const char* text_end_ellipsis = NULL;
- const float ellipsis_width = font->EllipsisWidth * font_scale;
+ ImFontBaked* baked = font->GetFontBaked(font_size);
+ const float ellipsis_width = baked->GetCharAdvance(font->EllipsisChar) * font_scale;
// We can now claim the space between pos_max.x and ellipsis_max.x
const float text_avail_width = ImMax((ImMax(pos_max.x, ellipsis_max_x) - ellipsis_width) - pos_min.x, 1.0f);
float text_size_clipped_x = font->CalcTextSizeA(font_size, text_avail_width, 0.0f, text, text_end_full, &text_end_ellipsis).x;
- if (text == text_end_ellipsis && text_end_ellipsis < text_end_full)
- {
- // Always display at least 1 character if there's no room for character + ellipsis
- text_end_ellipsis = text + ImTextCountUtf8BytesFromChar(text, text_end_full);
- text_size_clipped_x = font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text, text_end_ellipsis).x;
- }
while (text_end_ellipsis > text && ImCharIsBlankA(text_end_ellipsis[-1]))
{
// Trim trailing space before ellipsis (FIXME: Supporting non-ascii blanks would be nice, for this we need a function to backtrack in UTF-8 text)
@@ -3660,15 +3815,14 @@ void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, con
}
// Render text, render ellipsis
- RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_ellipsis, &text_size, ImVec2(0.0f, 0.0f));
+ RenderTextClippedEx(draw_list, pos_min, pos_max, text, text_end_ellipsis, &text_size, ImVec2(0.0f, 0.0f));
+ ImVec4 cpu_fine_clip_rect(pos_min.x, pos_min.y, pos_max.x, pos_max.y);
ImVec2 ellipsis_pos = ImTrunc(ImVec2(pos_min.x + text_size_clipped_x, pos_min.y));
- if (ellipsis_pos.x + ellipsis_width <= ellipsis_max_x)
- for (int i = 0; i < font->EllipsisCharCount; i++, ellipsis_pos.x += font->EllipsisCharStep * font_scale)
- font->RenderChar(draw_list, font_size, ellipsis_pos, GetColorU32(ImGuiCol_Text), font->EllipsisChar);
+ font->RenderChar(draw_list, font_size, ellipsis_pos, GetColorU32(ImGuiCol_Text), font->EllipsisChar, &cpu_fine_clip_rect);
}
else
{
- RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_full, &text_size, ImVec2(0.0f, 0.0f));
+ RenderTextClippedEx(draw_list, pos_min, pos_max, text, text_end_full, &text_size, ImVec2(0.0f, 0.0f));
}
if (g.LogEnabled)
@@ -3740,25 +3894,32 @@ void ImGui::RenderMouseCursor(ImVec2 base_pos, float base_scale, ImGuiMouseCurso
ImGuiContext& g = *GImGui;
if (mouse_cursor <= ImGuiMouseCursor_None || mouse_cursor >= ImGuiMouseCursor_COUNT) // We intentionally accept out of bound values.
mouse_cursor = ImGuiMouseCursor_Arrow;
- ImFontAtlas* font_atlas = g.DrawListSharedData.Font->ContainerAtlas;
+ ImFontAtlas* font_atlas = g.DrawListSharedData.FontAtlas;
for (ImGuiViewportP* viewport : g.Viewports)
{
// We scale cursor with current viewport/monitor, however Windows 10 for its own hardware cursor seems to be using a different scale factor.
ImVec2 offset, size, uv[4];
- if (!font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2]))
+ if (!ImFontAtlasGetMouseCursorTexData(font_atlas, mouse_cursor, &offset, &size, &uv[0], &uv[2]))
continue;
const ImVec2 pos = base_pos - offset;
const float scale = base_scale;
if (!viewport->GetMainRect().Overlaps(ImRect(pos, pos + ImVec2(size.x + 2, size.y + 2) * scale)))
continue;
ImDrawList* draw_list = GetForegroundDrawList(viewport);
- ImTextureID tex_id = font_atlas->TexID;
- draw_list->PushTextureID(tex_id);
- draw_list->AddImage(tex_id, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + size) * scale, uv[2], uv[3], col_shadow);
- draw_list->AddImage(tex_id, pos + ImVec2(2, 0) * scale, pos + (ImVec2(2, 0) + size) * scale, uv[2], uv[3], col_shadow);
- draw_list->AddImage(tex_id, pos, pos + size * scale, uv[2], uv[3], col_border);
- draw_list->AddImage(tex_id, pos, pos + size * scale, uv[0], uv[1], col_fill);
- draw_list->PopTextureID();
+ ImTextureRef tex_ref = font_atlas->TexRef;
+ draw_list->PushTexture(tex_ref);
+ draw_list->AddImage(tex_ref, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + size) * scale, uv[2], uv[3], col_shadow);
+ draw_list->AddImage(tex_ref, pos + ImVec2(2, 0) * scale, pos + (ImVec2(2, 0) + size) * scale, uv[2], uv[3], col_shadow);
+ draw_list->AddImage(tex_ref, pos, pos + size * scale, uv[2], uv[3], col_border);
+ draw_list->AddImage(tex_ref, pos, pos + size * scale, uv[0], uv[1], col_fill);
+ if (mouse_cursor == ImGuiMouseCursor_Wait || mouse_cursor == ImGuiMouseCursor_Progress)
+ {
+ float a_min = ImFmod((float)g.Time * 5.0f, 2.0f * IM_PI);
+ float a_max = a_min + IM_PI * 1.65f;
+ draw_list->PathArcTo(pos + ImVec2(14, -1) * scale, 6.0f * scale, a_min, a_max);
+ draw_list->PathStroke(col_fill, ImDrawFlags_None, 3.0f * scale);
+ }
+ draw_list->PopTexture();
}
}
@@ -3840,14 +4001,18 @@ ImGuiContext::ImGuiContext(ImFontAtlas* shared_font_atlas)
InputTextState.Ctx = this;
Initialized = false;
- FontAtlasOwnedByContext = shared_font_atlas ? false : true;
Font = NULL;
- FontSize = FontBaseSize = FontScale = CurrentDpiScale = 0.0f;
+ FontBaked = NULL;
+ FontSize = FontSizeBase = FontBakedScale = CurrentDpiScale = 0.0f;
+ FontRasterizerDensity = 1.0f;
IO.Fonts = shared_font_atlas ? shared_font_atlas : IM_NEW(ImFontAtlas)();
+ if (shared_font_atlas == NULL)
+ IO.Fonts->OwnerContext = this;
Time = 0.0f;
FrameCount = 0;
FrameCountEnded = FrameCountRendered = -1;
- WithinFrameScope = WithinFrameScopeWithImplicitWindow = WithinEndChild = false;
+ WithinEndChildID = 0;
+ WithinFrameScope = WithinFrameScopeWithImplicitWindow = false;
GcCompactAll = false;
TestEngineHookItems = false;
TestEngine = NULL;
@@ -3857,6 +4022,7 @@ ImGuiContext::ImGuiContext(ImFontAtlas* shared_font_atlas)
InputEventsNextEventId = 1;
WindowsActiveCount = 0;
+ WindowsBorderHoverPadding = 0.0f;
CurrentWindow = NULL;
HoveredWindow = NULL;
HoveredWindowUnderMovingWindow = NULL;
@@ -3866,7 +4032,7 @@ ImGuiContext::ImGuiContext(ImFontAtlas* shared_font_atlas)
WheelingWindowStartFrame = WheelingWindowScrolledFrame = -1;
WheelingWindowReleaseTimer = 0.0f;
- DebugDrawIdConflicts = 0;
+ DebugDrawIdConflictsId = 0;
DebugHookIdInfo = 0;
HoveredId = HoveredIdPreviousFrame = 0;
HoveredIdPreviousFrameItemCount = 0;
@@ -3889,9 +4055,8 @@ ImGuiContext::ImGuiContext(ImFontAtlas* shared_font_atlas)
ActiveIdSource = ImGuiInputSource_None;
ActiveIdMouseButton = -1;
ActiveIdPreviousFrame = 0;
- ActiveIdPreviousFrameIsAlive = false;
- ActiveIdPreviousFrameHasBeenEditedBefore = false;
- ActiveIdPreviousFrameWindow = NULL;
+ memset(&DeactivatedItemData, 0, sizeof(DeactivatedItemData));
+ memset(&ActiveIdValueOnActivation, 0, sizeof(ActiveIdValueOnActivation));
LastActiveId = 0;
LastActiveIdTimer = 0.0f;
@@ -3941,9 +4106,11 @@ ImGuiContext::ImGuiContext(ImFontAtlas* shared_font_atlas)
// All platforms use Ctrl+Tab but Ctrl<>Super are swapped on Mac...
// FIXME: Because this value is stored, it annoyingly interfere with toggling io.ConfigMacOSXBehaviors updating this..
+ ConfigNavWindowingWithGamepad = true;
ConfigNavWindowingKeyNext = IO.ConfigMacOSXBehaviors ? (ImGuiMod_Super | ImGuiKey_Tab) : (ImGuiMod_Ctrl | ImGuiKey_Tab);
ConfigNavWindowingKeyPrev = IO.ConfigMacOSXBehaviors ? (ImGuiMod_Super | ImGuiMod_Shift | ImGuiKey_Tab) : (ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Tab);
NavWindowingTarget = NavWindowingTargetAnim = NavWindowingListWindow = NULL;
+ NavWindowingInputSource = ImGuiInputSource_None;
NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f;
NavWindowingToggleLayer = false;
NavWindowingToggleKey = ImGuiKey_None;
@@ -3976,6 +4143,7 @@ ImGuiContext::ImGuiContext(ImFontAtlas* shared_font_atlas)
MouseCursor = ImGuiMouseCursor_Arrow;
MouseStationaryTimer = 0.0f;
+ InputTextPasswordFontBackupFlags = ImFontFlags_None;
TempInputId = 0;
memset(&DataTypeZeroValue, 0, sizeof(DataTypeZeroValue));
BeginMenuDepth = BeginComboDepth = 0;
@@ -4007,7 +4175,8 @@ ImGuiContext::ImGuiContext(ImFontAtlas* shared_font_atlas)
memset(LocalizationTable, 0, sizeof(LocalizationTable));
LogEnabled = false;
- LogType = ImGuiLogType_None;
+ LogFlags = ImGuiLogFlags_None;
+ LogWindow = NULL;
LogNextPrefix = LogNextSuffix = NULL;
LogFile = NULL;
LogLinePosY = FLT_MAX;
@@ -4094,6 +4263,18 @@ void ImGui::Initialize()
#ifdef IMGUI_HAS_DOCK
#endif
+ // Print a debug message when running with debug feature IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS because it is very slow.
+ // DO NOT COMMENT OUT THIS MESSAGE. IT IS DESIGNED TO REMIND YOU THAT IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS SHOULD ONLY BE TEMPORARILY ENABLED.
+#ifdef IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS
+ DebugLog("IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS is enabled.\nMust disable after use! Otherwise Dear ImGui will run slower.\n");
+#endif
+
+ // ImDrawList/ImFontAtlas are designed to function without ImGui, and 99% of it works without an ImGui context.
+ // But this link allows us to facilitate/handle a few edge cases better.
+ ImFontAtlas* atlas = g.IO.Fonts;
+ g.DrawListSharedData.Context = &g;
+ RegisterFontAtlas(atlas);
+
g.Initialized = true;
}
@@ -4105,12 +4286,15 @@ void ImGui::Shutdown()
IM_ASSERT_USER_ERROR(g.IO.BackendRendererUserData == NULL, "Forgot to shutdown Renderer backend?");
// The fonts atlas can be used prior to calling NewFrame(), so we clear it even if g.Initialized is FALSE (which would happen if we never called NewFrame)
- if (g.IO.Fonts && g.FontAtlasOwnedByContext)
+ for (ImFontAtlas* atlas : g.FontAtlases)
{
- g.IO.Fonts->Locked = false;
- IM_DELETE(g.IO.Fonts);
+ UnregisterFontAtlas(atlas);
+ if (atlas->OwnerContext == &g)
+ {
+ atlas->Locked = false;
+ IM_DELETE(atlas);
+ }
}
- g.IO.Fonts = NULL;
g.DrawListSharedData.TempBuffer.clear();
// Cleanup of other data are conditional on actually having initialized Dear ImGui.
@@ -4132,7 +4316,7 @@ void ImGui::Shutdown()
g.WindowsById.Clear();
g.NavWindow = NULL;
g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL;
- g.ActiveIdWindow = g.ActiveIdPreviousFrameWindow = NULL;
+ g.ActiveIdWindow = NULL;
g.MovingWindow = NULL;
g.KeysRoutingTable.Clear();
@@ -4212,7 +4396,6 @@ void ImGui::CallContextHooks(ImGuiContext* ctx, ImGuiContextHookType hook_type)
hook.Callback(&g, &hook);
}
-
//-----------------------------------------------------------------------------
// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!)
//-----------------------------------------------------------------------------
@@ -4223,7 +4406,7 @@ ImGuiWindow::ImGuiWindow(ImGuiContext* ctx, const char* name) : DrawListInst(NUL
memset(this, 0, sizeof(*this));
Ctx = ctx;
Name = ImStrdup(name);
- NameBufLen = (int)strlen(name) + 1;
+ NameBufLen = (int)ImStrlen(name) + 1;
ID = ImHashStr(name);
IDStack.push_back(ID);
MoveId = GetID("#MOVE");
@@ -4235,11 +4418,12 @@ ImGuiWindow::ImGuiWindow(ImGuiContext* ctx, const char* name) : DrawListInst(NUL
SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX);
LastFrameActive = -1;
LastTimeActive = -1.0f;
- FontWindowScale = 1.0f;
+ FontRefSize = 0.0f;
+ FontWindowScale = FontWindowScaleParents = 1.0f;
SettingsOffset = -1;
DrawList = &DrawListInst;
- DrawList->_Data = &Ctx->DrawListSharedData;
DrawList->_OwnerName = Name;
+ DrawList->_SetDrawListSharedData(&Ctx->DrawListSharedData);
NavPreferredScoringPosRel[0] = NavPreferredScoringPosRel[1] = ImVec2(FLT_MAX, FLT_MAX);
}
@@ -4259,8 +4443,15 @@ static void SetCurrentWindow(ImGuiWindow* window)
g.CurrentDpiScale = 1.0f; // FIXME-DPI: WIP this is modified in docking
if (window)
{
- g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize();
- g.FontScale = g.DrawListSharedData.FontScale = g.FontSize / g.Font->FontSize;
+ bool backup_skip_items = window->SkipItems;
+ window->SkipItems = false;
+ if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasTextures)
+ {
+ ImGuiViewport* viewport = window->Viewport;
+ g.FontRasterizerDensity = (viewport->FramebufferScale.x != 0.0f) ? viewport->FramebufferScale.x : g.IO.DisplayFramebufferScale.x; // == SetFontRasterizerDensity()
+ }
+ ImGui::UpdateCurrentFontSize(0.0f);
+ window->SkipItems = backup_skip_items;
ImGui::NavUpdateCurrentWindowIsScrollPushableX();
}
}
@@ -4273,6 +4464,8 @@ void ImGui::GcCompactTransientMiscBuffers()
g.MultiSelectTempDataStacked = 0;
g.MultiSelectTempData.clear_destruct();
TableGcCompactSettings();
+ for (ImFontAtlas* atlas : g.FontAtlases)
+ atlas->CompactCache();
}
// Free up/compact internal window buffers, we can use this when a window becomes unused.
@@ -4317,9 +4510,16 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)
g.MovingWindow = NULL;
}
+ // Store deactivate data
+ ImGuiDeactivatedItemData* deactivated_data = &g.DeactivatedItemData;
+ deactivated_data->ID = g.ActiveId;
+ deactivated_data->ElapseFrame = (g.LastItemData.ID == g.ActiveId) ? g.FrameCount : g.FrameCount + 1; // FIXME: OK to use LastItemData?
+ deactivated_data->HasBeenEditedBefore = g.ActiveIdHasBeenEditedBefore;
+ deactivated_data->IsAlive = (g.ActiveIdIsAlive == g.ActiveId);
+
// This could be written in a more general way (e.g associate a hook to ActiveId),
// but since this is currently quite an exception we'll leave it as is.
- // One common scenario leading to this is: pressing Key ->NavMoveRequestApplyResult() -> ClearActiveId()
+ // One common scenario leading to this is: pressing Key ->NavMoveRequestApplyResult() -> ClearActiveID()
if (g.InputTextState.ID == g.ActiveId)
InputTextDeactivateHook(g.ActiveId);
}
@@ -4387,8 +4587,11 @@ void ImGui::MarkItemEdited(ImGuiID id)
return;
if (g.ActiveId == id || g.ActiveId == 0)
{
+ // FIXME: Can't we fully rely on LastItemData yet?
g.ActiveIdHasBeenEditedThisFrame = true;
g.ActiveIdHasBeenEditedBefore = true;
+ if (g.DeactivatedItemData.ID == id)
+ g.DeactivatedItemData.HasBeenEditedBefore = true;
}
// We accept a MarkItemEdited() on drag and drop targets (see https://github.com/ocornut/imgui/issues/1875#issuecomment-978243343)
@@ -4533,7 +4736,8 @@ bool ImGui::IsItemHovered(ImGuiHoveredFlags flags)
return true;
}
-// Internal facing ItemHoverable() used when submitting widgets. Differs slightly from IsItemHovered().
+// Internal facing ItemHoverable() used when submitting widgets. THIS IS A SUBMISSION NOT A HOVER CHECK.
+// Returns whether the item was hovered, logic differs slightly from IsItemHovered().
// (this does not rely on LastItemData it can be called from a ButtonBehavior() call not following an ItemAdd() call)
// FIXME-LEGACY: the 'ImGuiItemFlags item_flags' parameter was added on 2023-06-28.
// If you used this in your legacy/custom widgets code:
@@ -4545,11 +4749,12 @@ bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id, ImGuiItemFlags item_flag
ImGuiWindow* window = g.CurrentWindow;
// Detect ID conflicts
+ // (this is specifically done here by comparing on hover because it allows us a detection of duplicates that is algorithmically extra cheap, 1 u32 compare per item. No O(log N) lookup whatsoever)
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
if (id != 0 && g.HoveredIdPreviousFrame == id && (item_flags & ImGuiItemFlags_AllowDuplicateId) == 0)
{
g.HoveredIdPreviousFrameItemCount++;
- if (g.DebugDrawIdConflicts == id)
+ if (g.DebugDrawIdConflictsId == id)
window->DrawList->AddRect(bb.Min - ImVec2(1,1), bb.Max + ImVec2(1,1), IM_COL32(255, 0, 0, 255), 0.0f, ImDrawFlags_None, 2.0f);
}
#endif
@@ -4643,15 +4848,27 @@ bool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id)
// This is also inlined in ItemAdd()
// Note: if ImGuiItemStatusFlags_HasDisplayRect is set, user needs to set g.LastItemData.DisplayRect.
-void ImGui::SetLastItemData(ImGuiID item_id, ImGuiItemFlags in_flags, ImGuiItemStatusFlags item_flags, const ImRect& item_rect)
+void ImGui::SetLastItemData(ImGuiID item_id, ImGuiItemFlags item_flags, ImGuiItemStatusFlags status_flags, const ImRect& item_rect)
{
ImGuiContext& g = *GImGui;
g.LastItemData.ID = item_id;
- g.LastItemData.ItemFlags = in_flags;
- g.LastItemData.StatusFlags = item_flags;
+ g.LastItemData.ItemFlags = item_flags;
+ g.LastItemData.StatusFlags = status_flags;
g.LastItemData.Rect = g.LastItemData.NavRect = item_rect;
}
+static void ImGui::SetLastItemDataForWindow(ImGuiWindow* window, const ImRect& rect)
+{
+ ImGuiContext& g = *GImGui;
+ SetLastItemData(window->MoveId, g.CurrentItemFlags, window->DC.WindowItemStatusFlags, rect);
+}
+
+static void ImGui::SetLastItemDataForChildWindowItem(ImGuiWindow* window, const ImRect& rect)
+{
+ ImGuiContext& g = *GImGui;
+ SetLastItemData(window->ChildId, g.CurrentItemFlags, window->DC.ChildItemStatusFlags, rect);
+}
+
float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x)
{
if (wrap_pos_x < 0.0f)
@@ -4712,15 +4929,15 @@ void ImGui::DebugAllocHook(ImGuiDebugAllocInfo* info, int frame_count, void* ptr
}
if (size != (size_t)-1)
{
+ //printf("[%05d] MemAlloc(%d) -> 0x%p\n", frame_count, (int)size, ptr);
entry->AllocCount++;
info->TotalAllocCount++;
- //printf("[%05d] MemAlloc(%d) -> 0x%p\n", frame_count, size, ptr);
}
else
{
+ //printf("[%05d] MemFree(0x%p)\n", frame_count, ptr);
entry->FreeCount++;
info->TotalFreeCount++;
- //printf("[%05d] MemFree(0x%p)\n", frame_count, ptr);
}
}
@@ -4748,12 +4965,26 @@ ImGuiIO& ImGui::GetIO()
return GImGui->IO;
}
+// This variant exists to facilitate backends experimenting with multi-threaded parallel context. (#8069, #6293, #5856)
+ImGuiIO& ImGui::GetIO(ImGuiContext* ctx)
+{
+ IM_ASSERT(ctx != NULL);
+ return ctx->IO;
+}
+
ImGuiPlatformIO& ImGui::GetPlatformIO()
{
IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext()?");
return GImGui->PlatformIO;
}
+// This variant exists to facilitate backends experimenting with multi-threaded parallel context. (#8069, #6293, #5856)
+ImGuiPlatformIO& ImGui::GetPlatformIO(ImGuiContext* ctx)
+{
+ IM_ASSERT(ctx != NULL);
+ return ctx->PlatformIO;
+}
+
// Pass this to your backend rendering function! Valid after Render() and until the next call to NewFrame()
ImDrawData* ImGui::GetDrawData()
{
@@ -4789,7 +5020,7 @@ static ImDrawList* GetViewportBgFgDrawList(ImGuiViewportP* viewport, size_t draw
if (viewport->BgFgDrawListsLastFrame[drawlist_no] != g.FrameCount)
{
draw_list->_ResetForNewFrame();
- draw_list->PushTextureID(g.IO.Fonts->TexID);
+ draw_list->PushTexture(g.IO.Fonts->TexRef);
draw_list->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size, false);
viewport->BgFgDrawListsLastFrame[drawlist_no] = g.FrameCount;
}
@@ -4846,7 +5077,7 @@ void ImGui::StartMouseMovingWindow(ImGuiWindow* window)
// Handle mouse moving window
// Note: moving window with the navigation keys (Square + d-pad / CTRL+TAB + Arrows) are processed in NavUpdateWindowing()
-// FIXME: We don't have strong guarantee that g.MovingWindow stay synched with g.ActiveId == g.MovingWindow->MoveId.
+// FIXME: We don't have strong guarantee that g.MovingWindow stay synced with g.ActiveId == g.MovingWindow->MoveId.
// This is currently enforced by the fact that BeginDragDropSource() is setting all g.ActiveIdUsingXXXX flags to inhibit navigation inputs,
// but if we should more thoroughly test cases where g.ActiveId or g.MovingWindow gets changed and not the other.
void ImGui::UpdateMouseMovingWindowNewFrame()
@@ -4946,21 +5177,21 @@ static bool IsWindowActiveAndVisible(ImGuiWindow* window)
}
// The reason this is exposed in imgui_internal.h is: on touch-based system that don't have hovering, we want to dispatch inputs to the right target (imgui vs imgui+app)
-void ImGui::UpdateHoveredWindowAndCaptureFlags()
+void ImGui::UpdateHoveredWindowAndCaptureFlags(const ImVec2& mouse_pos)
{
ImGuiContext& g = *GImGui;
ImGuiIO& io = g.IO;
// FIXME-DPI: This storage was added on 2021/03/31 for test engine, but if we want to multiply WINDOWS_HOVER_PADDING
// by DpiScale, we need to make this window-agnostic anyhow, maybe need storing inside ImGuiWindow.
- g.WindowsHoverPadding = ImMax(g.Style.TouchExtraPadding, ImVec2(WINDOWS_HOVER_PADDING, WINDOWS_HOVER_PADDING));
+ g.WindowsBorderHoverPadding = ImMax(ImMax(g.Style.TouchExtraPadding.x, g.Style.TouchExtraPadding.y), g.Style.WindowBorderHoverPadding);
// Find the window hovered by mouse:
// - Child windows can extend beyond the limit of their parent so we need to derive HoveredRootWindow from HoveredWindow.
// - When moving a window we can skip the search, which also conveniently bypasses the fact that window->WindowRectClipped is lagging as this point of the frame.
// - We also support the moved window toggling the NoInputs flag after moving has started in order to be able to detect windows below it, which is useful for e.g. docking mechanisms.
bool clear_hovered_windows = false;
- FindHoveredWindowEx(g.IO.MousePos, false, &g.HoveredWindow, &g.HoveredWindowUnderMovingWindow);
+ FindHoveredWindowEx(mouse_pos, false, &g.HoveredWindow, &g.HoveredWindowUnderMovingWindow);
g.HoveredWindowBeforeClear = g.HoveredWindow;
// Modal windows prevents mouse from hovering behind them.
@@ -5030,7 +5261,48 @@ void ImGui::UpdateHoveredWindowAndCaptureFlags()
io.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false;
}
-// Calling SetupDrawListSharedData() is followed by SetCurrentFont() which sets up the remaining data.
+static void ImGui::UpdateTexturesNewFrame()
+{
+ // Cannot update every atlases based on atlas's FrameCount < g.FrameCount, because an atlas may be shared by multiple contexts with different frame count.
+ ImGuiContext& g = *GImGui;
+ const bool has_textures = (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasTextures) != 0;
+ for (ImFontAtlas* atlas : g.FontAtlases)
+ {
+ if (atlas->OwnerContext == &g)
+ {
+ ImFontAtlasUpdateNewFrame(atlas, g.FrameCount, has_textures);
+ }
+ else
+ {
+ // (1) If you manage font atlases yourself, e.g. create a ImFontAtlas yourself you need to call ImFontAtlasUpdateNewFrame() on it.
+ // Otherwise, calling ImGui::CreateContext() without parameter will create an atlas owned by the context.
+ // (2) If you have multiple font atlases, make sure the 'atlas->RendererHasTextures' as specified in the ImFontAtlasUpdateNewFrame() call matches for that.
+ // (3) If you have multiple imgui contexts, they also need to have a matching value for ImGuiBackendFlags_RendererHasTextures.
+ IM_ASSERT(atlas->Builder != NULL && atlas->Builder->FrameCount != -1);
+ IM_ASSERT(atlas->RendererHasTextures == has_textures);
+ }
+ }
+}
+
+// Build a single texture list
+static void ImGui::UpdateTexturesEndFrame()
+{
+ ImGuiContext& g = *GImGui;
+ g.PlatformIO.Textures.resize(0);
+ for (ImFontAtlas* atlas : g.FontAtlases)
+ for (ImTextureData* tex : atlas->TexList)
+ {
+ // We provide this information so backends can decide whether to destroy textures.
+ // This means in practice that if N imgui contexts are created with a shared atlas, we assume all of them have a backend initialized.
+ tex->RefCount = (unsigned short)atlas->RefCount;
+ g.PlatformIO.Textures.push_back(tex);
+ }
+ for (ImTextureData* tex : g.UserTextures)
+ g.PlatformIO.Textures.push_back(tex);
+}
+
+// Called once a frame. Followed by SetCurrentFont() which sets up the remaining data.
+// FIXME-VIEWPORT: the concept of a single ClipRectFullscreen is not ideal!
static void SetupDrawListSharedData()
{
ImGuiContext& g = *GImGui;
@@ -5049,6 +5321,7 @@ static void SetupDrawListSharedData()
g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedFill;
if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset)
g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AllowVtxOffset;
+ g.DrawListSharedData.InitialFringeScale = 1.0f; // FIXME-DPI: Change this for some DPI scaling experiments.
}
void ImGui::NewFrame()
@@ -5071,7 +5344,6 @@ void ImGui::NewFrame()
UpdateSettings();
g.Time += g.IO.DeltaTime;
- g.WithinFrameScope = true;
g.FrameCount += 1;
g.TooltipOverrideCount = 0;
g.WindowsActiveCount = 0;
@@ -5091,11 +5363,14 @@ void ImGui::NewFrame()
// Update viewports (after processing input queue, so io.MouseHoveredViewport is set)
UpdateViewportsNewFrame();
+ // Update texture list (collect destroyed textures, etc.)
+ UpdateTexturesNewFrame();
+
// Setup current font and draw list shared data
- g.IO.Fonts->Locked = true;
SetupDrawListSharedData();
- SetCurrentFont(GetDefaultFont());
- IM_ASSERT(g.Font->IsLoaded());
+ UpdateFontsNewFrame();
+
+ g.WithinFrameScope = true;
// Mark rendering data as invalid to prevent user who may have a handle on it to use it.
for (ImGuiViewportP* viewport : g.Viewports)
@@ -5107,9 +5382,9 @@ void ImGui::NewFrame()
// [DEBUG]
if (!g.IO.ConfigDebugHighlightIdConflicts || !g.IO.KeyCtrl) // Count is locked while holding CTRL
- g.DebugDrawIdConflicts = 0;
+ g.DebugDrawIdConflictsId = 0;
if (g.IO.ConfigDebugHighlightIdConflicts && g.HoveredIdPreviousFrameItemCount > 1)
- g.DebugDrawIdConflicts = g.HoveredIdPreviousFrame;
+ g.DebugDrawIdConflictsId = g.HoveredIdPreviousFrame;
// Update HoveredId data
if (!g.HoveredIdPreviousFrame)
@@ -5140,11 +5415,8 @@ void ImGui::NewFrame()
g.ActiveIdTimer += g.IO.DeltaTime;
g.LastActiveIdTimer += g.IO.DeltaTime;
g.ActiveIdPreviousFrame = g.ActiveId;
- g.ActiveIdPreviousFrameWindow = g.ActiveIdWindow;
- g.ActiveIdPreviousFrameHasBeenEditedBefore = g.ActiveIdHasBeenEditedBefore;
g.ActiveIdIsAlive = 0;
g.ActiveIdHasBeenEditedThisFrame = false;
- g.ActiveIdPreviousFrameIsAlive = false;
g.ActiveIdIsJustActivated = false;
if (g.TempInputId != 0 && g.ActiveId != g.TempInputId)
g.TempInputId = 0;
@@ -5153,6 +5425,9 @@ void ImGui::NewFrame()
g.ActiveIdUsingNavDirMask = 0x00;
g.ActiveIdUsingAllKeyboardKeys = false;
}
+ if (g.DeactivatedItemData.ElapseFrame < g.FrameCount)
+ g.DeactivatedItemData.ID = 0;
+ g.DeactivatedItemData.IsAlive = false;
// Record when we have been stationary as this state is preserved while over same item.
// FIXME: The way this is expressed means user cannot alter HoverStationaryDelay during the frame to use varying values.
@@ -5229,7 +5504,7 @@ void ImGui::NewFrame()
// Find hovered window
// (needs to be before UpdateMouseMovingWindowNewFrame so we fill g.HoveredWindowUnderMovingWindow on the mouse release frame)
// (currently needs to be done after the WasActive=Active loop and FindHoveredWindowEx uses ->Active)
- UpdateHoveredWindowAndCaptureFlags();
+ UpdateHoveredWindowAndCaptureFlags(g.IO.MousePos);
// Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering)
UpdateMouseMovingWindowNewFrame();
@@ -5245,7 +5520,7 @@ void ImGui::NewFrame()
// Platform IME data: reset for the frame
g.PlatformImeDataPrev = g.PlatformImeData;
- g.PlatformImeData.WantVisible = false;
+ g.PlatformImeData.WantVisible = g.PlatformImeData.WantTextInput = false;
// Mouse wheel scrolling, scale
UpdateMouseWheel();
@@ -5403,6 +5678,7 @@ static void InitViewportDrawData(ImGuiViewportP* viewport)
draw_data->DisplaySize = viewport->Size;
draw_data->FramebufferScale = io.DisplayFramebufferScale;
draw_data->OwnerViewport = viewport;
+ draw_data->Textures = &ImGui::GetPlatformIO().Textures;
}
// Push a clipping rectangle for both ImGui logic (hit-testing etc.) and low-level ImDrawList rendering.
@@ -5411,7 +5687,7 @@ static void InitViewportDrawData(ImGuiViewportP* viewport)
// - If the code here changes, may need to update code of functions like NextColumn() and PushColumnClipRect():
// some frequently called functions which to modify both channels and clipping simultaneously tend to use the
// more specialized SetWindowClipRectBeforeSetChannel() to avoid extraneous updates of underlying ImDrawCmds.
-// - This is analoguous to PushFont()/PopFont() in the sense that are a mixing a global stack and a window stack,
+// - This is analogous to PushFont()/PopFont() in the sense that are a mixing a global stack and a window stack,
// which in the case of ClipRect is not so problematic but tends to be more restrictive for fonts.
void ImGui::PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect)
{
@@ -5504,7 +5780,7 @@ static void ImGui::RenderDimmedBackgrounds()
if (window->DrawList->CmdBuffer.Size == 0)
window->DrawList->AddDrawCmd();
window->DrawList->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size);
- window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), window->WindowRounding, 0, 3.0f);
+ window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), window->WindowRounding, 0, 3.0f); // FIXME-DPI
window->DrawList->PopClipRect();
}
}
@@ -5518,7 +5794,11 @@ void ImGui::EndFrame()
// Don't process EndFrame() multiple times.
if (g.FrameCountEnded == g.FrameCount)
return;
- IM_ASSERT(g.WithinFrameScope && "Forgot to call ImGui::NewFrame()?");
+ if (!g.WithinFrameScope)
+ {
+ IM_ASSERT_USER_ERROR(g.WithinFrameScope, "Forgot to call ImGui::NewFrame()?");
+ return;
+ }
CallContextHooks(&g, ImGuiContextHookType_EndFramePre);
@@ -5533,9 +5813,11 @@ void ImGui::EndFrame()
if (g.PlatformIO.Platform_SetImeDataFn != NULL && memcmp(ime_data, &g.PlatformImeDataPrev, sizeof(ImGuiPlatformImeData)) != 0)
{
IMGUI_DEBUG_LOG_IO("[io] Calling Platform_SetImeDataFn(): WantVisible: %d, InputPos (%.2f,%.2f)\n", ime_data->WantVisible, ime_data->InputPos.x, ime_data->InputPos.y);
+ IM_ASSERT(ime_data->ViewportId == IMGUI_VIEWPORT_DEFAULT_ID); // master branch
ImGuiViewport* viewport = GetMainViewport();
g.PlatformIO.Platform_SetImeDataFn(&g, viewport, ime_data);
}
+ g.WantTextInputNextFrame = ime_data->WantTextInput ? 1 : 0;
// Hide implicit/fallback "Debug" window if it hasn't been used
g.WithinFrameScopeWithImplicitWindow = false;
@@ -5570,6 +5852,7 @@ void ImGui::EndFrame()
// End frame
g.WithinFrameScope = false;
g.FrameCountEnded = g.FrameCount;
+ UpdateFontsEndFrame();
// Initiate moving window + handle left-click and right-click focus
UpdateMouseMovingWindowEndFrame();
@@ -5590,8 +5873,11 @@ void ImGui::EndFrame()
g.Windows.swap(g.WindowsTempSortBuffer);
g.IO.MetricsActiveWindows = g.WindowsActiveCount;
+ UpdateTexturesEndFrame();
+
// Unlock font atlas
- g.IO.Fonts->Locked = false;
+ for (ImFontAtlas* atlas : g.FontAtlases)
+ atlas->Locked = false;
// Clear Input data for next frame
g.IO.MousePosPrev = g.IO.MousePos;
@@ -5603,7 +5889,7 @@ void ImGui::EndFrame()
}
// Prepare the data for rendering so you can call GetDrawData()
-// (As with anything within the ImGui:: namspace this doesn't touch your GPU or graphics API at all:
+// (As with anything within the ImGui:: namespace this doesn't touch your GPU or graphics API at all:
// it is the role of the ImGui_ImplXXXX_RenderDrawData() function provided by the renderer backend)
void ImGui::Render()
{
@@ -5668,6 +5954,12 @@ void ImGui::Render()
g.IO.MetricsRenderIndices += draw_data->TotalIdxCount;
}
+#ifndef IMGUI_DISABLE_DEBUG_TOOLS
+ if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasTextures)
+ for (ImFontAtlas* atlas : g.FontAtlases)
+ ImFontAtlasDebugLogTextureRequests(atlas);
+#endif
+
CallContextHooks(&g, ImGuiContextHookType_RenderPost);
}
@@ -5715,7 +6007,7 @@ void ImGui::FindHoveredWindowEx(const ImVec2& pos, bool find_first_and_in_any_vi
hovered_window = g.MovingWindow;
ImVec2 padding_regular = g.Style.TouchExtraPadding;
- ImVec2 padding_for_resize = g.IO.ConfigWindowsResizeFromEdges ? g.WindowsHoverPadding : padding_regular;
+ ImVec2 padding_for_resize = ImMax(g.Style.TouchExtraPadding, ImVec2(g.Style.WindowBorderHoverPadding, g.Style.WindowBorderHoverPadding));
for (int i = g.Windows.Size - 1; i >= 0; i--)
{
ImGuiWindow* window = g.Windows[i];
@@ -5784,16 +6076,16 @@ bool ImGui::IsItemDeactivated()
ImGuiContext& g = *GImGui;
if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDeactivated)
return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Deactivated) != 0;
- return (g.ActiveIdPreviousFrame == g.LastItemData.ID && g.ActiveIdPreviousFrame != 0 && g.ActiveId != g.LastItemData.ID);
+ return (g.DeactivatedItemData.ID == g.LastItemData.ID && g.LastItemData.ID != 0 && g.DeactivatedItemData.ElapseFrame >= g.FrameCount);
}
bool ImGui::IsItemDeactivatedAfterEdit()
{
ImGuiContext& g = *GImGui;
- return IsItemDeactivated() && (g.ActiveIdPreviousFrameHasBeenEditedBefore || (g.ActiveId == 0 && g.ActiveIdHasBeenEditedBefore));
+ return IsItemDeactivated() && g.DeactivatedItemData.HasBeenEditedBefore;
}
-// == GetItemID() == GetFocusID()
+// == (GetItemID() == GetFocusID() && GetFocusID() != 0)
bool ImGui::IsItemFocused()
{
ImGuiContext& g = *GImGui;
@@ -5985,7 +6277,7 @@ bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, I
// A SetNextWindowSize() call always has priority (#8020)
// (since the code in Begin() never supported SizeVal==0.0f aka auto-resize via SetNextWindowSize() call, we don't support it here for now)
// FIXME: We only support ImGuiCond_Always in this path. Supporting other paths would requires to obtain window pointer.
- if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) != 0 && (g.NextWindowData.SizeCond & ImGuiCond_Always) != 0)
+ if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasSize) != 0 && (g.NextWindowData.SizeCond & ImGuiCond_Always) != 0)
{
if (g.NextWindowData.SizeVal.x > 0.0f)
{
@@ -6000,9 +6292,12 @@ bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, I
}
SetNextWindowSize(size);
- // Forward child flags
- g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasChildFlags;
- g.NextWindowData.ChildFlags = child_flags;
+ // Forward child flags (we allow prior settings to merge but it'll only work for adding flags)
+ if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasChildFlags)
+ g.NextWindowData.ChildFlags |= child_flags;
+ else
+ g.NextWindowData.ChildFlags = child_flags;
+ g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasChildFlags;
// Build up name. If you need to append to a same child from multiple location in the ID stack, use BeginChild(ImGuiID id) with a stable value.
// FIXME: 2023/11/14: commented out shorted version. We had an issue with multiple ### in child window path names, which the trailing hash helped workaround.
@@ -6060,10 +6355,10 @@ void ImGui::EndChild()
ImGuiContext& g = *GImGui;
ImGuiWindow* child_window = g.CurrentWindow;
- IM_ASSERT(g.WithinEndChild == false);
+ const ImGuiID backup_within_end_child_id = g.WithinEndChildID;
IM_ASSERT(child_window->Flags & ImGuiWindowFlags_ChildWindow); // Mismatched BeginChild()/EndChild() calls
- g.WithinEndChild = true;
+ g.WithinEndChildID = child_window->ID;
ImVec2 child_size = child_window->Size;
End();
if (child_window->BeginCount == 1)
@@ -6094,8 +6389,15 @@ void ImGui::EndChild()
}
if (g.HoveredWindow == child_window)
g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow;
+ child_window->DC.ChildItemStatusFlags = g.LastItemData.StatusFlags;
+ //SetLastItemDataForChildWindowItem(child_window, child_window->Rect()); // Not needed, effectively done by ItemAdd()
+ }
+ else
+ {
+ SetLastItemDataForChildWindowItem(child_window, child_window->Rect());
}
- g.WithinEndChild = false;
+
+ g.WithinEndChildID = backup_within_end_child_id;
g.LogLinePosY = -FLT_MAX; // To enforce a carriage return
}
@@ -6126,29 +6428,6 @@ static void ApplyWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settin
window->Collapsed = settings->Collapsed;
}
-static void UpdateWindowInFocusOrderList(ImGuiWindow* window, bool just_created, ImGuiWindowFlags new_flags)
-{
- ImGuiContext& g = *GImGui;
-
- const bool new_is_explicit_child = (new_flags & ImGuiWindowFlags_ChildWindow) != 0 && ((new_flags & ImGuiWindowFlags_Popup) == 0 || (new_flags & ImGuiWindowFlags_ChildMenu) != 0);
- const bool child_flag_changed = new_is_explicit_child != window->IsExplicitChild;
- if ((just_created || child_flag_changed) && !new_is_explicit_child)
- {
- IM_ASSERT(!g.WindowsFocusOrder.contains(window));
- g.WindowsFocusOrder.push_back(window);
- window->FocusOrder = (short)(g.WindowsFocusOrder.Size - 1);
- }
- else if (!just_created && child_flag_changed && new_is_explicit_child)
- {
- IM_ASSERT(g.WindowsFocusOrder[window->FocusOrder] == window);
- for (int n = window->FocusOrder + 1; n < g.WindowsFocusOrder.Size; n++)
- g.WindowsFocusOrder[n]->FocusOrder--;
- g.WindowsFocusOrder.erase(g.WindowsFocusOrder.Data + window->FocusOrder);
- window->FocusOrder = -1;
- }
- window->IsExplicitChild = new_is_explicit_child;
-}
-
static void InitOrLoadWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings)
{
// Initial window state with e.g. default/arbitrary window position
@@ -6232,7 +6511,7 @@ static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, const ImVec2& s
{
ImGuiContext& g = *GImGui;
ImVec2 new_size = size_desired;
- if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint)
+ if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasSizeConstraint)
{
// See comments in SetNextWindowSizeConstraints() for details about setting size_min an size_max.
ImRect cr = g.NextWindowData.SizeConstraintRect;
@@ -6271,10 +6550,10 @@ static void CalcWindowContentSizes(ImGuiWindow* window, ImVec2* content_size_cur
return;
}
- content_size_current->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_TRUNC(window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x);
- content_size_current->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_TRUNC(window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y);
- content_size_ideal->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_TRUNC(ImMax(window->DC.CursorMaxPos.x, window->DC.IdealMaxPos.x) - window->DC.CursorStartPos.x);
- content_size_ideal->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_TRUNC(ImMax(window->DC.CursorMaxPos.y, window->DC.IdealMaxPos.y) - window->DC.CursorStartPos.y);
+ content_size_current->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : ImTrunc64(window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x);
+ content_size_current->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : ImTrunc64(window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y);
+ content_size_ideal->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : ImTrunc64(ImMax(window->DC.CursorMaxPos.x, window->DC.IdealMaxPos.x) - window->DC.CursorStartPos.x);
+ content_size_ideal->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : ImTrunc64(ImMax(window->DC.CursorMaxPos.y, window->DC.IdealMaxPos.y) - window->DC.CursorStartPos.y);
}
static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_contents)
@@ -6285,24 +6564,27 @@ static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_cont
const float decoration_h_without_scrollbars = window->DecoOuterSizeY1 + window->DecoOuterSizeY2 - window->ScrollbarSizes.y;
ImVec2 size_pad = window->WindowPadding * 2.0f;
ImVec2 size_desired = size_contents + size_pad + ImVec2(decoration_w_without_scrollbars, decoration_h_without_scrollbars);
+
+ // Determine maximum window size
+ // Child windows are layed within their parent (unless they are also popups/menus) and thus have no restriction
+ ImVec2 size_max = ((window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_Popup)) ? ImVec2(FLT_MAX, FLT_MAX) : ImGui::GetMainViewport()->WorkSize - style.DisplaySafeAreaPadding * 2.0f;
+
if (window->Flags & ImGuiWindowFlags_Tooltip)
{
- // Tooltip always resize
- return size_desired;
+ // Tooltip always resize (up to maximum size)
+ return ImMin(size_desired, size_max);
}
else
{
- // Maximum window size is determined by the viewport size or monitor size
ImVec2 size_min = CalcWindowMinSize(window);
- ImVec2 size_max = ((window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_Popup)) ? ImVec2(FLT_MAX, FLT_MAX) : ImGui::GetMainViewport()->WorkSize - style.DisplaySafeAreaPadding * 2.0f;
- ImVec2 size_auto_fit = ImClamp(size_desired, size_min, size_max);
+ ImVec2 size_auto_fit = ImClamp(size_desired, ImMin(size_min, size_max), size_max);
// FIXME: CalcWindowAutoFitSize() doesn't take into account that only one axis may be auto-fit when calculating scrollbars,
// we may need to compute/store three variants of size_auto_fit, for x/y/xy.
// Here we implement a workaround for child windows only, but a full solution would apply to normal windows as well:
- if ((window->ChildFlags & ImGuiChildFlags_ResizeX) && !(window->ChildFlags & ImGuiChildFlags_ResizeY))
+ if ((window->ChildFlags & ImGuiChildFlags_ResizeX) && !(window->ChildFlags & (ImGuiChildFlags_ResizeY | ImGuiChildFlags_AutoResizeY)))
size_auto_fit.y = window->SizeFull.y;
- else if (!(window->ChildFlags & ImGuiChildFlags_ResizeX) && (window->ChildFlags & ImGuiChildFlags_ResizeY))
+ else if ((window->ChildFlags & ImGuiChildFlags_ResizeY) && !(window->ChildFlags & (ImGuiChildFlags_ResizeX | ImGuiChildFlags_AutoResizeX)))
size_auto_fit.x = window->SizeFull.x;
// When the window cannot fit all contents (either because of constraints, either because screen is too small),
@@ -6422,7 +6704,9 @@ static int ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& si
ImGuiContext& g = *GImGui;
ImGuiWindowFlags flags = window->Flags;
- if ((flags & ImGuiWindowFlags_NoResize) || (flags & ImGuiWindowFlags_AlwaysAutoResize) || window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0)
+ if ((flags & ImGuiWindowFlags_NoResize) || window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0)
+ return false;
+ if ((flags & ImGuiWindowFlags_AlwaysAutoResize) && (window->ChildFlags & (ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY)) == 0)
return false;
if (window->WasActive == false) // Early out to avoid running this code for e.g. a hidden implicit/fallback Debug window.
return false;
@@ -6430,7 +6714,7 @@ static int ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& si
int ret_auto_fit_mask = 0x00;
const float grip_draw_size = IM_TRUNC(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f));
const float grip_hover_inner_size = (resize_grip_count > 0) ? IM_TRUNC(grip_draw_size * 0.75f) : 0.0f;
- const float grip_hover_outer_size = g.IO.ConfigWindowsResizeFromEdges ? WINDOWS_HOVER_PADDING : 0.0f;
+ const float grip_hover_outer_size = g.WindowsBorderHoverPadding;
ImRect clamp_rect = visibility_rect;
const bool window_move_from_title_bar = g.IO.ConfigWindowsMoveFromTitleBarOnly && !(window->Flags & ImGuiWindowFlags_NoTitleBar);
@@ -6466,7 +6750,7 @@ static int ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& si
{
// Auto-fit when double-clicking
size_target = CalcWindowSizeAfterConstraint(window, size_auto_fit);
- ret_auto_fit_mask = 0x03; // Both axises
+ ret_auto_fit_mask = 0x03; // Both axes
ClearActiveID();
}
else if (held)
@@ -6498,7 +6782,7 @@ static int ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& si
const ImGuiAxis axis = (border_n == ImGuiDir_Left || border_n == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
bool hovered, held;
- ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_HOVER_PADDING);
+ ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, g.WindowsBorderHoverPadding);
ImGuiID border_id = window->GetID(border_n + 4); // == GetWindowResizeBorderID()
ItemAdd(border_rect, border_id, NULL, ImGuiItemFlags_NoNav);
ButtonBehavior(border_rect, border_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus);
@@ -6536,7 +6820,7 @@ static int ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& si
const ImVec2 border_curr = (window->Pos + ImMin(def.SegmentN1, def.SegmentN2) * window->Size);
const float border_target_rel_mode_for_axis = border_curr[axis] + g.IO.MouseDelta[axis];
- const float border_target_abs_mode_for_axis = g.IO.MousePos[axis] - g.ActiveIdClickOffset[axis] + WINDOWS_HOVER_PADDING; // Match ButtonBehavior() padding above.
+ const float border_target_abs_mode_for_axis = g.IO.MousePos[axis] - g.ActiveIdClickOffset[axis] + g.WindowsBorderHoverPadding; // Match ButtonBehavior() padding above.
// Use absolute mode position
ImVec2 border_target = window->Pos;
@@ -6625,7 +6909,7 @@ static int ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& si
// Recalculate next expected border expected coordinates
if (*border_held != -1)
- g.WindowResizeBorderExpectedRect = GetResizeBorderRect(window, *border_held, grip_hover_inner_size, WINDOWS_HOVER_PADDING);
+ g.WindowResizeBorderExpectedRect = GetResizeBorderRect(window, *border_held, grip_hover_inner_size, g.WindowsBorderHoverPadding);
return ret_auto_fit_mask;
}
@@ -6672,7 +6956,7 @@ static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window)
if (g.Style.FrameBorderSize > 0 && !(window->Flags & ImGuiWindowFlags_NoTitleBar))
{
float y = window->Pos.y + window->TitleBarHeight - 1;
- window->DrawList->AddLine(ImVec2(window->Pos.x + border_size, y), ImVec2(window->Pos.x + window->Size.x - border_size, y), border_col, g.Style.FrameBorderSize);
+ window->DrawList->AddLine(ImVec2(window->Pos.x + border_size * 0.5f, y), ImVec2(window->Pos.x + window->Size.x - border_size * 0.5f, y), border_col, g.Style.FrameBorderSize);
}
}
@@ -6684,9 +6968,10 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar
ImGuiStyle& style = g.Style;
ImGuiWindowFlags flags = window->Flags;
- // Ensure that ScrollBar doesn't read last frame's SkipItems
+ // Ensure that Scrollbar() doesn't read last frame's SkipItems
IM_ASSERT(window->BeginCount == 0);
window->SkipItems = false;
+ window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
// Draw window + handle manual resize
// As we highlight the title bar when want_focus is set, multiple reappearing windows will have their title bar highlighted on their reappearing frame.
@@ -6709,7 +6994,7 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar
ImU32 bg_col = GetColorU32(GetWindowBgColorIdx(window));
bool override_alpha = false;
float alpha = 1.0f;
- if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasBgAlpha)
+ if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasBgAlpha)
{
alpha = g.NextWindowData.BgAlphaVal;
override_alpha = true;
@@ -6731,9 +7016,9 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar
{
ImRect menu_bar_rect = window->MenuBarRect();
menu_bar_rect.ClipWith(window->Rect()); // Soft clipping, in particular child window don't have minimum size covering the menu bar so this is useful for them.
- window->DrawList->AddRectFilled(menu_bar_rect.Min + ImVec2(window_border_size, 0), menu_bar_rect.Max - ImVec2(window_border_size, 0), GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawFlags_RoundCornersTop);
+ window->DrawList->AddRectFilled(menu_bar_rect.Min, menu_bar_rect.Max, GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawFlags_RoundCornersTop);
if (style.FrameBorderSize > 0.0f && menu_bar_rect.Max.y < window->Pos.y + window->Size.y)
- window->DrawList->AddLine(menu_bar_rect.GetBL(), menu_bar_rect.GetBR(), GetColorU32(ImGuiCol_Border), style.FrameBorderSize);
+ window->DrawList->AddLine(menu_bar_rect.GetBL() + ImVec2(window_border_size * 0.5f, 0.0f), menu_bar_rect.GetBR() - ImVec2(window_border_size * 0.5f, 0.0f), GetColorU32(ImGuiCol_Border), style.FrameBorderSize);
}
// Scrollbars
@@ -6752,9 +7037,10 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar
continue;
const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n];
const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN);
- window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(window_border_size, resize_grip_draw_size) : ImVec2(resize_grip_draw_size, window_border_size)));
- window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(resize_grip_draw_size, window_border_size) : ImVec2(window_border_size, resize_grip_draw_size)));
- window->DrawList->PathArcToFast(ImVec2(corner.x + grip.InnerDir.x * (window_rounding + window_border_size), corner.y + grip.InnerDir.y * (window_rounding + window_border_size)), window_rounding, grip.AngleMin12, grip.AngleMax12);
+ const float border_inner = IM_ROUND(window_border_size * 0.5f);
+ window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(border_inner, resize_grip_draw_size) : ImVec2(resize_grip_draw_size, border_inner)));
+ window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(resize_grip_draw_size, border_inner) : ImVec2(border_inner, resize_grip_draw_size)));
+ window->DrawList->PathArcToFast(ImVec2(corner.x + grip.InnerDir.x * (window_rounding + border_inner), corner.y + grip.InnerDir.y * (window_rounding + border_inner)), window_rounding, grip.AngleMin12, grip.AngleMax12);
window->DrawList->PathFillConvex(col);
}
}
@@ -6763,6 +7049,7 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar
if (handle_borders_and_resize_grips)
RenderWindowOuterBorders(window);
}
+ window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
}
// Render title text, collapse button, close button
@@ -6811,8 +7098,12 @@ void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& titl
// Close button
if (has_close_button)
+ {
+ g.CurrentItemFlags |= ImGuiItemFlags_NoFocus;
if (CloseButton(window->GetID("#CLOSE"), close_button_pos))
*p_open = false;
+ g.CurrentItemFlags &= ~ImGuiItemFlags_NoFocus;
+ }
window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
g.CurrentItemFlags = item_flags_backup;
@@ -6877,7 +7168,7 @@ void ImGui::UpdateWindowSkipRefresh(ImGuiWindow* window)
{
ImGuiContext& g = *GImGui;
window->SkipRefresh = false;
- if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasRefreshPolicy) == 0)
+ if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasRefreshPolicy) == 0)
return;
if (g.NextWindowData.RefreshFlagsVal & ImGuiWindowRefreshFlags_TryToAvoidRefresh)
{
@@ -6908,42 +7199,6 @@ static void SetWindowActiveForSkipRefresh(ImGuiWindow* window)
}
}
-// When a modal popup is open, newly created windows that want focus (i.e. are not popups and do not specify ImGuiWindowFlags_NoFocusOnAppearing)
-// should be positioned behind that modal window, unless the window was created inside the modal begin-stack.
-// In case of multiple stacked modals newly created window honors begin stack order and does not go below its own modal parent.
-// - WindowA // FindBlockingModal() returns Modal1
-// - WindowB // .. returns Modal1
-// - Modal1 // .. returns Modal2
-// - WindowC // .. returns Modal2
-// - WindowD // .. returns Modal2
-// - Modal2 // .. returns Modal2
-// - WindowE // .. returns NULL
-// Notes:
-// - FindBlockingModal(NULL) == NULL is generally equivalent to GetTopMostPopupModal() == NULL.
-// Only difference is here we check for ->Active/WasActive but it may be unnecessary.
-ImGuiWindow* ImGui::FindBlockingModal(ImGuiWindow* window)
-{
- ImGuiContext& g = *GImGui;
- if (g.OpenPopupStack.Size <= 0)
- return NULL;
-
- // Find a modal that has common parent with specified window. Specified window should be positioned behind that modal.
- for (ImGuiPopupData& popup_data : g.OpenPopupStack)
- {
- ImGuiWindow* popup_window = popup_data.Window;
- if (popup_window == NULL || !(popup_window->Flags & ImGuiWindowFlags_Modal))
- continue;
- if (!popup_window->Active && !popup_window->WasActive) // Check WasActive, because this code may run before popup renders on current frame, also check Active to handle newly created windows.
- continue;
- if (window == NULL) // FindBlockingModal(NULL) test for if FocusWindow(NULL) is naturally possible via a mouse click.
- return popup_window;
- if (IsWindowWithinBeginStackOf(window, popup_window)) // Window may be over modal
- continue;
- return popup_window; // Place window right below first block modal
- }
- return NULL;
-}
-
// Push a new Dear ImGui window to add widgets to.
// - A default window called "Debug" is automatically stacked at the beginning of every frame so you can use widgets without explicitly calling a Begin/End pair.
// - Begin/End can be called multiple times during the frame with the same window name to append content.
@@ -6994,7 +7249,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
{
UpdateWindowInFocusOrderList(window, window_just_created, flags);
window->Flags = (ImGuiWindowFlags)flags;
- window->ChildFlags = (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasChildFlags) ? g.NextWindowData.ChildFlags : 0;
+ window->ChildFlags = (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasChildFlags) ? g.NextWindowData.ChildFlags : 0;
window->LastFrameActive = current_frame;
window->LastTimeActive = (float)g.Time;
window->BeginOrderWithinParent = 0;
@@ -7021,6 +7276,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
window_stack_data.Window = window;
window_stack_data.ParentLastItemDataBackup = g.LastItemData;
window_stack_data.DisabledOverrideReenable = (flags & ImGuiWindowFlags_Tooltip) && (g.CurrentItemFlags & ImGuiItemFlags_Disabled);
+ window_stack_data.DisabledOverrideReenableAlphaBackup = 0.0f;
ErrorRecoveryStoreState(&window_stack_data.StackSizesInBegin);
g.StackSizesInBeginForCurrentWindow = &window_stack_data.StackSizesInBegin;
if (flags & ImGuiWindowFlags_ChildMenu)
@@ -7035,6 +7291,9 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// There's little point to expose a flag to set this: because the interesting cases won't be using parent_window_in_stack,
// e.g. linking a tool window in a standalone viewport to a document window, regardless of their Begin() stack parenting. (#6798)
window->ParentWindowForFocusRoute = (flags & ImGuiWindowFlags_ChildWindow) ? parent_window_in_stack : NULL;
+
+ // Inherent SetWindowFontScale() from parent until we fix this system...
+ window->FontWindowScaleParents = parent_window ? parent_window->FontWindowScaleParents * parent_window->FontWindowScale : 1.0f;
}
// Add to focus scope stack
@@ -7055,7 +7314,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// (FIXME: Consider splitting the HasXXX flags into X/Y components
bool window_pos_set_by_api = false;
bool window_size_x_set_by_api = false, window_size_y_set_by_api = false;
- if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos)
+ if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasPos)
{
window_pos_set_by_api = (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) != 0;
if (window_pos_set_by_api && ImLengthSqr(g.NextWindowData.PosPivotVal) > 0.00001f)
@@ -7071,7 +7330,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
SetWindowPos(window, g.NextWindowData.PosVal, g.NextWindowData.PosCond);
}
}
- if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize)
+ if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasSize)
{
window_size_x_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.x > 0.0f);
window_size_y_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.y > 0.0f);
@@ -7081,7 +7340,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
g.NextWindowData.SizeVal.y = window->SizeFull.y;
SetWindowSize(window, g.NextWindowData.SizeVal, g.NextWindowData.SizeCond);
}
- if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasScroll)
+ if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasScroll)
{
if (g.NextWindowData.ScrollVal.x >= 0.0f)
{
@@ -7094,13 +7353,13 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
window->ScrollTargetCenterRatio.y = 0.0f;
}
}
- if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasContentSize)
+ if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasContentSize)
window->ContentSizeExplicit = g.NextWindowData.ContentSizeVal;
else if (first_begin_of_the_frame)
window->ContentSizeExplicit = ImVec2(0.0f, 0.0f);
- if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasCollapsed)
+ if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasCollapsed)
SetWindowCollapsed(window, g.NextWindowData.CollapsedVal, g.NextWindowData.CollapsedCond);
- if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasFocus)
+ if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasFocus)
FocusWindow(window);
if (window->Appearing)
SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, false);
@@ -7135,7 +7394,9 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// Update stored window name when it changes (which can _only_ happen with the "###" operator, so the ID would stay unchanged).
// The title bar always display the 'name' parameter, so we only update the string storage if it needs to be visible to the end-user elsewhere.
bool window_title_visible_elsewhere = false;
- if (g.NavWindowingListWindow != NULL && (window->Flags & ImGuiWindowFlags_NoNavFocus) == 0) // Window titles visible when using CTRL+TAB
+ if (g.NavWindowingListWindow != NULL && (flags & ImGuiWindowFlags_NoNavFocus) == 0) // Window titles visible when using CTRL+TAB
+ window_title_visible_elsewhere = true;
+ if (flags & ImGuiWindowFlags_ChildMenu)
window_title_visible_elsewhere = true;
if (window_title_visible_elsewhere && !window_just_created && strcmp(name, window->Name) != 0)
{
@@ -7196,6 +7457,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
window->DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y;
window->TitleBarHeight = (flags & ImGuiWindowFlags_NoTitleBar) ? 0.0f : g.FontSize + g.Style.FramePadding.y * 2.0f;
window->MenuBarHeight = (flags & ImGuiWindowFlags_MenuBar) ? window->DC.MenuBarOffset.y + g.FontSize + g.Style.FramePadding.y * 2.0f : 0.0f;
+ window->FontRefSize = g.FontSize; // Lock this to discourage calling window->CalcFontSize() outside of current window.
// Depending on condition we use previous or current window size to compare against contents size to decide if a scrollbar should be visible.
// Those flags will be altered further down in the function depending on more conditions.
@@ -7347,9 +7609,12 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
{
IM_ASSERT(window->IDStack.Size == 1);
window->IDStack.Size = 0; // As window->IDStack[0] == window->ID here, make sure TestEngine doesn't erroneously see window as parent of itself.
+ window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
IMGUI_TEST_ENGINE_ITEM_ADD(window->ID, window->Rect(), NULL);
IMGUI_TEST_ENGINE_ITEM_INFO(window->ID, window->Name, (g.HoveredWindow == window) ? ImGuiItemStatusFlags_HoveredRect : 0);
window->IDStack.Size = 1;
+ window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
+
}
#endif
@@ -7382,9 +7647,23 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
ImVec2 needed_size_from_last_frame = window_just_created ? ImVec2(0, 0) : window->ContentSize + window->WindowPadding * 2.0f;
float size_x_for_scrollbars = use_current_size_for_scrollbar_x ? avail_size_from_current_frame.x : avail_size_from_last_frame.x;
float size_y_for_scrollbars = use_current_size_for_scrollbar_y ? avail_size_from_current_frame.y : avail_size_from_last_frame.y;
+ bool scrollbar_x_prev = window->ScrollbarX;
//bool scrollbar_y_from_last_frame = window->ScrollbarY; // FIXME: May want to use that in the ScrollbarX expression? How many pros vs cons?
window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar));
window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((needed_size_from_last_frame.x > size_x_for_scrollbars - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar));
+
+ // Track when ScrollbarX visibility keeps toggling, which is a sign of a feedback loop, and stabilize by enforcing visibility (#3285, #8488)
+ // (Feedback loops of this sort can manifest in various situations, but combining horizontal + vertical scrollbar + using a clipper with varying width items is one frequent cause.
+ // The better solution is to, either (1) enforce visibility by using ImGuiWindowFlags_AlwaysHorizontalScrollbar or (2) declare stable contents width with SetNextWindowContentSize(), if you can compute it)
+ window->ScrollbarXStabilizeToggledHistory <<= 1;
+ window->ScrollbarXStabilizeToggledHistory |= (scrollbar_x_prev != window->ScrollbarX) ? 0x01 : 0x00;
+ const bool scrollbar_x_stabilize = (window->ScrollbarXStabilizeToggledHistory != 0) && ImCountSetBits(window->ScrollbarXStabilizeToggledHistory) >= 4; // 4 == half of bits in our U8 history.
+ if (scrollbar_x_stabilize)
+ window->ScrollbarX = true;
+ //if (scrollbar_x_stabilize && !window->ScrollbarXStabilizeEnabled)
+ // IMGUI_DEBUG_LOG("[scroll] Stabilize ScrollbarX for Window '%s'\n", window->Name);
+ window->ScrollbarXStabilizeEnabled = scrollbar_x_stabilize;
+
if (window->ScrollbarX && !window->ScrollbarY)
window->ScrollbarY = (needed_size_from_last_frame.y > size_y_for_scrollbars - style.ScrollbarSize) && !(flags & ImGuiWindowFlags_NoScrollbar);
window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f);
@@ -7440,12 +7719,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
window->InnerClipRect.Max.y = ImFloor(window->InnerRect.Max.y - window->WindowBorderSize * 0.5f);
window->InnerClipRect.ClipWithFull(host_rect);
- // Default item width. Make it proportional to window size if window manually resizes
- if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize))
- window->ItemWidthDefault = ImTrunc(window->Size.x * 0.65f);
- else
- window->ItemWidthDefault = ImTrunc(g.FontSize * 16.0f);
-
// SCROLLING
// Lock down maximum scrolling
@@ -7463,7 +7736,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// Setup draw list and outer clipping rectangle
IM_ASSERT(window->DrawList->CmdBuffer.Size == 1 && window->DrawList->CmdBuffer[0].ElemCount == 0);
- window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID);
+ window->DrawList->PushTexture(g.Font->ContainerAtlas->TexRef);
PushClipRect(host_rect.Min, host_rect.Max, false);
// Child windows can render their decoration (bg color, border, scrollbars, etc.) within their parent to save a draw call (since 1.71)
@@ -7551,13 +7824,18 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
window->DC.MenuBarAppending = false;
window->DC.MenuColumns.Update(style.ItemSpacing.x, window_just_activated_by_user);
window->DC.TreeDepth = 0;
- window->DC.TreeHasStackDataDepthMask = 0x00;
+ window->DC.TreeHasStackDataDepthMask = window->DC.TreeRecordsClippedNodesY2Mask = 0x00;
window->DC.ChildWindows.resize(0);
window->DC.StateStorage = &window->StateStorage;
window->DC.CurrentColumns = NULL;
window->DC.LayoutType = ImGuiLayoutType_Vertical;
window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical;
+ // Default item width. Make it proportional to window size if window manually resizes
+ if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize))
+ window->ItemWidthDefault = ImTrunc(window->Size.x * 0.65f);
+ else
+ window->ItemWidthDefault = ImTrunc(g.FontSize * 16.0f);
window->DC.ItemWidth = window->ItemWidthDefault;
window->DC.TextWrapPos = -1.0f; // disabled
window->DC.ItemWidthStack.resize(0);
@@ -7579,6 +7857,13 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
if (want_focus && window == g.NavWindow)
NavInitWindow(window, false); // <-- this is in the way for us to be able to defer and sort reappearing FocusWindow() calls
+ // Pressing CTRL+C copy window content into the clipboard
+ // [EXPERIMENTAL] Breaks on nested Begin/End pairs. We need to work that out and add better logging scope.
+ // [EXPERIMENTAL] Text outputs has many issues.
+ if (g.IO.ConfigWindowsCopyContentsWithCtrlC)
+ if (g.NavWindow && g.NavWindow->RootWindow == window && g.ActiveId == 0 && Shortcut(ImGuiMod_Ctrl | ImGuiKey_C))
+ LogToClipboard(0);
+
// Title bar
if (!(flags & ImGuiWindowFlags_NoTitleBar))
RenderWindowTitleBarContents(window, ImRect(title_bar_rect.Min.x + window->WindowBorderSize, title_bar_rect.Min.y, title_bar_rect.Max.x - window->WindowBorderSize, title_bar_rect.Max.y), name, p_open);
@@ -7589,18 +7874,10 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
if (flags & ImGuiWindowFlags_Tooltip)
g.TooltipPreviousWindow = window;
- // Pressing CTRL+C while holding on a window copy its content to the clipboard
- // This works but 1. doesn't handle multiple Begin/End pairs, 2. recursing into another Begin/End pair - so we need to work that out and add better logging scope.
- // Maybe we can support CTRL+C on every element?
- /*
- //if (g.NavWindow == window && g.ActiveId == 0)
- if (g.ActiveId == window->MoveId)
- if (g.IO.KeyCtrl && IsKeyPressed(ImGuiKey_C))
- LogToClipboard();
- */
-
// We fill last item data based on Title Bar/Tab, in order for IsItemHovered() and IsItemActive() to be usable after Begin().
// This is useful to allow creating context menus on title bar only, etc.
+ window->DC.WindowItemStatusFlags = ImGuiItemStatusFlags_None;
+ window->DC.WindowItemStatusFlags |= IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0;
SetLastItemDataForWindow(window, title_bar_rect);
// [DEBUG]
@@ -7612,7 +7889,11 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// [Test Engine] Register title bar / tab with MoveId.
#ifdef IMGUI_ENABLE_TEST_ENGINE
if (!(window->Flags & ImGuiWindowFlags_NoTitleBar))
+ {
+ window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
IMGUI_TEST_ENGINE_ITEM_ADD(g.LastItemData.ID, g.LastItemData.Rect, &g.LastItemData);
+ window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
+ }
#endif
}
else
@@ -7655,7 +7936,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// Hide along with parent or if parent is collapsed
if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCanSkipItems > 0))
window->HiddenFramesCanSkipItems = 1;
- if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCannotSkipItems > 0))
+ if (parent_window && parent_window->HiddenFramesCannotSkipItems > 0)
window->HiddenFramesCannotSkipItems = 1;
}
@@ -7702,12 +7983,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
return !window->SkipItems;
}
-static void ImGui::SetLastItemDataForWindow(ImGuiWindow* window, const ImRect& rect)
-{
- ImGuiContext& g = *GImGui;
- SetLastItemData(window->MoveId, g.CurrentItemFlags, IsMouseHoveringRect(rect.Min, rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0, rect);
-}
-
void ImGui::End()
{
ImGuiContext& g = *GImGui;
@@ -7723,7 +7998,7 @@ void ImGui::End()
// Error checking: verify that user doesn't directly call End() on a child window.
if (window->Flags & ImGuiWindowFlags_ChildWindow)
- IM_ASSERT_USER_ERROR(g.WithinEndChild, "Must call EndChild() and not End()!");
+ IM_ASSERT_USER_ERROR(g.WithinEndChildID == window->ID, "Must call EndChild() and not End()!");
// Close anything that is open
if (window->DC.CurrentColumns)
@@ -7741,7 +8016,7 @@ void ImGui::End()
}
// Stop logging
- if (!(window->Flags & ImGuiWindowFlags_ChildWindow)) // FIXME: add more options for scope of logging
+ if (g.LogWindow == window) // FIXME: add more options for scope of logging
LogFinish();
if (window->DC.IsSetPos)
@@ -7762,243 +8037,23 @@ void ImGui::End()
SetCurrentWindow(g.CurrentWindowStack.Size == 0 ? NULL : g.CurrentWindowStack.back().Window);
}
-void ImGui::BringWindowToFocusFront(ImGuiWindow* window)
+void ImGui::PushItemFlag(ImGuiItemFlags option, bool enabled)
{
ImGuiContext& g = *GImGui;
- IM_ASSERT(window == window->RootWindow);
-
- const int cur_order = window->FocusOrder;
- IM_ASSERT(g.WindowsFocusOrder[cur_order] == window);
- if (g.WindowsFocusOrder.back() == window)
- return;
+ ImGuiItemFlags item_flags = g.CurrentItemFlags;
+ IM_ASSERT(item_flags == g.ItemFlagsStack.back());
+ if (enabled)
+ item_flags |= option;
+ else
+ item_flags &= ~option;
+ g.CurrentItemFlags = item_flags;
+ g.ItemFlagsStack.push_back(item_flags);
+}
- const int new_order = g.WindowsFocusOrder.Size - 1;
- for (int n = cur_order; n < new_order; n++)
- {
- g.WindowsFocusOrder[n] = g.WindowsFocusOrder[n + 1];
- g.WindowsFocusOrder[n]->FocusOrder--;
- IM_ASSERT(g.WindowsFocusOrder[n]->FocusOrder == n);
- }
- g.WindowsFocusOrder[new_order] = window;
- window->FocusOrder = (short)new_order;
-}
-
-void ImGui::BringWindowToDisplayFront(ImGuiWindow* window)
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* current_front_window = g.Windows.back();
- if (current_front_window == window || current_front_window->RootWindow == window) // Cheap early out (could be better)
- return;
- for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the top-most window
- if (g.Windows[i] == window)
- {
- memmove(&g.Windows[i], &g.Windows[i + 1], (size_t)(g.Windows.Size - i - 1) * sizeof(ImGuiWindow*));
- g.Windows[g.Windows.Size - 1] = window;
- break;
- }
-}
-
-void ImGui::BringWindowToDisplayBack(ImGuiWindow* window)
-{
- ImGuiContext& g = *GImGui;
- if (g.Windows[0] == window)
- return;
- for (int i = 0; i < g.Windows.Size; i++)
- if (g.Windows[i] == window)
- {
- memmove(&g.Windows[1], &g.Windows[0], (size_t)i * sizeof(ImGuiWindow*));
- g.Windows[0] = window;
- break;
- }
-}
-
-void ImGui::BringWindowToDisplayBehind(ImGuiWindow* window, ImGuiWindow* behind_window)
-{
- IM_ASSERT(window != NULL && behind_window != NULL);
- ImGuiContext& g = *GImGui;
- window = window->RootWindow;
- behind_window = behind_window->RootWindow;
- int pos_wnd = FindWindowDisplayIndex(window);
- int pos_beh = FindWindowDisplayIndex(behind_window);
- if (pos_wnd < pos_beh)
- {
- size_t copy_bytes = (pos_beh - pos_wnd - 1) * sizeof(ImGuiWindow*);
- memmove(&g.Windows.Data[pos_wnd], &g.Windows.Data[pos_wnd + 1], copy_bytes);
- g.Windows[pos_beh - 1] = window;
- }
- else
- {
- size_t copy_bytes = (pos_wnd - pos_beh) * sizeof(ImGuiWindow*);
- memmove(&g.Windows.Data[pos_beh + 1], &g.Windows.Data[pos_beh], copy_bytes);
- g.Windows[pos_beh] = window;
- }
-}
-
-int ImGui::FindWindowDisplayIndex(ImGuiWindow* window)
-{
- ImGuiContext& g = *GImGui;
- return g.Windows.index_from_ptr(g.Windows.find(window));
-}
-
-// Moving window to front of display and set focus (which happens to be back of our sorted list)
-void ImGui::FocusWindow(ImGuiWindow* window, ImGuiFocusRequestFlags flags)
-{
- ImGuiContext& g = *GImGui;
-
- // Modal check?
- if ((flags & ImGuiFocusRequestFlags_UnlessBelowModal) && (g.NavWindow != window)) // Early out in common case.
- if (ImGuiWindow* blocking_modal = FindBlockingModal(window))
- {
- // This block would typically be reached in two situations:
- // - API call to FocusWindow() with a window under a modal and ImGuiFocusRequestFlags_UnlessBelowModal flag.
- // - User clicking on void or anything behind a modal while a modal is open (window == NULL)
- IMGUI_DEBUG_LOG_FOCUS("[focus] FocusWindow(\"%s\", UnlessBelowModal): prevented by \"%s\".\n", window ? window->Name : "", blocking_modal->Name);
- if (window && window == window->RootWindow && (window->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0)
- BringWindowToDisplayBehind(window, blocking_modal); // Still bring right under modal. (FIXME: Could move in focus list too?)
- ClosePopupsOverWindow(GetTopMostPopupModal(), false); // Note how we need to use GetTopMostPopupModal() aad NOT blocking_modal, to handle nested modals
- return;
- }
-
- // Find last focused child (if any) and focus it instead.
- if ((flags & ImGuiFocusRequestFlags_RestoreFocusedChild) && window != NULL)
- window = NavRestoreLastChildNavWindow(window);
-
- // Apply focus
- if (g.NavWindow != window)
- {
- SetNavWindow(window);
- if (window && g.NavHighlightItemUnderNav)
- g.NavMousePosDirty = true;
- g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId
- g.NavLayer = ImGuiNavLayer_Main;
- SetNavFocusScope(window ? window->NavRootFocusScopeId : 0);
- g.NavIdIsAlive = false;
- g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid;
-
- // Close popups if any
- ClosePopupsOverWindow(window, false);
- }
-
- // Move the root window to the top of the pile
- IM_ASSERT(window == NULL || window->RootWindow != NULL);
- ImGuiWindow* focus_front_window = window ? window->RootWindow : NULL; // NB: In docking branch this is window->RootWindowDockStop
- ImGuiWindow* display_front_window = window ? window->RootWindow : NULL;
-
- // Steal active widgets. Some of the cases it triggers includes:
- // - Focus a window while an InputText in another window is active, if focus happens before the old InputText can run.
- // - When using Nav to activate menu items (due to timing of activating on press->new window appears->losing ActiveId)
- if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != focus_front_window)
- if (!g.ActiveIdNoClearOnFocusLoss)
- ClearActiveID();
-
- // Passing NULL allow to disable keyboard focus
- if (!window)
- return;
-
- // Bring to front
- BringWindowToFocusFront(focus_front_window);
- if (((window->Flags | display_front_window->Flags) & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0)
- BringWindowToDisplayFront(display_front_window);
-}
-
-void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window, ImGuiViewport* filter_viewport, ImGuiFocusRequestFlags flags)
-{
- ImGuiContext& g = *GImGui;
- IM_UNUSED(filter_viewport); // Unused in master branch.
- int start_idx = g.WindowsFocusOrder.Size - 1;
- if (under_this_window != NULL)
- {
- // Aim at root window behind us, if we are in a child window that's our own root (see #4640)
- int offset = -1;
- while (under_this_window->Flags & ImGuiWindowFlags_ChildWindow)
- {
- under_this_window = under_this_window->ParentWindow;
- offset = 0;
- }
- start_idx = FindWindowFocusIndex(under_this_window) + offset;
- }
- for (int i = start_idx; i >= 0; i--)
- {
- // We may later decide to test for different NoXXXInputs based on the active navigation input (mouse vs nav) but that may feel more confusing to the user.
- ImGuiWindow* window = g.WindowsFocusOrder[i];
- if (window == ignore_window || !window->WasActive)
- continue;
- if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs))
- {
- FocusWindow(window, flags);
- return;
- }
- }
- FocusWindow(NULL, flags);
-}
-
-// Important: this alone doesn't alter current ImDrawList state. This is called by PushFont/PopFont only.
-void ImGui::SetCurrentFont(ImFont* font)
-{
- ImGuiContext& g = *GImGui;
- IM_ASSERT(font && font->IsLoaded()); // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ?
- IM_ASSERT(font->Scale > 0.0f);
- g.Font = font;
- g.FontBaseSize = ImMax(1.0f, g.IO.FontGlobalScale * g.Font->FontSize * g.Font->Scale);
- g.FontSize = g.CurrentWindow ? g.CurrentWindow->CalcFontSize() : 0.0f;
- g.FontScale = g.FontSize / g.Font->FontSize;
-
- ImFontAtlas* atlas = g.Font->ContainerAtlas;
- g.DrawListSharedData.TexUvWhitePixel = atlas->TexUvWhitePixel;
- g.DrawListSharedData.TexUvLines = atlas->TexUvLines;
- g.DrawListSharedData.Font = g.Font;
- g.DrawListSharedData.FontSize = g.FontSize;
- g.DrawListSharedData.FontScale = g.FontScale;
-}
-
-// Use ImDrawList::_SetTextureID(), making our shared g.FontStack[] authorative against window-local ImDrawList.
-// - Whereas ImDrawList::PushTextureID()/PopTextureID() is not to be used across Begin() calls.
-// - Note that we don't propagate current texture id when e.g. Begin()-ing into a new window, we never really did...
-// - Some code paths never really fully worked with multiple atlas textures.
-// - The right-ish solution may be to remove _SetTextureID() and make AddText/RenderText lazily call PushTextureID()/PopTextureID()
-// the same way AddImage() does, but then all other primitives would also need to? I don't think we should tackle this problem
-// because we have a concrete need and a test bed for multiple atlas textures.
-void ImGui::PushFont(ImFont* font)
-{
- ImGuiContext& g = *GImGui;
- if (font == NULL)
- font = GetDefaultFont();
- g.FontStack.push_back(font);
- SetCurrentFont(font);
- g.CurrentWindow->DrawList->_SetTextureID(font->ContainerAtlas->TexID);
-}
-
-void ImGui::PopFont()
-{
- ImGuiContext& g = *GImGui;
- if (g.FontStack.Size <= 0)
- {
- IM_ASSERT_USER_ERROR(0, "Calling PopFont() too many times!");
- return;
- }
- g.FontStack.pop_back();
- ImFont* font = g.FontStack.Size == 0 ? GetDefaultFont() : g.FontStack.back();
- SetCurrentFont(font);
- g.CurrentWindow->DrawList->_SetTextureID(font->ContainerAtlas->TexID);
-}
-
-void ImGui::PushItemFlag(ImGuiItemFlags option, bool enabled)
-{
- ImGuiContext& g = *GImGui;
- ImGuiItemFlags item_flags = g.CurrentItemFlags;
- IM_ASSERT(item_flags == g.ItemFlagsStack.back());
- if (enabled)
- item_flags |= option;
- else
- item_flags &= ~option;
- g.CurrentItemFlags = item_flags;
- g.ItemFlagsStack.push_back(item_flags);
-}
-
-void ImGui::PopItemFlag()
-{
- ImGuiContext& g = *GImGui;
- if (g.ItemFlagsStack.Size <= 1)
+void ImGui::PopItemFlag()
+{
+ ImGuiContext& g = *GImGui;
+ if (g.ItemFlagsStack.Size <= 1)
{
IM_ASSERT_USER_ERROR(0, "Calling PopItemFlag() too many times!");
return;
@@ -8053,6 +8108,7 @@ void ImGui::BeginDisabledOverrideReenable()
{
ImGuiContext& g = *GImGui;
IM_ASSERT(g.CurrentItemFlags & ImGuiItemFlags_Disabled);
+ g.CurrentWindowStack.back().DisabledOverrideReenableAlphaBackup = g.Style.Alpha;
g.Style.Alpha = g.DisabledAlphaBackup;
g.CurrentItemFlags &= ~ImGuiItemFlags_Disabled;
g.ItemFlagsStack.push_back(g.CurrentItemFlags);
@@ -8066,7 +8122,7 @@ void ImGui::EndDisabledOverrideReenable()
IM_ASSERT(g.DisabledStackSize > 0);
g.ItemFlagsStack.pop_back();
g.CurrentItemFlags = g.ItemFlagsStack.back();
- g.Style.Alpha = g.DisabledAlphaBackup * g.Style.DisabledAlpha;
+ g.Style.Alpha = g.CurrentWindowStack.back().DisabledOverrideReenableAlphaBackup;
}
void ImGui::PushTextWrapPos(float wrap_pos_x)
@@ -8201,36 +8257,6 @@ bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags)
return true;
}
-bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags)
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* ref_window = g.NavWindow;
- ImGuiWindow* cur_window = g.CurrentWindow;
-
- if (ref_window == NULL)
- return false;
- if (flags & ImGuiFocusedFlags_AnyWindow)
- return true;
-
- IM_ASSERT(cur_window); // Not inside a Begin()/End()
- const bool popup_hierarchy = (flags & ImGuiFocusedFlags_NoPopupHierarchy) == 0;
- if (flags & ImGuiHoveredFlags_RootWindow)
- cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy);
-
- if (flags & ImGuiHoveredFlags_ChildWindows)
- return IsWindowChildOf(ref_window, cur_window, popup_hierarchy);
- else
- return (ref_window == cur_window);
-}
-
-// Can we focus this window with CTRL+TAB (or PadMenu + PadFocusPrev/PadFocusNext)
-// Note that NoNavFocus makes the window not reachable with CTRL+TAB but it can still be focused with mouse or programmatically.
-// If you want a window to never be focused, you may use the e.g. NoInputs flag.
-bool ImGui::IsWindowNavFocusable(ImGuiWindow* window)
-{
- return window->WasActive && window == window->RootWindow && !(window->Flags & ImGuiWindowFlags_NoNavFocus);
-}
-
float ImGui::GetWindowWidth()
{
ImGuiWindow* window = GImGui->CurrentWindow;
@@ -8338,8 +8364,10 @@ void ImGui::SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond co
return;
window->SetWindowCollapsedAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
- // Set
- window->Collapsed = collapsed;
+ // Queue applying in Begin()
+ if (window->WantCollapseToggle)
+ window->Collapsed ^= 1;
+ window->WantCollapseToggle = (window->Collapsed != collapsed);
}
void ImGui::SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size)
@@ -8378,29 +8406,11 @@ void ImGui::SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond)
SetWindowCollapsed(window, collapsed, cond);
}
-void ImGui::SetWindowFocus()
-{
- FocusWindow(GImGui->CurrentWindow);
-}
-
-void ImGui::SetWindowFocus(const char* name)
-{
- if (name)
- {
- if (ImGuiWindow* window = FindWindowByName(name))
- FocusWindow(window);
- }
- else
- {
- FocusWindow(NULL);
- }
-}
-
void ImGui::SetNextWindowPos(const ImVec2& pos, ImGuiCond cond, const ImVec2& pivot)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
- g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasPos;
+ g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasPos;
g.NextWindowData.PosVal = pos;
g.NextWindowData.PosPivotVal = pivot;
g.NextWindowData.PosCond = cond ? cond : ImGuiCond_Always;
@@ -8410,7 +8420,7 @@ void ImGui::SetNextWindowSize(const ImVec2& size, ImGuiCond cond)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
- g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSize;
+ g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasSize;
g.NextWindowData.SizeVal = size;
g.NextWindowData.SizeCond = cond ? cond : ImGuiCond_Always;
}
@@ -8422,7 +8432,7 @@ void ImGui::SetNextWindowSize(const ImVec2& size, ImGuiCond cond)
void ImGui::SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback, void* custom_callback_user_data)
{
ImGuiContext& g = *GImGui;
- g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSizeConstraint;
+ g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasSizeConstraint;
g.NextWindowData.SizeConstraintRect = ImRect(size_min, size_max);
g.NextWindowData.SizeCallback = custom_callback;
g.NextWindowData.SizeCallbackUserData = custom_callback_user_data;
@@ -8433,14 +8443,14 @@ void ImGui::SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& s
void ImGui::SetNextWindowContentSize(const ImVec2& size)
{
ImGuiContext& g = *GImGui;
- g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasContentSize;
+ g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasContentSize;
g.NextWindowData.ContentSizeVal = ImTrunc(size);
}
void ImGui::SetNextWindowScroll(const ImVec2& scroll)
{
ImGuiContext& g = *GImGui;
- g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasScroll;
+ g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasScroll;
g.NextWindowData.ScrollVal = scroll;
}
@@ -8448,21 +8458,15 @@ void ImGui::SetNextWindowCollapsed(bool collapsed, ImGuiCond cond)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
- g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasCollapsed;
+ g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasCollapsed;
g.NextWindowData.CollapsedVal = collapsed;
g.NextWindowData.CollapsedCond = cond ? cond : ImGuiCond_Always;
}
-void ImGui::SetNextWindowFocus()
-{
- ImGuiContext& g = *GImGui;
- g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasFocus;
-}
-
void ImGui::SetNextWindowBgAlpha(float alpha)
{
ImGuiContext& g = *GImGui;
- g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasBgAlpha;
+ g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasBgAlpha;
g.NextWindowData.BgAlphaVal = alpha;
}
@@ -8470,7 +8474,7 @@ void ImGui::SetNextWindowBgAlpha(float alpha)
void ImGui::SetNextWindowRefreshPolicy(ImGuiWindowRefreshFlags flags)
{
ImGuiContext& g = *GImGui;
- g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasRefreshPolicy;
+ g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasRefreshPolicy;
g.NextWindowData.RefreshFlagsVal = flags;
}
@@ -8485,6 +8489,14 @@ ImFont* ImGui::GetFont()
return GImGui->Font;
}
+ImFontBaked* ImGui::GetFontBaked()
+{
+ return GImGui->FontBaked;
+}
+
+// Get current font size (= height in pixels) of current font, with global scale factors applied.
+// - Use style.FontSizeBase to get value before global scale factors.
+// - recap: ImGui::GetFontSize() == style.FontSizeBase * (style.FontScaleMain * style.FontScaleDpi * other_scaling_factors)
float ImGui::GetFontSize()
{
return GImGui->FontSize;
@@ -8495,15 +8507,16 @@ ImVec2 ImGui::GetFontTexUvWhitePixel()
return GImGui->DrawListSharedData.TexUvWhitePixel;
}
+// Prefer using PushFont(NULL, style.FontSizeBase * factor), or use style.FontScaleMain to scale all windows.
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
void ImGui::SetWindowFontScale(float scale)
{
IM_ASSERT(scale > 0.0f);
- ImGuiContext& g = *GImGui;
ImGuiWindow* window = GetCurrentWindow();
window->FontWindowScale = scale;
- g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize();
- g.FontScale = g.DrawListSharedData.FontScale = g.FontSize / g.Font->FontSize;
+ UpdateCurrentFontSize(0.0f);
}
+#endif
void ImGui::PushFocusScope(ImGuiID id)
{
@@ -8657,6 +8670,223 @@ bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max)
return window->ClipRect.Overlaps(ImRect(rect_min, rect_max));
}
+//-----------------------------------------------------------------------------
+// [SECTION] FONTS
+//-----------------------------------------------------------------------------
+// Most of the relevant font logic is in imgui_draw.cpp.
+// Those are high-level support functions.
+//-----------------------------------------------------------------------------
+// - UpdateFontsNewFrame() [Internal]
+// - UpdateFontsEndFrame() [Internal]
+// - GetDefaultFont() [Internal]
+// - RegisterUserTexture() [Internal]
+// - UnregisterUserTexture() [Internal]
+// - RegisterFontAtlas() [Internal]
+// - UnregisterFontAtlas() [Internal]
+// - SetCurrentFont() [Internal]
+// - UpdateCurrentFontSize() [Internal]
+// - SetFontRasterizerDensity() [Internal]
+// - PushFont()
+// - PopFont()
+//-----------------------------------------------------------------------------
+
+void ImGui::UpdateFontsNewFrame()
+{
+ ImGuiContext& g = *GImGui;
+ if ((g.IO.BackendFlags & ImGuiBackendFlags_RendererHasTextures) == 0)
+ for (ImFontAtlas* atlas : g.FontAtlases)
+ atlas->Locked = true;
+
+ if (g.Style._NextFrameFontSizeBase != 0.0f)
+ {
+ g.Style.FontSizeBase = g.Style._NextFrameFontSizeBase;
+ g.Style._NextFrameFontSizeBase = 0.0f;
+ }
+
+ // Apply default font size the first time
+ ImFont* font = ImGui::GetDefaultFont();
+ if (g.Style.FontSizeBase <= 0.0f)
+ g.Style.FontSizeBase = (font->LegacySize > 0.0f ? font->LegacySize : FONT_DEFAULT_SIZE);
+
+ // Set initial font
+ g.Font = font;
+ g.FontSizeBase = g.Style.FontSizeBase;
+ g.FontSize = 0.0f;
+ ImFontStackData font_stack_data = { font, g.Style.FontSizeBase, g.Style.FontSizeBase }; // <--- Will restore FontSize
+ SetCurrentFont(font_stack_data.Font, font_stack_data.FontSizeBeforeScaling, 0.0f); // <--- but use 0.0f to enable scale
+ g.FontStack.push_back(font_stack_data);
+ IM_ASSERT(g.Font->IsLoaded());
+}
+
+void ImGui::UpdateFontsEndFrame()
+{
+ PopFont();
+}
+
+ImFont* ImGui::GetDefaultFont()
+{
+ ImGuiContext& g = *GImGui;
+ ImFontAtlas* atlas = g.IO.Fonts;
+ if (atlas->Builder == NULL || atlas->Fonts.Size == 0)
+ ImFontAtlasBuildMain(atlas);
+ return g.IO.FontDefault ? g.IO.FontDefault : atlas->Fonts[0];
+}
+
+// EXPERIMENTAL: DO NOT USE YET.
+void ImGui::RegisterUserTexture(ImTextureData* tex)
+{
+ ImGuiContext& g = *GImGui;
+ tex->RefCount++;
+ g.UserTextures.push_back(tex);
+}
+
+void ImGui::UnregisterUserTexture(ImTextureData* tex)
+{
+ ImGuiContext& g = *GImGui;
+ IM_ASSERT(tex->RefCount > 0);
+ tex->RefCount--;
+ g.UserTextures.find_erase(tex);
+}
+
+void ImGui::RegisterFontAtlas(ImFontAtlas* atlas)
+{
+ ImGuiContext& g = *GImGui;
+ if (g.FontAtlases.Size == 0)
+ IM_ASSERT(atlas == g.IO.Fonts);
+ atlas->RefCount++;
+ g.FontAtlases.push_back(atlas);
+ ImFontAtlasAddDrawListSharedData(atlas, &g.DrawListSharedData);
+}
+
+void ImGui::UnregisterFontAtlas(ImFontAtlas* atlas)
+{
+ ImGuiContext& g = *GImGui;
+ IM_ASSERT(atlas->RefCount > 0);
+ ImFontAtlasRemoveDrawListSharedData(atlas, &g.DrawListSharedData);
+ g.FontAtlases.find_erase(atlas);
+ atlas->RefCount--;
+}
+
+// Use ImDrawList::_SetTexture(), making our shared g.FontStack[] authoritative against window-local ImDrawList.
+// - Whereas ImDrawList::PushTexture()/PopTexture() is not to be used across Begin() calls.
+// - Note that we don't propagate current texture id when e.g. Begin()-ing into a new window, we never really did...
+// - Some code paths never really fully worked with multiple atlas textures.
+// - The right-ish solution may be to remove _SetTexture() and make AddText/RenderText lazily call PushTexture()/PopTexture()
+// the same way AddImage() does, but then all other primitives would also need to? I don't think we should tackle this problem
+// because we have a concrete need and a test bed for multiple atlas textures.
+// FIXME-NEWATLAS-V2: perhaps we can now leverage ImFontAtlasUpdateDrawListsTextures() ?
+void ImGui::SetCurrentFont(ImFont* font, float font_size_before_scaling, float font_size_after_scaling)
+{
+ ImGuiContext& g = *GImGui;
+ g.Font = font;
+ g.FontSizeBase = font_size_before_scaling;
+ UpdateCurrentFontSize(font_size_after_scaling);
+
+ if (font != NULL)
+ {
+ IM_ASSERT(font && font->IsLoaded()); // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ?
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+ IM_ASSERT(font->Scale > 0.0f);
+#endif
+ ImFontAtlas* atlas = font->ContainerAtlas;
+ g.DrawListSharedData.FontAtlas = atlas;
+ g.DrawListSharedData.Font = font;
+ ImFontAtlasUpdateDrawListsSharedData(atlas);
+ if (g.CurrentWindow != NULL)
+ g.CurrentWindow->DrawList->_SetTexture(atlas->TexRef);
+ }
+}
+
+void ImGui::UpdateCurrentFontSize(float restore_font_size_after_scaling)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+
+ g.Style.FontSizeBase = g.FontSizeBase;
+
+ // Early out to avoid hidden window keeping bakes referenced and out of GC reach.
+ // However this would leave a pretty subtle and damning error surface area if g.FontBaked was mismatching, so for now we null it.
+ // FIXME: perhaps g.FontSize should be updated?
+ if (window != NULL && window->SkipItems)
+ if (g.CurrentTable == NULL || g.CurrentTable->CurrentColumn != -1) // See 8465#issuecomment-2951509561. Ideally the SkipItems=true in tables would be amended with extra data.
+ return;
+
+ // Restoring is pretty much only used by PopFont()
+ float final_size = (restore_font_size_after_scaling > 0.0f) ? restore_font_size_after_scaling : 0.0f;
+ if (final_size == 0.0f)
+ {
+ final_size = g.FontSizeBase;
+
+ // Global scale factors
+ final_size *= g.Style.FontScaleMain; // Main global scale factor
+ final_size *= g.Style.FontScaleDpi; // Per-monitor/viewport DPI scale factor, automatically updated when io.ConfigDpiScaleFonts is enabled.
+
+ // Window scale (mostly obsolete now)
+ if (window != NULL)
+ final_size *= window->FontWindowScale;
+
+ // Legacy scale factors
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+ final_size *= g.IO.FontGlobalScale; // Use style.FontScaleMain instead!
+ if (g.Font != NULL)
+ final_size *= g.Font->Scale; // Was never really useful.
+#endif
+ }
+
+ // Round font size
+ // - We started rounding in 1.90 WIP (18991) as our layout system currently doesn't support non-rounded font size well yet.
+ // - We may support it better later and remove this rounding.
+ final_size = GetRoundedFontSize(final_size);
+ final_size = ImClamp(final_size, 1.0f, IMGUI_FONT_SIZE_MAX);
+ if (g.Font != NULL && (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasTextures))
+ g.Font->CurrentRasterizerDensity = g.FontRasterizerDensity;
+ g.FontSize = final_size;
+ g.FontBaked = (g.Font != NULL && window != NULL) ? g.Font->GetFontBaked(final_size) : NULL;
+ g.FontBakedScale = (g.Font != NULL && window != NULL) ? (g.FontSize / g.FontBaked->Size) : 0.0f;
+ g.DrawListSharedData.FontSize = g.FontSize;
+ g.DrawListSharedData.FontScale = g.FontBakedScale;
+}
+
+// Exposed in case user may want to override setting density.
+// IMPORTANT: Begin()/End() is overriding density. Be considerate of this you change it.
+void ImGui::SetFontRasterizerDensity(float rasterizer_density)
+{
+ ImGuiContext& g = *GImGui;
+ IM_ASSERT(g.IO.BackendFlags & ImGuiBackendFlags_RendererHasTextures);
+ if (g.FontRasterizerDensity == rasterizer_density)
+ return;
+ g.FontRasterizerDensity = rasterizer_density;
+ UpdateCurrentFontSize(0.0f);
+}
+
+// If you want to scale an existing font size! Read comments in imgui.h!
+void ImGui::PushFont(ImFont* font, float font_size_base)
+{
+ ImGuiContext& g = *GImGui;
+ if (font == NULL) // Before 1.92 (June 2025), PushFont(NULL) == PushFont(GetDefaultFont())
+ font = g.Font;
+ IM_ASSERT(font != NULL);
+ IM_ASSERT(font_size_base >= 0.0f);
+
+ g.FontStack.push_back({ g.Font, g.FontSizeBase, g.FontSize });
+ if (font_size_base == 0.0f)
+ font_size_base = g.FontSizeBase; // Keep current font size
+ SetCurrentFont(font, font_size_base, 0.0f);
+}
+
+void ImGui::PopFont()
+{
+ ImGuiContext& g = *GImGui;
+ if (g.FontStack.Size <= 0)
+ {
+ IM_ASSERT_USER_ERROR(0, "Calling PopFont() too many times!");
+ return;
+ }
+ ImFontStackData* font_stack_data = &g.FontStack.back();
+ SetCurrentFont(font_stack_data->Font, font_stack_data->FontSizeBeforeScaling, font_stack_data->FontSizeAfterScaling);
+ g.FontStack.pop_back();
+}
+
//-----------------------------------------------------------------------------
// [SECTION] ID STACK
//-----------------------------------------------------------------------------
@@ -8920,28 +9150,11 @@ ImGuiKeyData* ImGui::GetKeyData(ImGuiContext* ctx, ImGuiKey key)
if (key & ImGuiMod_Mask_)
key = ConvertSingleModFlagToKey(key);
-#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
- IM_ASSERT(key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_NamedKey_END);
- if (IsLegacyKey(key) && g.IO.KeyMap[key] != -1)
- key = (ImGuiKey)g.IO.KeyMap[key]; // Remap native->imgui or imgui->native
-#else
IM_ASSERT(IsNamedKey(key) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend & user code.");
-#endif
- return &g.IO.KeysData[key - ImGuiKey_KeysData_OFFSET];
-}
-
-#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
-// Formally moved to obsolete section in 1.90.5 in spite of documented as obsolete since 1.87
-ImGuiKey ImGui::GetKeyIndex(ImGuiKey key)
-{
- ImGuiContext& g = *GImGui;
- IM_ASSERT(IsNamedKey(key));
- const ImGuiKeyData* key_data = GetKeyData(key);
- return (ImGuiKey)(key_data - g.IO.KeysData);
+ return &g.IO.KeysData[key - ImGuiKey_NamedKey_BEGIN];
}
-#endif
-// Those names a provided for debugging purpose and are not meant to be saved persistently not compared.
+// Those names are provided for debugging purpose and are not meant to be saved persistently nor compared.
static const char* const GKeyNames[] =
{
"Tab", "LeftArrow", "RightArrow", "UpArrow", "DownArrow", "PageUp", "PageDown",
@@ -8956,7 +9169,7 @@ static const char* const GKeyNames[] =
"Pause", "Keypad0", "Keypad1", "Keypad2", "Keypad3", "Keypad4", "Keypad5", "Keypad6",
"Keypad7", "Keypad8", "Keypad9", "KeypadDecimal", "KeypadDivide", "KeypadMultiply",
"KeypadSubtract", "KeypadAdd", "KeypadEnter", "KeypadEqual",
- "AppBack", "AppForward",
+ "AppBack", "AppForward", "Oem102",
"GamepadStart", "GamepadBack",
"GamepadFaceLeft", "GamepadFaceRight", "GamepadFaceUp", "GamepadFaceDown",
"GamepadDpadLeft", "GamepadDpadRight", "GamepadDpadUp", "GamepadDpadDown",
@@ -8972,18 +9185,7 @@ const char* ImGui::GetKeyName(ImGuiKey key)
{
if (key == ImGuiKey_None)
return "None";
-#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
IM_ASSERT(IsNamedKeyOrMod(key) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend and user code.");
-#else
- ImGuiContext& g = *GImGui;
- if (IsLegacyKey(key))
- {
- if (g.IO.KeyMap[key] == -1)
- return "N/A";
- IM_ASSERT(IsNamedKey((ImGuiKey)g.IO.KeyMap[key]));
- key = (ImGuiKey)g.IO.KeyMap[key];
- }
-#endif
if (key & ImGuiMod_Mask_)
key = ConvertSingleModFlagToKey(key);
if (!IsNamedKey(key))
@@ -9009,7 +9211,7 @@ const char* ImGui::GetKeyChordName(ImGuiKeyChord key_chord)
(key != ImGuiKey_None || key_chord == ImGuiKey_None) ? GetKeyName(key) : "");
size_t len;
if (key == ImGuiKey_None && key_chord != 0)
- if ((len = strlen(g.TempKeychordName)) != 0) // Remove trailing '+'
+ if ((len = ImStrlen(g.TempKeychordName)) != 0) // Remove trailing '+'
g.TempKeychordName[len - 1] = 0;
return g.TempKeychordName;
}
@@ -9451,6 +9653,17 @@ bool ImGui::IsMouseReleased(ImGuiMouseButton button, ImGuiID owner_id)
return g.IO.MouseReleased[button] && TestKeyOwner(MouseButtonToKey(button), owner_id); // Should be same as IsKeyReleased(MouseButtonToKey(button), owner_id)
}
+// Use if you absolutely need to distinguish single-click from double-click by introducing a delay.
+// Generally use with 'delay >= io.MouseDoubleClickTime' + combined with a 'io.MouseClickedLastCount == 1' test.
+// This is a very rarely used UI idiom, but some apps use this: e.g. MS Explorer single click on an icon to rename.
+bool ImGui::IsMouseReleasedWithDelay(ImGuiMouseButton button, float delay)
+{
+ ImGuiContext& g = *GImGui;
+ IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
+ const float time_since_release = (float)(g.Time - g.IO.MouseReleasedTime[button]);
+ return !IsMouseDown(button) && (time_since_release - g.IO.DeltaTime < delay) && (time_since_release >= delay);
+}
+
bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button)
{
ImGuiContext& g = *GImGui;
@@ -9627,74 +9840,6 @@ static void ImGui::UpdateKeyboardInputs()
if (io.ConfigFlags & ImGuiConfigFlags_NoKeyboard)
io.ClearInputKeys();
- // Import legacy keys or verify they are not used
-#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
- if (io.BackendUsingLegacyKeyArrays == 0)
- {
- // Backend used new io.AddKeyEvent() API: Good! Verify that old arrays are never written to externally.
- for (int n = 0; n < ImGuiKey_LegacyNativeKey_END; n++)
- IM_ASSERT((io.KeysDown[n] == false || IsKeyDown((ImGuiKey)n)) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
- }
- else
- {
- if (g.FrameCount == 0)
- for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++)
- IM_ASSERT(g.IO.KeyMap[n] == -1 && "Backend is not allowed to write to io.KeyMap[0..511]!");
-
- // Build reverse KeyMap (Named -> Legacy)
- for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++)
- if (io.KeyMap[n] != -1)
- {
- IM_ASSERT(IsLegacyKey((ImGuiKey)io.KeyMap[n]));
- io.KeyMap[io.KeyMap[n]] = n;
- }
-
- // Import legacy keys into new ones
- for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++)
- if (io.KeysDown[n] || io.BackendUsingLegacyKeyArrays == 1)
- {
- const ImGuiKey key = (ImGuiKey)(io.KeyMap[n] != -1 ? io.KeyMap[n] : n);
- IM_ASSERT(io.KeyMap[n] == -1 || IsNamedKey(key));
- io.KeysData[key].Down = io.KeysDown[n];
- if (key != n)
- io.KeysDown[key] = io.KeysDown[n]; // Allow legacy code using io.KeysDown[GetKeyIndex()] with old backends
- io.BackendUsingLegacyKeyArrays = 1;
- }
- if (io.BackendUsingLegacyKeyArrays == 1)
- {
- GetKeyData(ImGuiMod_Ctrl)->Down = io.KeyCtrl;
- GetKeyData(ImGuiMod_Shift)->Down = io.KeyShift;
- GetKeyData(ImGuiMod_Alt)->Down = io.KeyAlt;
- GetKeyData(ImGuiMod_Super)->Down = io.KeySuper;
- }
- }
-#endif
-
- // Import legacy ImGuiNavInput_ io inputs and convert to gamepad keys
-#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
- const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
- if (io.BackendUsingLegacyNavInputArray && nav_gamepad_active)
- {
- #define MAP_LEGACY_NAV_INPUT_TO_KEY1(_KEY, _NAV1) do { io.KeysData[_KEY].Down = (io.NavInputs[_NAV1] > 0.0f); io.KeysData[_KEY].AnalogValue = io.NavInputs[_NAV1]; } while (0)
- #define MAP_LEGACY_NAV_INPUT_TO_KEY2(_KEY, _NAV1, _NAV2) do { io.KeysData[_KEY].Down = (io.NavInputs[_NAV1] > 0.0f) || (io.NavInputs[_NAV2] > 0.0f); io.KeysData[_KEY].AnalogValue = ImMax(io.NavInputs[_NAV1], io.NavInputs[_NAV2]); } while (0)
- MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceDown, ImGuiNavInput_Activate);
- MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceRight, ImGuiNavInput_Cancel);
- MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceLeft, ImGuiNavInput_Menu);
- MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceUp, ImGuiNavInput_Input);
- MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadLeft, ImGuiNavInput_DpadLeft);
- MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadRight, ImGuiNavInput_DpadRight);
- MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadUp, ImGuiNavInput_DpadUp);
- MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadDown, ImGuiNavInput_DpadDown);
- MAP_LEGACY_NAV_INPUT_TO_KEY2(ImGuiKey_GamepadL1, ImGuiNavInput_FocusPrev, ImGuiNavInput_TweakSlow);
- MAP_LEGACY_NAV_INPUT_TO_KEY2(ImGuiKey_GamepadR1, ImGuiNavInput_FocusNext, ImGuiNavInput_TweakFast);
- MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickLeft, ImGuiNavInput_LStickLeft);
- MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickRight, ImGuiNavInput_LStickRight);
- MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickUp, ImGuiNavInput_LStickUp);
- MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickDown, ImGuiNavInput_LStickDown);
- #undef NAV_MAP_KEY
- }
-#endif
-
// Update aliases
for (int n = 0; n < ImGuiMouseButton_COUNT; n++)
UpdateAliasKey(MouseButtonToKey(n), io.MouseDown[n], io.MouseDown[n] ? 1.0f : 0.0f);
@@ -9718,22 +9863,21 @@ static void ImGui::UpdateKeyboardInputs()
// Clear gamepad data if disabled
if ((io.BackendFlags & ImGuiBackendFlags_HasGamepad) == 0)
- for (int i = ImGuiKey_Gamepad_BEGIN; i < ImGuiKey_Gamepad_END; i++)
+ for (int key = ImGuiKey_Gamepad_BEGIN; key < ImGuiKey_Gamepad_END; key++)
{
- io.KeysData[i - ImGuiKey_KeysData_OFFSET].Down = false;
- io.KeysData[i - ImGuiKey_KeysData_OFFSET].AnalogValue = 0.0f;
+ io.KeysData[key - ImGuiKey_NamedKey_BEGIN].Down = false;
+ io.KeysData[key - ImGuiKey_NamedKey_BEGIN].AnalogValue = 0.0f;
}
// Update keys
- for (int i = 0; i < ImGuiKey_KeysData_SIZE; i++)
+ for (int key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key++)
{
- ImGuiKeyData* key_data = &io.KeysData[i];
+ ImGuiKeyData* key_data = &io.KeysData[key - ImGuiKey_NamedKey_BEGIN];
key_data->DownDurationPrev = key_data->DownDuration;
key_data->DownDuration = key_data->Down ? (key_data->DownDuration < 0.0f ? 0.0f : key_data->DownDuration + io.DeltaTime) : -1.0f;
if (key_data->DownDuration == 0.0f)
{
- ImGuiKey key = (ImGuiKey)(ImGuiKey_KeysData_OFFSET + i);
- if (IsKeyboardKey(key))
+ if (IsKeyboardKey((ImGuiKey)key))
g.LastKeyboardKeyPressTime = g.Time;
else if (key == ImGuiKey_ReservedForModCtrl || key == ImGuiKey_ReservedForModShift || key == ImGuiKey_ReservedForModAlt || key == ImGuiKey_ReservedForModSuper)
g.LastKeyboardKeyPressTime = g.Time;
@@ -9743,7 +9887,7 @@ static void ImGui::UpdateKeyboardInputs()
// Update keys/input owner (named keys only): one entry per key
for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
{
- ImGuiKeyData* key_data = &io.KeysData[key - ImGuiKey_KeysData_OFFSET];
+ ImGuiKeyData* key_data = &io.KeysData[key - ImGuiKey_NamedKey_BEGIN];
ImGuiKeyOwnerData* owner_data = &g.KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN];
owner_data->OwnerCurr = owner_data->OwnerNext;
if (!key_data->Down) // Important: ownership is released on the frame after a release. Ensure a 'MouseDown -> CloseWindow -> MouseUp' chain doesn't lead to someone else seeing the MouseUp.
@@ -9793,6 +9937,8 @@ static void ImGui::UpdateMouseInputs()
io.MouseClicked[i] = io.MouseDown[i] && io.MouseDownDuration[i] < 0.0f;
io.MouseClickedCount[i] = 0; // Will be filled below
io.MouseReleased[i] = !io.MouseDown[i] && io.MouseDownDuration[i] >= 0.0f;
+ if (io.MouseReleased[i])
+ io.MouseReleasedTime[i] = g.Time;
io.MouseDownDurationPrev[i] = io.MouseDownDuration[i];
io.MouseDownDuration[i] = io.MouseDown[i] ? (io.MouseDownDuration[i] < 0.0f ? 0.0f : io.MouseDownDuration[i] + io.DeltaTime) : -1.0f;
if (io.MouseClicked[i])
@@ -9937,7 +10083,7 @@ void ImGui::UpdateMouseWheel()
if (g.IO.MouseWheelRequestAxisSwap)
wheel = ImVec2(wheel.y, 0.0f);
- // Maintain a rough average of moving magnitude on both axises
+ // Maintain a rough average of moving magnitude on both axes
// FIXME: should by based on wall clock time rather than frame-counter
g.WheelingAxisAvg.x = ImExponentialMovingAverage(g.WheelingAxisAvg.x, ImAbs(wheel.x), 30);
g.WheelingAxisAvg.y = ImExponentialMovingAverage(g.WheelingAxisAvg.y, ImAbs(wheel.y), 30);
@@ -9950,7 +10096,7 @@ void ImGui::UpdateMouseWheel()
// Mouse wheel scrolling: find target and apply
// - don't renew lock if axis doesn't apply on the window.
- // - select a main axis when both axises are being moved.
+ // - select a main axis when both axes are being moved.
if (ImGuiWindow* window = (g.WheelingWindow ? g.WheelingWindow : FindBestWheelingWindow(wheel)))
if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs))
{
@@ -9961,7 +10107,7 @@ void ImGui::UpdateMouseWheel()
{
LockWheelingWindow(window, wheel.x);
float max_step = window->InnerRect.GetWidth() * 0.67f;
- float scroll_step = ImTrunc(ImMin(2 * window->CalcFontSize(), max_step));
+ float scroll_step = ImTrunc(ImMin(2 * window->FontRefSize, max_step));
SetScrollX(window, window->Scroll.x - wheel.x * scroll_step);
g.WheelingWindowScrolledFrame = g.FrameCount;
}
@@ -9969,7 +10115,7 @@ void ImGui::UpdateMouseWheel()
{
LockWheelingWindow(window, wheel.y);
float max_step = window->InnerRect.GetHeight() * 0.67f;
- float scroll_step = ImTrunc(ImMin(5 * window->CalcFontSize(), max_step));
+ float scroll_step = ImTrunc(ImMin(5 * window->FontRefSize, max_step));
SetScrollY(window, window->Scroll.y - wheel.y * scroll_step);
g.WheelingWindowScrolledFrame = g.FrameCount;
}
@@ -10029,7 +10175,7 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
bool mouse_moved = false, mouse_wheeled = false, key_changed = false, key_changed_nonchar = false, text_inputted = false;
int mouse_button_changed = 0x00;
- ImBitArray key_changed_mask;
+ ImBitArray key_changed_mask;
int event_n = 0;
for (; event_n < g.InputEventsQueue.Size; event_n++)
@@ -10086,19 +10232,16 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
if (trickle_interleaved_nonchar_keys_and_text && (text_inputted && !key_is_potentially_for_char_input))
break;
+ if (key_data->Down != e->Key.Down) // Analog change only do not trigger this, so it won't block e.g. further mouse pos events testing key_changed.
+ {
+ key_changed = true;
+ key_changed_mask.SetBit(key_data_index);
+ if (trickle_interleaved_nonchar_keys_and_text && !key_is_potentially_for_char_input)
+ key_changed_nonchar = true;
+ }
+
key_data->Down = e->Key.Down;
key_data->AnalogValue = e->Key.AnalogValue;
- key_changed = true;
- key_changed_mask.SetBit(key_data_index);
- if (trickle_interleaved_nonchar_keys_and_text && !key_is_potentially_for_char_input)
- key_changed_nonchar = true;
-
- // Allow legacy code using io.KeysDown[GetKeyIndex()] with new backends
-#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
- io.KeysDown[key_data_index] = key_data->Down;
- if (io.KeyMap[key_data_index] != -1)
- io.KeysDown[io.KeyMap[key_data_index]] = key_data->Down;
-#endif
}
else if (e->Type == ImGuiInputEventType_Text)
{
@@ -10359,7 +10502,6 @@ bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID own
return true;
}
-
//-----------------------------------------------------------------------------
// [SECTION] ERROR CHECKING, STATE RECOVERY
//-----------------------------------------------------------------------------
@@ -10396,36 +10538,44 @@ bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, si
return !error;
}
-// Until 1.89 (IMGUI_VERSION_NUM < 18814) it was legal to use SetCursorPos() to extend the boundary of a parent (e.g. window or table cell)
-// This is causing issues and ambiguity and we need to retire that.
-// See https://github.com/ocornut/imgui/issues/5548 for more details.
-// [Scenario 1]
+// Until 1.89 (August 2022, IMGUI_VERSION_NUM < 18814) it was legal to use SetCursorPos()/SetCursorScreenPos()
+// to extend contents size of our parent container (e.g. window contents size, which is used for auto-resizing
+// windows, table column contents size used for auto-resizing columns, group size).
+// This was causing issues and ambiguities and we needed to retire that.
+// From 1.89, extending contents size boundaries REQUIRES AN ITEM TO BE SUBMITTED.
+//
// Previously this would make the window content size ~200x200:
-// Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End(); // NOT OK
+// Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End(); // NOT OK ANYMORE
// Instead, please submit an item:
// Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End(); // OK
// Alternative:
// Begin(...) + Dummy(ImVec2(200,200)) + End(); // OK
-// [Scenario 2]
-// For reference this is one of the issue what we aim to fix with this change:
-// BeginGroup() + SomeItem("foobar") + SetCursorScreenPos(GetCursorScreenPos()) + EndGroup()
-// The previous logic made SetCursorScreenPos(GetCursorScreenPos()) have a side-effect! It would erroneously incorporate ItemSpacing.y after the item into content size, making the group taller!
-// While this code is a little twisted, no-one would expect SetXXX(GetXXX()) to have a side-effect. Using vertical alignment patterns could trigger this issue.
+//
+// The assert below detects when the _last_ call in a window was a SetCursorPos() not followed by an Item,
+// and with a position that would grow the parent contents size.
+//
+// Advanced:
+// - For reference, old logic was causing issues because it meant that SetCursorScreenPos(GetCursorScreenPos())
+// had a side-effect on layout! In particular this caused problem to compute group boundaries.
+// e.g. BeginGroup() + SomeItem() + SetCursorScreenPos(GetCursorScreenPos()) + EndGroup() would cause the
+// group to be taller because auto-sizing generally adds padding on bottom and right side.
+// - While this code is a little twisted, no-one would expect SetXXX(GetXXX()) to have a side-effect.
+// Using vertical alignment patterns would frequently trigger this sorts of issue.
+// - See https://github.com/ocornut/imgui/issues/5548 for more details.
void ImGui::ErrorCheckUsingSetCursorPosToExtendParentBoundaries()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
IM_ASSERT(window->DC.IsSetPos);
window->DC.IsSetPos = false;
-#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
if (window->DC.CursorPos.x <= window->DC.CursorMaxPos.x && window->DC.CursorPos.y <= window->DC.CursorMaxPos.y)
return;
if (window->SkipItems)
return;
- IM_ASSERT(0 && "Code uses SetCursorPos()/SetCursorScreenPos() to extend window/parent boundaries. Please submit an item e.g. Dummy() to validate extent.");
-#else
- window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
-#endif
+ IM_ASSERT_USER_ERROR(0, "Code uses SetCursorPos()/SetCursorScreenPos() to extend window/parent boundaries.\nPlease submit an item e.g. Dummy() afterwards in order to grow window/parent boundaries.");
+
+ // For reference, the old behavior was essentially:
+ //window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
}
static void ImGui::ErrorCheckNewFrameSanityChecks()
@@ -10453,27 +10603,23 @@ static void ImGui::ErrorCheckNewFrameSanityChecks()
IM_ASSERT((g.IO.DeltaTime > 0.0f || g.FrameCount == 0) && "Need a positive DeltaTime!");
IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount) && "Forgot to call Render() or EndFrame() at the end of the previous frame?");
IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f && "Invalid DisplaySize value!");
- IM_ASSERT(g.IO.Fonts->IsBuilt() && "Font Atlas not built! Make sure you called ImGui_ImplXXXX_NewFrame() function for renderer backend, which should call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()");
IM_ASSERT(g.Style.CurveTessellationTol > 0.0f && "Invalid style setting!");
IM_ASSERT(g.Style.CircleTessellationMaxError > 0.0f && "Invalid style setting!");
IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f && "Invalid style setting!"); // Allows us to avoid a few clamps in color computations
- IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting.");
+ IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting!");
+ IM_ASSERT(g.Style.WindowBorderHoverPadding > 0.0f && "Invalid style setting!"); // Required otherwise cannot resize from borders.
IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_None || g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right);
IM_ASSERT(g.Style.ColorButtonPosition == ImGuiDir_Left || g.Style.ColorButtonPosition == ImGuiDir_Right);
-#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
- for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_COUNT; n++)
- IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < ImGuiKey_LegacyNativeKey_END && "io.KeyMap[] contains an out of bound value (need to be 0..511, or -1 for unmapped key)");
-
- // Check: required key mapping (we intentionally do NOT check all keys to not pressure user into setting up everything, but Space is required and was only added in 1.60 WIP)
- if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && g.IO.BackendUsingLegacyKeyArrays == 1)
- IM_ASSERT(g.IO.KeyMap[ImGuiKey_Space] != -1 && "ImGuiKey_Space is not mapped, required for keyboard navigation.");
-#endif
+ IM_ASSERT(g.Style.TreeLinesFlags == ImGuiTreeNodeFlags_DrawLinesNone || g.Style.TreeLinesFlags == ImGuiTreeNodeFlags_DrawLinesFull || g.Style.TreeLinesFlags == ImGuiTreeNodeFlags_DrawLinesToNodes);
// Error handling: we do not accept 100% silent recovery! Please contact me if you feel this is getting in your way.
if (g.IO.ConfigErrorRecovery)
IM_ASSERT(g.IO.ConfigErrorRecoveryEnableAssert || g.IO.ConfigErrorRecoveryEnableDebugLog || g.IO.ConfigErrorRecoveryEnableTooltip || g.ErrorCallback != NULL);
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+ if (g.IO.FontGlobalScale > 1.0f)
+ IM_ASSERT(g.Style.FontScaleMain == 1.0f && "Since 1.92: use style.FontScaleMain instead of g.IO.FontGlobalScale!");
+
// Remap legacy names
if (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos)
{
@@ -10547,8 +10693,16 @@ void ImGui::ErrorRecoveryTryToRecoverState(const ImGuiErrorRecoveryState* state_
ImGuiWindow* window = g.CurrentWindow;
if (window->Flags & ImGuiWindowFlags_ChildWindow)
{
- IM_ASSERT_USER_ERROR(0, "Missing EndChild()");
- EndChild();
+ if (g.CurrentTable != NULL && g.CurrentTable->InnerWindow == g.CurrentWindow)
+ {
+ IM_ASSERT_USER_ERROR(0, "Missing EndTable()");
+ EndTable();
+ }
+ else
+ {
+ IM_ASSERT_USER_ERROR(0, "Missing EndChild()");
+ EndChild();
+ }
}
else
{
@@ -10586,6 +10740,11 @@ void ImGui::ErrorRecoveryTryToRecoverWindowState(const ImGuiErrorRecoveryStat
IM_ASSERT_USER_ERROR(0, "Missing EndMultiSelect()");
EndMultiSelect();
}
+ if (window->DC.MenuBarAppending) //-V1044
+ {
+ IM_ASSERT_USER_ERROR(0, "Missing EndMenuBar()");
+ EndMenuBar();
+ }
while (window->DC.TreeDepth > state_in->SizeOfTreeStack) //-V1044
{
IM_ASSERT_USER_ERROR(0, "Missing TreePop()");
@@ -10662,7 +10821,7 @@ bool ImGui::ErrorLog(const char* msg)
// Output to tooltip
if (g.IO.ConfigErrorRecoveryEnableTooltip)
{
- if (BeginErrorTooltip())
+ if (g.WithinFrameScope && BeginErrorTooltip())
{
if (g.ErrorCountCurrentFrame < 20)
{
@@ -10691,25 +10850,34 @@ void ImGui::ErrorCheckEndFrameFinalizeErrorTooltip()
{
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
ImGuiContext& g = *GImGui;
- if (g.DebugDrawIdConflicts != 0 && g.IO.KeyCtrl == false)
+ if (g.DebugDrawIdConflictsId != 0 && g.IO.KeyCtrl == false)
g.DebugDrawIdConflictsCount = g.HoveredIdPreviousFrameItemCount;
- if (g.DebugDrawIdConflicts != 0 && g.DebugItemPickerActive == false && BeginErrorTooltip())
+ if (g.DebugDrawIdConflictsId != 0 && g.DebugItemPickerActive == false && BeginErrorTooltip())
{
Text("Programmer error: %d visible items with conflicting ID!", g.DebugDrawIdConflictsCount);
BulletText("Code should use PushID()/PopID() in loops, or append \"##xx\" to same-label identifiers!");
BulletText("Empty label e.g. Button(\"\") == same ID as parent widget/node. Use Button(\"##xx\") instead!");
//BulletText("Code intending to use duplicate ID may use e.g. PushItemFlag(ImGuiItemFlags_AllowDuplicateId, true); ... PopItemFlag()"); // Not making this too visible for fear of it being abused.
- BulletText("Set io.ConfigDebugDetectIdConflicts=false to disable this warning in non-programmers builds.");
+ BulletText("Set io.ConfigDebugHighlightIdConflicts=false to disable this warning in non-programmers builds.");
Separator();
- Text("(Hold CTRL to: use");
- SameLine();
- if (SmallButton("Item Picker"))
- DebugStartItemPicker();
- SameLine();
- Text("to break in item call-stack, or");
- SameLine();
+ if (g.IO.ConfigDebugHighlightIdConflictsShowItemPicker)
+ {
+ Text("(Hold CTRL to: use ");
+ SameLine(0.0f, 0.0f);
+ if (SmallButton("Item Picker"))
+ DebugStartItemPicker();
+ SameLine(0.0f, 0.0f);
+ Text(" to break in item call-stack, or ");
+ }
+ else
+ {
+ Text("(Hold CTRL to ");
+ }
+ SameLine(0.0f, 0.0f);
if (SmallButton("Open FAQ->About ID Stack System") && g.PlatformIO.Platform_OpenInShellFn != NULL)
g.PlatformIO.Platform_OpenInShellFn(&g, "https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#qa-usage");
+ SameLine(0.0f, 0.0f);
+ Text(")");
EndErrorTooltip();
}
@@ -10773,8 +10941,8 @@ void ImGui::KeepAliveID(ImGuiID id)
ImGuiContext& g = *GImGui;
if (g.ActiveId == id)
g.ActiveIdIsAlive = id;
- if (g.ActiveIdPreviousFrame == id)
- g.ActiveIdPreviousFrameIsAlive = true;
+ if (g.DeactivatedItemData.ID == id)
+ g.DeactivatedItemData.IsAlive = true;
}
// Declare item bounding box for clipping and interaction.
@@ -10853,12 +11021,30 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGu
// Empty identifier are valid and useful in a small amount of cases, but 99.9% of the time you want to use "##something".
// READ THE FAQ: https://dearimgui.com/faq
IM_ASSERT(id != window->ID && "Cannot have an empty ID at the root of a window. If you need an empty label, use ## and read the FAQ about how the ID Stack works!");
+
+ // [DEBUG] Highlight all conflicts WITHOUT needing to hover. THIS WILL SLOW DOWN DEAR IMGUI. DON'T KEEP ACTIVATED.
+ // This will only work for items submitted with ItemAdd(). Some very rare/odd/unrecommended code patterns are calling ButtonBehavior() without ItemAdd().
+#ifdef IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS
+ if ((g.LastItemData.ItemFlags & ImGuiItemFlags_AllowDuplicateId) == 0)
+ {
+ int* p_alive = g.DebugDrawIdConflictsAliveCount.GetIntRef(id, -1); // Could halve lookups if we knew ImGuiStorage can store 64-bit, or by storing FrameCount as 30-bits + highlight as 2-bits. But the point is that we should not pretend that this is fast.
+ int* p_highlight = g.DebugDrawIdConflictsHighlightSet.GetIntRef(id, -1);
+ if (*p_alive == g.FrameCount)
+ *p_highlight = g.FrameCount;
+ *p_alive = g.FrameCount;
+ if (*p_highlight >= g.FrameCount - 1)
+ window->DrawList->AddRect(bb.Min - ImVec2(1, 1), bb.Max + ImVec2(1, 1), IM_COL32(255, 0, 0, 255), 0.0f, ImDrawFlags_None, 2.0f);
+ }
+#endif
}
//if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG]
//if ((g.LastItemData.ItemFlags & ImGuiItemFlags_NoNav) == 0)
// window->DrawList->AddRect(g.LastItemData.NavRect.Min, g.LastItemData.NavRect.Max, IM_COL32(255,255,0,255)); // [DEBUG]
#endif
+ if (id != 0 && g.DeactivatedItemData.ID == id)
+ g.DeactivatedItemData.ElapseFrame = g.FrameCount;
+
// We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them)
if (is_rect_visible)
g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Visible;
@@ -11218,7 +11404,7 @@ void ImGui::BeginGroup()
group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive;
group_data.BackupHoveredIdIsAlive = g.HoveredId != 0;
group_data.BackupIsSameLine = window->DC.IsSameLine;
- group_data.BackupActiveIdPreviousFrameIsAlive = g.ActiveIdPreviousFrameIsAlive;
+ group_data.BackupDeactivatedIdIsAlive = g.DeactivatedItemData.IsAlive;
group_data.EmitItem = true;
window->DC.GroupOffset.x = window->DC.CursorPos.x - window->Pos.x - window->DC.ColumnsOffset.x;
@@ -11269,11 +11455,11 @@ void ImGui::EndGroup()
// Also if you grep for LastItemId you'll notice it is only used in that context.
// (The two tests not the same because ActiveIdIsAlive is an ID itself, in order to be able to handle ActiveId being overwritten during the frame.)
const bool group_contains_curr_active_id = (group_data.BackupActiveIdIsAlive != g.ActiveId) && (g.ActiveIdIsAlive == g.ActiveId) && g.ActiveId;
- const bool group_contains_prev_active_id = (group_data.BackupActiveIdPreviousFrameIsAlive == false) && (g.ActiveIdPreviousFrameIsAlive == true);
+ const bool group_contains_deactivated_id = (group_data.BackupDeactivatedIdIsAlive == false) && (g.DeactivatedItemData.IsAlive == true);
if (group_contains_curr_active_id)
g.LastItemData.ID = g.ActiveId;
- else if (group_contains_prev_active_id)
- g.LastItemData.ID = g.ActiveIdPreviousFrame;
+ else if (group_contains_deactivated_id)
+ g.LastItemData.ID = g.DeactivatedItemData.ID;
g.LastItemData.Rect = group_bb;
// Forward Hovered flag
@@ -11287,7 +11473,7 @@ void ImGui::EndGroup()
// Forward Deactivated flag
g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDeactivated;
- if (group_contains_prev_active_id && g.ActiveId != g.ActiveIdPreviousFrame)
+ if (group_contains_deactivated_id)
g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Deactivated;
g.GroupStack.pop_back();
@@ -11331,7 +11517,7 @@ static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window)
}
scroll[axis] = scroll_target - center_ratio * (window->SizeFull[axis] - decoration_size[axis]);
}
- scroll[axis] = IM_ROUND(ImMax(scroll[axis], 0.0f));
+ scroll[axis] = ImRound64(ImMax(scroll[axis], 0.0f));
if (!window->Collapsed && !window->SkipItems)
scroll[axis] = ImMin(scroll[axis], window->ScrollMax[axis]);
}
@@ -11564,10 +11750,10 @@ bool ImGui::BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags ext
// - offset visibility to increase visibility around mouse.
// - never clamp within outer viewport boundary.
// We call SetNextWindowPos() to enforce position and disable clamping.
- // See FindBestWindowPosForPopup() for positionning logic of other tooltips (not drag and drop ones).
+ // See FindBestWindowPosForPopup() for positioning logic of other tooltips (not drag and drop ones).
//ImVec2 tooltip_pos = g.IO.MousePos - g.ActiveIdClickOffset - g.Style.WindowPadding;
const bool is_touchscreen = (g.IO.MouseSource == ImGuiMouseSource_TouchScreen);
- if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) == 0)
+ if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasPos) == 0)
{
ImVec2 tooltip_pos = is_touchscreen ? (g.IO.MousePos + TOOLTIP_DEFAULT_OFFSET_TOUCH * g.Style.MouseCursorScale) : (g.IO.MousePos + TOOLTIP_DEFAULT_OFFSET_MOUSE * g.Style.MouseCursorScale);
ImVec2 tooltip_pivot = is_touchscreen ? TOOLTIP_DEFAULT_PIVOT_TOUCH : ImVec2(0.0f, 0.0f);
@@ -11706,6 +11892,43 @@ ImGuiWindow* ImGui::GetTopMostAndVisiblePopupModal()
return NULL;
}
+
+// When a modal popup is open, newly created windows that want focus (i.e. are not popups and do not specify ImGuiWindowFlags_NoFocusOnAppearing)
+// should be positioned behind that modal window, unless the window was created inside the modal begin-stack.
+// In case of multiple stacked modals newly created window honors begin stack order and does not go below its own modal parent.
+// - WindowA // FindBlockingModal() returns Modal1
+// - WindowB // .. returns Modal1
+// - Modal1 // .. returns Modal2
+// - WindowC // .. returns Modal2
+// - WindowD // .. returns Modal2
+// - Modal2 // .. returns Modal2
+// - WindowE // .. returns NULL
+// Notes:
+// - FindBlockingModal(NULL) == NULL is generally equivalent to GetTopMostPopupModal() == NULL.
+// Only difference is here we check for ->Active/WasActive but it may be unnecessary.
+ImGuiWindow* ImGui::FindBlockingModal(ImGuiWindow* window)
+{
+ ImGuiContext& g = *GImGui;
+ if (g.OpenPopupStack.Size <= 0)
+ return NULL;
+
+ // Find a modal that has common parent with specified window. Specified window should be positioned behind that modal.
+ for (ImGuiPopupData& popup_data : g.OpenPopupStack)
+ {
+ ImGuiWindow* popup_window = popup_data.Window;
+ if (popup_window == NULL || !(popup_window->Flags & ImGuiWindowFlags_Modal))
+ continue;
+ if (!popup_window->Active && !popup_window->WasActive) // Check WasActive, because this code may run before popup renders on current frame, also check Active to handle newly created windows.
+ continue;
+ if (window == NULL) // FindBlockingModal(NULL) test for if FocusWindow(NULL) is naturally possible via a mouse click.
+ return popup_window;
+ if (IsWindowWithinBeginStackOf(window, popup_window)) // Window may be over modal
+ continue;
+ return popup_window; // Place window right below first block modal
+ }
+ return NULL;
+}
+
void ImGui::OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags)
{
ImGuiContext& g = *GImGui;
@@ -11906,17 +12129,32 @@ bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_window_flags)
}
char name[20];
- if (extra_window_flags & ImGuiWindowFlags_ChildMenu)
- ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.BeginMenuDepth); // Recycle windows based on depth
- else
- ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", id); // Not recycling, so we can close/open during the same frame
+ IM_ASSERT((extra_window_flags & ImGuiWindowFlags_ChildMenu) == 0); // Use BeginPopupMenuEx()
+ ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", id); // No recycling, so we can close/open during the same frame
bool is_open = Begin(name, NULL, extra_window_flags | ImGuiWindowFlags_Popup);
if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display)
EndPopup();
-
//g.CurrentWindow->FocusRouteParentWindow = g.CurrentWindow->ParentWindowInBeginStack;
+ return is_open;
+}
+
+bool ImGui::BeginPopupMenuEx(ImGuiID id, const char* label, ImGuiWindowFlags extra_window_flags)
+{
+ ImGuiContext& g = *GImGui;
+ if (!IsPopupOpen(id, ImGuiPopupFlags_None))
+ {
+ g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
+ return false;
+ }
+ char name[128];
+ IM_ASSERT(extra_window_flags & ImGuiWindowFlags_ChildMenu);
+ ImFormatString(name, IM_ARRAYSIZE(name), "%s###Menu_%02d", label, g.BeginMenuDepth); // Recycle windows based on depth
+ bool is_open = Begin(name, NULL, extra_window_flags | ImGuiWindowFlags_Popup);
+ if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display)
+ EndPopup();
+ //g.CurrentWindow->FocusRouteParentWindow = g.CurrentWindow->ParentWindowInBeginStack;
return is_open;
}
@@ -11953,7 +12191,7 @@ bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags fla
// Center modal windows by default for increased visibility
// (this won't really last as settings will kick in, and is mostly for backward compatibility. user may do the same themselves)
// FIXME: Should test for (PosCond & window->SetWindowPosAllowFlags) with the upcoming window.
- if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) == 0)
+ if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasPos) == 0)
{
const ImGuiViewport* viewport = GetMainViewport();
SetNextWindowPos(viewport->GetCenter(), ImGuiCond_FirstUseEver, ImVec2(0.5f, 0.5f));
@@ -11975,19 +12213,22 @@ void ImGui::EndPopup()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
- IM_ASSERT(window->Flags & ImGuiWindowFlags_Popup); // Mismatched BeginPopup()/EndPopup() calls
- IM_ASSERT(g.BeginPopupStack.Size > 0);
+ if ((window->Flags & ImGuiWindowFlags_Popup) == 0 || g.BeginPopupStack.Size == 0)
+ {
+ IM_ASSERT_USER_ERROR(0, "Calling EndPopup() too many times or in wrong window!");
+ return;
+ }
// Make all menus and popups wrap around for now, may need to expose that policy (e.g. focus scope could include wrap/loop policy flags used by new move requests)
if (g.NavWindow == window)
NavMoveRequestTryWrapping(window, ImGuiNavMoveFlags_LoopY);
// Child-popups don't need to be laid out
- IM_ASSERT(g.WithinEndChild == false);
+ const ImGuiID backup_within_end_child_id = g.WithinEndChildID;
if (window->Flags & ImGuiWindowFlags_ChildWindow)
- g.WithinEndChild = true;
+ g.WithinEndChildID = window->ID;
End();
- g.WithinEndChild = false;
+ g.WithinEndChildID = backup_within_end_child_id;
}
// Helper to open a popup if mouse button is released over the item
@@ -12049,164 +12290,431 @@ bool ImGui::BeginPopupContextWindow(const char* str_id, ImGuiPopupFlags popup_fl
return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
}
-bool ImGui::BeginPopupContextVoid(const char* str_id, ImGuiPopupFlags popup_flags)
+bool ImGui::BeginPopupContextVoid(const char* str_id, ImGuiPopupFlags popup_flags)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ if (!str_id)
+ str_id = "void_context";
+ ImGuiID id = window->GetID(str_id);
+ int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
+ if (IsMouseReleased(mouse_button) && !IsWindowHovered(ImGuiHoveredFlags_AnyWindow))
+ if (GetTopMostPopupModal() == NULL)
+ OpenPopupEx(id, popup_flags);
+ return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
+}
+
+// r_avoid = the rectangle to avoid (e.g. for tooltip it is a rectangle around the mouse cursor which we want to avoid. for popups it's a small point around the cursor.)
+// r_outer = the visible area rectangle, minus safe area padding. If our popup size won't fit because of safe area padding we ignore it.
+// (r_outer is usually equivalent to the viewport rectangle minus padding, but when multi-viewports are enabled and monitor
+// information are available, it may represent the entire platform monitor from the frame of reference of the current viewport.
+// this allows us to have tooltips/popups displayed out of the parent viewport.)
+ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy)
+{
+ ImVec2 base_pos_clamped = ImClamp(ref_pos, r_outer.Min, r_outer.Max - size);
+ //GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255,0,0,255));
+ //GetForegroundDrawList()->AddRect(r_outer.Min, r_outer.Max, IM_COL32(0,255,0,255));
+
+ // Combo Box policy (we want a connecting edge)
+ if (policy == ImGuiPopupPositionPolicy_ComboBox)
+ {
+ const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Down, ImGuiDir_Right, ImGuiDir_Left, ImGuiDir_Up };
+ for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++)
+ {
+ const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];
+ if (n != -1 && dir == *last_dir) // Already tried this direction?
+ continue;
+ ImVec2 pos;
+ if (dir == ImGuiDir_Down) pos = ImVec2(r_avoid.Min.x, r_avoid.Max.y); // Below, Toward Right (default)
+ if (dir == ImGuiDir_Right) pos = ImVec2(r_avoid.Min.x, r_avoid.Min.y - size.y); // Above, Toward Right
+ if (dir == ImGuiDir_Left) pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Max.y); // Below, Toward Left
+ if (dir == ImGuiDir_Up) pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Min.y - size.y); // Above, Toward Left
+ if (!r_outer.Contains(ImRect(pos, pos + size)))
+ continue;
+ *last_dir = dir;
+ return pos;
+ }
+ }
+
+ // Tooltip and Default popup policy
+ // (Always first try the direction we used on the last frame, if any)
+ if (policy == ImGuiPopupPositionPolicy_Tooltip || policy == ImGuiPopupPositionPolicy_Default)
+ {
+ const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left };
+ for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++)
+ {
+ const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];
+ if (n != -1 && dir == *last_dir) // Already tried this direction?
+ continue;
+
+ const float avail_w = (dir == ImGuiDir_Left ? r_avoid.Min.x : r_outer.Max.x) - (dir == ImGuiDir_Right ? r_avoid.Max.x : r_outer.Min.x);
+ const float avail_h = (dir == ImGuiDir_Up ? r_avoid.Min.y : r_outer.Max.y) - (dir == ImGuiDir_Down ? r_avoid.Max.y : r_outer.Min.y);
+
+ // If there's not enough room on one axis, there's no point in positioning on a side on this axis (e.g. when not enough width, use a top/bottom position to maximize available width)
+ if (avail_w < size.x && (dir == ImGuiDir_Left || dir == ImGuiDir_Right))
+ continue;
+ if (avail_h < size.y && (dir == ImGuiDir_Up || dir == ImGuiDir_Down))
+ continue;
+
+ ImVec2 pos;
+ pos.x = (dir == ImGuiDir_Left) ? r_avoid.Min.x - size.x : (dir == ImGuiDir_Right) ? r_avoid.Max.x : base_pos_clamped.x;
+ pos.y = (dir == ImGuiDir_Up) ? r_avoid.Min.y - size.y : (dir == ImGuiDir_Down) ? r_avoid.Max.y : base_pos_clamped.y;
+
+ // Clamp top-left corner of popup
+ pos.x = ImMax(pos.x, r_outer.Min.x);
+ pos.y = ImMax(pos.y, r_outer.Min.y);
+
+ *last_dir = dir;
+ return pos;
+ }
+ }
+
+ // Fallback when not enough room:
+ *last_dir = ImGuiDir_None;
+
+ // For tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible.
+ if (policy == ImGuiPopupPositionPolicy_Tooltip)
+ return ref_pos + ImVec2(2, 2);
+
+ // Otherwise try to keep within display
+ ImVec2 pos = ref_pos;
+ pos.x = ImMax(ImMin(pos.x + size.x, r_outer.Max.x) - size.x, r_outer.Min.x);
+ pos.y = ImMax(ImMin(pos.y + size.y, r_outer.Max.y) - size.y, r_outer.Min.y);
+ return pos;
+}
+
+// Note that this is used for popups, which can overlap the non work-area of individual viewports.
+ImRect ImGui::GetPopupAllowedExtentRect(ImGuiWindow* window)
+{
+ ImGuiContext& g = *GImGui;
+ IM_UNUSED(window);
+ ImRect r_screen = ((ImGuiViewportP*)(void*)GetMainViewport())->GetMainRect();
+ ImVec2 padding = g.Style.DisplaySafeAreaPadding;
+ r_screen.Expand(ImVec2((r_screen.GetWidth() > padding.x * 2) ? -padding.x : 0.0f, (r_screen.GetHeight() > padding.y * 2) ? -padding.y : 0.0f));
+ return r_screen;
+}
+
+ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window)
+{
+ ImGuiContext& g = *GImGui;
+
+ ImRect r_outer = GetPopupAllowedExtentRect(window);
+ if (window->Flags & ImGuiWindowFlags_ChildMenu)
+ {
+ // Child menus typically request _any_ position within the parent menu item, and then we move the new menu outside the parent bounds.
+ // This is how we end up with child menus appearing (most-commonly) on the right of the parent menu.
+ IM_ASSERT(g.CurrentWindow == window);
+ ImGuiWindow* parent_window = g.CurrentWindowStack[g.CurrentWindowStack.Size - 2].Window;
+ float horizontal_overlap = g.Style.ItemInnerSpacing.x; // We want some overlap to convey the relative depth of each menu (currently the amount of overlap is hard-coded to style.ItemSpacing.x).
+ ImRect r_avoid;
+ if (parent_window->DC.MenuBarAppending)
+ r_avoid = ImRect(-FLT_MAX, parent_window->ClipRect.Min.y, FLT_MAX, parent_window->ClipRect.Max.y); // Avoid parent menu-bar. If we wanted multi-line menu-bar, we may instead want to have the calling window setup e.g. a NextWindowData.PosConstraintAvoidRect field
+ else
+ r_avoid = ImRect(parent_window->Pos.x + horizontal_overlap, -FLT_MAX, parent_window->Pos.x + parent_window->Size.x - horizontal_overlap - parent_window->ScrollbarSizes.x, FLT_MAX);
+ return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Default);
+ }
+ if (window->Flags & ImGuiWindowFlags_Popup)
+ {
+ return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, ImRect(window->Pos, window->Pos), ImGuiPopupPositionPolicy_Default); // Ideally we'd disable r_avoid here
+ }
+ if (window->Flags & ImGuiWindowFlags_Tooltip)
+ {
+ // Position tooltip (always follows mouse + clamp within outer boundaries)
+ // FIXME:
+ // - Too many paths. One problem is that FindBestWindowPosForPopupEx() doesn't allow passing a suggested position (so touch screen path doesn't use it by default).
+ // - Drag and drop tooltips are not using this path either: BeginTooltipEx() manually sets their position.
+ // - Require some tidying up. In theory we could handle both cases in same location, but requires a bit of shuffling
+ // as drag and drop tooltips are calling SetNextWindowPos() leading to 'window_pos_set_by_api' being set in Begin().
+ IM_ASSERT(g.CurrentWindow == window);
+ const float scale = g.Style.MouseCursorScale;
+ const ImVec2 ref_pos = NavCalcPreferredRefPos();
+
+ if (g.IO.MouseSource == ImGuiMouseSource_TouchScreen && NavCalcPreferredRefPosSource() == ImGuiInputSource_Mouse)
+ {
+ ImVec2 tooltip_pos = ref_pos + TOOLTIP_DEFAULT_OFFSET_TOUCH * scale - (TOOLTIP_DEFAULT_PIVOT_TOUCH * window->Size);
+ if (r_outer.Contains(ImRect(tooltip_pos, tooltip_pos + window->Size)))
+ return tooltip_pos;
+ }
+
+ ImVec2 tooltip_pos = ref_pos + TOOLTIP_DEFAULT_OFFSET_MOUSE * scale;
+ ImRect r_avoid;
+ if (g.NavCursorVisible && g.NavHighlightItemUnderNav && !g.IO.ConfigNavMoveSetMousePos)
+ r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 16, ref_pos.y + 8);
+ else
+ r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24 * scale, ref_pos.y + 24 * scale); // FIXME: Hard-coded based on mouse cursor shape expectation. Exact dimension not very important.
+ //GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255, 0, 255, 255));
+
+ return FindBestWindowPosForPopupEx(tooltip_pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Tooltip);
+ }
+ IM_ASSERT(0);
+ return window->Pos;
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] WINDOW FOCUS
+//----------------------------------------------------------------------------
+// - SetWindowFocus()
+// - SetNextWindowFocus()
+// - IsWindowFocused()
+// - UpdateWindowInFocusOrderList() [Internal]
+// - BringWindowToFocusFront() [Internal]
+// - BringWindowToDisplayFront() [Internal]
+// - BringWindowToDisplayBack() [Internal]
+// - BringWindowToDisplayBehind() [Internal]
+// - FindWindowDisplayIndex() [Internal]
+// - FocusWindow() [Internal]
+// - FocusTopMostWindowUnderOne() [Internal]
+//-----------------------------------------------------------------------------
+
+void ImGui::SetWindowFocus()
+{
+ FocusWindow(GImGui->CurrentWindow);
+}
+
+void ImGui::SetWindowFocus(const char* name)
+{
+ if (name)
+ {
+ if (ImGuiWindow* window = FindWindowByName(name))
+ FocusWindow(window);
+ }
+ else
+ {
+ FocusWindow(NULL);
+ }
+}
+
+void ImGui::SetNextWindowFocus()
+{
+ ImGuiContext& g = *GImGui;
+ g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasFocus;
+}
+
+// Similar to IsWindowHovered()
+bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* ref_window = g.NavWindow;
+ ImGuiWindow* cur_window = g.CurrentWindow;
+
+ if (ref_window == NULL)
+ return false;
+ if (flags & ImGuiFocusedFlags_AnyWindow)
+ return true;
+
+ IM_ASSERT(cur_window); // Not inside a Begin()/End()
+ const bool popup_hierarchy = (flags & ImGuiFocusedFlags_NoPopupHierarchy) == 0;
+ if (flags & ImGuiFocusedFlags_RootWindow)
+ cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy);
+
+ if (flags & ImGuiFocusedFlags_ChildWindows)
+ return IsWindowChildOf(ref_window, cur_window, popup_hierarchy);
+ else
+ return (ref_window == cur_window);
+}
+
+static int ImGui::FindWindowFocusIndex(ImGuiWindow* window)
+{
+ ImGuiContext& g = *GImGui;
+ IM_UNUSED(g);
+ int order = window->FocusOrder;
+ IM_ASSERT(window->RootWindow == window); // No child window (not testing _ChildWindow because of docking)
+ IM_ASSERT(g.WindowsFocusOrder[order] == window);
+ return order;
+}
+
+static void ImGui::UpdateWindowInFocusOrderList(ImGuiWindow* window, bool just_created, ImGuiWindowFlags new_flags)
+{
+ ImGuiContext& g = *GImGui;
+
+ const bool new_is_explicit_child = (new_flags & ImGuiWindowFlags_ChildWindow) != 0 && ((new_flags & ImGuiWindowFlags_Popup) == 0 || (new_flags & ImGuiWindowFlags_ChildMenu) != 0);
+ const bool child_flag_changed = new_is_explicit_child != window->IsExplicitChild;
+ if ((just_created || child_flag_changed) && !new_is_explicit_child)
+ {
+ IM_ASSERT(!g.WindowsFocusOrder.contains(window));
+ g.WindowsFocusOrder.push_back(window);
+ window->FocusOrder = (short)(g.WindowsFocusOrder.Size - 1);
+ }
+ else if (!just_created && child_flag_changed && new_is_explicit_child)
+ {
+ IM_ASSERT(g.WindowsFocusOrder[window->FocusOrder] == window);
+ for (int n = window->FocusOrder + 1; n < g.WindowsFocusOrder.Size; n++)
+ g.WindowsFocusOrder[n]->FocusOrder--;
+ g.WindowsFocusOrder.erase(g.WindowsFocusOrder.Data + window->FocusOrder);
+ window->FocusOrder = -1;
+ }
+ window->IsExplicitChild = new_is_explicit_child;
+}
+
+void ImGui::BringWindowToFocusFront(ImGuiWindow* window)
+{
+ ImGuiContext& g = *GImGui;
+ IM_ASSERT(window == window->RootWindow);
+
+ const int cur_order = window->FocusOrder;
+ IM_ASSERT(g.WindowsFocusOrder[cur_order] == window);
+ if (g.WindowsFocusOrder.back() == window)
+ return;
+
+ const int new_order = g.WindowsFocusOrder.Size - 1;
+ for (int n = cur_order; n < new_order; n++)
+ {
+ g.WindowsFocusOrder[n] = g.WindowsFocusOrder[n + 1];
+ g.WindowsFocusOrder[n]->FocusOrder--;
+ IM_ASSERT(g.WindowsFocusOrder[n]->FocusOrder == n);
+ }
+ g.WindowsFocusOrder[new_order] = window;
+ window->FocusOrder = (short)new_order;
+}
+
+// Note technically focus related but rather adjacent and close to BringWindowToFocusFront()
+void ImGui::BringWindowToDisplayFront(ImGuiWindow* window)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* current_front_window = g.Windows.back();
+ if (current_front_window == window || current_front_window->RootWindow == window) // Cheap early out (could be better)
+ return;
+ for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the top-most window
+ if (g.Windows[i] == window)
+ {
+ memmove(&g.Windows[i], &g.Windows[i + 1], (size_t)(g.Windows.Size - i - 1) * sizeof(ImGuiWindow*));
+ g.Windows[g.Windows.Size - 1] = window;
+ break;
+ }
+}
+
+void ImGui::BringWindowToDisplayBack(ImGuiWindow* window)
+{
+ ImGuiContext& g = *GImGui;
+ if (g.Windows[0] == window)
+ return;
+ for (int i = 0; i < g.Windows.Size; i++)
+ if (g.Windows[i] == window)
+ {
+ memmove(&g.Windows[1], &g.Windows[0], (size_t)i * sizeof(ImGuiWindow*));
+ g.Windows[0] = window;
+ break;
+ }
+}
+
+void ImGui::BringWindowToDisplayBehind(ImGuiWindow* window, ImGuiWindow* behind_window)
+{
+ IM_ASSERT(window != NULL && behind_window != NULL);
+ ImGuiContext& g = *GImGui;
+ window = window->RootWindow;
+ behind_window = behind_window->RootWindow;
+ int pos_wnd = FindWindowDisplayIndex(window);
+ int pos_beh = FindWindowDisplayIndex(behind_window);
+ if (pos_wnd < pos_beh)
+ {
+ size_t copy_bytes = (pos_beh - pos_wnd - 1) * sizeof(ImGuiWindow*);
+ memmove(&g.Windows.Data[pos_wnd], &g.Windows.Data[pos_wnd + 1], copy_bytes);
+ g.Windows[pos_beh - 1] = window;
+ }
+ else
+ {
+ size_t copy_bytes = (pos_wnd - pos_beh) * sizeof(ImGuiWindow*);
+ memmove(&g.Windows.Data[pos_beh + 1], &g.Windows.Data[pos_beh], copy_bytes);
+ g.Windows[pos_beh] = window;
+ }
+}
+
+int ImGui::FindWindowDisplayIndex(ImGuiWindow* window)
{
ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
- if (!str_id)
- str_id = "void_context";
- ImGuiID id = window->GetID(str_id);
- int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
- if (IsMouseReleased(mouse_button) && !IsWindowHovered(ImGuiHoveredFlags_AnyWindow))
- if (GetTopMostPopupModal() == NULL)
- OpenPopupEx(id, popup_flags);
- return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
+ return g.Windows.index_from_ptr(g.Windows.find(window));
}
-// r_avoid = the rectangle to avoid (e.g. for tooltip it is a rectangle around the mouse cursor which we want to avoid. for popups it's a small point around the cursor.)
-// r_outer = the visible area rectangle, minus safe area padding. If our popup size won't fit because of safe area padding we ignore it.
-// (r_outer is usually equivalent to the viewport rectangle minus padding, but when multi-viewports are enabled and monitor
-// information are available, it may represent the entire platform monitor from the frame of reference of the current viewport.
-// this allows us to have tooltips/popups displayed out of the parent viewport.)
-ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy)
+// Moving window to front of display and set focus (which happens to be back of our sorted list)
+void ImGui::FocusWindow(ImGuiWindow* window, ImGuiFocusRequestFlags flags)
{
- ImVec2 base_pos_clamped = ImClamp(ref_pos, r_outer.Min, r_outer.Max - size);
- //GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255,0,0,255));
- //GetForegroundDrawList()->AddRect(r_outer.Min, r_outer.Max, IM_COL32(0,255,0,255));
+ ImGuiContext& g = *GImGui;
- // Combo Box policy (we want a connecting edge)
- if (policy == ImGuiPopupPositionPolicy_ComboBox)
- {
- const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Down, ImGuiDir_Right, ImGuiDir_Left, ImGuiDir_Up };
- for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++)
+ // Modal check?
+ if ((flags & ImGuiFocusRequestFlags_UnlessBelowModal) && (g.NavWindow != window)) // Early out in common case.
+ if (ImGuiWindow* blocking_modal = FindBlockingModal(window))
{
- const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];
- if (n != -1 && dir == *last_dir) // Already tried this direction?
- continue;
- ImVec2 pos;
- if (dir == ImGuiDir_Down) pos = ImVec2(r_avoid.Min.x, r_avoid.Max.y); // Below, Toward Right (default)
- if (dir == ImGuiDir_Right) pos = ImVec2(r_avoid.Min.x, r_avoid.Min.y - size.y); // Above, Toward Right
- if (dir == ImGuiDir_Left) pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Max.y); // Below, Toward Left
- if (dir == ImGuiDir_Up) pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Min.y - size.y); // Above, Toward Left
- if (!r_outer.Contains(ImRect(pos, pos + size)))
- continue;
- *last_dir = dir;
- return pos;
+ // This block would typically be reached in two situations:
+ // - API call to FocusWindow() with a window under a modal and ImGuiFocusRequestFlags_UnlessBelowModal flag.
+ // - User clicking on void or anything behind a modal while a modal is open (window == NULL)
+ IMGUI_DEBUG_LOG_FOCUS("[focus] FocusWindow(\"%s\", UnlessBelowModal): prevented by \"%s\".\n", window ? window->Name : "", blocking_modal->Name);
+ if (window && window == window->RootWindow && (window->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0)
+ BringWindowToDisplayBehind(window, blocking_modal); // Still bring right under modal. (FIXME: Could move in focus list too?)
+ ClosePopupsOverWindow(GetTopMostPopupModal(), false); // Note how we need to use GetTopMostPopupModal() aad NOT blocking_modal, to handle nested modals
+ return;
}
- }
- // Tooltip and Default popup policy
- // (Always first try the direction we used on the last frame, if any)
- if (policy == ImGuiPopupPositionPolicy_Tooltip || policy == ImGuiPopupPositionPolicy_Default)
- {
- const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left };
- for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++)
- {
- const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];
- if (n != -1 && dir == *last_dir) // Already tried this direction?
- continue;
-
- const float avail_w = (dir == ImGuiDir_Left ? r_avoid.Min.x : r_outer.Max.x) - (dir == ImGuiDir_Right ? r_avoid.Max.x : r_outer.Min.x);
- const float avail_h = (dir == ImGuiDir_Up ? r_avoid.Min.y : r_outer.Max.y) - (dir == ImGuiDir_Down ? r_avoid.Max.y : r_outer.Min.y);
-
- // If there's not enough room on one axis, there's no point in positioning on a side on this axis (e.g. when not enough width, use a top/bottom position to maximize available width)
- if (avail_w < size.x && (dir == ImGuiDir_Left || dir == ImGuiDir_Right))
- continue;
- if (avail_h < size.y && (dir == ImGuiDir_Up || dir == ImGuiDir_Down))
- continue;
-
- ImVec2 pos;
- pos.x = (dir == ImGuiDir_Left) ? r_avoid.Min.x - size.x : (dir == ImGuiDir_Right) ? r_avoid.Max.x : base_pos_clamped.x;
- pos.y = (dir == ImGuiDir_Up) ? r_avoid.Min.y - size.y : (dir == ImGuiDir_Down) ? r_avoid.Max.y : base_pos_clamped.y;
+ // Find last focused child (if any) and focus it instead.
+ if ((flags & ImGuiFocusRequestFlags_RestoreFocusedChild) && window != NULL)
+ window = NavRestoreLastChildNavWindow(window);
- // Clamp top-left corner of popup
- pos.x = ImMax(pos.x, r_outer.Min.x);
- pos.y = ImMax(pos.y, r_outer.Min.y);
+ // Apply focus
+ if (g.NavWindow != window)
+ {
+ SetNavWindow(window);
+ if (window && g.NavHighlightItemUnderNav)
+ g.NavMousePosDirty = true;
+ g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId
+ g.NavLayer = ImGuiNavLayer_Main;
+ SetNavFocusScope(window ? window->NavRootFocusScopeId : 0);
+ g.NavIdIsAlive = false;
+ g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid;
- *last_dir = dir;
- return pos;
- }
+ // Close popups if any
+ ClosePopupsOverWindow(window, false);
}
- // Fallback when not enough room:
- *last_dir = ImGuiDir_None;
+ // Move the root window to the top of the pile
+ IM_ASSERT(window == NULL || window->RootWindow != NULL);
+ ImGuiWindow* focus_front_window = window ? window->RootWindow : NULL; // NB: In docking branch this is window->RootWindowDockStop
+ ImGuiWindow* display_front_window = window ? window->RootWindow : NULL;
- // For tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible.
- if (policy == ImGuiPopupPositionPolicy_Tooltip)
- return ref_pos + ImVec2(2, 2);
+ // Steal active widgets. Some of the cases it triggers includes:
+ // - Focus a window while an InputText in another window is active, if focus happens before the old InputText can run.
+ // - When using Nav to activate menu items (due to timing of activating on press->new window appears->losing ActiveId)
+ if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != focus_front_window)
+ if (!g.ActiveIdNoClearOnFocusLoss)
+ ClearActiveID();
- // Otherwise try to keep within display
- ImVec2 pos = ref_pos;
- pos.x = ImMax(ImMin(pos.x + size.x, r_outer.Max.x) - size.x, r_outer.Min.x);
- pos.y = ImMax(ImMin(pos.y + size.y, r_outer.Max.y) - size.y, r_outer.Min.y);
- return pos;
-}
+ // Passing NULL allow to disable keyboard focus
+ if (!window)
+ return;
-// Note that this is used for popups, which can overlap the non work-area of individual viewports.
-ImRect ImGui::GetPopupAllowedExtentRect(ImGuiWindow* window)
-{
- ImGuiContext& g = *GImGui;
- IM_UNUSED(window);
- ImRect r_screen = ((ImGuiViewportP*)(void*)GetMainViewport())->GetMainRect();
- ImVec2 padding = g.Style.DisplaySafeAreaPadding;
- r_screen.Expand(ImVec2((r_screen.GetWidth() > padding.x * 2) ? -padding.x : 0.0f, (r_screen.GetHeight() > padding.y * 2) ? -padding.y : 0.0f));
- return r_screen;
+ // Bring to front
+ BringWindowToFocusFront(focus_front_window);
+ if (((window->Flags | display_front_window->Flags) & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0)
+ BringWindowToDisplayFront(display_front_window);
}
-ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window)
+void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window, ImGuiViewport* filter_viewport, ImGuiFocusRequestFlags flags)
{
ImGuiContext& g = *GImGui;
-
- ImRect r_outer = GetPopupAllowedExtentRect(window);
- if (window->Flags & ImGuiWindowFlags_ChildMenu)
- {
- // Child menus typically request _any_ position within the parent menu item, and then we move the new menu outside the parent bounds.
- // This is how we end up with child menus appearing (most-commonly) on the right of the parent menu.
- IM_ASSERT(g.CurrentWindow == window);
- ImGuiWindow* parent_window = g.CurrentWindowStack[g.CurrentWindowStack.Size - 2].Window;
- float horizontal_overlap = g.Style.ItemInnerSpacing.x; // We want some overlap to convey the relative depth of each menu (currently the amount of overlap is hard-coded to style.ItemSpacing.x).
- ImRect r_avoid;
- if (parent_window->DC.MenuBarAppending)
- r_avoid = ImRect(-FLT_MAX, parent_window->ClipRect.Min.y, FLT_MAX, parent_window->ClipRect.Max.y); // Avoid parent menu-bar. If we wanted multi-line menu-bar, we may instead want to have the calling window setup e.g. a NextWindowData.PosConstraintAvoidRect field
- else
- r_avoid = ImRect(parent_window->Pos.x + horizontal_overlap, -FLT_MAX, parent_window->Pos.x + parent_window->Size.x - horizontal_overlap - parent_window->ScrollbarSizes.x, FLT_MAX);
- return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Default);
- }
- if (window->Flags & ImGuiWindowFlags_Popup)
+ IM_UNUSED(filter_viewport); // Unused in master branch.
+ int start_idx = g.WindowsFocusOrder.Size - 1;
+ if (under_this_window != NULL)
{
- return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, ImRect(window->Pos, window->Pos), ImGuiPopupPositionPolicy_Default); // Ideally we'd disable r_avoid here
+ // Aim at root window behind us, if we are in a child window that's our own root (see #4640)
+ int offset = -1;
+ while (under_this_window->Flags & ImGuiWindowFlags_ChildWindow)
+ {
+ under_this_window = under_this_window->ParentWindow;
+ offset = 0;
+ }
+ start_idx = FindWindowFocusIndex(under_this_window) + offset;
}
- if (window->Flags & ImGuiWindowFlags_Tooltip)
+ for (int i = start_idx; i >= 0; i--)
{
- // Position tooltip (always follows mouse + clamp within outer boundaries)
- // FIXME:
- // - Too many paths. One problem is that FindBestWindowPosForPopupEx() doesn't allow passing a suggested position (so touch screen path doesn't use it by default).
- // - Drag and drop tooltips are not using this path either: BeginTooltipEx() manually sets their position.
- // - Require some tidying up. In theory we could handle both cases in same location, but requires a bit of shuffling
- // as drag and drop tooltips are calling SetNextWindowPos() leading to 'window_pos_set_by_api' being set in Begin().
- IM_ASSERT(g.CurrentWindow == window);
- const float scale = g.Style.MouseCursorScale;
- const ImVec2 ref_pos = NavCalcPreferredRefPos();
-
- if (g.IO.MouseSource == ImGuiMouseSource_TouchScreen && NavCalcPreferredRefPosSource() == ImGuiInputSource_Mouse)
+ // We may later decide to test for different NoXXXInputs based on the active navigation input (mouse vs nav) but that may feel more confusing to the user.
+ ImGuiWindow* window = g.WindowsFocusOrder[i];
+ if (window == ignore_window || !window->WasActive)
+ continue;
+ if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs))
{
- ImVec2 tooltip_pos = ref_pos + TOOLTIP_DEFAULT_OFFSET_TOUCH * scale - (TOOLTIP_DEFAULT_PIVOT_TOUCH * window->Size);
- if (r_outer.Contains(ImRect(tooltip_pos, tooltip_pos + window->Size)))
- return tooltip_pos;
+ FocusWindow(window, flags);
+ return;
}
-
- ImVec2 tooltip_pos = ref_pos + TOOLTIP_DEFAULT_OFFSET_MOUSE * scale;
- ImRect r_avoid;
- if (g.NavCursorVisible && g.NavHighlightItemUnderNav && !g.IO.ConfigNavMoveSetMousePos)
- r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 16, ref_pos.y + 8);
- else
- r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24 * scale, ref_pos.y + 24 * scale); // FIXME: Hard-coded based on mouse cursor shape expectation. Exact dimension not very important.
- //GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255, 0, 255, 255));
-
- return FindBestWindowPosForPopupEx(tooltip_pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Tooltip);
}
- IM_ASSERT(0);
- return window->Pos;
+ FocusWindow(NULL, flags);
}
//-----------------------------------------------------------------------------
@@ -12671,8 +13179,8 @@ void ImGui::NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result)
NavUpdateAnyRequestFlag();
}
-// Called by TreePop() to implement ImGuiTreeNodeFlags_NavLeftJumpsBackHere
-void ImGui::NavMoveRequestResolveWithPastTreeNode(ImGuiNavItemData* result, ImGuiTreeNodeStackData* tree_node_data)
+// Called by TreePop() to implement ImGuiTreeNodeFlags_NavLeftJumpsToParent
+void ImGui::NavMoveRequestResolveWithPastTreeNode(ImGuiNavItemData* result, const ImGuiTreeNodeStackData* tree_node_data)
{
ImGuiContext& g = *GImGui;
g.NavMoveScoringItems = false;
@@ -13000,7 +13508,7 @@ static void ImGui::NavUpdate()
{
// *Fallback* manual-scroll with Nav directional keys when window has no navigable item
ImGuiWindow* window = g.NavWindow;
- const float scroll_speed = IM_ROUND(window->CalcFontSize() * 100 * io.DeltaTime); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported.
+ const float scroll_speed = IM_ROUND(window->FontRefSize * 100 * io.DeltaTime); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported.
const ImGuiDir move_dir = g.NavMoveDir;
if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavWindowHasScrollY && move_dir != ImGuiDir_None)
{
@@ -13190,8 +13698,8 @@ void ImGui::NavUpdateCreateMoveRequest()
if ((clamp_x || clamp_y) && !inner_rect_rel.Contains(window->NavRectRel[g.NavLayer]))
{
IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: clamp NavRectRel for gamepad move\n");
- float pad_x = ImMin(inner_rect_rel.GetWidth(), window->CalcFontSize() * 0.5f);
- float pad_y = ImMin(inner_rect_rel.GetHeight(), window->CalcFontSize() * 0.5f); // Terrible approximation for the intent of starting navigation from first fully visible item
+ float pad_x = ImMin(inner_rect_rel.GetWidth(), window->FontRefSize * 0.5f);
+ float pad_y = ImMin(inner_rect_rel.GetHeight(), window->FontRefSize * 0.5f); // Terrible approximation for the intent of starting navigation from first fully visible item
inner_rect_rel.Min.x = clamp_x ? (inner_rect_rel.Min.x + pad_x) : -FLT_MAX;
inner_rect_rel.Max.x = clamp_x ? (inner_rect_rel.Max.x - pad_x) : +FLT_MAX;
inner_rect_rel.Min.y = clamp_y ? (inner_rect_rel.Min.y + pad_y) : -FLT_MAX;
@@ -13215,7 +13723,7 @@ void ImGui::NavUpdateCreateMoveRequest()
//if (!g.NavScoringNoClipRect.IsInverted()) { GetForegroundDrawList()->AddRect(g.NavScoringNoClipRect.Min, g.NavScoringNoClipRect.Max, IM_COL32(255, 200, 0, 255)); } // [DEBUG]
}
g.NavScoringRect = scoring_rect;
- g.NavScoringNoClipRect.Add(scoring_rect);
+ //g.NavScoringNoClipRect.Add(scoring_rect);
}
void ImGui::NavUpdateCreateTabbingRequest()
@@ -13434,7 +13942,7 @@ static float ImGui::NavUpdatePageUpPageDown()
if (g.NavLayer != ImGuiNavLayer_Main)
NavRestoreLayer(ImGuiNavLayer_Main);
- if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavWindowHasScrollY)
+ if ((window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Main)) == 0 && window->DC.NavWindowHasScrollY)
{
// Fallback manual-scroll when window has no navigable item
if (IsKeyPressed(ImGuiKey_PageUp, ImGuiInputFlags_Repeat, ImGuiKeyOwner_NoOwner))
@@ -13449,7 +13957,7 @@ static float ImGui::NavUpdatePageUpPageDown()
else
{
ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer];
- const float page_offset_y = ImMax(0.0f, window->InnerRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight());
+ const float page_offset_y = ImMax(0.0f, window->InnerRect.GetHeight() - window->FontRefSize * 1.0f + nav_rect_rel.GetHeight());
float nav_scoring_rect_offset_y = 0.0f;
if (IsKeyPressed(ImGuiKey_PageUp, true))
{
@@ -13565,14 +14073,12 @@ static void ImGui::NavUpdateCreateWrappingRequest()
NavMoveRequestForward(g.NavMoveDir, clip_dir, move_flags, g.NavMoveScrollFlags);
}
-static int ImGui::FindWindowFocusIndex(ImGuiWindow* window)
+// Can we focus this window with CTRL+TAB (or PadMenu + PadFocusPrev/PadFocusNext)
+// Note that NoNavFocus makes the window not reachable with CTRL+TAB but it can still be focused with mouse or programmatically.
+// If you want a window to never be focused, you may use the e.g. NoInputs flag.
+bool ImGui::IsWindowNavFocusable(ImGuiWindow* window)
{
- ImGuiContext& g = *GImGui;
- IM_UNUSED(g);
- int order = window->FocusOrder;
- IM_ASSERT(window->RootWindow == window); // No child window (not testing _ChildWindow because of docking)
- IM_ASSERT(g.WindowsFocusOrder[order] == window);
- return order;
+ return window->WasActive && window == window->RootWindow && !(window->Flags & ImGuiWindowFlags_NoNavFocus);
}
static ImGuiWindow* FindWindowNavFocusable(int i_start, int i_stop, int dir) // FIXME-OPT O(N)
@@ -13603,6 +14109,33 @@ static void NavUpdateWindowingTarget(int focus_change_dir)
g.NavWindowingToggleLayer = false;
}
+// Apply focus and close overlay
+static void ImGui::NavUpdateWindowingApplyFocus(ImGuiWindow* apply_focus_window)
+{
+ ImGuiContext& g = *GImGui;
+ if (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow)
+ {
+ ClearActiveID();
+ SetNavCursorVisibleAfterMove();
+ ClosePopupsOverWindow(apply_focus_window, false);
+ FocusWindow(apply_focus_window, ImGuiFocusRequestFlags_RestoreFocusedChild);
+ apply_focus_window = g.NavWindow;
+ if (apply_focus_window->NavLastIds[0] == 0)
+ NavInitWindow(apply_focus_window, false);
+
+ // If the window has ONLY a menu layer (no main layer), select it directly
+ // Use NavLayersActiveMaskNext since windows didn't have a chance to be Begin()-ed on this frame,
+ // so CTRL+Tab where the keys are only held for 1 frame will be able to use correct layers mask since
+ // the target window as already been previewed once.
+ // FIXME-NAV: This should be done in NavInit.. or in FocusWindow... However in both of those cases,
+ // we won't have a guarantee that windows has been visible before and therefore NavLayersActiveMask*
+ // won't be valid.
+ if (apply_focus_window->DC.NavLayersActiveMaskNext == (1 << ImGuiNavLayer_Menu))
+ g.NavLayer = ImGuiNavLayer_Menu;
+ }
+ g.NavWindowingTarget = NULL;
+}
+
// Windowing management mode
// Keyboard: CTRL+Tab (change focus/move/resize), Alt (toggle menu layer)
// Gamepad: Hold Menu/Square (change focus/move/resize), Tap Menu/Square (toggle menu layer)
@@ -13629,22 +14162,23 @@ static void ImGui::NavUpdateWindowing()
// Start CTRL+Tab or Square+L/R window selection
// (g.ConfigNavWindowingKeyNext/g.ConfigNavWindowingKeyPrev defaults are ImGuiMod_Ctrl|ImGuiKey_Tab and ImGuiMod_Ctrl|ImGuiMod_Shift|ImGuiKey_Tab)
- const ImGuiID owner_id = ImHashStr("###NavUpdateWindowing");
+ const ImGuiID owner_id = ImHashStr("##NavUpdateWindowing");
const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
const bool keyboard_next_window = allow_windowing && g.ConfigNavWindowingKeyNext && Shortcut(g.ConfigNavWindowingKeyNext, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways, owner_id);
const bool keyboard_prev_window = allow_windowing && g.ConfigNavWindowingKeyPrev && Shortcut(g.ConfigNavWindowingKeyPrev, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways, owner_id);
- const bool start_windowing_with_gamepad = allow_windowing && nav_gamepad_active && !g.NavWindowingTarget && IsKeyPressed(ImGuiKey_NavGamepadMenu, ImGuiInputFlags_None);
+ const bool start_windowing_with_gamepad = allow_windowing && nav_gamepad_active && !g.NavWindowingTarget && Shortcut(ImGuiKey_NavGamepadMenu, ImGuiInputFlags_RouteAlways, owner_id);
const bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && (keyboard_next_window || keyboard_prev_window); // Note: enabled even without NavEnableKeyboard!
bool just_started_windowing_from_null_focus = false;
if (start_windowing_with_gamepad || start_windowing_with_keyboard)
if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1))
{
- g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindow; // Current location
+ if (start_windowing_with_keyboard || g.ConfigNavWindowingWithGamepad)
+ g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindow; // Current location
g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f;
g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f);
g.NavWindowingToggleLayer = start_windowing_with_gamepad ? true : false; // Gamepad starts toggling layer
- g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_Keyboard : ImGuiInputSource_Gamepad;
+ g.NavWindowingInputSource = g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_Keyboard : ImGuiInputSource_Gamepad;
if (g.NavWindow == NULL)
just_started_windowing_from_null_focus = true;
@@ -13654,18 +14188,22 @@ static void ImGui::NavUpdateWindowing()
}
// Gamepad update
- g.NavWindowingTimer += io.DeltaTime;
- if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Gamepad)
+ if ((g.NavWindowingTarget || g.NavWindowingToggleLayer) && g.NavWindowingInputSource == ImGuiInputSource_Gamepad)
{
- // Highlight only appears after a brief time holding the button, so that a fast tap on PadMenu (to toggle NavLayer) doesn't add visual noise
- g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f));
-
- // Select window to focus
- const int focus_change_dir = (int)IsKeyPressed(ImGuiKey_GamepadL1) - (int)IsKeyPressed(ImGuiKey_GamepadR1);
- if (focus_change_dir != 0 && !just_started_windowing_from_null_focus)
+ if (g.NavWindowingTarget != NULL)
{
- NavUpdateWindowingTarget(focus_change_dir);
- g.NavWindowingHighlightAlpha = 1.0f;
+ // Highlight only appears after a brief time holding the button, so that a fast tap on ImGuiKey_NavGamepadMenu (to toggle NavLayer) doesn't add visual noise
+ // However inputs are accepted immediately, so you press ImGuiKey_NavGamepadMenu + L1/R1 fast.
+ g.NavWindowingTimer += io.DeltaTime;
+ g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f));
+
+ // Select window to focus
+ const int focus_change_dir = (int)IsKeyPressed(ImGuiKey_GamepadL1) - (int)IsKeyPressed(ImGuiKey_GamepadR1);
+ if (focus_change_dir != 0 && !just_started_windowing_from_null_focus)
+ {
+ NavUpdateWindowingTarget(focus_change_dir);
+ g.NavWindowingHighlightAlpha = 1.0f;
+ }
}
// Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered top-most)
@@ -13677,15 +14215,17 @@ static void ImGui::NavUpdateWindowing()
else if (!g.NavWindowingToggleLayer)
apply_focus_window = g.NavWindowingTarget;
g.NavWindowingTarget = NULL;
+ g.NavWindowingToggleLayer = false;
}
}
// Keyboard: Focus
- if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Keyboard)
+ if (g.NavWindowingTarget && g.NavWindowingInputSource == ImGuiInputSource_Keyboard)
{
// Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise
ImGuiKeyChord shared_mods = ((g.ConfigNavWindowingKeyNext ? g.ConfigNavWindowingKeyNext : ImGuiMod_Mask_) & (g.ConfigNavWindowingKeyPrev ? g.ConfigNavWindowingKeyPrev : ImGuiMod_Mask_)) & ImGuiMod_Mask_;
IM_ASSERT(shared_mods != 0); // Next/Prev shortcut currently needs a shared modifier to "hold", otherwise Prev actions would keep cycling between two windows.
+ g.NavWindowingTimer += io.DeltaTime;
g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // 1.0f
if ((keyboard_next_window || keyboard_prev_window) && !just_started_windowing_from_null_focus)
NavUpdateWindowingTarget(keyboard_next_window ? -1 : +1);
@@ -13695,17 +14235,18 @@ static void ImGui::NavUpdateWindowing()
// Keyboard: Press and Release ALT to toggle menu layer
const ImGuiKey windowing_toggle_keys[] = { ImGuiKey_LeftAlt, ImGuiKey_RightAlt };
- bool windowing_toggle_layer_start = false;
- for (ImGuiKey windowing_toggle_key : windowing_toggle_keys)
- if (nav_keyboard_active && IsKeyPressed(windowing_toggle_key, 0, ImGuiKeyOwner_NoOwner))
- {
- windowing_toggle_layer_start = true;
- g.NavWindowingToggleLayer = true;
- g.NavWindowingToggleKey = windowing_toggle_key;
- g.NavInputSource = ImGuiInputSource_Keyboard;
- break;
- }
- if (g.NavWindowingToggleLayer && g.NavInputSource == ImGuiInputSource_Keyboard)
+ bool windowing_toggle_layer_start = false;
+ if (g.NavWindow != NULL && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
+ for (ImGuiKey windowing_toggle_key : windowing_toggle_keys)
+ if (nav_keyboard_active && IsKeyPressed(windowing_toggle_key, 0, ImGuiKeyOwner_NoOwner))
+ {
+ windowing_toggle_layer_start = true;
+ g.NavWindowingToggleLayer = true;
+ g.NavWindowingToggleKey = windowing_toggle_key;
+ g.NavWindowingInputSource = g.NavInputSource = ImGuiInputSource_Keyboard;
+ break;
+ }
+ if (g.NavWindowingToggleLayer && g.NavWindowingInputSource == ImGuiInputSource_Keyboard)
{
// We cancel toggling nav layer when any text has been typed (generally while holding Alt). (See #370)
// We cancel toggling nav layer when other modifiers are pressed. (See #4439)
@@ -13753,28 +14294,8 @@ static void ImGui::NavUpdateWindowing()
}
// Apply final focus
- if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow))
- {
- ClearActiveID();
- SetNavCursorVisibleAfterMove();
- ClosePopupsOverWindow(apply_focus_window, false);
- FocusWindow(apply_focus_window, ImGuiFocusRequestFlags_RestoreFocusedChild);
- apply_focus_window = g.NavWindow;
- if (apply_focus_window->NavLastIds[0] == 0)
- NavInitWindow(apply_focus_window, false);
-
- // If the window has ONLY a menu layer (no main layer), select it directly
- // Use NavLayersActiveMaskNext since windows didn't have a chance to be Begin()-ed on this frame,
- // so CTRL+Tab where the keys are only held for 1 frame will be able to use correct layers mask since
- // the target window as already been previewed once.
- // FIXME-NAV: This should be done in NavInit.. or in FocusWindow... However in both of those cases,
- // we won't have a guarantee that windows has been visible before and therefore NavLayersActiveMask*
- // won't be valid.
- if (apply_focus_window->DC.NavLayersActiveMaskNext == (1 << ImGuiNavLayer_Menu))
- g.NavLayer = ImGuiNavLayer_Menu;
- }
if (apply_focus_window)
- g.NavWindowingTarget = NULL;
+ NavUpdateWindowingApplyFocus(apply_focus_window);
// Apply menu/layer toggle
if (apply_toggle_layer && g.NavWindow)
@@ -13828,12 +14349,12 @@ void ImGui::NavUpdateWindowingOverlay()
return;
if (g.NavWindowingListWindow == NULL)
- g.NavWindowingListWindow = FindWindowByName("###NavWindowingList");
+ g.NavWindowingListWindow = FindWindowByName("##NavWindowingOverlay");
const ImGuiViewport* viewport = GetMainViewport();
SetNextWindowSizeConstraints(ImVec2(viewport->Size.x * 0.20f, viewport->Size.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX));
SetNextWindowPos(viewport->GetCenter(), ImGuiCond_Always, ImVec2(0.5f, 0.5f));
PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f);
- Begin("###NavWindowingList", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings);
+ Begin("##NavWindowingOverlay", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings);
if (g.ContextName[0] != 0)
SeparatorText(g.ContextName);
for (int n = g.WindowsFocusOrder.Size - 1; n >= 0; n--)
@@ -13851,7 +14372,6 @@ void ImGui::NavUpdateWindowingOverlay()
PopStyleVar();
}
-
//-----------------------------------------------------------------------------
// [SECTION] DRAG AND DROP
//-----------------------------------------------------------------------------
@@ -14036,7 +14556,7 @@ bool ImGui::SetDragDropPayload(const char* type, const void* data, size_t data_s
cond = ImGuiCond_Always;
IM_ASSERT(type != NULL);
- IM_ASSERT(strlen(type) < IM_ARRAYSIZE(payload.DataType) && "Payload type can be at most 32 characters long");
+ IM_ASSERT(ImStrlen(type) < IM_ARRAYSIZE(payload.DataType) && "Payload type can be at most 32 characters long");
IM_ASSERT((data != NULL && data_size > 0) || (data == NULL && data_size == 0));
IM_ASSERT(cond == ImGuiCond_Always || cond == ImGuiCond_Once);
IM_ASSERT(payload.SourceId != 0); // Not called between BeginDragDropSource() and EndDragDropSource()
@@ -14189,7 +14709,7 @@ void ImGui::RenderDragDropTargetRect(const ImRect& bb, const ImRect& item_clip_r
bool push_clip_rect = !window->ClipRect.Contains(bb_display);
if (push_clip_rect)
window->DrawList->PushClipRectFullScreen();
- window->DrawList->AddRect(bb_display.Min, bb_display.Max, GetColorU32(ImGuiCol_DragDropTarget), 0.0f, 0, 2.0f);
+ window->DrawList->AddRect(bb_display.Min, bb_display.Max, GetColorU32(ImGuiCol_DragDropTarget), 0.0f, 0, 2.0f); // FIXME-DPI
if (push_clip_rect)
window->DrawList->PopClipRect();
}
@@ -14280,7 +14800,7 @@ void ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char*
}
if (prefix)
- LogRenderedText(ref_pos, prefix, prefix + strlen(prefix)); // Calculate end ourself to ensure "##" are included here.
+ LogRenderedText(ref_pos, prefix, prefix + ImStrlen(prefix)); // Calculate end ourself to ensure "##" are included here.
// Re-adjust padding if we have popped out of our starting depth
if (g.LogDepthRef > window->DC.TreeDepth)
@@ -14313,19 +14833,21 @@ void ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char*
}
if (suffix)
- LogRenderedText(ref_pos, suffix, suffix + strlen(suffix));
+ LogRenderedText(ref_pos, suffix, suffix + ImStrlen(suffix));
}
// Start logging/capturing text output
-void ImGui::LogBegin(ImGuiLogType type, int auto_open_depth)
+void ImGui::LogBegin(ImGuiLogFlags flags, int auto_open_depth)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
IM_ASSERT(g.LogEnabled == false);
- IM_ASSERT(g.LogFile == NULL);
- IM_ASSERT(g.LogBuffer.empty());
+ IM_ASSERT(g.LogFile == NULL && g.LogBuffer.empty());
+ IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiLogFlags_OutputMask_)); // Check that only 1 type flag is used
+
g.LogEnabled = g.ItemUnclipByLog = true;
- g.LogType = type;
+ g.LogFlags = flags;
+ g.LogWindow = window;
g.LogNextPrefix = g.LogNextSuffix = NULL;
g.LogDepthRef = window->DC.TreeDepth;
g.LogDepthToExpand = ((auto_open_depth >= 0) ? auto_open_depth : g.LogDepthToExpandDefault);
@@ -14348,7 +14870,7 @@ void ImGui::LogToTTY(int auto_open_depth)
return;
IM_UNUSED(auto_open_depth);
#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
- LogBegin(ImGuiLogType_TTY, auto_open_depth);
+ LogBegin(ImGuiLogFlags_OutputTTY, auto_open_depth);
g.LogFile = stdout;
#endif
}
@@ -14374,7 +14896,7 @@ void ImGui::LogToFile(int auto_open_depth, const char* filename)
return;
}
- LogBegin(ImGuiLogType_File, auto_open_depth);
+ LogBegin(ImGuiLogFlags_OutputFile, auto_open_depth);
g.LogFile = f;
}
@@ -14384,7 +14906,7 @@ void ImGui::LogToClipboard(int auto_open_depth)
ImGuiContext& g = *GImGui;
if (g.LogEnabled)
return;
- LogBegin(ImGuiLogType_Clipboard, auto_open_depth);
+ LogBegin(ImGuiLogFlags_OutputClipboard, auto_open_depth);
}
void ImGui::LogToBuffer(int auto_open_depth)
@@ -14392,7 +14914,7 @@ void ImGui::LogToBuffer(int auto_open_depth)
ImGuiContext& g = *GImGui;
if (g.LogEnabled)
return;
- LogBegin(ImGuiLogType_Buffer, auto_open_depth);
+ LogBegin(ImGuiLogFlags_OutputBuffer, auto_open_depth);
}
void ImGui::LogFinish()
@@ -14402,29 +14924,29 @@ void ImGui::LogFinish()
return;
LogText(IM_NEWLINE);
- switch (g.LogType)
+ switch (g.LogFlags & ImGuiLogFlags_OutputMask_)
{
- case ImGuiLogType_TTY:
+ case ImGuiLogFlags_OutputTTY:
#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
fflush(g.LogFile);
#endif
break;
- case ImGuiLogType_File:
+ case ImGuiLogFlags_OutputFile:
ImFileClose(g.LogFile);
break;
- case ImGuiLogType_Buffer:
+ case ImGuiLogFlags_OutputBuffer:
break;
- case ImGuiLogType_Clipboard:
+ case ImGuiLogFlags_OutputClipboard:
if (!g.LogBuffer.empty())
SetClipboardText(g.LogBuffer.begin());
break;
- case ImGuiLogType_None:
+ default:
IM_ASSERT(0);
break;
}
g.LogEnabled = g.ItemUnclipByLog = false;
- g.LogType = ImGuiLogType_None;
+ g.LogFlags = ImGuiLogFlags_None;
g.LogFile = NULL;
g.LogBuffer.clear();
}
@@ -14458,7 +14980,6 @@ void ImGui::LogButtons()
LogToClipboard();
}
-
//-----------------------------------------------------------------------------
// [SECTION] SETTINGS
//-----------------------------------------------------------------------------
@@ -14578,7 +15099,7 @@ void ImGui::LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size)
// For user convenience, we allow passing a non zero-terminated string (hence the ini_size parameter).
// For our convenience and to make the code simpler, we'll also write zero-terminators within the buffer. So let's create a writable copy..
if (ini_size == 0)
- ini_size = strlen(ini_data);
+ ini_size = ImStrlen(ini_data);
g.SettingsIniData.Buf.resize((int)ini_size + 1);
char* const buf = g.SettingsIniData.Buf.Data;
char* const buf_end = buf + ini_size;
@@ -14679,7 +15200,7 @@ ImGuiWindowSettings* ImGui::CreateNewWindowSettings(const char* name)
if (const char* p = strstr(name, "###"))
name = p;
}
- const size_t name_len = strlen(name);
+ const size_t name_len = ImStrlen(name);
// Allocate chunk
const size_t chunk_size = sizeof(ImGuiWindowSettings) + name_len + 1;
@@ -14818,7 +15339,6 @@ static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandl
}
}
-
//-----------------------------------------------------------------------------
// [SECTION] LOCALIZATION
//-----------------------------------------------------------------------------
@@ -14830,12 +15350,12 @@ void ImGui::LocalizeRegisterEntries(const ImGuiLocEntry* entries, int count)
g.LocalizationTable[entries[n].Key] = entries[n].Text;
}
-
//-----------------------------------------------------------------------------
// [SECTION] VIEWPORTS, PLATFORM WINDOWS
//-----------------------------------------------------------------------------
// - GetMainViewport()
// - SetWindowViewport() [Internal]
+// - ScaleWindowsInViewport() [Internal]
// - UpdateViewportsNewFrame() [Internal]
// (this section is more complete in the 'docking' branch)
//-----------------------------------------------------------------------------
@@ -14851,6 +15371,24 @@ void ImGui::SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport)
window->Viewport = viewport;
}
+static void ScaleWindow(ImGuiWindow* window, float scale)
+{
+ ImVec2 origin = window->Viewport->Pos;
+ window->Pos = ImFloor((window->Pos - origin) * scale + origin);
+ window->Size = ImTrunc(window->Size * scale);
+ window->SizeFull = ImTrunc(window->SizeFull * scale);
+ window->ContentSize = ImTrunc(window->ContentSize * scale);
+}
+
+// Scale all windows (position, size). Use when e.g. changing DPI. (This is a lossy operation!)
+void ImGui::ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale)
+{
+ ImGuiContext& g = *GImGui;
+ for (ImGuiWindow* window : g.Windows)
+ if (window->Viewport == viewport)
+ ScaleWindow(window, scale);
+}
+
// Update viewports and monitor infos
static void ImGui::UpdateViewportsNewFrame()
{
@@ -14863,6 +15401,8 @@ static void ImGui::UpdateViewportsNewFrame()
main_viewport->Flags = ImGuiViewportFlags_IsPlatformWindow | ImGuiViewportFlags_OwnedByApp;
main_viewport->Pos = ImVec2(0.0f, 0.0f);
main_viewport->Size = g.IO.DisplaySize;
+ main_viewport->FramebufferScale = g.IO.DisplayFramebufferScale;
+ IM_ASSERT(main_viewport->FramebufferScale.x > 0.0f && main_viewport->FramebufferScale.y > 0.0f);
for (ImGuiViewportP* viewport : g.Viewports)
{
@@ -14954,7 +15494,7 @@ static void Platform_SetClipboardTextFn_DefaultImpl(ImGuiContext*, const char* t
if (!main_clipboard)
PasteboardCreate(kPasteboardClipboard, &main_clipboard);
PasteboardClear(main_clipboard);
- CFDataRef cf_data = CFDataCreate(kCFAllocatorDefault, (const UInt8*)text, strlen(text));
+ CFDataRef cf_data = CFDataCreate(kCFAllocatorDefault, (const UInt8*)text, ImStrlen(text));
if (cf_data)
{
PasteboardPutItemFlavor(main_clipboard, (PasteboardItemID)1, CFSTR("public.utf8-plain-text"), cf_data, 0);
@@ -15008,7 +15548,7 @@ static void Platform_SetClipboardTextFn_DefaultImpl(ImGuiContext* ctx, const cha
{
ImGuiContext& g = *ctx;
g.ClipboardHandlerData.clear();
- const char* text_end = text + strlen(text);
+ const char* text_end = text + ImStrlen(text);
g.ClipboardHandlerData.resize((int)(text_end - text) + 1);
memcpy(&g.ClipboardHandlerData[0], text, (size_t)(text_end - text));
g.ClipboardHandlerData[(int)(text_end - text)] = 0;
@@ -15022,11 +15562,13 @@ static void Platform_SetClipboardTextFn_DefaultImpl(ImGuiContext* ctx, const cha
#if defined(__APPLE__) && TARGET_OS_IPHONE
#define IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS
#endif
-
-#if defined(_WIN32) && defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
+#if defined(__3DS__)
#define IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS
#endif
+#if defined(_WIN32) && defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
+#define IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS
#endif
+#endif // #ifndef IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS
#ifndef IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS
#ifdef _WIN32
@@ -15036,7 +15578,11 @@ static void Platform_SetClipboardTextFn_DefaultImpl(ImGuiContext* ctx, const cha
#endif
static bool Platform_OpenInShellFn_DefaultImpl(ImGuiContext*, const char* path)
{
- return (INT_PTR)::ShellExecuteA(NULL, "open", path, NULL, NULL, SW_SHOWDEFAULT) > 32;
+ const int path_wsize = ::MultiByteToWideChar(CP_UTF8, 0, path, -1, NULL, 0);
+ ImVector path_wbuf;
+ path_wbuf.resize(path_wsize);
+ ::MultiByteToWideChar(CP_UTF8, 0, path, -1, path_wbuf.Data, path_wsize);
+ return (INT_PTR)::ShellExecuteW(NULL, L"open", path_wbuf.Data, NULL, NULL, SW_SHOWDEFAULT) > 32;
}
#else
#include
@@ -15115,7 +15661,8 @@ static void Platform_SetImeDataFn_DefaultImpl(ImGuiContext*, ImGuiViewport*, ImG
// - RenderViewportsThumbnails() [Internal]
// - DebugTextEncoding()
// - MetricsHelpMarker() [Internal]
-// - ShowFontAtlas() [Internal]
+// - ShowFontAtlas() [Internal but called by Demo!]
+// - DebugNodeTexture() [Internal]
// - ShowMetricsWindow()
// - DebugNodeColumns() [Internal]
// - DebugNodeDrawList() [Internal]
@@ -15258,10 +15805,12 @@ void ImGui::DebugTextEncoding(const char* str)
Text("0x%02X", (int)(unsigned char)p[byte_index]);
}
TableNextColumn();
- if (GetFont()->FindGlyphNoFallback((ImWchar)c))
- TextUnformatted(p, p + c_utf8_len);
- else
- TextUnformatted((c == IM_UNICODE_CODEPOINT_INVALID) ? "[invalid]" : "[missing]");
+ TextUnformatted(p, p + c_utf8_len);
+ if (!GetFont()->IsGlyphInFont((ImWchar)c))
+ {
+ SameLine();
+ TextUnformatted("[missing]");
+ }
TableNextColumn();
Text("U+%04X", (int)c);
p += c_utf8_len;
@@ -15298,6 +15847,25 @@ void ImGui::UpdateDebugToolFlashStyleColor()
DebugFlashStyleColorStop();
}
+static const char* FormatTextureIDForDebugDisplay(char* buf, int buf_size, ImTextureID tex_id)
+{
+ union { void* ptr; int integer; } tex_id_opaque;
+ memcpy(&tex_id_opaque, &tex_id, ImMin(sizeof(void*), sizeof(tex_id)));
+ if (sizeof(tex_id) >= sizeof(void*))
+ ImFormatString(buf, buf_size, "0x%p", tex_id_opaque.ptr);
+ else
+ ImFormatString(buf, buf_size, "0x%04X", tex_id_opaque.integer);
+ return buf;
+}
+
+static const char* FormatTextureIDForDebugDisplay(char* buf, int buf_size, const ImDrawCmd* cmd)
+{
+ char* buf_end = buf + buf_size;
+ if (cmd->TexRef._TexData != NULL)
+ buf += ImFormatString(buf, buf_end - buf, "#%03d: ", cmd->TexRef._TexData->UniqueID);
+ return FormatTextureIDForDebugDisplay(buf, (int)(buf_end - buf), cmd->TexRef.GetTexID()); // Calling TexRef::GetTexID() to avoid assert of cmd->GetTexID()
+}
+
// Avoid naming collision with imgui_demo.cpp's HelpMarker() for unity builds.
static void MetricsHelpMarker(const char* desc)
{
@@ -15311,25 +15879,195 @@ static void MetricsHelpMarker(const char* desc)
}
}
+#ifdef IMGUI_ENABLE_FREETYPE
+namespace ImGuiFreeType { IMGUI_API const ImFontLoader* GetFontLoader(); IMGUI_API bool DebugEditFontLoaderFlags(unsigned int* p_font_builder_flags); }
+#endif
+
// [DEBUG] List fonts in a font atlas and display its texture
void ImGui::ShowFontAtlas(ImFontAtlas* atlas)
{
+ ImGuiContext& g = *GImGui;
+ ImGuiIO& io = g.IO;
+ ImGuiStyle& style = g.Style;
+
+ BeginDisabled();
+ CheckboxFlags("io.BackendFlags: RendererHasTextures", &io.BackendFlags, ImGuiBackendFlags_RendererHasTextures);
+ EndDisabled();
+ ShowFontSelector("Font");
+ //BeginDisabled((io.BackendFlags & ImGuiBackendFlags_RendererHasTextures) == 0);
+ if (DragFloat("FontSizeBase", &style.FontSizeBase, 0.20f, 5.0f, 100.0f, "%.0f"))
+ style._NextFrameFontSizeBase = style.FontSizeBase; // FIXME: Temporary hack until we finish remaining work.
+ SameLine(0.0f, 0.0f); Text(" (out %.2f)", GetFontSize());
+ SameLine(); MetricsHelpMarker("- This is scaling font only. General scaling will come later.");
+ DragFloat("FontScaleMain", &style.FontScaleMain, 0.02f, 0.5f, 4.0f);
+ //BeginDisabled(io.ConfigDpiScaleFonts);
+ DragFloat("FontScaleDpi", &style.FontScaleDpi, 0.02f, 0.5f, 4.0f);
+ //SetItemTooltip("When io.ConfigDpiScaleFonts is set, this value is automatically overwritten.");
+ //EndDisabled();
+ if ((io.BackendFlags & ImGuiBackendFlags_RendererHasTextures) == 0)
+ {
+ BulletText("Warning: Font scaling will NOT be smooth, because\nImGuiBackendFlags_RendererHasTextures is not set!");
+ BulletText("For instructions, see:");
+ SameLine();
+ TextLinkOpenURL("docs/BACKENDS.md", "https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md");
+ }
+ BulletText("Load a nice font for better results!");
+ BulletText("Please submit feedback:");
+ SameLine(); TextLinkOpenURL("#8465", "https://github.com/ocornut/imgui/issues/8465");
+ BulletText("Read FAQ for more details:");
+ SameLine(); TextLinkOpenURL("dearimgui.com/faq", "https://www.dearimgui.com/faq/");
+ //EndDisabled();
+
+ SeparatorText("Font List");
+
+ ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;
+ Checkbox("Show font preview", &cfg->ShowFontPreview);
+
+ // Font loaders
+ if (TreeNode("Loader", "Loader: \'%s\'", atlas->FontLoaderName ? atlas->FontLoaderName : "NULL"))
+ {
+ const ImFontLoader* loader_current = atlas->FontLoader;
+ BeginDisabled(!atlas->RendererHasTextures);
+#ifdef IMGUI_ENABLE_STB_TRUETYPE
+ const ImFontLoader* loader_stbtruetype = ImFontAtlasGetFontLoaderForStbTruetype();
+ if (RadioButton("stb_truetype", loader_current == loader_stbtruetype))
+ atlas->SetFontLoader(loader_stbtruetype);
+#else
+ BeginDisabled();
+ RadioButton("stb_truetype", false);
+ SetItemTooltip("Requires #define IMGUI_ENABLE_STB_TRUETYPE");
+ EndDisabled();
+#endif
+ SameLine();
+#ifdef IMGUI_ENABLE_FREETYPE
+ const ImFontLoader* loader_freetype = ImGuiFreeType::GetFontLoader();
+ if (RadioButton("FreeType", loader_current == loader_freetype))
+ atlas->SetFontLoader(loader_freetype);
+ if (loader_current == loader_freetype)
+ {
+ unsigned int loader_flags = atlas->FontLoaderFlags;
+ Text("Shared FreeType Loader Flags: 0x%08X", loader_flags);
+ if (ImGuiFreeType::DebugEditFontLoaderFlags(&loader_flags))
+ {
+ for (ImFont* font : atlas->Fonts)
+ ImFontAtlasFontDestroyOutput(atlas, font);
+ atlas->FontLoaderFlags = loader_flags;
+ for (ImFont* font : atlas->Fonts)
+ ImFontAtlasFontInitOutput(atlas, font);
+ }
+ }
+#else
+ BeginDisabled();
+ RadioButton("FreeType", false);
+ SetItemTooltip("Requires #define IMGUI_ENABLE_FREETYPE + imgui_freetype.cpp.");
+ EndDisabled();
+#endif
+ EndDisabled();
+ TreePop();
+ }
+
+ // Font list
for (ImFont* font : atlas->Fonts)
{
PushID(font);
DebugNodeFont(font);
PopID();
}
- if (TreeNode("Font Atlas", "Font Atlas (%dx%d pixels)", atlas->TexWidth, atlas->TexHeight))
+
+ SeparatorText("Font Atlas");
+ if (Button("Compact"))
+ atlas->CompactCache();
+ SameLine();
+ if (Button("Grow"))
+ ImFontAtlasTextureGrow(atlas);
+ SameLine();
+ if (Button("Clear All"))
+ ImFontAtlasBuildClear(atlas);
+ SetItemTooltip("Destroy cache and custom rectangles.");
+
+ for (int tex_n = 0; tex_n < atlas->TexList.Size; tex_n++)
+ {
+ ImTextureData* tex = atlas->TexList[tex_n];
+ if (tex_n > 0)
+ SameLine();
+ Text("Tex: %dx%d", tex->Width, tex->Height);
+ }
+ const int packed_surface_sqrt = (int)sqrtf((float)atlas->Builder->RectsPackedSurface);
+ const int discarded_surface_sqrt = (int)sqrtf((float)atlas->Builder->RectsDiscardedSurface);
+ Text("Packed rects: %d, area: about %d px ~%dx%d px", atlas->Builder->RectsPackedCount, atlas->Builder->RectsPackedSurface, packed_surface_sqrt, packed_surface_sqrt);
+ Text("incl. Discarded rects: %d, area: about %d px ~%dx%d px", atlas->Builder->RectsDiscardedCount, atlas->Builder->RectsDiscardedSurface, discarded_surface_sqrt, discarded_surface_sqrt);
+
+ ImFontAtlasRectId highlight_r_id = ImFontAtlasRectId_Invalid;
+ if (TreeNode("Rects Index", "Rects Index (%d)", atlas->Builder->RectsPackedCount)) // <-- Use count of used rectangles
+ {
+ PushStyleVar(ImGuiStyleVar_ImageBorderSize, 1.0f);
+ if (BeginTable("##table", 2, ImGuiTableFlags_RowBg | ImGuiTableFlags_Borders | ImGuiTableFlags_ScrollY, ImVec2(0.0f, GetTextLineHeightWithSpacing() * 12)))
+ {
+ for (const ImFontAtlasRectEntry& entry : atlas->Builder->RectsIndex)
+ if (entry.IsUsed)
+ {
+ ImFontAtlasRectId id = ImFontAtlasRectId_Make(atlas->Builder->RectsIndex.index_from_ptr(&entry), entry.Generation);
+ ImFontAtlasRect r = {};
+ atlas->GetCustomRect(id, &r);
+ const char* buf;
+ ImFormatStringToTempBuffer(&buf, NULL, "ID:%08X, used:%d, { w:%3d, h:%3d } { x:%4d, y:%4d }", id, entry.IsUsed, r.w, r.h, r.x, r.y);
+ TableNextColumn();
+ Selectable(buf);
+ if (IsItemHovered())
+ highlight_r_id = id;
+ TableNextColumn();
+ Image(atlas->TexRef, ImVec2(r.w, r.h), r.uv0, r.uv1);
+ }
+ EndTable();
+ }
+ PopStyleVar();
+ TreePop();
+ }
+
+ // Texture list
+ // (ensure the last texture always use the same ID, so we can keep it open neatly)
+ ImFontAtlasRect highlight_r;
+ if (highlight_r_id != ImFontAtlasRectId_Invalid)
+ atlas->GetCustomRect(highlight_r_id, &highlight_r);
+ for (int tex_n = 0; tex_n < atlas->TexList.Size; tex_n++)
+ {
+ if (tex_n == atlas->TexList.Size - 1)
+ SetNextItemOpen(true, ImGuiCond_Once);
+ DebugNodeTexture(atlas->TexList[tex_n], atlas->TexList.Size - 1 - tex_n, (highlight_r_id != ImFontAtlasRectId_Invalid) ? &highlight_r : NULL);
+ }
+}
+
+void ImGui::DebugNodeTexture(ImTextureData* tex, int int_id, const ImFontAtlasRect* highlight_rect)
+{
+ ImGuiContext& g = *GImGui;
+ PushID(int_id);
+ if (TreeNode("", "Texture #%03d (%dx%d pixels)", tex->UniqueID, tex->Width, tex->Height))
{
- ImGuiContext& g = *GImGui;
ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;
- Checkbox("Tint with Text Color", &cfg->ShowAtlasTintedWithTextColor); // Using text color ensure visibility of core atlas data, but will alter custom colored icons
- ImVec4 tint_col = cfg->ShowAtlasTintedWithTextColor ? GetStyleColorVec4(ImGuiCol_Text) : ImVec4(1.0f, 1.0f, 1.0f, 1.0f);
- ImVec4 border_col = GetStyleColorVec4(ImGuiCol_Border);
- Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0.0f, 0.0f), ImVec2(1.0f, 1.0f), tint_col, border_col);
+ Checkbox("Show used rect", &cfg->ShowTextureUsedRect);
+ PushStyleVar(ImGuiStyleVar_ImageBorderSize, ImMax(1.0f, g.Style.ImageBorderSize));
+ ImVec2 p = GetCursorScreenPos();
+ if (tex->WantDestroyNextFrame)
+ Dummy(ImVec2((float)tex->Width, (float)tex->Height));
+ else
+ ImageWithBg(tex->GetTexRef(), ImVec2((float)tex->Width, (float)tex->Height), ImVec2(0.0f, 0.0f), ImVec2(1.0f, 1.0f), ImVec4(0.0f, 0.0f, 0.0f, 1.0f));
+ if (cfg->ShowTextureUsedRect)
+ GetWindowDrawList()->AddRect(ImVec2(p.x + tex->UsedRect.x, p.y + tex->UsedRect.y), ImVec2(p.x + tex->UsedRect.x + tex->UsedRect.w, p.y + tex->UsedRect.y + tex->UsedRect.h), IM_COL32(255, 0, 255, 255));
+ if (highlight_rect != NULL)
+ {
+ ImRect r_outer(p.x, p.y, p.x + tex->Width, p.y + tex->Height);
+ ImRect r_inner(p.x + highlight_rect->x, p.y + highlight_rect->y, p.x + highlight_rect->x + highlight_rect->w, p.y + highlight_rect->y + highlight_rect->h);
+ RenderRectFilledWithHole(GetWindowDrawList(), r_outer, r_inner, IM_COL32(0, 0, 0, 100), 0.0f);
+ GetWindowDrawList()->AddRect(r_inner.Min - ImVec2(1, 1), r_inner.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255));
+ }
+ PopStyleVar();
+
+ char texid_desc[30];
+ Text("Status = %s (%d), Format = %s (%d), UseColors = %d", ImTextureDataGetStatusName(tex->Status), tex->Status, ImTextureDataGetFormatName(tex->Format), tex->Format, tex->UseColors);
+ Text("TexID = %s, BackendUserData = %p", FormatTextureIDForDebugDisplay(texid_desc, IM_ARRAYSIZE(texid_desc), tex->TexID), tex->BackendUserData);
TreePop();
}
+ PopID();
}
void ImGui::ShowMetricsWindow(bool* p_open)
@@ -15412,6 +16150,10 @@ void ImGui::ShowMetricsWindow(bool* p_open)
}
};
+#ifdef IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS
+ TextColored(ImVec4(1.0f, 0.0f, 0.0f, 1.0f), "IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS is enabled.\nMust disable after use! Otherwise Dear ImGui will run slower.\n");
+#endif
+
// Tools
if (TreeNode("Tools"))
{
@@ -15571,6 +16313,14 @@ void ImGui::ShowMetricsWindow(bool* p_open)
TreePop();
}
+ // Details for Fonts
+ for (ImFontAtlas* atlas : g.FontAtlases)
+ if (TreeNode((void*)atlas, "Fonts (%d), Textures (%d)", atlas->Fonts.Size, atlas->TexList.Size))
+ {
+ ShowFontAtlas(atlas);
+ TreePop();
+ }
+
// Details for Popups
if (TreeNode("Popups", "Popups (%d)", g.OpenPopupStack.Size))
{
@@ -15607,14 +16357,6 @@ void ImGui::ShowMetricsWindow(bool* p_open)
TreePop();
}
- // Details for Fonts
- ImFontAtlas* atlas = g.IO.Fonts;
- if (TreeNode("Fonts", "Fonts (%d)", atlas->Fonts.Size))
- {
- ShowFontAtlas(atlas);
- TreePop();
- }
-
// Details for InputText
if (TreeNode("InputText"))
{
@@ -15722,18 +16464,11 @@ void ImGui::ShowMetricsWindow(bool* p_open)
{
Text("KEYBOARD/GAMEPAD/MOUSE KEYS");
{
- // We iterate both legacy native range and named ImGuiKey ranges, which is a little odd but this allows displaying the data for old/new backends.
// User code should never have to go through such hoops! You can generally iterate between ImGuiKey_NamedKey_BEGIN and ImGuiKey_NamedKey_END.
Indent();
-#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
- struct funcs { static bool IsLegacyNativeDupe(ImGuiKey) { return false; } };
-#else
- struct funcs { static bool IsLegacyNativeDupe(ImGuiKey key) { return key >= 0 && key < 512 && GetIO().KeyMap[key] != -1; } }; // Hide Native<>ImGuiKey duplicates when both exists in the array
- //Text("Legacy raw:"); for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key++) { if (io.KeysDown[key]) { SameLine(); Text("\"%s\" %d", GetKeyName(key), key); } }
-#endif
- Text("Keys down:"); for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyDown(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); SameLine(); Text("(%.02f)", GetKeyData(key)->DownDuration); }
- Text("Keys pressed:"); for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyPressed(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); }
- Text("Keys released:"); for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyReleased(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); }
+ Text("Keys down:"); for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) { if (!IsKeyDown(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); SameLine(); Text("(%.02f)", GetKeyData(key)->DownDuration); }
+ Text("Keys pressed:"); for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) { if (!IsKeyPressed(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); }
+ Text("Keys released:"); for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) { if (!IsKeyReleased(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); }
Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : "");
Text("Chars queue:"); for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; SameLine(); Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public.
DebugRenderKeyboardPreview(GetWindowDrawList());
@@ -15993,16 +16728,6 @@ void ImGui::DebugNodeColumns(ImGuiOldColumns* columns)
TreePop();
}
-static void FormatTextureIDForDebugDisplay(char* buf, int buf_size, ImTextureID tex_id)
-{
- union { void* ptr; int integer; } tex_id_opaque;
- memcpy(&tex_id_opaque, &tex_id, ImMin(sizeof(void*), sizeof(tex_id)));
- if (sizeof(tex_id) >= sizeof(void*))
- ImFormatString(buf, buf_size, "0x%p", tex_id_opaque.ptr);
- else
- ImFormatString(buf, buf_size, "0x%04X", tex_id_opaque.integer);
-}
-
// [DEBUG] Display contents of ImDrawList
void ImGui::DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, const ImDrawList* draw_list, const char* label)
{
@@ -16039,8 +16764,8 @@ void ImGui::DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, con
continue;
}
- char texid_desc[20];
- FormatTextureIDForDebugDisplay(texid_desc, IM_ARRAYSIZE(texid_desc), pcmd->TextureId);
+ char texid_desc[30];
+ FormatTextureIDForDebugDisplay(texid_desc, IM_ARRAYSIZE(texid_desc), pcmd);
char buf[300];
ImFormatString(buf, IM_ARRAYSIZE(buf), "DrawCmd:%5d tris, Tex %s, ClipRect (%4.0f,%4.0f)-(%4.0f,%4.0f)",
pcmd->ElemCount / 3, texid_desc, pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w);
@@ -16129,98 +16854,218 @@ void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, co
out_draw_list->Flags = backup_flags;
}
+// [DEBUG] Compute mask of inputs with the same codepoint.
+static int CalcFontGlyphSrcOverlapMask(ImFontAtlas* atlas, ImFont* font, unsigned int codepoint)
+{
+ int mask = 0, count = 0;
+ for (int src_n = 0; src_n < font->Sources.Size; src_n++)
+ {
+ ImFontConfig* src = font->Sources[src_n];
+ if (!(src->FontLoader ? src->FontLoader : atlas->FontLoader)->FontSrcContainsGlyph(atlas, src, (ImWchar)codepoint))
+ continue;
+ mask |= (1 << src_n);
+ count++;
+ }
+ return count > 1 ? mask : 0;
+}
+
// [DEBUG] Display details for a single font, called by ShowStyleEditor().
void ImGui::DebugNodeFont(ImFont* font)
{
- bool opened = TreeNode(font, "Font: \"%s\"\n%.2f px, %d glyphs, %d file(s)",
- font->ConfigData ? font->ConfigData[0].Name : "", font->FontSize, font->Glyphs.Size, font->ConfigDataCount);
- SameLine();
- if (SmallButton("Set as default"))
- GetIO().FontDefault = font;
- if (!opened)
- return;
+ ImGuiContext& g = *GImGui;
+ ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;
+ ImFontAtlas* atlas = font->ContainerAtlas;
+ bool opened = TreeNode(font, "Font: \"%s\": %d sources(s)", font->GetDebugName(), font->Sources.Size);
// Display preview text
- PushFont(font);
- Text("The quick brown fox jumps over the lazy dog");
- PopFont();
+ if (!opened)
+ Indent();
+ Indent();
+ if (cfg->ShowFontPreview)
+ {
+ PushFont(font, 0.0f);
+ Text("The quick brown fox jumps over the lazy dog");
+ PopFont();
+ }
+ if (!opened)
+ {
+ Unindent();
+ Unindent();
+ return;
+ }
+ if (SmallButton("Set as default"))
+ GetIO().FontDefault = font;
+ SameLine();
+ BeginDisabled(atlas->Fonts.Size <= 1 || atlas->Locked);
+ if (SmallButton("Remove"))
+ atlas->RemoveFont(font);
+ EndDisabled();
+ SameLine();
+ if (SmallButton("Clear bakes"))
+ ImFontAtlasFontDiscardBakes(atlas, font, 0);
+ SameLine();
+ if (SmallButton("Clear unused"))
+ ImFontAtlasFontDiscardBakes(atlas, font, 2);
// Display details
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
SetNextItemWidth(GetFontSize() * 8);
DragFloat("Font scale", &font->Scale, 0.005f, 0.3f, 2.0f, "%.1f");
- SameLine(); MetricsHelpMarker(
+ /*SameLine(); MetricsHelpMarker(
"Note that the default embedded font is NOT meant to be scaled.\n\n"
"Font are currently rendered into bitmaps at a given size at the time of building the atlas. "
"You may oversample them to get some flexibility with scaling. "
"You can also render at multiple sizes and select which one to use at runtime.\n\n"
- "(Glimmer of hope: the atlas system will be rewritten in the future to make scaling more flexible.)");
- Text("Ascent: %f, Descent: %f, Height: %f", font->Ascent, font->Descent, font->Ascent - font->Descent);
+ "(Glimmer of hope: the atlas system will be rewritten in the future to make scaling more flexible.)");*/
+#endif
+
char c_str[5];
Text("Fallback character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->FallbackChar), font->FallbackChar);
Text("Ellipsis character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->EllipsisChar), font->EllipsisChar);
- const int surface_sqrt = (int)ImSqrt((float)font->MetricsTotalSurface);
- Text("Texture Area: about %d px ~%dx%d px", font->MetricsTotalSurface, surface_sqrt, surface_sqrt);
- for (int config_i = 0; config_i < font->ConfigDataCount; config_i++)
- if (font->ConfigData)
- if (const ImFontConfig* cfg = &font->ConfigData[config_i])
- BulletText("Input %d: \'%s\', Oversample: (%d,%d), PixelSnapH: %d, Offset: (%.1f,%.1f)",
- config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH, cfg->GlyphOffset.x, cfg->GlyphOffset.y);
+
+ for (int src_n = 0; src_n < font->Sources.Size; src_n++)
+ {
+ ImFontConfig* src = font->Sources[src_n];
+ if (TreeNode(src, "Input %d: \'%s\', Oversample: %d,%d, PixelSnapH: %d, Offset: (%.1f,%.1f)",
+ src_n, src->Name, src->OversampleH, src->OversampleV, src->PixelSnapH, src->GlyphOffset.x, src->GlyphOffset.y))
+ {
+ const ImFontLoader* loader = src->FontLoader ? src->FontLoader : atlas->FontLoader;
+ Text("Loader: '%s'", loader->Name ? loader->Name : "N/A");
+#ifdef IMGUI_ENABLE_FREETYPE
+ if (loader->Name != NULL && strcmp(loader->Name, "FreeType") == 0)
+ {
+ unsigned int loader_flags = src->FontLoaderFlags;
+ Text("FreeType Loader Flags: 0x%08X", loader_flags);
+ if (ImGuiFreeType::DebugEditFontLoaderFlags(&loader_flags))
+ {
+ ImFontAtlasFontDestroyOutput(atlas, font);
+ src->FontLoaderFlags = loader_flags;
+ ImFontAtlasFontInitOutput(atlas, font);
+ }
+ }
+#endif
+ TreePop();
+ }
+ }
+ if (font->Sources.Size > 1 && TreeNode("Input Glyphs Overlap Detection Tool"))
+ {
+ TextWrapped("- First Input that contains the glyph is used.\n"
+ "- Use ImFontConfig::GlyphExcludeRanges[] to specify ranges to ignore glyph in given Input.\n- Prefer using a small number of ranges as the list is scanned every time a new glyph is loaded,\n - e.g. GlyphExcludeRanges[] = { ICON_MIN_FA, ICON_MAX_FA, 0 };\n- This tool doesn't cache results and is slow, don't keep it open!");
+ if (BeginTable("table", 2))
+ {
+ for (unsigned int c = 0; c < 0x10000; c++)
+ if (int overlap_mask = CalcFontGlyphSrcOverlapMask(atlas, font, c))
+ {
+ unsigned int c_end = c + 1;
+ while (c_end < 0x10000 && CalcFontGlyphSrcOverlapMask(atlas, font, c_end) == overlap_mask)
+ c_end++;
+ if (TableNextColumn() && TreeNode((void*)(intptr_t)c, "U+%04X-U+%04X: %d codepoints in %d inputs", c, c_end - 1, c_end - c, ImCountSetBits(overlap_mask)))
+ {
+ char utf8_buf[5];
+ for (unsigned int n = c; n < c_end; n++)
+ BulletText("Codepoint U+%04X (%s)", n, ImTextCharToUtf8(utf8_buf, n));
+ TreePop();
+ }
+ TableNextColumn();
+ for (int src_n = 0; src_n < font->Sources.Size; src_n++)
+ if (overlap_mask & (1 << src_n))
+ {
+ Text("%d ", src_n);
+ SameLine();
+ }
+ c = c_end - 1;
+ }
+ EndTable();
+ }
+ TreePop();
+ }
// Display all glyphs of the fonts in separate pages of 256 characters
- if (TreeNode("Glyphs", "Glyphs (%d)", font->Glyphs.Size))
+ for (int baked_n = 0; baked_n < atlas->Builder->BakedPool.Size; baked_n++)
{
- ImDrawList* draw_list = GetWindowDrawList();
- const ImU32 glyph_col = GetColorU32(ImGuiCol_Text);
- const float cell_size = font->FontSize * 1;
- const float cell_spacing = GetStyle().ItemSpacing.y;
- for (unsigned int base = 0; base <= IM_UNICODE_CODEPOINT_MAX; base += 256)
+ ImFontBaked* baked = &atlas->Builder->BakedPool[baked_n];
+ if (baked->ContainerFont != font)
+ continue;
+ PushID(baked_n);
+ if (TreeNode("Glyphs", "Baked at { %.2fpx, d.%.2f }: %d glyphs%s", baked->Size, baked->RasterizerDensity, baked->Glyphs.Size, (baked->LastUsedFrame < atlas->Builder->FrameCount - 1) ? " *Unused*" : ""))
{
- // Skip ahead if a large bunch of glyphs are not present in the font (test in chunks of 4k)
- // This is only a small optimization to reduce the number of iterations when IM_UNICODE_MAX_CODEPOINT
- // is large // (if ImWchar==ImWchar32 we will do at least about 272 queries here)
- if (!(base & 4095) && font->IsGlyphRangeUnused(base, base + 4095))
+ if (SmallButton("Load all"))
+ for (unsigned int base = 0; base <= IM_UNICODE_CODEPOINT_MAX; base++)
+ baked->FindGlyph((ImWchar)base);
+
+ const int surface_sqrt = (int)ImSqrt((float)baked->MetricsTotalSurface);
+ Text("Ascent: %f, Descent: %f, Ascent-Descent: %f", baked->Ascent, baked->Descent, baked->Ascent - baked->Descent);
+ Text("Texture Area: about %d px ~%dx%d px", baked->MetricsTotalSurface, surface_sqrt, surface_sqrt);
+ for (int src_n = 0; src_n < font->Sources.Size; src_n++)
{
- base += 4096 - 256;
- continue;
+ ImFontConfig* src = font->Sources[src_n];
+ int oversample_h, oversample_v;
+ ImFontAtlasBuildGetOversampleFactors(src, baked, &oversample_h, &oversample_v);
+ BulletText("Input %d: \'%s\', Oversample: (%d=>%d,%d=>%d), PixelSnapH: %d, Offset: (%.1f,%.1f)",
+ src_n, src->Name, src->OversampleH, oversample_h, src->OversampleV, oversample_v, src->PixelSnapH, src->GlyphOffset.x, src->GlyphOffset.y);
}
- int count = 0;
- for (unsigned int n = 0; n < 256; n++)
- if (font->FindGlyphNoFallback((ImWchar)(base + n)))
+ DebugNodeFontGlyphesForSrcMask(font, baked, ~0);
+ TreePop();
+ }
+ PopID();
+ }
+ TreePop();
+ Unindent();
+}
+
+void ImGui::DebugNodeFontGlyphesForSrcMask(ImFont* font, ImFontBaked* baked, int src_mask)
+{
+ ImDrawList* draw_list = GetWindowDrawList();
+ const ImU32 glyph_col = GetColorU32(ImGuiCol_Text);
+ const float cell_size = baked->Size * 1;
+ const float cell_spacing = GetStyle().ItemSpacing.y;
+ for (unsigned int base = 0; base <= IM_UNICODE_CODEPOINT_MAX; base += 256)
+ {
+ // Skip ahead if a large bunch of glyphs are not present in the font (test in chunks of 4k)
+ // This is only a small optimization to reduce the number of iterations when IM_UNICODE_MAX_CODEPOINT
+ // is large // (if ImWchar==ImWchar32 we will do at least about 272 queries here)
+ if (!(base & 8191) && font->IsGlyphRangeUnused(base, base + 8191))
+ {
+ base += 8192 - 256;
+ continue;
+ }
+
+ int count = 0;
+ for (unsigned int n = 0; n < 256; n++)
+ if (const ImFontGlyph* glyph = baked->IsGlyphLoaded((ImWchar)(base + n)) ? baked->FindGlyph((ImWchar)(base + n)) : NULL)
+ if (src_mask & (1 << glyph->SourceIdx))
count++;
- if (count <= 0)
- continue;
- if (!TreeNode((void*)(intptr_t)base, "U+%04X..U+%04X (%d %s)", base, base + 255, count, count > 1 ? "glyphs" : "glyph"))
- continue;
+ if (count <= 0)
+ continue;
+ if (!TreeNode((void*)(intptr_t)base, "U+%04X..U+%04X (%d %s)", base, base + 255, count, count > 1 ? "glyphs" : "glyph"))
+ continue;
- // Draw a 16x16 grid of glyphs
- ImVec2 base_pos = GetCursorScreenPos();
- for (unsigned int n = 0; n < 256; n++)
+ // Draw a 16x16 grid of glyphs
+ ImVec2 base_pos = GetCursorScreenPos();
+ for (unsigned int n = 0; n < 256; n++)
+ {
+ // We use ImFont::RenderChar as a shortcut because we don't have UTF-8 conversion functions
+ // available here and thus cannot easily generate a zero-terminated UTF-8 encoded string.
+ ImVec2 cell_p1(base_pos.x + (n % 16) * (cell_size + cell_spacing), base_pos.y + (n / 16) * (cell_size + cell_spacing));
+ ImVec2 cell_p2(cell_p1.x + cell_size, cell_p1.y + cell_size);
+ const ImFontGlyph* glyph = baked->IsGlyphLoaded((ImWchar)(base + n)) ? baked->FindGlyph((ImWchar)(base + n)) : NULL;
+ draw_list->AddRect(cell_p1, cell_p2, glyph ? IM_COL32(255, 255, 255, 100) : IM_COL32(255, 255, 255, 50));
+ if (!glyph || (src_mask & (1 << glyph->SourceIdx)) == 0)
+ continue;
+ font->RenderChar(draw_list, cell_size, cell_p1, glyph_col, (ImWchar)(base + n));
+ if (IsMouseHoveringRect(cell_p1, cell_p2) && BeginTooltip())
{
- // We use ImFont::RenderChar as a shortcut because we don't have UTF-8 conversion functions
- // available here and thus cannot easily generate a zero-terminated UTF-8 encoded string.
- ImVec2 cell_p1(base_pos.x + (n % 16) * (cell_size + cell_spacing), base_pos.y + (n / 16) * (cell_size + cell_spacing));
- ImVec2 cell_p2(cell_p1.x + cell_size, cell_p1.y + cell_size);
- const ImFontGlyph* glyph = font->FindGlyphNoFallback((ImWchar)(base + n));
- draw_list->AddRect(cell_p1, cell_p2, glyph ? IM_COL32(255, 255, 255, 100) : IM_COL32(255, 255, 255, 50));
- if (!glyph)
- continue;
- font->RenderChar(draw_list, cell_size, cell_p1, glyph_col, (ImWchar)(base + n));
- if (IsMouseHoveringRect(cell_p1, cell_p2) && BeginTooltip())
- {
- DebugNodeFontGlyph(font, glyph);
- EndTooltip();
- }
+ DebugNodeFontGlyph(font, glyph);
+ EndTooltip();
}
- Dummy(ImVec2((cell_size + cell_spacing) * 16, (cell_size + cell_spacing) * 16));
- TreePop();
}
+ Dummy(ImVec2((cell_size + cell_spacing) * 16, (cell_size + cell_spacing) * 16));
TreePop();
}
- TreePop();
}
-void ImGui::DebugNodeFontGlyph(ImFont*, const ImFontGlyph* glyph)
+void ImGui::DebugNodeFontGlyph(ImFont* font, const ImFontGlyph* glyph)
{
Text("Codepoint: U+%04X", glyph->Codepoint);
Separator();
@@ -16228,6 +17073,12 @@ void ImGui::DebugNodeFontGlyph(ImFont*, const ImFontGlyph* glyph)
Text("AdvanceX: %.1f", glyph->AdvanceX);
Text("Pos: (%.2f,%.2f)->(%.2f,%.2f)", glyph->X0, glyph->Y0, glyph->X1, glyph->Y1);
Text("UV: (%.3f,%.3f)->(%.3f,%.3f)", glyph->U0, glyph->V0, glyph->U1, glyph->V1);
+ if (glyph->PackId >= 0)
+ {
+ ImTextureRect* r = ImFontAtlasPackGetRect(font->ContainerAtlas, glyph->PackId);
+ Text("PackId: %d (%dx%d rect at %d,%d)", glyph->PackId, r->w, r->h, r->x, r->y);
+ }
+ Text("SourceIdx: %d", glyph->SourceIdx);
}
// [DEBUG] Display contents of ImGuiStorage
@@ -16410,9 +17261,9 @@ void ImGui::DebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows, int wi
ImFormatString(buf, IM_ARRAYSIZE(buf), "[%04d] Window", window->BeginOrderWithinContext);
//BulletText("[%04d] Window '%s'", window->BeginOrderWithinContext, window->Name);
DebugNodeWindow(window, buf);
- Indent();
+ TreePush(buf);
DebugNodeWindowsListByBeginStackParent(windows + i + 1, windows_size - i - 1, window);
- Unindent();
+ TreePop();
}
}
@@ -16487,7 +17338,7 @@ static void ShowDebugLogFlag(const char* name, ImGuiDebugLogFlags flags)
void ImGui::ShowDebugLogWindow(bool* p_open)
{
ImGuiContext& g = *GImGui;
- if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) == 0)
+ if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasSize) == 0)
SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 12.0f), ImGuiCond_FirstUseEver);
if (!Begin("Dear ImGui Debug Log", p_open) || GetCurrentWindow()->BeginCount > 1)
{
@@ -16504,6 +17355,7 @@ void ImGui::ShowDebugLogWindow(bool* p_open)
ShowDebugLogFlag("Clipper", ImGuiDebugLogFlags_EventClipper);
ShowDebugLogFlag("Focus", ImGuiDebugLogFlags_EventFocus);
ShowDebugLogFlag("IO", ImGuiDebugLogFlags_EventIO);
+ ShowDebugLogFlag("Font", ImGuiDebugLogFlags_EventFont);
ShowDebugLogFlag("Nav", ImGuiDebugLogFlags_EventNav);
ShowDebugLogFlag("Popup", ImGuiDebugLogFlags_EventPopup);
ShowDebugLogFlag("Selection", ImGuiDebugLogFlags_EventSelection);
@@ -16556,7 +17408,7 @@ void ImGui::ShowDebugLogWindow(bool* p_open)
void ImGui::DebugTextUnformattedWithLocateItem(const char* line_begin, const char* line_end)
{
TextUnformatted(line_begin, line_end);
- if (!IsItemHovered())
+ if (!IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem))
return;
ImGuiContext& g = *GImGui;
ImRect text_rect = g.LastItemData.Rect;
@@ -16768,7 +17620,7 @@ void ImGui::DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* dat
ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%d", (int)(intptr_t)data_id);
break;
case ImGuiDataType_String:
- ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%.*s", data_id_end ? (int)((const char*)data_id_end - (const char*)data_id) : (int)strlen((const char*)data_id), (const char*)data_id);
+ ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%.*s", data_id_end ? (int)((const char*)data_id_end - (const char*)data_id) : (int)ImStrlen((const char*)data_id), (const char*)data_id);
break;
case ImGuiDataType_Pointer:
ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "(void*)0x%p", data_id);
@@ -16806,7 +17658,7 @@ static int StackToolFormatLevelInfo(ImGuiIDStackTool* tool, int n, bool format_f
void ImGui::ShowIDStackToolWindow(bool* p_open)
{
ImGuiContext& g = *GImGui;
- if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) == 0)
+ if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasSize) == 0)
SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 8.0f), ImGuiCond_FirstUseEver);
if (!Begin("Dear ImGui ID Stack Tool", p_open) || GetCurrentWindow()->BeginCount > 1)
{
@@ -16816,42 +17668,44 @@ void ImGui::ShowIDStackToolWindow(bool* p_open)
// Display hovered/active status
ImGuiIDStackTool* tool = &g.DebugIDStackTool;
- const ImGuiID hovered_id = g.HoveredIdPreviousFrame;
- const ImGuiID active_id = g.ActiveId;
-#ifdef IMGUI_ENABLE_TEST_ENGINE
- Text("HoveredId: 0x%08X (\"%s\"), ActiveId: 0x%08X (\"%s\")", hovered_id, hovered_id ? ImGuiTestEngine_FindItemDebugLabel(&g, hovered_id) : "", active_id, active_id ? ImGuiTestEngine_FindItemDebugLabel(&g, active_id) : "");
-#else
- Text("HoveredId: 0x%08X, ActiveId: 0x%08X", hovered_id, active_id);
-#endif
+
+ // Build and display path
+ tool->ResultPathBuf.resize(0);
+ for (int stack_n = 0; stack_n < tool->Results.Size; stack_n++)
+ {
+ char level_desc[256];
+ StackToolFormatLevelInfo(tool, stack_n, false, level_desc, IM_ARRAYSIZE(level_desc));
+ tool->ResultPathBuf.append(stack_n == 0 ? "//" : "/");
+ for (int n = 0; level_desc[n]; n++)
+ {
+ if (level_desc[n] == '/')
+ tool->ResultPathBuf.append("\\");
+ tool->ResultPathBuf.append(level_desc + n, level_desc + n + 1);
+ }
+ }
+ Text("0x%08X", tool->QueryId);
SameLine();
MetricsHelpMarker("Hover an item with the mouse to display elements of the ID Stack leading to the item's final ID.\nEach level of the stack correspond to a PushID() call.\nAll levels of the stack are hashed together to make the final ID of a widget (ID displayed at the bottom level of the stack).\nRead FAQ entry about the ID stack for details.");
// CTRL+C to copy path
const float time_since_copy = (float)g.Time - tool->CopyToClipboardLastTime;
- Checkbox("Ctrl+C: copy path to clipboard", &tool->CopyToClipboardOnCtrlC);
+ SameLine();
+ PushStyleVarY(ImGuiStyleVar_FramePadding, 0.0f); Checkbox("Ctrl+C: copy path", &tool->CopyToClipboardOnCtrlC); PopStyleVar();
SameLine();
TextColored((time_since_copy >= 0.0f && time_since_copy < 0.75f && ImFmod(time_since_copy, 0.25f) < 0.25f * 0.5f) ? ImVec4(1.f, 1.f, 0.3f, 1.f) : ImVec4(), "*COPIED*");
if (tool->CopyToClipboardOnCtrlC && Shortcut(ImGuiMod_Ctrl | ImGuiKey_C, ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverFocused))
{
tool->CopyToClipboardLastTime = (float)g.Time;
- char* p = g.TempBuffer.Data;
- char* p_end = p + g.TempBuffer.Size;
- for (int stack_n = 0; stack_n < tool->Results.Size && p + 3 < p_end; stack_n++)
- {
- *p++ = '/';
- char level_desc[256];
- StackToolFormatLevelInfo(tool, stack_n, false, level_desc, IM_ARRAYSIZE(level_desc));
- for (int n = 0; level_desc[n] && p + 2 < p_end; n++)
- {
- if (level_desc[n] == '/')
- *p++ = '\\';
- *p++ = level_desc[n];
- }
- }
- *p = '\0';
- SetClipboardText(g.TempBuffer.Data);
+ SetClipboardText(tool->ResultPathBuf.c_str());
}
+ Text("- Path \"%s\"", tool->ResultPathBuf.c_str());
+#ifdef IMGUI_ENABLE_TEST_ENGINE
+ Text("- Label \"%s\"", tool->QueryId ? ImGuiTestEngine_FindItemDebugLabel(&g, tool->QueryId) : "");
+#endif
+
+ Separator();
+
// Display decorated stack
tool->LastActiveFrame = g.FrameCount;
if (tool->Results.Size > 0 && BeginTable("##table", 3, ImGuiTableFlags_Borders))
@@ -16887,6 +17741,7 @@ void ImGui::DebugNodeColumns(ImGuiOldColumns*) {}
void ImGui::DebugNodeDrawList(ImGuiWindow*, ImGuiViewportP*, const ImDrawList*, const char*) {}
void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList*, const ImDrawList*, const ImDrawCmd*, bool, bool) {}
void ImGui::DebugNodeFont(ImFont*) {}
+void ImGui::DebugNodeFontGlyphesForSrcMask(ImFont*, ImFontBaked*, int) {}
void ImGui::DebugNodeStorage(ImGuiStorage*, const char*) {}
void ImGui::DebugNodeTabBar(ImGuiTabBar*, const char*) {}
void ImGui::DebugNodeWindow(ImGuiWindow*, const char*) {}
@@ -16901,6 +17756,40 @@ void ImGui::DebugHookIdInfo(ImGuiID, ImGuiDataType, const void*, const void*) {}
#endif // #ifndef IMGUI_DISABLE_DEBUG_TOOLS
+#if !defined(IMGUI_DISABLE_DEMO_WINDOWS) || !defined(IMGUI_DISABLE_DEBUG_TOOLS)
+// Demo helper function to select among loaded fonts.
+// Here we use the regular BeginCombo()/EndCombo() api which is the more flexible one.
+void ImGui::ShowFontSelector(const char* label)
+{
+ ImGuiIO& io = GetIO();
+ ImFont* font_current = GetFont();
+ if (BeginCombo(label, font_current->GetDebugName()))
+ {
+ for (ImFont* font : io.Fonts->Fonts)
+ {
+ PushID((void*)font);
+ if (Selectable(font->GetDebugName(), font == font_current))
+ io.FontDefault = font;
+ if (font == font_current)
+ SetItemDefaultFocus();
+ PopID();
+ }
+ EndCombo();
+ }
+ SameLine();
+ if (io.BackendFlags & ImGuiBackendFlags_RendererHasTextures)
+ MetricsHelpMarker(
+ "- Load additional fonts with io.Fonts->AddFontXXX() functions.\n"
+ "- Read FAQ and docs/FONTS.md for more details.");
+ else
+ MetricsHelpMarker(
+ "- Load additional fonts with io.Fonts->AddFontXXX() functions.\n"
+ "- The font atlas is built when calling io.Fonts->GetTexDataAsXXXX() or io.Fonts->Build().\n"
+ "- Read FAQ and docs/FONTS.md for more details.\n"
+ "- If you need to add/remove fonts at runtime (e.g. for DPI change), do it before calling NewFrame().");
+}
+#endif // #if !defined(IMGUI_DISABLE_DEMO_WINDOWS) || !defined(IMGUI_DISABLE_DEBUG_TOOLS)
+
//-----------------------------------------------------------------------------
// Include imgui_user.inl at the end of imgui.cpp to access private data/functions that aren't exposed.
diff --git a/imgui.h b/imgui.h
index 04f958eec69b..5d947b23d0be 100644
--- a/imgui.h
+++ b/imgui.h
@@ -1,4 +1,4 @@
-// dear imgui, v1.91.5 WIP
+// dear imgui, v1.92.2 WIP
// (headers)
// Help:
@@ -28,15 +28,17 @@
// Library Version
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
-#define IMGUI_VERSION "1.91.5 WIP"
-#define IMGUI_VERSION_NUM 19141
-#define IMGUI_HAS_TABLE
+#define IMGUI_VERSION "1.92.2 WIP"
+#define IMGUI_VERSION_NUM 19211
+#define IMGUI_HAS_TABLE // Added BeginTable() - from IMGUI_VERSION_NUM >= 18000
+#define IMGUI_HAS_TEXTURES // Added ImGuiBackendFlags_RendererHasTextures - from IMGUI_VERSION_NUM >= 19198
/*
Index of this file:
// [SECTION] Header mess
// [SECTION] Forward declarations and basic types
+// [SECTION] Texture identifiers (ImTextureID, ImTextureRef)
// [SECTION] Dear ImGui end-user API functions
// [SECTION] Flags & Enumerations
// [SECTION] Tables API flags and structures (ImGuiTableFlags, ImGuiTableColumnFlags, ImGuiTableRowFlags, ImGuiTableBgTarget, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs)
@@ -47,7 +49,8 @@ Index of this file:
// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, ImColor)
// [SECTION] Multi-Select API flags and structures (ImGuiMultiSelectFlags, ImGuiMultiSelectIO, ImGuiSelectionRequest, ImGuiSelectionBasicStorage, ImGuiSelectionExternalStorage)
// [SECTION] Drawing API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawFlags, ImDrawListFlags, ImDrawList, ImDrawData)
-// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont)
+// [SECTION] 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 (ImGuiPlatformImeData)
// [SECTION] Obsolete functions and types
@@ -130,15 +133,17 @@ Index of this file:
#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx'
#endif
#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx'
-#pragma clang diagnostic ignored "-Wold-style-cast"
+#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe
-#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"
+#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant
#pragma clang diagnostic ignored "-Wreserved-identifier" // warning: identifier '_Xxx' is reserved because it starts with '_' followed by a capital letter
#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access
+#pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type
#elif defined(__GNUC__)
#pragma GCC diagnostic push
-#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
-#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
+#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
+#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe
+#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
#endif
//-----------------------------------------------------------------------------
@@ -156,7 +161,7 @@ typedef unsigned int ImU32; // 32-bit unsigned integer (often used to st
typedef signed long long ImS64; // 64-bit signed integer
typedef unsigned long long ImU64; // 64-bit unsigned integer
-// Forward declarations
+// Forward declarations: ImDrawList, ImFontAtlas layer
struct ImDrawChannel; // Temporary storage to output draw commands out of order, used by ImDrawListSplitter and ImDrawList::ChannelsSplit()
struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback)
struct ImDrawData; // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix.
@@ -166,11 +171,18 @@ struct ImDrawListSplitter; // Helper to split a draw list into differen
struct ImDrawVert; // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT)
struct ImFont; // Runtime data for a single font within a parent ImFontAtlas
struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader
-struct ImFontBuilderIO; // Opaque interface to a font builder (stb_truetype or FreeType).
+struct ImFontAtlasBuilder; // Opaque storage for building a ImFontAtlas
+struct ImFontAtlasRect; // Output of ImFontAtlas::GetCustomRect() when using custom rectangles.
+struct ImFontBaked; // Baked data for a ImFont at a given size.
struct ImFontConfig; // Configuration data when adding a font or merging fonts
struct ImFontGlyph; // A single font glyph (code point + coordinates within in ImFontAtlas + offset)
struct ImFontGlyphRangesBuilder; // Helper to build glyph ranges from text/string data
+struct ImFontLoader; // Opaque interface to a font loading backend (stb_truetype, FreeType etc.).
+struct ImTextureData; // Specs and pixel storage for a texture used by Dear ImGui.
+struct ImTextureRect; // Coordinates of a rectangle within a texture.
struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using)
+
+// Forward declarations: ImGui layer
struct ImGuiContext; // Dear ImGui context (opaque structure, unless including imgui_internal.h)
struct ImGuiIO; // Main configuration and I/O between your application and ImGui (also see: ImGuiPlatformIO)
struct ImGuiInputTextCallbackData; // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use)
@@ -219,7 +231,8 @@ typedef int ImGuiTableBgTarget; // -> enum ImGuiTableBgTarget_ // Enum: A
// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments.
typedef int ImDrawFlags; // -> enum ImDrawFlags_ // Flags: for ImDrawList functions
typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList instance
-typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas build
+typedef int ImFontFlags; // -> enum ImFontFlags_ // Flags: for ImFont
+typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas
typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags
typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for InvisibleButton()
typedef int ImGuiChildFlags; // -> enum ImGuiChildFlags_ // Flags: for BeginChild()
@@ -246,22 +259,6 @@ typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: f
typedef int ImGuiViewportFlags; // -> enum ImGuiViewportFlags_ // Flags: for ImGuiViewport
typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin(), BeginChild()
-// ImTexture: user data for renderer backend to identify a texture [Compile-time configurable type]
-// - To use something else than an opaque void* pointer: override with e.g. '#define ImTextureID MyTextureType*' in your imconfig.h file.
-// - This can be whatever to you want it to be! read the FAQ about ImTextureID for details.
-// - You can make this a structure with various constructors if you need. You will have to implement ==/!= operators.
-// - (note: before v1.91.4 (2024/10/08) the default type for ImTextureID was void*. Use intermediary intptr_t cast and read FAQ if you have casting warnings)
-#ifndef ImTextureID
-typedef ImU64 ImTextureID; // Default: store a pointer or an integer fitting in a pointer (most renderer backends are ok with that)
-#endif
-
-// ImDrawIdx: vertex index. [Compile-time configurable type]
-// - To use 16-bit indices + allow large meshes: backend need to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset (recommended).
-// - To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in your imconfig.h file.
-#ifndef ImDrawIdx
-typedef unsigned short ImDrawIdx; // Default: 16-bit (for maximum compatibility with renderer backends)
-#endif
-
// Character types
// (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display)
typedef unsigned int ImWchar32; // A single decoded U32 character/code point. We encode them as multi bytes UTF-8 when used in strings.
@@ -311,6 +308,68 @@ struct ImVec4
};
IM_MSVC_RUNTIME_CHECKS_RESTORE
+//-----------------------------------------------------------------------------
+// [SECTION] Texture identifiers (ImTextureID, ImTextureRef)
+//-----------------------------------------------------------------------------
+
+// ImTextureID = backend specific, low-level identifier for a texture uploaded in GPU/graphics system.
+// [Compile-time configurable type]
+// - When a Rendered Backend creates a texture, it store its native identifier into a ImTextureID value.
+// (e.g. Used by DX11 backend to a `ID3D11ShaderResourceView*`; Used by OpenGL backends to store `GLuint`;
+// Used by SDLGPU backend to store a `SDL_GPUTextureSamplerBinding*`, etc.).
+// - User may submit their own textures to e.g. ImGui::Image() function by passing this value.
+// - During the rendering loop, the Renderer Backend retrieve the ImTextureID, which stored inside a
+// ImTextureRef, which is stored inside a ImDrawCmd.
+// - Compile-time type configuration:
+// - To use something other than a 64-bit value: add '#define ImTextureID MyTextureType*' in your imconfig.h file.
+// - This can be whatever to you want it to be! read the FAQ entry about textures for details.
+// - You may decide to store a higher-level structure containing texture, sampler, shader etc. with various
+// constructors if you like. You will need to implement ==/!= operators.
+// History:
+// - In v1.91.4 (2024/10/08): the default type for ImTextureID was changed from 'void*' to 'ImU64'. This allowed backends requirig 64-bit worth of data to build on 32-bit architectures. Use intermediary intptr_t cast and read FAQ if you have casting warnings.
+// - In v1.92.0 (2025/06/11): added ImTextureRef which carry either a ImTextureID either a pointer to internal texture atlas. All user facing functions taking ImTextureID changed to ImTextureRef
+#ifndef ImTextureID
+typedef ImU64 ImTextureID; // Default: store up to 64-bits (any pointer or integer). A majority of backends are ok with that.
+#endif
+
+// Define this if you need 0 to be a valid ImTextureID for your backend.
+#ifndef ImTextureID_Invalid
+#define ImTextureID_Invalid ((ImTextureID)0)
+#endif
+
+// ImTextureRef = higher-level identifier for a texture. Store a ImTextureID _or_ a ImTextureData*.
+// The identifier is valid even before the texture has been uploaded to the GPU/graphics system.
+// This is what gets passed to functions such as `ImGui::Image()`, `ImDrawList::AddImage()`.
+// This is what gets stored in draw commands (`ImDrawCmd`) to identify a texture during rendering.
+// - When a texture is created by user code (e.g. custom images), we directly stores the low-level ImTextureID.
+// Because of this, when displaying your own texture you are likely to ever only manage ImTextureID values on your side.
+// - When a texture is created by the backend, we stores a ImTextureData* which becomes an indirection
+// to extract the ImTextureID value during rendering, after texture upload has happened.
+// - To create a ImTextureRef from a ImTextureData you can use ImTextureData::GetTexRef().
+// We intentionally do not provide an ImTextureRef constructor for this: we don't expect this
+// to be frequently useful to the end-user, and it would be erroneously called by many legacy code.
+// - If you want to bind the current atlas when using custom rectangle, you can use io.Fonts->TexRef.
+// - Binding generators for languages such as C (which don't have constructors), should provide a helper, e.g.
+// inline ImTextureRef ImTextureRefFromID(ImTextureID tex_id) { ImTextureRef tex_ref = { ._TexData = NULL, .TexID = tex_id }; return tex_ref; }
+// In 1.92 we changed most drawing functions using ImTextureID to use ImTextureRef.
+// We intentionally do not provide an implicit ImTextureRef -> ImTextureID cast operator because it is technically lossy to convert ImTextureRef to ImTextureID before rendering.
+IM_MSVC_RUNTIME_CHECKS_OFF
+struct ImTextureRef
+{
+ ImTextureRef() { _TexData = NULL; _TexID = ImTextureID_Invalid; }
+ ImTextureRef(ImTextureID tex_id) { _TexData = NULL; _TexID = tex_id; }
+#if !defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS) && !defined(ImTextureID)
+ ImTextureRef(void* tex_id) { _TexData = NULL; _TexID = (ImTextureID)(size_t)tex_id; } // For legacy backends casting to ImTextureID
+#endif
+
+ inline ImTextureID GetTexID() const; // == (_TexData ? _TexData->TexID : _TexID) // Implemented below in the file.
+
+ // Members (either are set, never both!)
+ ImTextureData* _TexData; // A texture, generally owned by a ImFontAtlas. Will convert to ImTextureID during render loop, after texture has been uploaded.
+ ImTextureID _TexID; // _OR_ Low-level backend texture identifier, if already uploaded or created by user/app. Generally provided to e.g. ImGui::Image() calls.
+};
+IM_MSVC_RUNTIME_CHECKS_RESTORE
+
//-----------------------------------------------------------------------------
// [SECTION] Dear ImGui end-user API functions
// (Note that ImGui:: being a namespace, you can add extra ImGui:: functions in your own separate file. Please don't modify imgui source files!)
@@ -334,7 +393,7 @@ namespace ImGui
IMGUI_API void NewFrame(); // start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame().
IMGUI_API void EndFrame(); // ends the Dear ImGui frame. automatically called by Render(). If you don't need to render data (skipping rendering) you may call EndFrame() without Render()... but you'll have wasted CPU already! If you don't need to render, better to not create any windows and not call NewFrame() at all!
IMGUI_API void Render(); // ends the Dear ImGui frame, finalize the draw data. You can then get call GetDrawData().
- IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). this is what you have to render.
+ IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). Call ImGui_ImplXXXX_RenderDrawData() function in your Renderer Backend to render.
// Demo, Debug, Information
IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create Demo window. demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!
@@ -416,7 +475,6 @@ namespace ImGui
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().
IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus().
- IMGUI_API void SetWindowFontScale(float scale); // [OBSOLETE] set font scale. Adjust IO.FontGlobalScale if you want to scale all windows. This is an old API! For correct scaling, prefer to reload font + rebuild ImFontAtlas + call style.ScaleAllSizes().
IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0); // set named window position.
IMGUI_API void SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond = 0); // set named window size. set axis to 0.0f to force an auto-fit on this axis.
IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state
@@ -436,9 +494,29 @@ namespace ImGui
IMGUI_API void SetScrollFromPosX(float local_x, float center_x_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position.
IMGUI_API void SetScrollFromPosY(float local_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position.
- // Parameters stacks (shared)
- IMGUI_API void PushFont(ImFont* font); // use NULL as a shortcut to push default font
+ // Parameters stacks (font)
+ // - PushFont(font, 0.0f) // Change font and keep current size
+ // - PushFont(NULL, 20.0f) // Keep font and change current size
+ // - PushFont(font, 20.0f) // Change font and set size to 20.0f
+ // - PushFont(font, style.FontSizeBase * 2.0f) // Change font and set size to be twice bigger than current size.
+ // - PushFont(font, font->LegacySize) // Change font and set size to size passed to AddFontXXX() function. Same as pre-1.92 behavior.
+ // *IMPORTANT* before 1.92, fonts had a single size. They can now be dynamically be adjusted.
+ // - In 1.92 we have REMOVED the single parameter version of PushFont() because it seems like the easiest way to provide an error-proof transition.
+ // - PushFont(font) before 1.92 = PushFont(font, font->LegacySize) after 1.92 // Use default font size as passed to AddFontXXX() function.
+ // *IMPORTANT* global scale factors are applied over the provided size.
+ // - Global scale factors are: 'style.FontScaleMain', 'style.FontScaleDpi' and maybe more.
+ // - If you want to apply a factor to the _current_ font size:
+ // - CORRECT: PushFont(NULL, style.FontSizeBase) // use current unscaled size == does nothing
+ // - CORRECT: PushFont(NULL, style.FontSizeBase * 2.0f) // use current unscaled size x2 == make text twice bigger
+ // - INCORRECT: PushFont(NULL, GetFontSize()) // INCORRECT! using size after global factors already applied == GLOBAL SCALING FACTORS WILL APPLY TWICE!
+ // - INCORRECT: PushFont(NULL, GetFontSize() * 2.0f) // INCORRECT! using size after global factors already applied == GLOBAL SCALING FACTORS WILL APPLY TWICE!
+ IMGUI_API void PushFont(ImFont* font, float font_size_base_unscaled); // Use NULL as a shortcut to keep current font. Use 0.0f to keep current size.
IMGUI_API void PopFont();
+ IMGUI_API ImFont* GetFont(); // get current font
+ IMGUI_API float GetFontSize(); // get current scaled font size (= height in pixels). AFTER global scale factors applied. *IMPORTANT* DO NOT PASS THIS VALUE TO PushFont()! Use ImGui::GetStyle().FontSizeBase to get value before global scale factors.
+ IMGUI_API ImFontBaked* GetFontBaked(); // get current font bound at current size // == GetFont()->GetFontBaked(GetFontSize())
+
+ // Parameters stacks (shared)
IMGUI_API void PushStyleColor(ImGuiCol idx, ImU32 col); // modify a style color. always use this if you modify the style after NewFrame().
IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col);
IMGUI_API void PopStyleColor(int count = 1);
@@ -460,8 +538,6 @@ namespace ImGui
// Style read access
// - Use the ShowStyleEditor() function to interactively see/edit the colors.
- IMGUI_API ImFont* GetFont(); // get current font
- IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied
IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a white pixel, useful to draw custom shapes via the ImDrawList API
IMGUI_API ImU32 GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f); // retrieve given style color with style alpha applied and optional extra alpha multiplier, packed as a 32-bit value suitable for ImDrawList
IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList
@@ -540,7 +616,7 @@ namespace ImGui
IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args) IM_FMTLIST(2);
IMGUI_API void BulletText(const char* fmt, ...) IM_FMTARGS(1); // shortcut for Bullet()+Text()
IMGUI_API void BulletTextV(const char* fmt, va_list args) IM_FMTLIST(1);
- IMGUI_API void SeparatorText(const char* label); // currently: formatted text with an horizontal line
+ IMGUI_API void SeparatorText(const char* label); // currently: formatted text with a horizontal line
// Widgets: Main
// - Most widgets return true when the value has been changed or when pressed/selected
@@ -557,14 +633,17 @@ namespace ImGui
IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-FLT_MIN, 0), const char* overlay = NULL);
IMGUI_API void Bullet(); // draw a small circle + keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses
IMGUI_API bool TextLink(const char* label); // hyperlink text button, return true when clicked
- IMGUI_API void TextLinkOpenURL(const char* label, const char* url = NULL); // hyperlink text button, automatically open file/url when clicked
+ IMGUI_API bool TextLinkOpenURL(const char* label, const char* url = NULL); // hyperlink text button, automatically open file/url when clicked
// Widgets: Images
- // - Read about ImTextureID here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples
+ // - Read about ImTextureID/ImTextureRef here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples
// - 'uv0' and 'uv1' are texture coordinates. Read about them from the same link above.
- // - Note that Image() may add +2.0f to provided size if a border is visible, ImageButton() adds style.FramePadding*2.0f to provided size.
- IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& tint_col = ImVec4(1, 1, 1, 1), const ImVec4& border_col = ImVec4(0, 0, 0, 0));
- IMGUI_API bool ImageButton(const char* str_id, ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1));
+ // - Image() pads adds style.ImageBorderSize on each side, ImageButton() adds style.FramePadding on each side.
+ // - ImageButton() draws a background based on regular Button() color + optionally an inner background if specified.
+ // - An obsolete version of Image(), before 1.91.9 (March 2025), had a 'tint_col' parameter which is now supported by the ImageWithBg() function.
+ IMGUI_API void Image(ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1));
+ IMGUI_API void ImageWithBg(ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1));
+ IMGUI_API bool ImageButton(const char* str_id, ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1));
// Widgets: Combo Box (Dropdown)
// - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items.
@@ -690,8 +769,9 @@ namespace ImGui
// Widgets: List Boxes
// - This is essentially a thin wrapper to using BeginChild/EndChild with the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label.
+ // - If you don't need a label you can probably simply use BeginChild() with the ImGuiChildFlags_FrameStyle flag for the same result.
// - You can submit contents and manage your selection state however you want it, by creating e.g. Selectable() or any other items.
- // - The simplified/old ListBox() api are helpers over BeginListBox()/EndListBox() which are kept available for convenience purpose. This is analoguous to how Combos are created.
+ // - The simplified/old ListBox() api are helpers over BeginListBox()/EndListBox() which are kept available for convenience purpose. This is analogous to how Combos are created.
// - Choose frame width: size.x > 0.0f: custom / size.x < 0.0f or -FLT_MIN: right-align / size.x = 0.0f (default): use current ItemWidth
// - Choose frame height: size.y > 0.0f: custom / size.y < 0.0f or -FLT_MIN: bottom-align / size.y = 0.0f (default): arbitrary default height which can fit ~7 items
IMGUI_API bool BeginListBox(const char* label, const ImVec2& size = ImVec2(0, 0)); // open a framed scrolling region
@@ -900,7 +980,7 @@ namespace ImGui
IMGUI_API void PopClipRect();
// Focus, Activation
- IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of of a newly appearing window.
+ IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of a newly appearing window.
IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use -1 to access previous widget.
// Keyboard/Gamepad Navigation
@@ -961,15 +1041,14 @@ namespace ImGui
// Inputs Utilities: Keyboard/Mouse/Gamepad
// - the ImGuiKey enum contains all possible keyboard, mouse and gamepad inputs (e.g. ImGuiKey_A, ImGuiKey_MouseLeft, ImGuiKey_GamepadDpadUp...).
- // - before v1.87, we used ImGuiKey to carry native/user indices as defined by each backends. About use of those legacy ImGuiKey values:
- // - without IMGUI_DISABLE_OBSOLETE_KEYIO (legacy support): you can still use your legacy native/user indices (< 512) according to how your backend/engine stored them in io.KeysDown[], but need to cast them to ImGuiKey.
- // - with IMGUI_DISABLE_OBSOLETE_KEYIO (this is the way forward): any use of ImGuiKey will assert with key < 512. GetKeyIndex() is pass-through and therefore deprecated (gone if IMGUI_DISABLE_OBSOLETE_KEYIO is defined).
+ // - (legacy: before v1.87, we used ImGuiKey to carry native/user indices as defined by each backends. This was obsoleted in 1.87 (2022-02) and completely removed in 1.91.5 (2024-11). See https://github.com/ocornut/imgui/issues/4921)
+ // - (legacy: any use of ImGuiKey will assert when key < 512 to detect passing legacy native/user indices)
IMGUI_API bool IsKeyDown(ImGuiKey key); // is key being held.
IMGUI_API bool IsKeyPressed(ImGuiKey key, bool repeat = true); // was key pressed (went from !Down to Down)? if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate
IMGUI_API bool IsKeyReleased(ImGuiKey key); // was key released (went from Down to !Down)?
IMGUI_API bool IsKeyChordPressed(ImGuiKeyChord key_chord); // was key chord (mods + key) pressed, e.g. you can pass 'ImGuiMod_Ctrl | ImGuiKey_S' as a key-chord. This doesn't do any routing or focus check, please consider using Shortcut() function instead.
IMGUI_API int GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float rate); // uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate
- IMGUI_API const char* GetKeyName(ImGuiKey key); // [DEBUG] returns English name of the key. Those names a provided for debugging purpose and are not meant to be saved persistently not compared.
+ IMGUI_API const char* GetKeyName(ImGuiKey key); // [DEBUG] returns English name of the key. Those names are provided for debugging purpose and are not meant to be saved persistently nor compared.
IMGUI_API void SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard); // Override io.WantCaptureKeyboard flag next frame (said flag is left for your application to handle, typically when true it instructs your app to ignore inputs). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard"; after the next NewFrame() call.
// Inputs Utilities: Shortcut Testing & Routing [BETA]
@@ -1006,6 +1085,7 @@ namespace ImGui
IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, bool repeat = false); // did mouse button clicked? (went from !Down to Down). Same as GetMouseClickedCount() == 1.
IMGUI_API bool IsMouseReleased(ImGuiMouseButton button); // did mouse button released? (went from Down to !Down)
IMGUI_API bool IsMouseDoubleClicked(ImGuiMouseButton button); // did mouse button double-clicked? Same as GetMouseClickedCount() == 2. (note that a double-click will also report IsMouseClicked() == true)
+ IMGUI_API bool IsMouseReleasedWithDelay(ImGuiMouseButton button, float delay); // delayed mouse release (use very sparingly!). Generally used with 'delay >= io.MouseDoubleClickTime' + combined with a 'io.MouseClickedLastCount==1' test. This is a very rarely used UI idiom, but some apps use this: e.g. MS Explorer single click on an icon to rename.
IMGUI_API int GetMouseClickedCount(ImGuiMouseButton button); // return the number of successive mouse-clicks at the time where a click happen (otherwise 0).
IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true);// is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block.
IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse available
@@ -1017,7 +1097,7 @@ namespace ImGui
IMGUI_API void ResetMouseDragDelta(ImGuiMouseButton button = 0); //
IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired mouse cursor shape. Important: reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you
IMGUI_API void SetMouseCursor(ImGuiMouseCursor cursor_type); // set desired mouse cursor shape
- IMGUI_API void SetNextFrameWantCaptureMouse(bool want_capture_mouse); // Override io.WantCaptureMouse flag next frame (said flag is left for your application to handle, typical when true it instucts your app to ignore inputs). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse;" after the next NewFrame() call.
+ IMGUI_API void SetNextFrameWantCaptureMouse(bool want_capture_mouse); // Override io.WantCaptureMouse flag next frame (said flag is left for your application to handle, typical when true it instructs your app to ignore inputs). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse;" after the next NewFrame() call.
// Clipboard Utilities
// - Also see the LogToClipboard() function to capture GUI into clipboard, or easily output text data to the clipboard.
@@ -1096,8 +1176,8 @@ enum ImGuiWindowFlags_
// Obsolete names
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+ ImGuiWindowFlags_NavFlattened = 1 << 29, // Obsoleted in 1.90.9: Use ImGuiChildFlags_NavFlattened in BeginChild() call.
ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 30, // Obsoleted in 1.90.0: Use ImGuiChildFlags_AlwaysUseWindowPadding in BeginChild() call.
- ImGuiWindowFlags_NavFlattened = 1 << 31, // Obsoleted in 1.90.9: Use ImGuiChildFlags_NavFlattened in BeginChild() call.
#endif
};
@@ -1170,13 +1250,16 @@ enum ImGuiInputTextFlags_
ImGuiInputTextFlags_NoHorizontalScroll = 1 << 15, // Disable following the cursor horizontally
ImGuiInputTextFlags_NoUndoRedo = 1 << 16, // Disable undo/redo. Note that input text owns the text data while active, if you want to provide your own undo/redo stack you need e.g. to call ClearActiveID().
+ // Elide display / Alignment
+ ImGuiInputTextFlags_ElideLeft = 1 << 17, // When text doesn't fit, elide left side to ensure right side stays visible. Useful for path/filenames. Single-line only!
+
// Callback features
- ImGuiInputTextFlags_CallbackCompletion = 1 << 17, // Callback on pressing TAB (for completion handling)
- ImGuiInputTextFlags_CallbackHistory = 1 << 18, // Callback on pressing Up/Down arrows (for history handling)
- ImGuiInputTextFlags_CallbackAlways = 1 << 19, // Callback on each iteration. User code may query cursor position, modify text buffer.
- ImGuiInputTextFlags_CallbackCharFilter = 1 << 20, // Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
- ImGuiInputTextFlags_CallbackResize = 1 << 21, // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this)
- ImGuiInputTextFlags_CallbackEdit = 1 << 22, // Callback on any edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active)
+ ImGuiInputTextFlags_CallbackCompletion = 1 << 18, // Callback on pressing TAB (for completion handling)
+ ImGuiInputTextFlags_CallbackHistory = 1 << 19, // Callback on pressing Up/Down arrows (for history handling)
+ ImGuiInputTextFlags_CallbackAlways = 1 << 20, // Callback on each iteration. User code may query cursor position, modify text buffer.
+ ImGuiInputTextFlags_CallbackCharFilter = 1 << 21, // Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
+ ImGuiInputTextFlags_CallbackResize = 1 << 22, // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this)
+ ImGuiInputTextFlags_CallbackEdit = 1 << 23, // Callback on any edit. Note that InputText() already returns true on edit + you can always use IsItemEdited(). The callback is useful to manipulate the underlying buffer while focus is active.
// Obsolete names
//ImGuiInputTextFlags_AlwaysInsertMode = ImGuiInputTextFlags_AlwaysOverwrite // [renamed in 1.82] name was not matching behavior
@@ -1199,14 +1282,23 @@ enum ImGuiTreeNodeFlags_
ImGuiTreeNodeFlags_FramePadding = 1 << 10, // Use FramePadding (even for an unframed text node) to vertically align text baseline to regular widget height. Equivalent to calling AlignTextToFramePadding() before the node.
ImGuiTreeNodeFlags_SpanAvailWidth = 1 << 11, // Extend hit box to the right-most edge, even if not framed. This is not the default in order to allow adding other items on the same line without using AllowOverlap mode.
ImGuiTreeNodeFlags_SpanFullWidth = 1 << 12, // Extend hit box to the left-most and right-most edges (cover the indent area).
- ImGuiTreeNodeFlags_SpanTextWidth = 1 << 13, // Narrow hit box + narrow hovering highlight, will only cover the label text.
- ImGuiTreeNodeFlags_SpanAllColumns = 1 << 14, // Frame will span all columns of its container table (text will still fit in current column)
- ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 15, // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop)
+ ImGuiTreeNodeFlags_SpanLabelWidth = 1 << 13, // Narrow hit box + narrow hovering highlight, will only cover the label text.
+ ImGuiTreeNodeFlags_SpanAllColumns = 1 << 14, // Frame will span all columns of its container table (label will still fit in current column)
+ ImGuiTreeNodeFlags_LabelSpanAllColumns = 1 << 15, // Label will span all columns of its container table
//ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 16, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible
+ ImGuiTreeNodeFlags_NavLeftJumpsToParent = 1 << 17, // Nav: left arrow moves back to parent. This is processed in TreePop() when there's an unfullfilled Left nav request remaining.
ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog,
+ // [EXPERIMENTAL] Draw lines connecting TreeNode hierarchy. Discuss in GitHub issue #2920.
+ // Default value is pulled from style.TreeLinesFlags. May be overridden in TreeNode calls.
+ ImGuiTreeNodeFlags_DrawLinesNone = 1 << 18, // No lines drawn
+ ImGuiTreeNodeFlags_DrawLinesFull = 1 << 19, // Horizontal lines to child nodes. Vertical line drawn down to TreePop() position: cover full contents. Faster (for large trees).
+ ImGuiTreeNodeFlags_DrawLinesToNodes = 1 << 20, // Horizontal lines to child nodes. Vertical line drawn down to bottom-most child node. Slower (for large trees).
+
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
- ImGuiTreeNodeFlags_AllowItemOverlap = ImGuiTreeNodeFlags_AllowOverlap, // Renamed in 1.89.7
+ ImGuiTreeNodeFlags_NavLeftJumpsBackHere = ImGuiTreeNodeFlags_NavLeftJumpsToParent, // Renamed in 1.92.0
+ ImGuiTreeNodeFlags_SpanTextWidth = ImGuiTreeNodeFlags_SpanLabelWidth, // Renamed in 1.90.7
+ ImGuiTreeNodeFlags_AllowItemOverlap = ImGuiTreeNodeFlags_AllowOverlap, // Renamed in 1.89.7
#endif
};
@@ -1393,6 +1485,7 @@ enum ImGuiDataType_
ImGuiDataType_Float, // float
ImGuiDataType_Double, // double
ImGuiDataType_Bool, // bool (provided for user convenience, not supported by scalar widgets)
+ ImGuiDataType_String, // char* (provided for user convenience, not supported by scalar widgets)
ImGuiDataType_COUNT
};
@@ -1415,21 +1508,18 @@ enum ImGuiSortDirection : ImU8
ImGuiSortDirection_Descending = 2 // Descending = 9->0, Z->A etc.
};
-// Since 1.90, defining IMGUI_DISABLE_OBSOLETE_FUNCTIONS automatically defines IMGUI_DISABLE_OBSOLETE_KEYIO as well.
-#if defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS) && !defined(IMGUI_DISABLE_OBSOLETE_KEYIO)
-#define IMGUI_DISABLE_OBSOLETE_KEYIO
-#endif
-
// A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value): can represent Keyboard, Mouse and Gamepad values.
-// All our named keys are >= 512. Keys value 0 to 511 are left unused as legacy native/opaque key values (< 1.87).
-// Since >= 1.89 we increased typing (went from int to enum), some legacy code may need a cast to ImGuiKey.
-// Read details about the 1.87 and 1.89 transition : https://github.com/ocornut/imgui/issues/4921
+// All our named keys are >= 512. Keys value 0 to 511 are left unused and were legacy native/opaque key values (< 1.87).
+// Support for legacy keys was completely removed in 1.91.5.
+// Read details about the 1.87+ transition : https://github.com/ocornut/imgui/issues/4921
// Note that "Keys" related to physical keys and are not the same concept as input "Characters", the later are submitted via io.AddInputCharacter().
// The keyboard key enum values are named after the keys on a standard US keyboard, and on other keyboard types the keys reported may not match the keycaps.
enum ImGuiKey : int
{
// Keyboard
ImGuiKey_None = 0,
+ ImGuiKey_NamedKey_BEGIN = 512, // First valid key value (other than 0)
+
ImGuiKey_Tab = 512, // == ImGuiKey_NamedKey_BEGIN
ImGuiKey_LeftArrow,
ImGuiKey_RightArrow,
@@ -1445,7 +1535,7 @@ enum ImGuiKey : int
ImGuiKey_Space,
ImGuiKey_Enter,
ImGuiKey_Escape,
- ImGuiKey_LeftCtrl, ImGuiKey_LeftShift, ImGuiKey_LeftAlt, ImGuiKey_LeftSuper,
+ ImGuiKey_LeftCtrl, ImGuiKey_LeftShift, ImGuiKey_LeftAlt, ImGuiKey_LeftSuper, // Also see ImGuiMod_Ctrl, ImGuiMod_Shift, ImGuiMod_Alt, ImGuiMod_Super below!
ImGuiKey_RightCtrl, ImGuiKey_RightShift, ImGuiKey_RightAlt, ImGuiKey_RightSuper,
ImGuiKey_Menu,
ImGuiKey_0, ImGuiKey_1, ImGuiKey_2, ImGuiKey_3, ImGuiKey_4, ImGuiKey_5, ImGuiKey_6, ImGuiKey_7, ImGuiKey_8, ImGuiKey_9,
@@ -1483,33 +1573,36 @@ enum ImGuiKey : int
ImGuiKey_KeypadEqual,
ImGuiKey_AppBack, // Available on some keyboard/mouses. Often referred as "Browser Back"
ImGuiKey_AppForward,
+ ImGuiKey_Oem102, // Non-US backslash.
- // Gamepad (some of those are analog values, 0.0f to 1.0f) // NAVIGATION ACTION
+ // Gamepad
+ // (analog values are 0.0f to 1.0f)
// (download controller mapping PNG/PSD at http://dearimgui.com/controls_sheets)
- ImGuiKey_GamepadStart, // Menu (Xbox) + (Switch) Start/Options (PS)
- ImGuiKey_GamepadBack, // View (Xbox) - (Switch) Share (PS)
- ImGuiKey_GamepadFaceLeft, // X (Xbox) Y (Switch) Square (PS) // Tap: Toggle Menu. Hold: Windowing mode (Focus/Move/Resize windows)
- ImGuiKey_GamepadFaceRight, // B (Xbox) A (Switch) Circle (PS) // Cancel / Close / Exit
- ImGuiKey_GamepadFaceUp, // Y (Xbox) X (Switch) Triangle (PS) // Text Input / On-screen Keyboard
- ImGuiKey_GamepadFaceDown, // A (Xbox) B (Switch) Cross (PS) // Activate / Open / Toggle / Tweak
- ImGuiKey_GamepadDpadLeft, // D-pad Left // Move / Tweak / Resize Window (in Windowing mode)
- ImGuiKey_GamepadDpadRight, // D-pad Right // Move / Tweak / Resize Window (in Windowing mode)
- ImGuiKey_GamepadDpadUp, // D-pad Up // Move / Tweak / Resize Window (in Windowing mode)
- ImGuiKey_GamepadDpadDown, // D-pad Down // Move / Tweak / Resize Window (in Windowing mode)
- ImGuiKey_GamepadL1, // L Bumper (Xbox) L (Switch) L1 (PS) // Tweak Slower / Focus Previous (in Windowing mode)
- ImGuiKey_GamepadR1, // R Bumper (Xbox) R (Switch) R1 (PS) // Tweak Faster / Focus Next (in Windowing mode)
- ImGuiKey_GamepadL2, // L Trig. (Xbox) ZL (Switch) L2 (PS) [Analog]
- ImGuiKey_GamepadR2, // R Trig. (Xbox) ZR (Switch) R2 (PS) [Analog]
- ImGuiKey_GamepadL3, // L Stick (Xbox) L3 (Switch) L3 (PS)
- ImGuiKey_GamepadR3, // R Stick (Xbox) R3 (Switch) R3 (PS)
- ImGuiKey_GamepadLStickLeft, // [Analog] // Move Window (in Windowing mode)
- ImGuiKey_GamepadLStickRight, // [Analog] // Move Window (in Windowing mode)
- ImGuiKey_GamepadLStickUp, // [Analog] // Move Window (in Windowing mode)
- ImGuiKey_GamepadLStickDown, // [Analog] // Move Window (in Windowing mode)
- ImGuiKey_GamepadRStickLeft, // [Analog]
- ImGuiKey_GamepadRStickRight, // [Analog]
- ImGuiKey_GamepadRStickUp, // [Analog]
- ImGuiKey_GamepadRStickDown, // [Analog]
+ // // XBOX | SWITCH | PLAYSTA. | -> ACTION
+ ImGuiKey_GamepadStart, // Menu | + | Options |
+ ImGuiKey_GamepadBack, // View | - | Share |
+ ImGuiKey_GamepadFaceLeft, // X | Y | Square | Tap: Toggle Menu. Hold: Windowing mode (Focus/Move/Resize windows)
+ ImGuiKey_GamepadFaceRight, // B | A | Circle | Cancel / Close / Exit
+ ImGuiKey_GamepadFaceUp, // Y | X | Triangle | Text Input / On-screen Keyboard
+ ImGuiKey_GamepadFaceDown, // A | B | Cross | Activate / Open / Toggle / Tweak
+ ImGuiKey_GamepadDpadLeft, // D-pad Left | " | " | Move / Tweak / Resize Window (in Windowing mode)
+ ImGuiKey_GamepadDpadRight, // D-pad Right | " | " | Move / Tweak / Resize Window (in Windowing mode)
+ ImGuiKey_GamepadDpadUp, // D-pad Up | " | " | Move / Tweak / Resize Window (in Windowing mode)
+ ImGuiKey_GamepadDpadDown, // D-pad Down | " | " | Move / Tweak / Resize Window (in Windowing mode)
+ ImGuiKey_GamepadL1, // L Bumper | L | L1 | Tweak Slower / Focus Previous (in Windowing mode)
+ ImGuiKey_GamepadR1, // R Bumper | R | R1 | Tweak Faster / Focus Next (in Windowing mode)
+ ImGuiKey_GamepadL2, // L Trigger | ZL | L2 | [Analog]
+ ImGuiKey_GamepadR2, // R Trigger | ZR | R2 | [Analog]
+ ImGuiKey_GamepadL3, // L Stick | L3 | L3 |
+ ImGuiKey_GamepadR3, // R Stick | R3 | R3 |
+ ImGuiKey_GamepadLStickLeft, // | | | [Analog] Move Window (in Windowing mode)
+ ImGuiKey_GamepadLStickRight, // | | | [Analog] Move Window (in Windowing mode)
+ ImGuiKey_GamepadLStickUp, // | | | [Analog] Move Window (in Windowing mode)
+ ImGuiKey_GamepadLStickDown, // | | | [Analog] Move Window (in Windowing mode)
+ ImGuiKey_GamepadRStickLeft, // | | | [Analog]
+ ImGuiKey_GamepadRStickRight, // | | | [Analog]
+ ImGuiKey_GamepadRStickUp, // | | | [Analog]
+ ImGuiKey_GamepadRStickDown, // | | | [Analog]
// Aliases: Mouse Buttons (auto-submitted from AddMouseButtonEvent() calls)
// - This is mirroring the data also written to io.MouseDown[], io.MouseWheel, in a format allowing them to be accessed via standard key API.
@@ -1517,11 +1610,15 @@ enum ImGuiKey : int
// [Internal] Reserved for mod storage
ImGuiKey_ReservedForModCtrl, ImGuiKey_ReservedForModShift, ImGuiKey_ReservedForModAlt, ImGuiKey_ReservedForModSuper,
- ImGuiKey_COUNT,
+
+ // [Internal] If you need to iterate all keys (for e.g. an input mapper) you may use ImGuiKey_NamedKey_BEGIN..ImGuiKey_NamedKey_END.
+ ImGuiKey_NamedKey_END,
+ ImGuiKey_NamedKey_COUNT = ImGuiKey_NamedKey_END - ImGuiKey_NamedKey_BEGIN,
// Keyboard Modifiers (explicitly submitted by backend via AddKeyEvent() calls)
- // - This is mirroring the data also written to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper, in a format allowing
- // them to be accessed via standard key API, allowing calls such as IsKeyPressed(), IsKeyReleased(), querying duration etc.
+ // - Any functions taking a ImGuiKeyChord parameter can binary-or those with regular keys, e.g. Shortcut(ImGuiMod_Ctrl | ImGuiKey_S).
+ // - Those are written back into io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper for convenience,
+ // but may be accessed via standard key API such as IsKeyPressed(), IsKeyReleased(), querying duration etc.
// - Code polling every key (e.g. an interface to detect a key press for input mapping) might want to ignore those
// and prefer using the real keys (e.g. ImGuiKey_LeftCtrl, ImGuiKey_RightCtrl instead of ImGuiMod_Ctrl).
// - In theory the value of keyboard modifiers should be roughly equivalent to a logical or of the equivalent left/right keys.
@@ -1535,21 +1632,8 @@ enum ImGuiKey : int
ImGuiMod_Super = 1 << 15, // Windows/Super (non-macOS), Ctrl (macOS)
ImGuiMod_Mask_ = 0xF000, // 4-bits
- // [Internal] Prior to 1.87 we required user to fill io.KeysDown[512] using their own native index + the io.KeyMap[] array.
- // We are ditching this method but keeping a legacy path for user code doing e.g. IsKeyPressed(MY_NATIVE_KEY_CODE)
- // If you need to iterate all keys (for e.g. an input mapper) you may use ImGuiKey_NamedKey_BEGIN..ImGuiKey_NamedKey_END.
- ImGuiKey_NamedKey_BEGIN = 512,
- ImGuiKey_NamedKey_END = ImGuiKey_COUNT,
- ImGuiKey_NamedKey_COUNT = ImGuiKey_NamedKey_END - ImGuiKey_NamedKey_BEGIN,
-#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
- ImGuiKey_KeysData_SIZE = ImGuiKey_NamedKey_COUNT, // Size of KeysData[]: only hold named keys
- ImGuiKey_KeysData_OFFSET = ImGuiKey_NamedKey_BEGIN, // Accesses to io.KeysData[] must use (key - ImGuiKey_KeysData_OFFSET) index.
-#else
- ImGuiKey_KeysData_SIZE = ImGuiKey_COUNT, // Size of KeysData[]: hold legacy 0..512 keycodes + named keys
- ImGuiKey_KeysData_OFFSET = 0, // Accesses to io.KeysData[] must use (key - ImGuiKey_KeysData_OFFSET) index.
-#endif
-
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+ ImGuiKey_COUNT = ImGuiKey_NamedKey_END, // Obsoleted in 1.91.5 because it was extremely misleading (since named keys don't start at 0 anymore)
ImGuiMod_Shortcut = ImGuiMod_Ctrl, // Removed in 1.90.7, you can now simply use ImGuiMod_Ctrl
ImGuiKey_ModCtrl = ImGuiMod_Ctrl, ImGuiKey_ModShift = ImGuiMod_Shift, ImGuiKey_ModAlt = ImGuiMod_Alt, ImGuiKey_ModSuper = ImGuiMod_Super, // Renamed in 1.89
//ImGuiKey_KeyPadEnter = ImGuiKey_KeypadEnter, // Renamed in 1.87
@@ -1581,18 +1665,6 @@ enum ImGuiInputFlags_
ImGuiInputFlags_Tooltip = 1 << 18, // Automatically display a tooltip when hovering item [BETA] Unsure of right api (opt-in/opt-out)
};
-#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
-// OBSOLETED in 1.88 (from July 2022): ImGuiNavInput and io.NavInputs[].
-// Official backends between 1.60 and 1.86: will keep working and feed gamepad inputs as long as IMGUI_DISABLE_OBSOLETE_KEYIO is not set.
-// Custom backends: feed gamepad inputs via io.AddKeyEvent() and ImGuiKey_GamepadXXX enums.
-enum ImGuiNavInput
-{
- ImGuiNavInput_Activate, ImGuiNavInput_Cancel, ImGuiNavInput_Input, ImGuiNavInput_Menu, ImGuiNavInput_DpadLeft, ImGuiNavInput_DpadRight, ImGuiNavInput_DpadUp, ImGuiNavInput_DpadDown,
- ImGuiNavInput_LStickLeft, ImGuiNavInput_LStickRight, ImGuiNavInput_LStickUp, ImGuiNavInput_LStickDown, ImGuiNavInput_FocusPrev, ImGuiNavInput_FocusNext, ImGuiNavInput_TweakSlow, ImGuiNavInput_TweakFast,
- ImGuiNavInput_COUNT,
-};
-#endif
-
// Configuration flags stored in io.ConfigFlags. Set by user/application.
enum ImGuiConfigFlags_
{
@@ -1621,6 +1693,7 @@ enum ImGuiBackendFlags_
ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Backend Platform supports honoring GetMouseCursor() value to change the OS cursor shape.
ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Backend Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if io.ConfigNavMoveSetMousePos is set).
ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3, // Backend Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices.
+ 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.
};
// Enumeration for PushStyleColor() / PopStyleColor()
@@ -1659,6 +1732,7 @@ enum ImGuiCol_
ImGuiCol_ResizeGrip, // Resize grip in lower-right and lower-left corners of windows.
ImGuiCol_ResizeGripHovered,
ImGuiCol_ResizeGripActive,
+ ImGuiCol_InputTextCursor, // InputText cursor/caret
ImGuiCol_TabHovered, // Tab background, when hovered
ImGuiCol_Tab, // Tab background, when tab-bar is focused & tab is unselected
ImGuiCol_TabSelected, // Tab background, when tab-bar is focused & tab is selected
@@ -1676,7 +1750,8 @@ enum ImGuiCol_
ImGuiCol_TableRowBg, // Table row background (even rows)
ImGuiCol_TableRowBgAlt, // Table row background (odd rows)
ImGuiCol_TextLink, // Hyperlink color
- ImGuiCol_TextSelectedBg,
+ ImGuiCol_TextSelectedBg, // Selected text inside an InputText
+ ImGuiCol_TreeLines, // Tree node hierarchy outlines when using ImGuiTreeNodeFlags_DrawLines
ImGuiCol_DragDropTarget, // Rectangle highlighting a drop target
ImGuiCol_NavCursor, // Color of keyboard/gamepad navigation cursor/rectangle, when visible
ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB
@@ -1725,12 +1800,15 @@ enum ImGuiStyleVar_
ImGuiStyleVar_ScrollbarRounding, // float ScrollbarRounding
ImGuiStyleVar_GrabMinSize, // float GrabMinSize
ImGuiStyleVar_GrabRounding, // float GrabRounding
+ ImGuiStyleVar_ImageBorderSize, // float ImageBorderSize
ImGuiStyleVar_TabRounding, // float TabRounding
ImGuiStyleVar_TabBorderSize, // float TabBorderSize
ImGuiStyleVar_TabBarBorderSize, // float TabBarBorderSize
ImGuiStyleVar_TabBarOverlineSize, // float TabBarOverlineSize
ImGuiStyleVar_TableAngledHeadersAngle, // float TableAngledHeadersAngle
ImGuiStyleVar_TableAngledHeadersTextAlign,// ImVec2 TableAngledHeadersTextAlign
+ ImGuiStyleVar_TreeLinesSize, // float TreeLinesSize
+ ImGuiStyleVar_TreeLinesRounding, // float TreeLinesRounding
ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign
ImGuiStyleVar_SelectableTextAlign, // ImVec2 SelectableTextAlign
ImGuiStyleVar_SeparatorTextBorderSize, // float SeparatorTextBorderSize
@@ -1765,10 +1843,16 @@ enum ImGuiColorEditFlags_
ImGuiColorEditFlags_NoDragDrop = 1 << 9, // // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source.
ImGuiColorEditFlags_NoBorder = 1 << 10, // // ColorButton: disable border (which is enforced by default)
+ // Alpha preview
+ // - Prior to 1.91.8 (2025/01/21): alpha was made opaque in the preview by default using old name ImGuiColorEditFlags_AlphaPreview.
+ // - We now display the preview as transparent by default. You can use ImGuiColorEditFlags_AlphaOpaque to use old behavior.
+ // - The new flags may be combined better and allow finer controls.
+ ImGuiColorEditFlags_AlphaOpaque = 1 << 11, // // ColorEdit, ColorPicker, ColorButton: disable alpha in the preview,. Contrary to _NoAlpha it may still be edited when calling ColorEdit4()/ColorPicker4(). For ColorButton() this does the same as _NoAlpha.
+ ImGuiColorEditFlags_AlphaNoBg = 1 << 12, // // ColorEdit, ColorPicker, ColorButton: disable rendering a checkerboard background behind transparent color.
+ ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 13, // // ColorEdit, ColorPicker, ColorButton: display half opaque / half transparent preview.
+
// User Options (right-click on widget to change some of them).
ImGuiColorEditFlags_AlphaBar = 1 << 16, // // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker.
- ImGuiColorEditFlags_AlphaPreview = 1 << 17, // // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque.
- ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 18, // // ColorEdit, ColorPicker, ColorButton: display half opaque / half checkerboard, instead of opaque.
ImGuiColorEditFlags_HDR = 1 << 19, // // (WIP) ColorEdit: Currently only disable 0.0f..1.0f limits in RGBA edition (note: you probably want to use ImGuiColorEditFlags_Float flag as well).
ImGuiColorEditFlags_DisplayRGB = 1 << 20, // [Display] // ColorEdit: override _display_ type among RGB/HSV/Hex. ColorPicker: select any combination using one or more of RGB/HSV/Hex.
ImGuiColorEditFlags_DisplayHSV = 1 << 21, // [Display] // "
@@ -1785,12 +1869,16 @@ enum ImGuiColorEditFlags_
ImGuiColorEditFlags_DefaultOptions_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_PickerHueBar,
// [Internal] Masks
+ ImGuiColorEditFlags_AlphaMask_ = ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaOpaque | ImGuiColorEditFlags_AlphaNoBg | ImGuiColorEditFlags_AlphaPreviewHalf,
ImGuiColorEditFlags_DisplayMask_ = ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_DisplayHex,
ImGuiColorEditFlags_DataTypeMask_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_Float,
ImGuiColorEditFlags_PickerMask_ = ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_PickerHueBar,
ImGuiColorEditFlags_InputMask_ = ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_InputHSV,
// Obsolete names
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+ ImGuiColorEditFlags_AlphaPreview = 0, // [Removed in 1.91.8] This is the default now. Will display a checkerboard unless ImGuiColorEditFlags_AlphaNoBg is set.
+#endif
//ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex // [renamed in 1.69]
};
@@ -1806,6 +1894,7 @@ enum ImGuiSliderFlags_
ImGuiSliderFlags_WrapAround = 1 << 8, // Enable wrapping around from max to min and from min to max. Only supported by DragXXX() functions for now.
ImGuiSliderFlags_ClampOnInput = 1 << 9, // Clamp value to min/max bounds when input manually with CTRL+Click. By default CTRL+Click allows going out of bounds.
ImGuiSliderFlags_ClampZeroRange = 1 << 10, // Clamp even if min==max==0.0f. Otherwise due to legacy reason DragXXX functions don't clamp with those values. When your clamping limits are dynamic you almost always want to use it.
+ ImGuiSliderFlags_NoSpeedTweaks = 1 << 11, // Disable keyboard modifiers altering tweak speed. Useful if you want to alter tweak speed yourself based on your own logic.
ImGuiSliderFlags_AlwaysClamp = ImGuiSliderFlags_ClampOnInput | ImGuiSliderFlags_ClampZeroRange,
ImGuiSliderFlags_InvalidMask_ = 0x7000000F, // [Internal] We treat using those bits as being potentially a 'float power' argument from the previous API that has got miscast to this enum, and will trigger an assert if needed.
};
@@ -1833,6 +1922,8 @@ enum ImGuiMouseCursor_
ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a window
ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window
ImGuiMouseCursor_Hand, // (Unused by Dear ImGui functions. Use for e.g. hyperlinks)
+ ImGuiMouseCursor_Wait, // When waiting for something to process/load.
+ ImGuiMouseCursor_Progress, // When waiting for something to process/load, but application is still interactive.
ImGuiMouseCursor_NotAllowed, // When hovering something with disallowed interaction. Usually a crossed circle.
ImGuiMouseCursor_COUNT
};
@@ -2141,11 +2232,18 @@ IM_MSVC_RUNTIME_CHECKS_RESTORE
struct ImGuiStyle
{
+ // Font scaling
+ // - recap: ImGui::GetFontSize() == FontSizeBase * (FontScaleMain * FontScaleDpi * other_scaling_factors)
+ float FontSizeBase; // Current base font size before external global factors are applied. Use PushFont(NULL, size) to modify. Use ImGui::GetFontSize() to obtain scaled value.
+ float FontScaleMain; // Main global scale factor. May be set by application once, or exposed to end-user.
+ float FontScaleDpi; // Additional global scale factor from viewport/monitor contents scale. When io.ConfigDpiScaleFonts is enabled, this is automatically overwritten when changing monitor DPI.
+
float Alpha; // Global alpha applies to everything in Dear ImGui.
float DisabledAlpha; // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha.
ImVec2 WindowPadding; // Padding within a window.
float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended.
float WindowBorderSize; // Thickness of border around windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
+ float WindowBorderHoverPadding; // Hit-testing extent outside/inside resizing border. Also extend determination of hovered window. Generally meaningfully larger than WindowBorderSize to make it easy to reach borders.
ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constrain individual windows, use SetNextWindowSizeConstraints().
ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.
ImGuiDir WindowMenuButtonPosition; // Side of the collapsing/docking button in the title bar (None/Left/Right). Defaults to ImGuiDir_Left.
@@ -2167,13 +2265,18 @@ struct ImGuiStyle
float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar.
float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
float LogSliderDeadzone; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.
+ float ImageBorderSize; // Thickness of border around Image() calls.
float TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
float TabBorderSize; // Thickness of border around tabs.
- float TabMinWidthForCloseButton; // Minimum width for close button to appear on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected.
+ float TabCloseButtonMinWidthSelected; // -1: always visible. 0.0f: visible when hovered. >0.0f: visible when hovered if minimum width.
+ float TabCloseButtonMinWidthUnselected; // -1: always visible. 0.0f: visible when hovered. >0.0f: visible when hovered if minimum width. FLT_MAX: never show close button when unselected.
float TabBarBorderSize; // Thickness of tab-bar separator, which takes on the tab active color to denote focus.
float TabBarOverlineSize; // Thickness of tab-bar overline, which highlights the selected tab-bar.
float TableAngledHeadersAngle; // Angle of angled headers (supported values range from -50.0f degrees to +50.0f degrees).
ImVec2 TableAngledHeadersTextAlign;// Alignment of angled headers within the cell
+ 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.
ImGuiDir ColorButtonPosition; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered).
ImVec2 SelectableTextAlign; // Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.
@@ -2188,6 +2291,8 @@ struct ImGuiStyle
bool AntiAliasedFill; // Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.). Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList).
float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
float CircleTessellationMaxError; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry.
+
+ // Colors
ImVec4 Colors[ImGuiCol_COUNT];
// Behaviors
@@ -2198,8 +2303,18 @@ struct ImGuiStyle
ImGuiHoveredFlags HoverFlagsForTooltipMouse;// Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse.
ImGuiHoveredFlags HoverFlagsForTooltipNav; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad.
- IMGUI_API ImGuiStyle();
- IMGUI_API void ScaleAllSizes(float scale_factor);
+ // [Internal]
+ float _MainScale; // FIXME-WIP: Reference scale, as applied by ScaleAllSizes().
+ float _NextFrameFontSizeBase; // FIXME: Temporary hack until we finish remaining work.
+
+ // Functions
+ IMGUI_API ImGuiStyle();
+ IMGUI_API void ScaleAllSizes(float scale_factor); // Scale all spacing/padding/thickness values. Do not scale fonts.
+
+ // Obsolete names
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+ // TabMinWidthForCloseButton = TabCloseButtonMinWidthUnselected // Renamed in 1.91.9.
+#endif
};
//-----------------------------------------------------------------------------
@@ -2232,7 +2347,8 @@ struct ImGuiIO
ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Keyboard/Gamepad navigation options, etc.
ImGuiBackendFlags BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by backend (imgui_impl_xxx files or custom backend) to communicate features supported by the backend.
- ImVec2 DisplaySize; // // Main display size, in pixels (generally == GetMainViewport()->Size). May change every frame.
+ ImVec2 DisplaySize; // // Main display size, in pixels (== GetMainViewport()->Size). May change every frame.
+ ImVec2 DisplayFramebufferScale; // = (1, 1) // Main display density. For retina display where window coordinates are different from framebuffer coordinates. This will affect font density + will end up in ImDrawData::FramebufferScale.
float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds. May change every frame.
float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds.
const char* IniFilename; // = "imgui.ini" // Path to .ini file (important: default "imgui.ini" is relative to current working dir!). Set NULL to disable automatic .ini loading/saving or if you want to manually call LoadIniSettingsXXX() / SaveIniSettingsXXX() functions.
@@ -2241,14 +2357,12 @@ struct ImGuiIO
// Font system
ImFontAtlas*Fonts; // // Font atlas: load, rasterize and pack one or more fonts into a single texture.
- float FontGlobalScale; // = 1.0f // Global scale all fonts
- bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with CTRL+Wheel.
ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0].
- ImVec2 DisplayFramebufferScale; // = (1, 1) // For retina display or other situations where window coordinates are different from framebuffer coordinates. This generally ends up in ImDrawData::FramebufferScale.
+ bool FontAllowUserScaling; // = false // [OBSOLETE] Allow user scaling text of individual window with CTRL+Wheel.
// Keyboard/Gamepad Navigation options
bool ConfigNavSwapGamepadButtons; // = false // Swap Activate<>Cancel (A<>B) buttons, matching typical "Nintendo/Japanese style" gamepad layout.
- bool ConfigNavMoveSetMousePos; // = false // Directional/tabbing navigation teleports the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is difficult. Will update io.MousePos and set io.WantSetMousePos=true.
+ bool ConfigNavMoveSetMousePos; // = false // Directional/tabbing navigation teleports the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is difficult. Will update io.MousePos and set io.WantSetMousePos=true.
bool ConfigNavCaptureKeyboard; // = true // Sets io.WantCaptureKeyboard when io.NavActive is set.
bool ConfigNavEscapeClearFocusItem; // = true // Pressing Escape can clear focused item + navigation id/highlight. Set to false if you want to always keep highlight on.
bool ConfigNavEscapeClearFocusWindow;// = false // Pressing Escape can clear focused window as well (super set of io.ConfigNavEscapeClearFocusItem).
@@ -2263,8 +2377,9 @@ struct ImGuiIO
bool ConfigInputTextCursorBlink; // = true // Enable blinking cursor (optional as some users consider it to be distracting).
bool ConfigInputTextEnterKeepActive; // = false // [BETA] Pressing Enter will keep item active and select contents (single-line only).
bool ConfigDragClickToInputText; // = false // [BETA] Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving). Not desirable on devices without a keyboard.
- bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag)
+ bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires ImGuiBackendFlags_HasMouseCursors for better mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag)
bool ConfigWindowsMoveFromTitleBarOnly; // = false // Enable allowing to move windows only when clicking on their title bar. Does not apply to windows without a title bar.
+ bool ConfigWindowsCopyContentsWithCtrlC; // = false // [EXPERIMENTAL] CTRL+C copy the contents of focused window into the clipboard. Experimental because: (1) has known issues with nested Begin/End pairs (2) text output quality varies (3) text output is in submission order rather than spatial order.
bool ConfigScrollbarScrollByPage; // = true // Enable scrolling page by page when clicking outside the scrollbar grab. When disabled, always scroll to clicked location. When enabled, Shift+Click scrolls to clicked location.
float ConfigMemoryCompactTimer; // = 60.0f // Timer (in seconds) to free transient windows/tables memory buffers when unused. Set to -1.0f to disable.
@@ -2309,7 +2424,8 @@ struct ImGuiIO
// - Code should use PushID()/PopID() in loops, or append "##xx" to same-label identifiers.
// - Empty label e.g. Button("") == same ID as parent widget/node. Use Button("##xx") instead!
// - See FAQ https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#q-about-the-id-stack-system
- bool ConfigDebugHighlightIdConflicts;// = true // Highlight and show an error message when multiple items have conflicting identifiers.
+ bool ConfigDebugHighlightIdConflicts;// = true // Highlight and show an error message popup when multiple items have conflicting identifiers.
+ bool ConfigDebugHighlightIdConflictsShowItemPicker;//=true // Show "Item Picker" button in aforementioned popup.
// Tools to test correct Begin/End and BeginChild/EndChild behaviors.
// - Presently Begin()/End() and BeginChild()/EndChild() needs to ALWAYS be called in tandem, regardless of return value of BeginXXX()
@@ -2331,6 +2447,7 @@ struct ImGuiIO
// (the imgui_impl_xxxx backend files are setting those up for you)
//------------------------------------------------------------------
+ // Nowadays those would be stored in ImGuiPlatformIO but we are leaving them here for legacy reasons.
// Optional: Platform/Renderer backend name (informational only! will be displayed in About Window) + User data for backend/wrappers to store their own stuff.
const char* BackendPlatformName; // = NULL
const char* BackendRendererName; // = NULL
@@ -2404,7 +2521,7 @@ struct ImGuiIO
// Other state maintained from data above + IO function calls
ImGuiKeyChord KeyMods; // Key mods flags (any of ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Alt/ImGuiMod_Super flags, same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags. Read-only, updated by NewFrame()
- ImGuiKeyData KeysData[ImGuiKey_KeysData_SIZE]; // Key state for all known keys. Use IsKeyXXX() functions to access this.
+ ImGuiKeyData KeysData[ImGuiKey_NamedKey_COUNT];// Key state for all known keys. MUST use 'key - ImGuiKey_NamedKey_BEGIN' as index. Use IsKeyXXX() functions to access this.
bool WantCaptureMouseUnlessPopupClose; // Alternative to WantCaptureMouse: (WantCaptureMouse == true && WantCaptureMouseUnlessPopupClose == false) when a click over void is expected to close a popup.
ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid)
ImVec2 MouseClickedPos[5]; // Position at time of clicking
@@ -2414,34 +2531,35 @@ struct ImGuiIO
ImU16 MouseClickedCount[5]; // == 0 (not clicked), == 1 (same as MouseClicked[]), == 2 (double-clicked), == 3 (triple-clicked) etc. when going from !Down to Down
ImU16 MouseClickedLastCount[5]; // Count successive number of clicks. Stays valid after mouse release. Reset after another click is done.
bool MouseReleased[5]; // Mouse button went from Down to !Down
+ double MouseReleasedTime[5]; // Time of last released (rarely used! but useful to handle delayed single-click when trying to disambiguate them from double-click).
bool MouseDownOwned[5]; // Track if button was clicked inside a dear imgui window or over void blocked by a popup. We don't request mouse capture from the application if click started outside ImGui bounds.
bool MouseDownOwnedUnlessPopupClose[5]; // Track if button was clicked inside a dear imgui window.
bool MouseWheelRequestAxisSwap; // On a non-Mac system, holding SHIFT requests WheelY to perform the equivalent of a WheelX event. On a Mac system this is already enforced by the system.
- bool MouseCtrlLeftAsRightClick; // (OSX) Set to true when the current click was a ctrl-click that spawned a simulated right click
+ bool MouseCtrlLeftAsRightClick; // (OSX) Set to true when the current click was a Ctrl+click that spawned a simulated right click
float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked)
float MouseDownDurationPrev[5]; // Previous time the mouse button has been down
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()
bool AppAcceptingEvents; // Only modify via SetAppAcceptingEvents()
- ImS8 BackendUsingLegacyKeyArrays; // -1: unknown, 0: using AddKeyEvent(), 1: using legacy io.KeysDown[]
- bool BackendUsingLegacyNavInputArray; // 0: using AddKeyAnalogEvent(), 1: writing to legacy io.NavInputs[] directly
ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16()
ImVector InputQueueCharacters; // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper.
// Legacy: before 1.87, we required backend to fill io.KeyMap[] (imgui->native map) during initialization and io.KeysDown[] (native indices) every frame.
// This is still temporarily supported as a legacy feature. However the new preferred scheme is for backend to call io.AddKeyEvent().
// Old (<1.87): ImGui::IsKeyPressed(ImGui::GetIO().KeyMap[ImGuiKey_Space]) --> New (1.87+) ImGui::IsKeyPressed(ImGuiKey_Space)
-#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
- int KeyMap[ImGuiKey_COUNT]; // [LEGACY] Input: map of indices into the KeysDown[512] entries array which represent your "native" keyboard state. The first 512 are now unused and should be kept zero. Legacy backend will write into KeyMap[] using ImGuiKey_ indices which are always >512.
- bool KeysDown[ImGuiKey_COUNT]; // [LEGACY] Input: Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys). This used to be [512] sized. It is now ImGuiKey_COUNT to allow legacy io.KeysDown[GetKeyIndex(...)] to work without an overflow.
- float NavInputs[ImGuiNavInput_COUNT]; // [LEGACY] Since 1.88, NavInputs[] was removed. Backends from 1.60 to 1.86 won't build. Feed gamepad inputs via io.AddKeyEvent() and ImGuiKey_GamepadXXX enums.
+ // Old (<1.87): ImGui::IsKeyPressed(MYPLATFORM_KEY_SPACE) --> New (1.87+) ImGui::IsKeyPressed(ImGuiKey_Space)
+ // Read https://github.com/ocornut/imgui/issues/4921 for details.
+ //int KeyMap[ImGuiKey_COUNT]; // [LEGACY] Input: map of indices into the KeysDown[512] entries array which represent your "native" keyboard state. The first 512 are now unused and should be kept zero. Legacy backend will write into KeyMap[] using ImGuiKey_ indices which are always >512.
+ //bool KeysDown[ImGuiKey_COUNT]; // [LEGACY] Input: Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys). This used to be [512] sized. It is now ImGuiKey_COUNT to allow legacy io.KeysDown[GetKeyIndex(...)] to work without an overflow.
+ //float NavInputs[ImGuiNavInput_COUNT]; // [LEGACY] Since 1.88, NavInputs[] was removed. Backends from 1.60 to 1.86 won't build. Feed gamepad inputs via io.AddKeyEvent() and ImGuiKey_GamepadXXX enums.
//void* ImeWindowHandle; // [Obsoleted in 1.87] Set ImGuiViewport::PlatformHandleRaw instead. Set this to your HWND to get automatic IME cursor positioning.
-#endif
+
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+ float FontGlobalScale; // Moved io.FontGlobalScale to style.FontScaleMain in 1.92 (June 2025)
// Legacy: before 1.91.1, clipboard functions were stored in ImGuiIO instead of ImGuiPlatformIO.
// As this is will affect all users of custom engines/backends, we are providing proper legacy redirection (will obsolete).
-#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
const char* (*GetClipboardTextFn)(void* user_data);
void (*SetClipboardTextFn)(void* user_data, const char* text);
void* ClipboardUserData;
@@ -2457,7 +2575,7 @@ struct ImGuiIO
// Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used.
// The callback function should return 0 by default.
// Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details)
-// - ImGuiInputTextFlags_CallbackEdit: Callback on buffer edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active)
+// - ImGuiInputTextFlags_CallbackEdit: Callback on buffer edit. Note that InputText() already returns true on edit + you can always use IsItemEdited(). The callback is useful to manipulate the underlying buffer while focus is active.
// - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration
// - ImGuiInputTextFlags_CallbackCompletion: Callback on pressing TAB
// - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows
@@ -2584,10 +2702,11 @@ struct ImGuiTextBuffer
ImGuiTextBuffer() { }
inline char operator[](int i) const { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; }
const char* begin() const { return Buf.Data ? &Buf.front() : EmptyString; }
- const char* end() const { return Buf.Data ? &Buf.back() : EmptyString; } // Buf is zero-terminated, so end() will point on the zero-terminator
+ const char* end() const { return Buf.Data ? &Buf.back() : EmptyString; } // Buf is zero-terminated, so end() will point on the zero-terminator
int size() const { return Buf.Size ? Buf.Size - 1 : 0; }
bool empty() const { return Buf.Size <= 1; }
void clear() { Buf.clear(); }
+ void resize(int size) { if (Buf.Size > size) Buf.Data[size] = 0; Buf.resize(size ? size + 1 : 0, 0); } // Similar to resize(0) on ImVector: empty string but don't free buffer.
void reserve(int capacity) { Buf.reserve(capacity); }
const char* c_str() const { return Buf.Data ? Buf.Data : EmptyString; }
IMGUI_API void append(const char* str, const char* str_end = NULL);
@@ -2677,7 +2796,7 @@ struct ImGuiListClipper
int DisplayEnd; // End of items to display (exclusive)
int ItemsCount; // [Internal] Number of items
float ItemsHeight; // [Internal] Height of item after a first step and item submission can calculate it
- float StartPosY; // [Internal] Cursor position at the time of Begin() or after table frozen rows are all processed
+ double StartPosY; // [Internal] Cursor position at the time of Begin() or after table frozen rows are all processed
double StartSeekOffsetY; // [Internal] Account for frozen rows in a table and initial loss of precision in very large windows.
void* TempData; // [Internal] Internal data
@@ -2701,7 +2820,7 @@ struct ImGuiListClipper
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
inline void IncludeRangeByIndices(int item_begin, int item_end) { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.9]
- inline void ForceDisplayRangeByIndices(int item_begin, int item_end) { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.6]
+ //inline void ForceDisplayRangeByIndices(int item_begin, int item_end) { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.6]
//inline ImGuiListClipper(int items_count, float items_height = -1.0f) { memset(this, 0, sizeof(*this)); ItemsCount = -1; Begin(items_count, items_height); } // [removed in 1.79]
#endif
};
@@ -2710,34 +2829,42 @@ struct ImGuiListClipper
// - It is important that we are keeping those disabled by default so they don't leak in user space.
// - This is in order to allow user enabling implicit cast operators between ImVec2/ImVec4 and their own types (using IM_VEC2_CLASS_EXTRA in imconfig.h)
// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including this file (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4.
+// - We intentionally provide ImVec2*float but not float*ImVec2: this is rare enough and we want to reduce the surface for possible user mistake.
#ifdef IMGUI_DEFINE_MATH_OPERATORS
#define IMGUI_DEFINE_MATH_OPERATORS_IMPLEMENTED
IM_MSVC_RUNTIME_CHECKS_OFF
-static inline ImVec2 operator*(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x * rhs, lhs.y * rhs); }
-static inline ImVec2 operator/(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x / rhs, lhs.y / rhs); }
-static inline ImVec2 operator+(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x + rhs.x, lhs.y + rhs.y); }
-static inline ImVec2 operator-(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x - rhs.x, lhs.y - rhs.y); }
-static inline ImVec2 operator*(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); }
-static inline ImVec2 operator/(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x / rhs.x, lhs.y / rhs.y); }
-static inline ImVec2 operator-(const ImVec2& lhs) { return ImVec2(-lhs.x, -lhs.y); }
-static inline ImVec2& operator*=(ImVec2& lhs, const float rhs) { lhs.x *= rhs; lhs.y *= rhs; return lhs; }
-static inline ImVec2& operator/=(ImVec2& lhs, const float rhs) { lhs.x /= rhs; lhs.y /= rhs; return lhs; }
-static inline ImVec2& operator+=(ImVec2& lhs, const ImVec2& rhs) { lhs.x += rhs.x; lhs.y += rhs.y; return lhs; }
-static inline ImVec2& operator-=(ImVec2& lhs, const ImVec2& rhs) { lhs.x -= rhs.x; lhs.y -= rhs.y; return lhs; }
-static inline ImVec2& operator*=(ImVec2& lhs, const ImVec2& rhs) { lhs.x *= rhs.x; lhs.y *= rhs.y; return lhs; }
-static inline ImVec2& operator/=(ImVec2& lhs, const ImVec2& rhs) { lhs.x /= rhs.x; lhs.y /= rhs.y; return lhs; }
-static inline bool operator==(const ImVec2& lhs, const ImVec2& rhs) { return lhs.x == rhs.x && lhs.y == rhs.y; }
-static inline bool operator!=(const ImVec2& lhs, const ImVec2& rhs) { return lhs.x != rhs.x || lhs.y != rhs.y; }
-static inline ImVec4 operator+(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x + rhs.x, lhs.y + rhs.y, lhs.z + rhs.z, lhs.w + rhs.w); }
-static inline ImVec4 operator-(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x - rhs.x, lhs.y - rhs.y, lhs.z - rhs.z, lhs.w - rhs.w); }
-static inline ImVec4 operator*(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x * rhs.x, lhs.y * rhs.y, lhs.z * rhs.z, lhs.w * rhs.w); }
-static inline bool operator==(const ImVec4& lhs, const ImVec4& rhs) { return lhs.x == rhs.x && lhs.y == rhs.y && lhs.z == rhs.z && lhs.w == rhs.w; }
-static inline bool operator!=(const ImVec4& lhs, const ImVec4& rhs) { return lhs.x != rhs.x || lhs.y != rhs.y || lhs.z != rhs.z || lhs.w != rhs.w; }
+// ImVec2 operators
+inline ImVec2 operator*(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x * rhs, lhs.y * rhs); }
+inline ImVec2 operator/(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x / rhs, lhs.y / rhs); }
+inline ImVec2 operator+(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x + rhs.x, lhs.y + rhs.y); }
+inline ImVec2 operator-(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x - rhs.x, lhs.y - rhs.y); }
+inline ImVec2 operator*(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); }
+inline ImVec2 operator/(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x / rhs.x, lhs.y / rhs.y); }
+inline ImVec2 operator-(const ImVec2& lhs) { return ImVec2(-lhs.x, -lhs.y); }
+inline ImVec2& operator*=(ImVec2& lhs, const float rhs) { lhs.x *= rhs; lhs.y *= rhs; return lhs; }
+inline ImVec2& operator/=(ImVec2& lhs, const float rhs) { lhs.x /= rhs; lhs.y /= rhs; return lhs; }
+inline ImVec2& operator+=(ImVec2& lhs, const ImVec2& rhs) { lhs.x += rhs.x; lhs.y += rhs.y; return lhs; }
+inline ImVec2& operator-=(ImVec2& lhs, const ImVec2& rhs) { lhs.x -= rhs.x; lhs.y -= rhs.y; return lhs; }
+inline ImVec2& operator*=(ImVec2& lhs, const ImVec2& rhs) { lhs.x *= rhs.x; lhs.y *= rhs.y; return lhs; }
+inline ImVec2& operator/=(ImVec2& lhs, const ImVec2& rhs) { lhs.x /= rhs.x; lhs.y /= rhs.y; return lhs; }
+inline bool operator==(const ImVec2& lhs, const ImVec2& rhs) { return lhs.x == rhs.x && lhs.y == rhs.y; }
+inline bool operator!=(const ImVec2& lhs, const ImVec2& rhs) { return lhs.x != rhs.x || lhs.y != rhs.y; }
+// ImVec4 operators
+inline ImVec4 operator*(const ImVec4& lhs, const float rhs) { return ImVec4(lhs.x * rhs, lhs.y * rhs, lhs.z * rhs, lhs.w * rhs); }
+inline ImVec4 operator/(const ImVec4& lhs, const float rhs) { return ImVec4(lhs.x / rhs, lhs.y / rhs, lhs.z / rhs, lhs.w / rhs); }
+inline ImVec4 operator+(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x + rhs.x, lhs.y + rhs.y, lhs.z + rhs.z, lhs.w + rhs.w); }
+inline ImVec4 operator-(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x - rhs.x, lhs.y - rhs.y, lhs.z - rhs.z, lhs.w - rhs.w); }
+inline ImVec4 operator*(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x * rhs.x, lhs.y * rhs.y, lhs.z * rhs.z, lhs.w * rhs.w); }
+inline ImVec4 operator/(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x / rhs.x, lhs.y / rhs.y, lhs.z / rhs.z, lhs.w / rhs.w); }
+inline ImVec4 operator-(const ImVec4& lhs) { return ImVec4(-lhs.x, -lhs.y, -lhs.z, -lhs.w); }
+inline bool operator==(const ImVec4& lhs, const ImVec4& rhs) { return lhs.x == rhs.x && lhs.y == rhs.y && lhs.z == rhs.z && lhs.w == rhs.w; }
+inline bool operator!=(const ImVec4& lhs, const ImVec4& rhs) { return lhs.x != rhs.x || lhs.y != rhs.y || lhs.z != rhs.z || lhs.w != rhs.w; }
IM_MSVC_RUNTIME_CHECKS_RESTORE
#endif
// Helpers macros to generate 32-bit encoded colors
-// User can declare their own format by #defining the 5 _SHIFT/_MASK macros in their imconfig file.
+// - User can declare their own format by #defining the 5 _SHIFT/_MASK macros in their imconfig file.
+// - Any setting other than the default will need custom backend support. The only standard backend that supports anything else than the default is DirectX9.
#ifndef IM_COL32_R_SHIFT
#ifdef IMGUI_USE_BGRA_PACKED_COLOR
#define IM_COL32_R_SHIFT 16
@@ -2910,7 +3037,7 @@ struct ImGuiSelectionBasicStorage
IMGUI_API void Clear(); // Clear selection
IMGUI_API void Swap(ImGuiSelectionBasicStorage& r); // Swap two selections
IMGUI_API void SetItemSelected(ImGuiID id, bool selected); // Add/remove an item from selection (generally done by ApplyRequests() function)
- IMGUI_API bool GetNextSelectedItem(void** opaque_it, ImGuiID* out_id); // Iterate selection with 'void* it = NULL; ImGuiId id; while (selection.GetNextSelectedItem(&it, &id)) { ... }'
+ IMGUI_API bool GetNextSelectedItem(void** opaque_it, ImGuiID* out_id); // Iterate selection with 'void* it = NULL; ImGuiID id; while (selection.GetNextSelectedItem(&it, &id)) { ... }'
inline ImGuiID GetStorageIdFromIndex(int idx) { return AdapterIndexToStorageId(this, idx); } // Convert index to item id based on provided adapter.
};
@@ -2934,7 +3061,14 @@ struct ImGuiSelectionExternalStorage
// The maximum line width to bake anti-aliased textures for. Build atlas with ImFontAtlasFlags_NoBakedLines to disable baking.
#ifndef IM_DRAWLIST_TEX_LINES_WIDTH_MAX
-#define IM_DRAWLIST_TEX_LINES_WIDTH_MAX (63)
+#define IM_DRAWLIST_TEX_LINES_WIDTH_MAX (32)
+#endif
+
+// ImDrawIdx: vertex index. [Compile-time configurable type]
+// - To use 16-bit indices + allow large meshes: backend need to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset (recommended).
+// - To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in your imconfig.h file.
+#ifndef ImDrawIdx
+typedef unsigned short ImDrawIdx; // Default: 16-bit (for maximum compatibility with renderer backends)
#endif
// ImDrawCallback: Draw callbacks for advanced uses [configurable type: override in imconfig.h]
@@ -2958,11 +3092,11 @@ typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* c
// - VtxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled,
// this fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices.
// Backends made for <1.71. will typically ignore the VtxOffset fields.
-// - The ClipRect/TextureId/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for).
+// - The ClipRect/TexRef/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for).
struct ImDrawCmd
{
ImVec4 ClipRect; // 4*4 // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates
- ImTextureID TextureId; // 4-8 // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas.
+ ImTextureRef TexRef; // 16 // Reference to a font/texture atlas (where backend called ImTextureData::SetTexID()) or to a user-provided texture ID (via e.g. ImGui::Image() calls). Both will lead to a ImTextureID value.
unsigned int VtxOffset; // 4 // Start offset in vertex buffer. ImGuiBackendFlags_RendererHasVtxOffset: always 0, otherwise may be >0 to support meshes larger than 64K vertices with 16-bit indices.
unsigned int IdxOffset; // 4 // Start offset in index buffer.
unsigned int ElemCount; // 4 // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[].
@@ -2974,7 +3108,8 @@ struct ImDrawCmd
ImDrawCmd() { memset(this, 0, sizeof(*this)); } // Also ensure our padding fields are zeroed
// Since 1.83: returns ImTextureID associated with this draw call. Warning: DO NOT assume this is always same as 'TextureId' (we will change this function for an upcoming feature)
- inline ImTextureID GetTexID() const { return TextureId; }
+ // Since 1.92: removed ImDrawCmd::TextureId field, the getter function must be used!
+ inline ImTextureID GetTexID() const; // == (TexRef._TexData ? TexRef._TexData->TexID : TexRef._TexID
};
// Vertex layout
@@ -2997,7 +3132,7 @@ IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
struct ImDrawCmdHeader
{
ImVec4 ClipRect;
- ImTextureID TextureId;
+ ImTextureRef TexRef;
unsigned int VtxOffset;
};
@@ -3008,7 +3143,6 @@ struct ImDrawChannel
ImVector _IdxBuffer;
};
-
// Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order.
// This is used by the Columns/Tables API, so items of each column can be batched together in a same draw call.
struct ImDrawListSplitter
@@ -3064,7 +3198,7 @@ enum ImDrawListFlags_
// access the current window draw list and draw custom primitives.
// You can interleave normal ImGui:: calls and adding primitives to the current draw list.
// In single viewport mode, top-left is == GetMainViewport()->Pos (generally 0,0), bottom-right is == GetMainViewport()->Pos+Size (generally io.DisplaySize).
-// You are totally free to apply whatever transformation matrix to want to the data (depending on the use of the transformation you may want to apply it to ClipRect as well!)
+// You are totally free to apply whatever transformation matrix you want to the data (depending on the use of the transformation you may want to apply it to ClipRect as well!)
// Important: Primitives are always added to the list and not culled (culling is done at higher-level by ImGui:: functions), if you use this API a lot consider coarse culling your drawn objects.
struct ImDrawList
{
@@ -3083,20 +3217,21 @@ struct ImDrawList
ImDrawCmdHeader _CmdHeader; // [Internal] template of active commands. Fields should match those of CmdBuffer.back().
ImDrawListSplitter _Splitter; // [Internal] for channels api (note: prefer using your own persistent instance of ImDrawListSplitter!)
ImVector _ClipRectStack; // [Internal]
- ImVector _TextureIdStack; // [Internal]
+ ImVector _TextureStack; // [Internal]
ImVector _CallbacksDataBuf; // [Internal]
float _FringeScale; // [Internal] anti-alias fringe is scaled by this value, this helps to keep things sharp while zooming at vertex buffer content
const char* _OwnerName; // Pointer to owner window's name for debugging
- // If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData() or create and use your own ImDrawListSharedData (so you can use ImDrawList without ImGui)
- ImDrawList(ImDrawListSharedData* shared_data) { memset(this, 0, sizeof(*this)); _Data = shared_data; }
+ // If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData().
+ // (advanced: you may create and use your own ImDrawListSharedData so you can use ImDrawList without ImGui, but that's more involved)
+ IMGUI_API ImDrawList(ImDrawListSharedData* shared_data);
+ IMGUI_API ~ImDrawList();
- ~ImDrawList() { _ClearFreeMemory(); }
IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect = false); // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
IMGUI_API void PushClipRectFullScreen();
IMGUI_API void PopClipRect();
- IMGUI_API void PushTextureID(ImTextureID texture_id);
- IMGUI_API void PopTextureID();
+ IMGUI_API void PushTexture(ImTextureRef tex_ref);
+ IMGUI_API void PopTexture();
inline ImVec2 GetClipRectMin() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.x, cr.y); }
inline ImVec2 GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); }
@@ -3122,24 +3257,24 @@ struct ImDrawList
IMGUI_API void AddEllipse(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot = 0.0f, int num_segments = 0, float thickness = 1.0f);
IMGUI_API void AddEllipseFilled(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot = 0.0f, int num_segments = 0);
IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL);
- IMGUI_API void AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL);
+ IMGUI_API void AddText(ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL);
IMGUI_API void AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0); // Cubic Bezier (4 control points)
IMGUI_API void AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments = 0); // Quadratic Bezier (3 control points)
// General polygon
// - Only simple polygons are supported by filling functions (no self-intersections, no holes).
- // - Concave polygon fill is more expensive than convex one: it has O(N^2) complexity. Provided as a convenience fo user but not used by main library.
+ // - Concave polygon fill is more expensive than convex one: it has O(N^2) complexity. Provided as a convenience for the user but not used by the main library.
IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, ImDrawFlags flags, float thickness);
IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col);
IMGUI_API void AddConcavePolyFilled(const ImVec2* points, int num_points, ImU32 col);
// Image primitives
- // - Read FAQ to understand what ImTextureID is.
+ // - Read FAQ to understand what ImTextureID/ImTextureRef are.
// - "p_min" and "p_max" represent the upper-left and lower-right corners of the rectangle.
// - "uv_min" and "uv_max" represent the normalized texture coordinates to use for those corners. Using (0,0)->(1,1) texture coordinates will generally display the entire texture.
- IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min = ImVec2(0, 0), const ImVec2& uv_max = ImVec2(1, 1), ImU32 col = IM_COL32_WHITE);
- IMGUI_API void AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1 = ImVec2(0, 0), const ImVec2& uv2 = ImVec2(1, 0), const ImVec2& uv3 = ImVec2(1, 1), const ImVec2& uv4 = ImVec2(0, 1), ImU32 col = IM_COL32_WHITE);
- IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags = 0);
+ IMGUI_API void AddImage(ImTextureRef tex_ref, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min = ImVec2(0, 0), const ImVec2& uv_max = ImVec2(1, 1), ImU32 col = IM_COL32_WHITE);
+ IMGUI_API void AddImageQuad(ImTextureRef tex_ref, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1 = ImVec2(0, 0), const ImVec2& uv2 = ImVec2(1, 0), const ImVec2& uv3 = ImVec2(1, 1), const ImVec2& uv4 = ImVec2(0, 1), ImU32 col = IM_COL32_WHITE);
+ IMGUI_API void AddImageRounded(ImTextureRef tex_ref, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags = 0);
// Stateful path API, add points then finish with PathFillConvex() or PathStroke()
// - Important: filled shapes must always use clockwise winding order! The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing.
@@ -3195,6 +3330,10 @@ struct ImDrawList
inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); } // Write vertex with unique index
// Obsolete names
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+ inline void PushTextureID(ImTextureRef tex_ref) { PushTexture(tex_ref); } // RENAMED in 1.92.x
+ inline void PopTextureID() { PopTexture(); } // RENAMED in 1.92.x
+#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)
//inline void PathEllipticalArcTo(const ImVec2& center, float radius_x, float radius_y, float rot, float a_min, float a_max, int num_segments = 0) { PathEllipticalArcTo(center, ImVec2(radius_x, radius_y), rot, a_min, a_max, num_segments); } // OBSOLETED in 1.90.5 (Mar 2024)
@@ -3202,14 +3341,15 @@ struct ImDrawList
//inline void PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0) { PathBezierCubicCurveTo(p2, p3, p4, num_segments); } // OBSOLETED in 1.80 (Jan 2021)
// [Internal helpers]
+ IMGUI_API void _SetDrawListSharedData(ImDrawListSharedData* data);
IMGUI_API void _ResetForNewFrame();
IMGUI_API void _ClearFreeMemory();
IMGUI_API void _PopUnusedDrawCmd();
IMGUI_API void _TryMergeDrawCmds();
IMGUI_API void _OnChangedClipRect();
- IMGUI_API void _OnChangedTextureID();
+ IMGUI_API void _OnChangedTexture();
IMGUI_API void _OnChangedVtxOffset();
- IMGUI_API void _SetTextureID(ImTextureID texture_id);
+ IMGUI_API void _SetTexture(ImTextureRef tex_ref);
IMGUI_API int _CalcCircleAutoSegmentCount(float radius) const;
IMGUI_API void _PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step);
IMGUI_API void _PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments);
@@ -3221,14 +3361,15 @@ struct ImDrawList
struct ImDrawData
{
bool Valid; // Only valid after Render() is called and before the next NewFrame() is called.
- int CmdListsCount; // Number of ImDrawList* to render (should always be == CmdLists.size)
+ int CmdListsCount; // == CmdLists.Size. (OBSOLETE: exists for legacy reasons). Number of ImDrawList* to render.
int TotalIdxCount; // For convenience, sum of all ImDrawList's IdxBuffer.Size
int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size
ImVector CmdLists; // Array of ImDrawList* to render. The ImDrawLists are owned by ImGuiContext and only pointed to from here.
ImVec2 DisplayPos; // Top-left position of the viewport to render (== top-left of the orthogonal projection matrix to use) (== GetMainViewport()->Pos for the main viewport, == (0.0) in most single-viewport applications)
ImVec2 DisplaySize; // Size of the viewport to render (== GetMainViewport()->Size for the main viewport, == io.DisplaySize in most single-viewport applications)
- ImVec2 FramebufferScale; // Amount of pixels for each unit of DisplaySize. Based on io.DisplayFramebufferScale. Generally (1,1) on normal display, (2,2) on OSX with Retina display.
+ ImVec2 FramebufferScale; // Amount of pixels for each unit of DisplaySize. Copied from viewport->FramebufferScale (== io.DisplayFramebufferScale for main viewport). Generally (1,1) on normal display, (2,2) on OSX with Retina display.
ImGuiViewport* OwnerViewport; // Viewport carrying the ImDrawData instance, might be of use to the renderer (generally not).
+ ImVector* Textures; // List of textures to update. Most of the times the list is shared by all ImDrawData, has only 1 texture and it doesn't need any update. This almost always points to ImGui::GetPlatformIO().Textures[]. May be overriden or set to NULL if you want to manually update textures.
// Functions
ImDrawData() { Clear(); }
@@ -3238,48 +3379,144 @@ struct ImDrawData
IMGUI_API void ScaleClipRects(const ImVec2& fb_scale); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than Dear ImGui expects, or if there is a difference between your window resolution and framebuffer resolution.
};
+//-----------------------------------------------------------------------------
+// [SECTION] Texture API (ImTextureFormat, ImTextureStatus, ImTextureRect, ImTextureData)
+//-----------------------------------------------------------------------------
+// In principle, the only data types that user/application code should care about are 'ImTextureRef' and 'ImTextureID'.
+// They are defined above in this header file. Read their description to the difference between ImTextureRef and ImTextureID.
+// FOR ALL OTHER ImTextureXXXX TYPES: ONLY CORE LIBRARY AND RENDERER BACKENDS NEED TO KNOW AND CARE ABOUT THEM.
+//-----------------------------------------------------------------------------
+
+#undef Status // X11 headers are leaking this.
+
+// We intentionally support a limited amount of texture formats to limit burden on CPU-side code and extension.
+// Most standard backends only support RGBA32 but we provide a single channel option for low-resource/embedded systems.
+enum ImTextureFormat
+{
+ ImTextureFormat_RGBA32, // 4 components per pixel, each is unsigned 8-bit. Total size = TexWidth * TexHeight * 4
+ ImTextureFormat_Alpha8, // 1 component per pixel, each is unsigned 8-bit. Total size = TexWidth * TexHeight
+};
+
+// Status of a texture to communicate with Renderer Backend.
+enum ImTextureStatus
+{
+ ImTextureStatus_OK,
+ ImTextureStatus_Destroyed, // Backend destroyed the texture.
+ ImTextureStatus_WantCreate, // Requesting backend to create the texture. Set status OK when done.
+ ImTextureStatus_WantUpdates, // Requesting backend to update specific blocks of pixels (write to texture portions which have never been used before). Set status OK when done.
+ ImTextureStatus_WantDestroy, // Requesting backend to destroy the texture. Set status to Destroyed when done.
+};
+
+// Coordinates of a rectangle within a texture.
+// When a texture is in ImTextureStatus_WantUpdates state, we provide a list of individual rectangles to copy to the graphics system.
+// You may use ImTextureData::Updates[] for the list, or ImTextureData::UpdateBox for a single bounding box.
+struct ImTextureRect
+{
+ unsigned short x, y; // Upper-left coordinates of rectangle to update
+ unsigned short w, h; // Size of rectangle to update (in pixels)
+};
+
+// Specs and pixel storage for a texture used by Dear ImGui.
+// This is only useful for (1) core library and (2) backends. End-user/applications do not need to care about this.
+// Renderer Backends will create a GPU-side version of this.
+// Why does we store two identifiers: TexID and BackendUserData?
+// - ImTextureID TexID = lower-level identifier stored in ImDrawCmd. ImDrawCmd can refer to textures not created by the backend, and for which there's no ImTextureData.
+// - void* BackendUserData = higher-level opaque storage for backend own book-keeping. Some backends may have enough with TexID and not need both.
+ // In columns below: who reads/writes each fields? 'r'=read, 'w'=write, 'core'=main library, 'backend'=renderer backend
+struct ImTextureData
+{
+ //------------------------------------------ core / backend ---------------------------------------
+ int UniqueID; // w - // [DEBUG] Sequential index to facilitate identifying a texture when debugging/printing. Unique per atlas.
+ ImTextureStatus Status; // rw rw // ImTextureStatus_OK/_WantCreate/_WantUpdates/_WantDestroy. Always use SetStatus() to modify!
+ void* BackendUserData; // - rw // Convenience storage for backend. Some backends may have enough with TexID.
+ ImTextureID TexID; // r w // Backend-specific texture identifier. Always use SetTexID() to modify! The identifier will stored in ImDrawCmd::GetTexID() and passed to backend's RenderDrawData function.
+ ImTextureFormat Format; // w r // ImTextureFormat_RGBA32 (default) or ImTextureFormat_Alpha8
+ int Width; // w r // Texture width
+ int Height; // w r // Texture height
+ int BytesPerPixel; // w r // 4 or 1
+ unsigned char* Pixels; // w r // Pointer to buffer holding 'Width*Height' pixels and 'Width*Height*BytesPerPixels' bytes.
+ ImTextureRect UsedRect; // w r // Bounding box encompassing all past and queued Updates[].
+ ImTextureRect UpdateRect; // w r // Bounding box encompassing all queued Updates[].
+ ImVector Updates; // w r // Array of individual updates.
+ int UnusedFrames; // w r // In order to facilitate handling Status==WantDestroy in some backend: this is a count successive frames where the texture was not used. Always >0 when Status==WantDestroy.
+ unsigned short RefCount; // w r // Number of contexts using this texture. Used during backend shutdown.
+ bool UseColors; // w r // Tell whether our texture data is known to use colors (rather than just white + alpha).
+ bool WantDestroyNextFrame; // rw - // [Internal] Queued to set ImTextureStatus_WantDestroy next frame. May still be used in the current frame.
+
+ // Functions
+ ImTextureData() { memset(this, 0, sizeof(*this)); Status = ImTextureStatus_Destroyed; TexID = ImTextureID_Invalid; }
+ ~ImTextureData() { DestroyPixels(); }
+ IMGUI_API void Create(ImTextureFormat format, int w, int h);
+ IMGUI_API void DestroyPixels();
+ void* GetPixels() { IM_ASSERT(Pixels != NULL); return Pixels; }
+ void* GetPixelsAt(int x, int y) { IM_ASSERT(Pixels != NULL); return Pixels + (x + y * Width) * BytesPerPixel; }
+ int GetSizeInBytes() const { return Width * Height * BytesPerPixel; }
+ int GetPitch() const { return Width * BytesPerPixel; }
+ ImTextureRef GetTexRef() { ImTextureRef tex_ref; tex_ref._TexData = this; tex_ref._TexID = ImTextureID_Invalid; return tex_ref; }
+ ImTextureID GetTexID() const { return TexID; }
+
+ // Called by Renderer backend
+ void SetTexID(ImTextureID tex_id) { TexID = tex_id; } // Call after creating or destroying the texture. Never modify TexID directly!
+ void SetStatus(ImTextureStatus status) { Status = status; } // Call after honoring a request. Never modify Status directly!
+};
+
//-----------------------------------------------------------------------------
// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont)
//-----------------------------------------------------------------------------
+// A font input/source (we may rename this to ImFontSource in the future)
struct ImFontConfig
{
+ // Data Source
+ char Name[40]; // // Name (strictly to ease debugging, hence limited size buffer)
void* FontData; // // TTF/OTF data
int FontDataSize; // // TTF/OTF data size
bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself).
- int FontNo; // 0 // Index of font within TTF/OTF file
+
+ // Options
+ bool MergeMode; // false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights.
+ bool PixelSnapH; // false // Align every glyph AdvanceX to pixel boundaries. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1.
+ bool PixelSnapV; // true // Align Scaled GlyphOffset.y to pixel boundaries.
+ ImS8 OversampleH; // 0 (2) // Rasterize at higher quality for sub-pixel positioning. 0 == auto == 1 or 2 depending on size. Note the difference between 2 and 3 is minimal. You can reduce this to 1 for large glyphs save memory. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details.
+ ImS8 OversampleV; // 0 (1) // Rasterize at higher quality for sub-pixel positioning. 0 == auto == 1. This is not really useful as we don't use sub-pixel positions on the Y axis.
+ ImWchar EllipsisChar; // 0 // Explicitly specify Unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used.
float SizePixels; // // Size in pixels for rasterizer (more or less maps to the resulting font height).
- int OversampleH; // 2 // Rasterize at higher quality for sub-pixel positioning. Note the difference between 2 and 3 is minimal. You can reduce this to 1 for large glyphs save memory. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details.
- int OversampleV; // 1 // Rasterize at higher quality for sub-pixel positioning. This is not really useful as we don't use sub-pixel positions on the Y axis.
- bool PixelSnapH; // false // Align every glyph to pixel boundary. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1.
- ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs. Only X axis is supported for now.
- ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input.
- const ImWchar* GlyphRanges; // NULL // THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE. Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list).
- float GlyphMinAdvanceX; // 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font
+ const ImWchar* GlyphRanges; // NULL // *LEGACY* THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE. Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list).
+ const ImWchar* GlyphExcludeRanges; // NULL // Pointer to a small user-provided list of Unicode ranges (2 value per range, values are inclusive, zero-terminated list). This is very close to GlyphRanges[] but designed to exclude ranges from a font source, when merging fonts with overlapping glyphs. Use "Input Glyphs Overlap Detection Tool" to find about your overlapping ranges.
+ //ImVec2 GlyphExtraSpacing; // 0, 0 // (REMOVED AT IT SEEMS LARGELY OBSOLETE. PLEASE REPORT IF YOU WERE USING THIS). Extra spacing (in pixels) between glyphs when rendered: essentially add to glyph->AdvanceX. Only X axis is supported for now.
+ ImVec2 GlyphOffset; // 0, 0 // Offset (in pixels) all glyphs from this font input. Absolute value for default size, other sizes will scale this value.
+ float GlyphMinAdvanceX; // 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font. Absolute value for default size, other sizes will scale this value.
float GlyphMaxAdvanceX; // FLT_MAX // Maximum AdvanceX for glyphs
- bool MergeMode; // false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights.
- unsigned int FontBuilderFlags; // 0 // Settings for custom font builder. THIS IS BUILDER IMPLEMENTATION DEPENDENT. Leave as zero if unsure.
+ float GlyphExtraAdvanceX; // 0 // Extra spacing (in pixels) between glyphs. Please contact us if you are using this. // FIXME-NEWATLAS: Intentionally unscaled
+ ImU32 FontNo; // 0 // Index of font within TTF/OTF file
+ unsigned int FontLoaderFlags; // 0 // Settings for custom font builder. THIS IS BUILDER IMPLEMENTATION DEPENDENT. Leave as zero if unsure.
+ //unsigned int FontBuilderFlags; // -- // [Renamed in 1.92] Ue FontLoaderFlags.
float RasterizerMultiply; // 1.0f // Linearly brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable. This is a silly thing we may remove in the future.
- float RasterizerDensity; // 1.0f // DPI scale for rasterization, not altering other font metrics: make it easy to swap between e.g. a 100% and a 400% fonts for a zooming display. IMPORTANT: If you increase this it is expected that you increase font scale accordingly, otherwise quality may look lowered.
- ImWchar EllipsisChar; // -1 // Explicitly specify unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used.
+ float RasterizerDensity; // 1.0f // [LEGACY: this only makes sense when ImGuiBackendFlags_RendererHasTextures is not supported] DPI scale multiplier for rasterization. Not altering other font metrics: makes it easy to swap between e.g. a 100% and a 400% fonts for a zooming display, or handle Retina screen. IMPORTANT: If you change this it is expected that you increase/decrease font scale roughly to the inverse of this, otherwise quality may look lowered.
// [Internal]
- char Name[40]; // Name (strictly to ease debugging)
- ImFont* DstFont;
+ ImFontFlags Flags; // Font flags (don't use just yet, will be exposed in upcoming 1.92.X updates)
+ ImFont* DstFont; // Target font (as we merging fonts, multiple ImFontConfig may target the same font)
+ const ImFontLoader* FontLoader; // Custom font backend for this source (default source is the one stored in ImFontAtlas)
+ void* FontLoaderData; // Font loader opaque storage (per font config)
IMGUI_API ImFontConfig();
};
// Hold rendering data for one glyph.
-// (Note: some language parsers may fail to convert the 31+1 bitfield members, in this case maybe drop store a single u32 or we can rework this)
+// (Note: some language parsers may fail to convert the bitfield members, in this case maybe drop store a single u32 or we can rework this)
struct ImFontGlyph
{
unsigned int Colored : 1; // Flag to indicate glyph is colored and should generally ignore tinting (make it usable with no shift on little-endian as this is used in loops)
unsigned int Visible : 1; // Flag to indicate glyph has no visible pixels (e.g. space). Allow early out when rendering.
- unsigned int Codepoint : 30; // 0x0000..0x10FFFF
- float AdvanceX; // Distance to next character (= data from font + ImFontConfig::GlyphExtraSpacing.x baked in)
- float X0, Y0, X1, Y1; // Glyph corners
- float U0, V0, U1, V1; // Texture coordinates
+ unsigned int SourceIdx : 4; // Index of source in parent font
+ unsigned int Codepoint : 26; // 0x0000..0x10FFFF
+ float AdvanceX; // Horizontal distance to advance cursor/layout position.
+ float X0, Y0, X1, Y1; // Glyph corners. Offsets from current cursor/layout position.
+ float U0, V0, U1, V1; // Texture coordinates for the current value of ImFontAtlas->TexRef. Cached equivalent of calling GetCustomRect() with PackId.
+ int PackId; // [Internal] ImFontAtlasRectId value (FIXME: Cold data, could be moved elsewhere?)
+
+ ImFontGlyph() { memset(this, 0, sizeof(*this)); PackId = -1; }
};
// Helper to build glyph ranges from text/string data. Feed your application strings/characters to it then call BuildRanges().
@@ -3298,17 +3535,21 @@ struct ImFontGlyphRangesBuilder
IMGUI_API void BuildRanges(ImVector* out_ranges); // Output new ranges
};
-// See ImFontAtlas::AddCustomRectXXX functions.
-struct ImFontAtlasCustomRect
+// An opaque identifier to a rectangle in the atlas. -1 when invalid.
+// The rectangle may move and UV may be invalidated, use GetCustomRect() to retrieve it.
+typedef int ImFontAtlasRectId;
+#define ImFontAtlasRectId_Invalid -1
+
+// Output of ImFontAtlas::GetCustomRect() when using custom rectangles.
+// Those values may not be cached/stored as they are only valid for the current value of atlas->TexRef
+// (this is in theory derived from ImTextureRect but we use separate structures for reasons)
+struct ImFontAtlasRect
{
- unsigned short Width, Height; // Input // Desired rectangle dimension
- unsigned short X, Y; // Output // Packed position in Atlas
- unsigned int GlyphID; // Input // For custom font glyphs only (ID < 0x110000)
- float GlyphAdvanceX; // Input // For custom font glyphs only: glyph xadvance
- ImVec2 GlyphOffset; // Input // For custom font glyphs only: glyph display offset
- ImFont* Font; // Input // For custom font glyphs only: target font
- ImFontAtlasCustomRect() { Width = Height = 0; X = Y = 0xFFFF; GlyphID = 0; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0, 0); Font = NULL; }
- bool IsPacked() const { return X != 0xFFFF; }
+ unsigned short x, y; // Position (in current texture)
+ unsigned short w, h; // Size
+ ImVec2 uv0, uv1; // UV coordinates (in current texture)
+
+ ImFontAtlasRect() { memset(this, 0, sizeof(*this)); }
};
// Flags for ImFontAtlas build
@@ -3324,12 +3565,14 @@ enum ImFontAtlasFlags_
// - One or more fonts.
// - Custom graphics data needed to render the shapes needed by Dear ImGui.
// - Mouse cursor shapes for software cursor rendering (unless setting 'Flags |= ImFontAtlasFlags_NoMouseCursors' in the font atlas).
-// It is the user-code responsibility to setup/build the atlas, then upload the pixel data into a texture accessible by your graphics api.
-// - Optionally, call any of the AddFont*** functions. If you don't call any, the default font embedded in the code will be loaded for you.
-// - Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data.
-// - Upload the pixels data into a texture within your graphics system (see imgui_impl_xxxx.cpp examples)
+// - If you don't call any AddFont*** functions, the default font embedded in the code will be loaded for you.
+// It is the rendering backend responsibility to upload texture into your graphics API:
+// - ImGui_ImplXXXX_RenderDrawData() functions generally iterate platform_io->Textures[] to create/update/destroy each ImTextureData instance.
+// - Backend then set ImTextureData's TexID and BackendUserData.
+// - Texture id are passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID/ImTextureRef for more details.
+// Legacy path:
+// - Call Build() + GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data.
// - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API.
-// This value will be passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID for more details.
// Common pitfalls:
// - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the
// atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data.
@@ -3343,35 +3586,49 @@ struct ImFontAtlas
IMGUI_API ~ImFontAtlas();
IMGUI_API ImFont* AddFont(const ImFontConfig* font_cfg);
IMGUI_API ImFont* AddFontDefault(const ImFontConfig* font_cfg = NULL);
- IMGUI_API ImFont* AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);
- IMGUI_API ImFont* AddFontFromMemoryTTF(void* font_data, int font_data_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // Note: Transfer ownership of 'ttf_data' to ImFontAtlas! Will be deleted after destruction of the atlas. Set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed.
- IMGUI_API ImFont* AddFontFromMemoryCompressedTTF(const void* compressed_font_data, int compressed_font_data_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data' still owned by caller. Compress with binary_to_compressed_c.cpp.
- IMGUI_API ImFont* AddFontFromMemoryCompressedBase85TTF(const char* compressed_font_data_base85, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 parameter.
- IMGUI_API void ClearInputData(); // Clear input data (all ImFontConfig structures including sizes, TTF data, glyph ranges, etc.) = all the data used to build the texture and fonts.
- IMGUI_API void ClearTexData(); // Clear output texture data (CPU side). Saves RAM once the texture has been copied to graphics memory.
- IMGUI_API void ClearFonts(); // Clear output font data (glyphs storage, UV coordinates).
- IMGUI_API void Clear(); // Clear all input and output.
-
- // Build atlas, retrieve pixel data.
- // User is in charge of copying the pixels into graphics memory (e.g. create a texture with your engine). Then store your texture handle with SetTexID().
- // The pitch is always = Width * BytesPerPixels (1 or 4)
- // Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into
- // the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste.
- IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions.
- IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel
- IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel
- bool IsBuilt() const { return Fonts.Size > 0 && TexReady; } // Bit ambiguous: used to detect when user didn't build texture but effectively we should check TexID != 0 except that would be backend dependent...
- void SetTexID(ImTextureID id) { TexID = id; }
+ IMGUI_API ImFont* AddFontFromFileTTF(const char* filename, float size_pixels = 0.0f, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);
+ IMGUI_API ImFont* AddFontFromMemoryTTF(void* font_data, int font_data_size, float size_pixels = 0.0f, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // Note: Transfer ownership of 'ttf_data' to ImFontAtlas! Will be deleted after destruction of the atlas. Set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed.
+ IMGUI_API ImFont* AddFontFromMemoryCompressedTTF(const void* compressed_font_data, int compressed_font_data_size, float size_pixels = 0.0f, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data' still owned by caller. Compress with binary_to_compressed_c.cpp.
+ IMGUI_API ImFont* AddFontFromMemoryCompressedBase85TTF(const char* compressed_font_data_base85, float size_pixels = 0.0f, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 parameter.
+ IMGUI_API void RemoveFont(ImFont* font);
+
+ IMGUI_API void Clear(); // Clear everything (input fonts, output glyphs/textures)
+ IMGUI_API void 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
+ // Legacy path for build atlas + retrieving pixel data.
+ // - User is in charge of copying the pixels into graphics memory (e.g. create a texture with your engine). Then store your texture handle with SetTexID().
+ // - The pitch is always = Width * BytesPerPixels (1 or 4)
+ // - Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into
+ // the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste.
+ // - From 1.92 with backends supporting ImGuiBackendFlags_RendererHasTextures:
+ // - Calling Build(), GetTexDataAsAlpha8(), GetTexDataAsRGBA32() is not needed.
+ // - In backend: replace calls to ImFontAtlas::SetTexID() with calls to ImTextureData::SetTexID() after honoring texture creation.
+ IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions.
+ IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel
+ IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel
+ void SetTexID(ImTextureID id) { IM_ASSERT(TexRef._TexID == ImTextureID_Invalid); TexRef._TexData->TexID = id; } // Called by legacy backends. May be called before texture creation.
+ void SetTexID(ImTextureRef id) { IM_ASSERT(TexRef._TexID == ImTextureID_Invalid && id._TexData == NULL); TexRef._TexData->TexID = id._TexID; } // Called by legacy backends.
+ bool IsBuilt() const { return Fonts.Size > 0 && TexIsBuilt; } // Bit ambiguous: used to detect when user didn't build texture but effectively we should check TexID != 0 except that would be backend dependent..
+#endif
//-------------------------------------------
// Glyph Ranges
//-------------------------------------------
+ // Since 1.92: specifying glyph ranges is only useful/necessary if your backend doesn't support ImGuiBackendFlags_RendererHasTextures!
+ IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
// Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list)
// NB: Make sure that your string are UTF-8 and NOT in your local code page.
// Read https://github.com/ocornut/imgui/blob/master/docs/FONTS.md/#about-utf-8-encoding for details.
// NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data.
- IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin
IMGUI_API const ImWchar* GetGlyphRangesGreek(); // Default + Greek and Coptic
IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters
IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 2999 Ideographs
@@ -3380,120 +3637,210 @@ struct ImFontAtlas
IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters
IMGUI_API const ImWchar* GetGlyphRangesThai(); // Default + Thai characters
IMGUI_API const ImWchar* GetGlyphRangesVietnamese(); // Default + Vietnamese characters
+#endif
//-------------------------------------------
- // [BETA] Custom Rectangles/Glyphs API
+ // [ALPHA] Custom Rectangles/Glyphs API
//-------------------------------------------
- // You can request arbitrary rectangles to be packed into the atlas, for your own purposes.
- // - After calling Build(), you can query the rectangle position and render your pixels.
- // - If you render colored output, set 'atlas->TexPixelsUseColors = true' as this may help some backends decide of preferred texture format.
- // - You can also request your rectangles to be mapped as font glyph (given a font + Unicode point),
- // so you can render e.g. custom colorful icons and use them as regular glyphs.
+ // Register and retrieve custom rectangles
+ // - You can request arbitrary rectangles to be packed into the atlas, for your own purpose.
+ // - Since 1.92.X, packing is done immediately in the function call (previously packing was done during the Build call)
+ // - You can render your pixels into the texture right after calling the AddCustomRect() functions.
+ // - VERY IMPORTANT:
+ // - Texture may be created/resized at any time when calling ImGui or ImFontAtlas functions.
+ // - IT WILL INVALIDATE RECTANGLE DATA SUCH AS UV COORDINATES. Always use latest values from GetCustomRect().
+ // - UV coordinates are associated to the current texture identifier aka 'atlas->TexRef'. Both TexRef and UV coordinates are typically changed at the same time.
+ // - If you render colored output into your custom rectangles: set 'atlas->TexPixelsUseColors = true' as this may help some backends decide of preferred texture format.
// - Read docs/FONTS.md for more details about using colorful icons.
- // - Note: this API may be redesigned later in order to support multi-monitor varying DPI settings.
- IMGUI_API int AddCustomRectRegular(int width, int height);
- IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0, 0));
- ImFontAtlasCustomRect* GetCustomRectByIndex(int index) { IM_ASSERT(index >= 0); return &CustomRects[index]; }
-
- // [Internal]
- IMGUI_API void CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const;
- IMGUI_API bool GetMouseCursorTexData(ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]);
+ // - Note: this API may be reworked further in order to facilitate supporting e.g. multi-monitor, varying DPI settings.
+ // - (Pre-1.92 names) ------------> (1.92 names)
+ // - GetCustomRectByIndex() --> Use GetCustomRect()
+ // - CalcCustomRectUV() --> Use GetCustomRect() and read uv0, uv1 fields.
+ // - AddCustomRectRegular() --> Renamed to AddCustomRect()
+ // - AddCustomRectFontGlyph() --> Prefer using custom ImFontLoader inside ImFontConfig
+ // - ImFontAtlasCustomRect --> Renamed to ImFontAtlasRect
+ IMGUI_API ImFontAtlasRectId AddCustomRect(int width, int height, ImFontAtlasRect* out_r = NULL);// Register a rectangle. Return -1 (ImFontAtlasRectId_Invalid) on error.
+ IMGUI_API void RemoveCustomRect(ImFontAtlasRectId id); // Unregister a rectangle. Existing pixels will stay in texture until resized / garbage collected.
+ IMGUI_API bool GetCustomRect(ImFontAtlasRectId id, ImFontAtlasRect* out_r) const; // Get rectangle coordinates for current texture. Valid immediately, never store this (read above)!
//-------------------------------------------
// Members
//-------------------------------------------
+ // Input
ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_)
- ImTextureID TexID; // User data to refer to the texture once it has been uploaded to user's graphic systems. It is passed back to you during rendering via the ImDrawCmd structure.
- int TexDesiredWidth; // Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height.
- int TexGlyphPadding; // Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0 (will also need to set AntiAliasedLinesUseTex = false).
- bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert.
+ ImTextureFormat TexDesiredFormat; // Desired texture format (default to ImTextureFormat_RGBA32 but may be changed to ImTextureFormat_Alpha8).
+ int TexGlyphPadding; // FIXME: Should be called "TexPackPadding". Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0 (will also need to set AntiAliasedLinesUseTex = false).
+ int TexMinWidth; // Minimum desired texture width. Must be a power of two. Default to 512.
+ int TexMinHeight; // Minimum desired texture height. Must be a power of two. Default to 128.
+ int TexMaxWidth; // Maximum desired texture width. Must be a power of two. Default to 8192.
+ int TexMaxHeight; // Maximum desired texture height. Must be a power of two. Default to 8192.
void* UserData; // Store your own atlas related user-data (if e.g. you have multiple font atlas).
+ // Output
+ // - Because textures are dynamically created/resized, the current texture identifier may changed at *ANY TIME* during the frame.
+ // - This should not affect you as you can always use the latest value. But note that any precomputed UV coordinates are only valid for the current TexRef.
+#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+ ImTextureRef TexRef; // Latest texture identifier == TexData->GetTexRef().
+#else
+ union { ImTextureRef TexRef; ImTextureRef TexID; }; // Latest texture identifier == TexData->GetTexRef(). // RENAMED TexID to TexRef in 1.92.x
+#endif
+ ImTextureData* TexData; // Latest texture.
+
// [Internal]
- // NB: Access texture data via GetTexData*() calls! Which will setup a default font for you.
- bool TexReady; // Set when texture was built matching current font input
- bool TexPixelsUseColors; // Tell whether our texture data is known to use colors (rather than just alpha channel), in order to help backend select a format.
- unsigned char* TexPixelsAlpha8; // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight
- unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4
- int TexWidth; // Texture width calculated during Build().
- int TexHeight; // Texture height calculated during Build().
- ImVec2 TexUvScale; // = (1.0f/TexWidth, 1.0f/TexHeight)
- ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel
+ ImVector TexList; // Texture list (most often TexList.Size == 1). TexData is always == TexList.back(). DO NOT USE DIRECTLY, USE GetDrawData().Textures[]/GetPlatformIO().Textures[] instead!
+ bool Locked; // Marked as locked during ImGui::NewFrame()..EndFrame() scope if TexUpdates are not supported. Any attempt to modify the atlas will assert.
+ bool RendererHasTextures;// Copy of (BackendFlags & ImGuiBackendFlags_RendererHasTextures) from supporting context.
+ bool TexIsBuilt; // Set when texture was built matching current font input. Mostly useful for legacy IsBuilt() call.
+ bool TexPixelsUseColors; // Tell whether our texture data is known to use colors (rather than just alpha channel), in order to help backend select a format or conversion process.
+ ImVec2 TexUvScale; // = (1.0f/TexData->TexWidth, 1.0f/TexData->TexHeight). May change as new texture gets created.
+ ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel. May change as new texture gets created.
ImVector Fonts; // Hold all the fonts returned by AddFont*. Fonts[0] is the default font upon calling ImGui::NewFrame(), use ImGui::PushFont()/PopFont() to change the current font.
- ImVector CustomRects; // Rectangles for packing custom texture data into the atlas.
- ImVector ConfigData; // Configuration data
+ ImVector Sources; // Source/configuration data
ImVec4 TexUvLines[IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1]; // UVs for baked anti-aliased lines
+ int TexNextUniqueID; // Next value to be stored in TexData->UniqueID
+ int FontNextUniqueID; // Next value to be stored in ImFont->FontID
+ ImVector DrawListSharedDatas; // List of users for this atlas. Typically one per Dear ImGui context.
+ ImFontAtlasBuilder* Builder; // Opaque interface to our data that doesn't need to be public and may be discarded when rebuilding.
+ const ImFontLoader* FontLoader; // Font loader opaque interface (default to use FreeType when IMGUI_ENABLE_FREETYPE is defined, otherwise default to use stb_truetype). Use SetFontLoader() to change this at runtime.
+ const char* FontLoaderName; // Font loader name (for display e.g. in About box) == FontLoader->Name
+ void* FontLoaderData; // Font backend opaque storage
+ unsigned int FontLoaderFlags; // Shared flags (for all fonts) for font loader. THIS IS BUILD IMPLEMENTATION DEPENDENT (e.g. Per-font override is also available in ImFontConfig).
+ int RefCount; // Number of contexts using this atlas
+ ImGuiContext* OwnerContext; // Context which own the atlas will be in charge of updating and destroying it.
+
+ // [Obsolete]
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+ // Legacy: You can request your rectangles to be mapped as font glyph (given a font + Unicode point), so you can render e.g. custom colorful icons and use them as regular glyphs. --> Prefer using a custom ImFontLoader.
+ ImFontAtlasRect TempRect; // For old GetCustomRectByIndex() API
+ inline ImFontAtlasRectId AddCustomRectRegular(int w, int h) { return AddCustomRect(w, h); } // RENAMED in 1.92.X
+ inline const ImFontAtlasRect* GetCustomRectByIndex(ImFontAtlasRectId id) { return GetCustomRect(id, &TempRect) ? &TempRect : NULL; } // OBSOLETED in 1.92.X
+ inline void CalcCustomRectUV(const ImFontAtlasRect* r, ImVec2* out_uv_min, ImVec2* out_uv_max) const { *out_uv_min = r->uv0; *out_uv_max = r->uv1; } // OBSOLETED in 1.92.X
+ IMGUI_API ImFontAtlasRectId AddCustomRectFontGlyph(ImFont* font, ImWchar codepoint, int w, int h, float advance_x, const ImVec2& offset = ImVec2(0, 0)); // OBSOLETED in 1.92.X: Use custom ImFontLoader in ImFontConfig
+ IMGUI_API ImFontAtlasRectId AddCustomRectFontGlyphForSize(ImFont* font, float font_size, ImWchar codepoint, int w, int h, float advance_x, const ImVec2& offset = ImVec2(0, 0)); // ADDED AND OBSOLETED in 1.92.X
+#endif
+ //unsigned int FontBuilderFlags; // OBSOLETED in 1.92.X: Renamed to FontLoaderFlags.
+ //int TexDesiredWidth; // OBSOLETED in 1.92.X: Force texture width before calling Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height)
+ //typedef ImFontAtlasRect ImFontAtlasCustomRect; // OBSOLETED in 1.92.X
+ //typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+
+ //typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+
+};
- // [Internal] Font builder
- const ImFontBuilderIO* FontBuilderIO; // Opaque interface to a font builder (default to stb_truetype, can be changed to use FreeType by defining IMGUI_ENABLE_FREETYPE).
- unsigned int FontBuilderFlags; // Shared flags (for all fonts) for custom font builder. THIS IS BUILD IMPLEMENTATION DEPENDENT. Per-font override is also available in ImFontConfig.
+// Font runtime data for a given size
+// Important: pointers to ImFontBaked are only valid for the current frame.
+struct ImFontBaked
+{
+ // [Internal] Members: Hot ~20/24 bytes (for CalcTextSize)
+ ImVector IndexAdvanceX; // 12-16 // out // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this info, and are often bottleneck in large UI).
+ float FallbackAdvanceX; // 4 // out // FindGlyph(FallbackChar)->AdvanceX
+ float Size; // 4 // in // Height of characters/line, set during loading (doesn't change after loading)
+ float RasterizerDensity; // 4 // in // Density this is baked at
+
+ // [Internal] Members: Hot ~28/36 bytes (for RenderText loop)
+ ImVector IndexLookup; // 12-16 // out // Sparse. Index glyphs by Unicode code-point.
+ ImVector Glyphs; // 12-16 // out // All glyphs.
+ int FallbackGlyphIndex; // 4 // out // Index of FontFallbackChar
+
+ // [Internal] Members: Cold
+ float Ascent, Descent; // 4+4 // out // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] (unscaled)
+ unsigned int MetricsTotalSurface:26;// 3 // out // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs)
+ unsigned int WantDestroy:1; // 0 // // Queued for destroy
+ unsigned int LockLoadingFallback:1; // 0 // //
+ int LastUsedFrame; // 4 // // Record of that time this was bounds
+ ImGuiID BakedId; // 4 //
+ ImFont* ContainerFont; // 4-8 // in // Parent font
+ void* FontLoaderDatas; // 4-8 // // Font loader opaque storage (per baked font * sources): single contiguous buffer allocated by imgui, passed to loader.
- // [Internal] Packing data
- int PackIdMouseCursors; // Custom texture rectangle ID for white pixel and mouse cursors
- int PackIdLines; // Custom texture rectangle ID for baked anti-aliased lines
+ // Functions
+ IMGUI_API ImFontBaked();
+ IMGUI_API void ClearOutputData();
+ IMGUI_API ImFontGlyph* FindGlyph(ImWchar c); // Return U+FFFD glyph if requested glyph doesn't exists.
+ IMGUI_API ImFontGlyph* FindGlyphNoFallback(ImWchar c); // Return NULL if glyph doesn't exist
+ IMGUI_API float GetCharAdvance(ImWchar c);
+ IMGUI_API bool IsGlyphLoaded(ImWchar c);
+};
- // [Obsolete]
- //typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+
- //typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+
+// Font flags
+// (in future versions as we redesign font loading API, this will become more important and better documented. for now please consider this as internal/advanced use)
+enum ImFontFlags_
+{
+ ImFontFlags_None = 0,
+ ImFontFlags_NoLoadError = 1 << 1, // Disable throwing an error/assert when calling AddFontXXX() with missing file/data. Calling code is expected to check AddFontXXX() return value.
+ ImFontFlags_NoLoadGlyphs = 1 << 2, // [Internal] Disable loading new glyphs.
+ ImFontFlags_LockBakedSizes = 1 << 3, // [Internal] Disable loading new baked sizes, disable garbage collecting current ones. e.g. if you want to lock a font to a single size. Important: if you use this to preload given sizes, consider the possibility of multiple font density used on Retina display.
};
// Font runtime data and rendering
-// ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32().
+// - ImFontAtlas automatically loads a default embedded font for you if you didn't load one manually.
+// - Since 1.92.X a font may be rendered as any size! Therefore a font doesn't have one specific size.
+// - Use 'font->GetFontBaked(size)' to retrieve the ImFontBaked* corresponding to a given size.
+// - If you used g.Font + g.FontSize (which is frequent from the ImGui layer), you can use g.FontBaked as a shortcut, as g.FontBaked == g.Font->GetFontBaked(g.FontSize).
struct ImFont
{
- // Members: Hot ~20/24 bytes (for CalcTextSize)
- ImVector IndexAdvanceX; // 12-16 // out // // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this info, and are often bottleneck in large UI).
- float FallbackAdvanceX; // 4 // out // = FallbackGlyph->AdvanceX
- float FontSize; // 4 // in // // Height of characters/line, set during loading (don't change after loading)
-
- // Members: Hot ~28/40 bytes (for CalcTextSize + render loop)
- ImVector IndexLookup; // 12-16 // out // // Sparse. Index glyphs by Unicode code-point.
- ImVector Glyphs; // 12-16 // out // // All glyphs.
- const ImFontGlyph* FallbackGlyph; // 4-8 // out // = FindGlyph(FontFallbackChar)
-
- // Members: Cold ~32/40 bytes
- ImFontAtlas* ContainerAtlas; // 4-8 // out // // What we has been loaded into
- const ImFontConfig* ConfigData; // 4-8 // in // // Pointer within ContainerAtlas->ConfigData
- short ConfigDataCount; // 2 // in // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont.
- ImWchar FallbackChar; // 2 // out // = FFFD/'?' // Character used if a glyph isn't found.
- ImWchar EllipsisChar; // 2 // out // = '...'/'.'// Character used for ellipsis rendering.
- short EllipsisCharCount; // 1 // out // 1 or 3
- float EllipsisWidth; // 4 // out // Width
- float EllipsisCharStep; // 4 // out // Step between characters when EllipsisCount > 0
- bool DirtyLookupTables; // 1 // out //
- float Scale; // 4 // in // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale()
- float Ascent, Descent; // 4+4 // out // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] (unscaled)
- int MetricsTotalSurface;// 4 // out // // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs)
- ImU8 Used4kPagesMap[(IM_UNICODE_CODEPOINT_MAX+1)/4096/8]; // 2 bytes if ImWchar=ImWchar16, 34 bytes if ImWchar==ImWchar32. Store 1-bit for each block of 4K codepoints that has one active glyph. This is mainly used to facilitate iterations across all used codepoints.
+ // [Internal] Members: Hot ~12-20 bytes
+ ImFontBaked* LastBaked; // 4-8 // Cache last bound baked. NEVER USE DIRECTLY. Use GetFontBaked().
+ ImFontAtlas* ContainerAtlas; // 4-8 // What we have been loaded into.
+ ImFontFlags Flags; // 4 // Font flags.
+ float CurrentRasterizerDensity; // Current rasterizer density. This is a varying state of the font.
+
+ // [Internal] Members: Cold ~24-52 bytes
+ // Conceptually Sources[] is the list of font sources merged to create this font.
+ ImGuiID FontId; // Unique identifier for the font
+ float LegacySize; // 4 // in // Font size passed to AddFont(). Use for old code calling PushFont() expecting to use that size. (use ImGui::GetFontBaked() to get font baked at current bound size).
+ ImVector Sources; // 16 // in // List of sources. Pointers within ContainerAtlas->Sources[]
+ ImWchar EllipsisChar; // 2-4 // out // Character used for ellipsis rendering ('...').
+ ImWchar FallbackChar; // 2-4 // out // Character used if a glyph isn't found (U+FFFD, '?')
+ ImU8 Used8kPagesMap[(IM_UNICODE_CODEPOINT_MAX+1)/8192/8]; // 1 bytes if ImWchar=ImWchar16, 16 bytes if ImWchar==ImWchar32. Store 1-bit for each block of 4K codepoints that has one active glyph. This is mainly used to facilitate iterations across all used codepoints.
+ bool EllipsisAutoBake; // 1 // // Mark when the "..." glyph needs to be generated.
+ ImGuiStorage RemapPairs; // 16 // // Remapping pairs when using AddRemapChar(), otherwise empty.
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+ float Scale; // 4 // in // Legacy base font scale (~1.0f), multiplied by the per-window font scale which you can adjust with SetWindowFontScale()
+#endif
// Methods
IMGUI_API ImFont();
IMGUI_API ~ImFont();
- IMGUI_API const ImFontGlyph*FindGlyph(ImWchar c) const;
- IMGUI_API const ImFontGlyph*FindGlyphNoFallback(ImWchar c) const;
- float GetCharAdvance(ImWchar c) const { return ((int)c < IndexAdvanceX.Size) ? IndexAdvanceX[(int)c] : FallbackAdvanceX; }
- bool IsLoaded() const { return ContainerAtlas != NULL; }
- const char* GetDebugName() const { return ConfigData ? ConfigData->Name : ""; }
+ IMGUI_API bool IsGlyphInFont(ImWchar c);
+ bool IsLoaded() const { return ContainerAtlas != NULL; }
+ const char* GetDebugName() const { return Sources.Size ? Sources[0]->Name : ""; } // Fill ImFontConfig::Name.
+ // [Internal] Don't use!
// 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable.
// 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable.
- IMGUI_API ImVec2 CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** remaining = NULL) const; // utf8
- IMGUI_API const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const;
- IMGUI_API void RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c) const;
- IMGUI_API void RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width = 0.0f, bool cpu_fine_clip = false) const;
+ IMGUI_API ImFontBaked* GetFontBaked(float font_size, float density = -1.0f); // Get or create baked data for given size
+ IMGUI_API ImVec2 CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** remaining = NULL); // utf8
+ IMGUI_API const char* CalcWordWrapPosition(float size, const char* text, const char* text_end, float wrap_width);
+ IMGUI_API void RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c, const ImVec4* cpu_fine_clip = NULL);
+ IMGUI_API void RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width = 0.0f, bool cpu_fine_clip = false);
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+ inline const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) { return CalcWordWrapPosition(LegacySize * scale, text, text_end, wrap_width); }
+#endif
// [Internal] Don't use!
- IMGUI_API void BuildLookupTable();
IMGUI_API void ClearOutputData();
- IMGUI_API void GrowIndex(int new_size);
- IMGUI_API void AddGlyph(const ImFontConfig* src_cfg, ImWchar c, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x);
- IMGUI_API void AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst = true); // Makes 'dst' character/glyph points to 'src' character/glyph. Currently needs to be called AFTER fonts have been built.
- IMGUI_API void SetGlyphVisible(ImWchar c, bool visible);
+ IMGUI_API void AddRemapChar(ImWchar from_codepoint, ImWchar to_codepoint); // Makes 'from_codepoint' character points to 'to_codepoint' glyph.
IMGUI_API bool IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last);
};
+// This is provided for consistency (but we don't actually use this)
+inline ImTextureID ImTextureRef::GetTexID() const
+{
+ IM_ASSERT(!(_TexData != NULL && _TexID != ImTextureID_Invalid));
+ return _TexData ? _TexData->TexID : _TexID;
+}
+
+// Using an indirection to avoid patching ImDrawCmd after a SetTexID() call (but this could be an alternative solution too)
+inline ImTextureID ImDrawCmd::GetTexID() const
+{
+ // If you are getting this assert: A renderer backend with support for ImGuiBackendFlags_RendererHasTextures (1.92)
+ // must iterate and handle ImTextureData requests stored in ImDrawData::Textures[].
+ ImTextureID tex_id = TexRef._TexData ? TexRef._TexData->TexID : TexRef._TexID; // == TexRef.GetTexID() above.
+ if (TexRef._TexData != NULL)
+ IM_ASSERT(tex_id != ImTextureID_Invalid && "ImDrawCmd is referring to ImTextureData that wasn't uploaded to graphics system. Backend must call ImTextureData::SetTexID() after handling ImTextureStatus_WantCreate request!");
+ return tex_id;
+}
+
//-----------------------------------------------------------------------------
// [SECTION] Viewports
//-----------------------------------------------------------------------------
@@ -3520,6 +3867,7 @@ struct ImGuiViewport
ImGuiViewportFlags Flags; // See ImGuiViewportFlags_
ImVec2 Pos; // Main Area: Position of the viewport (Dear ImGui coordinates are the same as OS desktop/native coordinates)
ImVec2 Size; // Main Area: Size of the viewport.
+ 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)
@@ -3544,7 +3892,7 @@ struct ImGuiPlatformIO
IMGUI_API ImGuiPlatformIO();
//------------------------------------------------------------------
- // Interface with OS and Platform backend
+ // Input - Interface with OS and Platform backend (most common stuff)
//------------------------------------------------------------------
// Optional: Access OS clipboard
@@ -3554,7 +3902,7 @@ struct ImGuiPlatformIO
void* Platform_ClipboardUserData;
// Optional: Open link/folder/file in OS Shell
- // (default to use ShellExecuteA() on Windows, system() on Linux/Mac)
+ // (default to use ShellExecuteW() on Windows, system() on Linux/Mac)
bool (*Platform_OpenInShellFn)(ImGuiContext* ctx, const char* path);
void* Platform_OpenInShellUserData;
@@ -3569,21 +3917,35 @@ struct ImGuiPlatformIO
ImWchar Platform_LocaleDecimalPoint; // '.'
//------------------------------------------------------------------
- // Interface with Renderer Backend
+ // Input - Interface with Renderer Backend
//------------------------------------------------------------------
+ // Optional: Maximum texture size supported by renderer (used to adjust how we size textures). 0 if not known.
+ int Renderer_TextureMaxWidth;
+ int Renderer_TextureMaxHeight;
+
// Written by some backends during ImGui_ImplXXXX_RenderDrawData() call to point backend_specific ImGui_ImplXXXX_RenderState* structure.
void* Renderer_RenderState;
+
+ //------------------------------------------------------------------
+ // Output
+ //------------------------------------------------------------------
+
+ // Textures list (the list is updated by calling ImGui::EndFrame or ImGui::Render)
+ // 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 Textures; // List of textures used by Dear ImGui (most often 1) + contents of external texture list is automatically appended into this.
};
-// (Optional) Support for IME (Input Method Editor) via the platform_io.Platform_SetImeDataFn() function.
+// (Optional) Support for IME (Input Method Editor) via the platform_io.Platform_SetImeDataFn() function. Handler is called during EndFrame().
struct ImGuiPlatformImeData
{
- bool WantVisible; // A widget wants the IME to be visible
- ImVec2 InputPos; // Position of the input cursor
- float InputLineHeight; // Line height
+ bool WantVisible; // A widget wants the IME to be visible.
+ bool WantTextInput; // A widget wants text input, not necessarily IME to be visible. This is automatically set to the upcoming value of io.WantTextInput.
+ ImVec2 InputPos; // Position of input cursor (for IME).
+ float InputLineHeight; // Line height (for IME).
+ ImGuiID ViewportId; // ID of platform window/viewport.
- ImGuiPlatformImeData() { memset(this, 0, sizeof(*this)); }
+ ImGuiPlatformImeData() { memset(this, 0, sizeof(*this)); }
};
//-----------------------------------------------------------------------------
@@ -3595,6 +3957,11 @@ struct ImGuiPlatformImeData
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
namespace ImGui
{
+ // OBSOLETED in 1.92.0 (from June 2025)
+ static inline void PushFont(ImFont* font) { PushFont(font, font ? font->LegacySize : 0.0f); }
+ IMGUI_API void SetWindowFontScale(float scale); // Set font scale factor for current window. Prefer using PushFont(NULL, style.FontSizeBase * factor) or use style.FontScaleMain to scale all windows.
+ // OBSOLETED in 1.91.9 (from February 2025)
+ IMGUI_API void Image(ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col); // <-- 'border_col' was removed in favor of ImGuiCol_ImageBorder. If you use 'tint_col', use ImageWithBg() instead.
// OBSOLETED in 1.91.0 (from July 2024)
static inline void PushButtonRepeat(bool repeat) { PushItemFlag(ImGuiItemFlags_ButtonRepeat, repeat); }
static inline void PopButtonRepeat() { PopItemFlag(); }
@@ -3613,19 +3980,19 @@ namespace ImGui
IMGUI_API bool ListBox(const char* label, int* current_item, bool (*old_callback)(void* user_data, int idx, const char** out_text), void* user_data, int items_count, int height_in_items = -1);
// OBSOLETED in 1.89.7 (from June 2023)
IMGUI_API void SetItemAllowOverlap(); // Use SetNextItemAllowOverlap() before item.
- // OBSOLETED in 1.89.4 (from March 2023)
- static inline void PushAllowKeyboardFocus(bool tab_stop) { PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop); }
- static inline void PopAllowKeyboardFocus() { PopItemFlag(); }
- // OBSOLETED in 1.87 (from February 2022 but more formally obsoleted April 2024)
- IMGUI_API ImGuiKey GetKeyIndex(ImGuiKey key); // Map ImGuiKey_* values into legacy native key index. == io.KeyMap[key]. When using a 1.87+ backend using io.AddKeyEvent(), calling GetKeyIndex() with ANY ImGuiKey_XXXX values will return the same value!
- //static inline ImGuiKey GetKeyIndex(ImGuiKey key) { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END); return key; }
// Some of the older obsolete names along with their replacement (commented out so they are not reported in IDE)
+ //-- OBSOLETED in 1.89.4 (from March 2023)
+ //static inline void PushAllowKeyboardFocus(bool tab_stop) { PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop); }
+ //static inline void PopAllowKeyboardFocus() { PopItemFlag(); }
//-- OBSOLETED in 1.89 (from August 2022)
//IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1)); // --> Use new ImageButton() signature (explicit item id, regular FramePadding). Refer to code in 1.91 if you want to grab a copy of this version.
//-- OBSOLETED in 1.88 (from May 2022)
//static inline void CaptureKeyboardFromApp(bool want_capture_keyboard = true) { SetNextFrameWantCaptureKeyboard(want_capture_keyboard); } // Renamed as name was misleading + removed default value.
//static inline void CaptureMouseFromApp(bool want_capture_mouse = true) { SetNextFrameWantCaptureMouse(want_capture_mouse); } // Renamed as name was misleading + removed default value.
+ //-- OBSOLETED in 1.87 (from February 2022, more formally obsoleted April 2024)
+ //IMGUI_API ImGuiKey GetKeyIndex(ImGuiKey key); { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END); const ImGuiKeyData* key_data = GetKeyData(key); return (ImGuiKey)(key_data - g.IO.KeysData); } // Map ImGuiKey_* values into legacy native key index. == io.KeyMap[key]. When using a 1.87+ backend using io.AddKeyEvent(), calling GetKeyIndex() with ANY ImGuiKey_XXXX values will return the same value!
+ //static inline ImGuiKey GetKeyIndex(ImGuiKey key) { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END); return key; }
//-- OBSOLETED in 1.86 (from November 2021)
//IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // Code removed, see 1.90 for last version of the code. Calculate range of visible items for large list of evenly sized items. Prefer using ImGuiListClipper.
//-- OBSOLETED in 1.85 (from August 2021)
@@ -3680,6 +4047,25 @@ namespace ImGui
//static inline void SetScrollPosHere() { SetScrollHere(); } // OBSOLETED in 1.42
}
+//-- OBSOLETED in 1.92.x: ImFontAtlasCustomRect becomes ImTextureRect
+// - ImFontAtlasCustomRect::X,Y --> ImTextureRect::x,y
+// - ImFontAtlasCustomRect::Width,Height --> ImTextureRect::w,h
+// - ImFontAtlasCustomRect::GlyphColored --> if you need to write to this, instead you can write to 'font->Glyphs.back()->Colored' after calling AddCustomRectFontGlyph()
+// We could make ImTextureRect an union to use old names, but 1) this would be confusing 2) the fix is easy 3) ImFontAtlasCustomRect was always a rather esoteric api.
+typedef ImFontAtlasRect ImFontAtlasCustomRect;
+/*struct ImFontAtlasCustomRect
+{
+ unsigned short X, Y; // Output // Packed position in Atlas
+ unsigned short Width, Height; // Input // [Internal] Desired rectangle dimension
+ unsigned int GlyphID:31; // Input // [Internal] For custom font glyphs only (ID < 0x110000)
+ unsigned int GlyphColored:1; // Input // [Internal] For custom font glyphs only: glyph is colored, removed tinting.
+ float GlyphAdvanceX; // Input // [Internal] For custom font glyphs only: glyph xadvance
+ ImVec2 GlyphOffset; // Input // [Internal] For custom font glyphs only: glyph display offset
+ ImFont* Font; // Input // [Internal] For custom font glyphs only: target font
+ ImFontAtlasCustomRect() { X = Y = 0xFFFF; Width = Height = 0; GlyphID = 0; GlyphColored = 0; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0, 0); Font = NULL; }
+ bool IsPacked() const { return X != 0xFFFF; }
+};*/
+
//-- OBSOLETED in 1.82 (from Mars 2021): flags for AddRect(), AddRectFilled(), AddImageRounded(), PathRect()
//typedef ImDrawFlags ImDrawCornerFlags;
//enum ImDrawCornerFlags_
diff --git a/imgui_demo.cpp b/imgui_demo.cpp
index f24254e2ea40..6bc8968a48f6 100644
--- a/imgui_demo.cpp
+++ b/imgui_demo.cpp
@@ -1,4 +1,4 @@
-// dear imgui, v1.91.5 WIP
+// dear imgui, v1.92.2 WIP
// (demo code)
// Help:
@@ -70,15 +70,39 @@ Index of this file:
// [SECTION] Forward Declarations
// [SECTION] Helpers
-// [SECTION] Helpers: ExampleTreeNode, ExampleMemberInfo (for use by Property Editor & Multi-Select demos)
// [SECTION] Demo Window / ShowDemoWindow()
-// [SECTION] ShowDemoWindowMenuBar()
-// [SECTION] ShowDemoWindowWidgets()
-// [SECTION] ShowDemoWindowMultiSelect()
-// [SECTION] ShowDemoWindowLayout()
-// [SECTION] ShowDemoWindowPopups()
-// [SECTION] ShowDemoWindowTables()
-// [SECTION] ShowDemoWindowInputs()
+// [SECTION] DemoWindowMenuBar()
+// [SECTION] Helpers: ExampleTreeNode, ExampleMemberInfo (for use by Property Editor & Multi-Select demos)
+// [SECTION] DemoWindowWidgetsBasic()
+// [SECTION] DemoWindowWidgetsBullets()
+// [SECTION] DemoWindowWidgetsCollapsingHeaders()
+// [SECTION] DemoWindowWidgetsComboBoxes()
+// [SECTION] DemoWindowWidgetsColorAndPickers()
+// [SECTION] DemoWindowWidgetsDataTypes()
+// [SECTION] DemoWindowWidgetsDisableBlocks()
+// [SECTION] DemoWindowWidgetsDragAndDrop()
+// [SECTION] DemoWindowWidgetsDragsAndSliders()
+// [SECTION] DemoWindowWidgetsFonts()
+// [SECTION] DemoWindowWidgetsImages()
+// [SECTION] DemoWindowWidgetsListBoxes()
+// [SECTION] DemoWindowWidgetsMultiComponents()
+// [SECTION] DemoWindowWidgetsPlotting()
+// [SECTION] DemoWindowWidgetsProgressBars()
+// [SECTION] DemoWindowWidgetsQueryingStatuses()
+// [SECTION] DemoWindowWidgetsSelectables()
+// [SECTION] DemoWindowWidgetsSelectionAndMultiSelect()
+// [SECTION] DemoWindowWidgetsTabs()
+// [SECTION] DemoWindowWidgetsText()
+// [SECTION] DemoWindowWidgetsTextFilter()
+// [SECTION] DemoWindowWidgetsTextInput()
+// [SECTION] DemoWindowWidgetsTooltips()
+// [SECTION] DemoWindowWidgetsTreeNodes()
+// [SECTION] DemoWindowWidgetsVerticalSliders()
+// [SECTION] DemoWindowWidgets()
+// [SECTION] DemoWindowLayout()
+// [SECTION] DemoWindowPopups()
+// [SECTION] DemoWindowTables()
+// [SECTION] DemoWindowInputs()
// [SECTION] About Window / ShowAboutWindow()
// [SECTION] Style Editor / ShowStyleEditor()
// [SECTION] User Guide / ShowUserGuide()
@@ -136,6 +160,7 @@ Index of this file:
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse.
#pragma clang diagnostic ignored "-Wdeprecated-declarations" // warning: 'xx' is deprecated: The POSIX name for this.. // for strdup used in demo code (so user can copy & paste the code)
#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning: cast to 'void *' from smaller integer type
+#pragma clang diagnostic ignored "-Wformat" // warning: format specifies type 'int' but the argument has type 'unsigned int'
#pragma clang diagnostic ignored "-Wformat-security" // warning: format string is not a string literal
#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 "-Wunused-macros" // warning: macro is not used // we define snprintf/vsnprintf on Windows so they are available, but not always used.
@@ -144,13 +169,18 @@ Index of this file:
#pragma clang diagnostic ignored "-Wreserved-id-macro" // warning: macro name is a reserved identifier
#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access
+#pragma clang diagnostic ignored "-Wswitch-default" // warning: 'switch' missing 'default' label
#elif defined(__GNUC__)
-#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
-#pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size
-#pragma GCC diagnostic ignored "-Wformat-security" // warning: format string is not a string literal (potentially insecure)
-#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function
-#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value
-#pragma GCC diagnostic ignored "-Wmisleading-indentation" // [__GNUC__ >= 6] warning: this 'if' clause does not guard this statement // GCC 6.0+ only. See #883 on GitHub.
+#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
+#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe
+#pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size
+#pragma GCC diagnostic ignored "-Wformat" // warning: format '%p' expects argument of type 'int'/'void*', but argument X has type 'unsigned int'/'ImGuiWindow*'
+#pragma GCC diagnostic ignored "-Wformat-security" // warning: format string is not a string literal (potentially insecure)
+#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function
+#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value
+#pragma GCC diagnostic ignored "-Wmisleading-indentation" // [__GNUC__ >= 6] warning: this 'if' clause does not guard this statement // GCC 6.0+ only. See #883 on GitHub.
+#pragma GCC diagnostic ignored "-Wstrict-overflow" // warning: assuming signed overflow does not occur when simplifying division / ..when changing X +- C1 cmp C2 to X cmp C2 -+ C1
+#pragma GCC diagnostic ignored "-Wcast-qual" // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers
#endif
// Play it nice with Windows users (Update: May 2018, Notepad now supports Unix-style carriage returns!)
@@ -221,14 +251,18 @@ static void ShowExampleMenuFile();
// We split the contents of the big ShowDemoWindow() function into smaller functions
// (because the link time of very large functions tends to grow non-linearly)
-static void ShowDemoWindowMenuBar(ImGuiDemoWindowData* demo_data);
-static void ShowDemoWindowWidgets(ImGuiDemoWindowData* demo_data);
-static void ShowDemoWindowMultiSelect(ImGuiDemoWindowData* demo_data);
-static void ShowDemoWindowLayout();
-static void ShowDemoWindowPopups();
-static void ShowDemoWindowTables();
-static void ShowDemoWindowColumns();
-static void ShowDemoWindowInputs();
+static void DemoWindowMenuBar(ImGuiDemoWindowData* demo_data);
+static void DemoWindowWidgets(ImGuiDemoWindowData* demo_data);
+static void DemoWindowLayout();
+static void DemoWindowPopups();
+static void DemoWindowTables();
+static void DemoWindowColumns();
+static void DemoWindowInputs();
+
+// Helper tree functions used by Property Editor & Multi-Select demos
+struct ExampleTreeNode;
+static ExampleTreeNode* ExampleTree_CreateNode(const char* name, int uid, ExampleTreeNode* parent);
+static void ExampleTree_DestroyNode(ExampleTreeNode* node);
//-----------------------------------------------------------------------------
// [SECTION] Helpers
@@ -256,94 +290,11 @@ ImGuiDemoMarkerCallback GImGuiDemoMarkerCallback = NULL;
void* GImGuiDemoMarkerCallbackUserData = NULL;
#define IMGUI_DEMO_MARKER(section) do { if (GImGuiDemoMarkerCallback != NULL) GImGuiDemoMarkerCallback(__FILE__, __LINE__, section, GImGuiDemoMarkerCallbackUserData); } while (0)
-//-----------------------------------------------------------------------------
-// [SECTION] Helpers: ExampleTreeNode, ExampleMemberInfo (for use by Property Editor etc.)
-//-----------------------------------------------------------------------------
-
-// Simple representation for a tree
-// (this is designed to be simple to understand for our demos, not to be fancy or efficient etc.)
-struct ExampleTreeNode
-{
- // Tree structure
- char Name[28] = "";
- int UID = 0;
- ExampleTreeNode* Parent = NULL;
- ImVector Childs;
- unsigned short IndexInParent = 0; // Maintaining this allows us to implement linear traversal more easily
-
- // Leaf Data
- bool HasData = false; // All leaves have data
- bool DataMyBool = true;
- int DataMyInt = 128;
- ImVec2 DataMyVec2 = ImVec2(0.0f, 3.141592f);
-};
-
-// Simple representation of struct metadata/serialization data.
-// (this is a minimal version of what a typical advanced application may provide)
-struct ExampleMemberInfo
-{
- const char* Name; // Member name
- ImGuiDataType DataType; // Member type
- int DataCount; // Member count (1 when scalar)
- int Offset; // Offset inside parent structure
-};
-
-// Metadata description of ExampleTreeNode struct.
-static const ExampleMemberInfo ExampleTreeNodeMemberInfos[]
-{
- { "MyBool", ImGuiDataType_Bool, 1, offsetof(ExampleTreeNode, DataMyBool) },
- { "MyInt", ImGuiDataType_S32, 1, offsetof(ExampleTreeNode, DataMyInt) },
- { "MyVec2", ImGuiDataType_Float, 2, offsetof(ExampleTreeNode, DataMyVec2) },
-};
-
-static ExampleTreeNode* ExampleTree_CreateNode(const char* name, int uid, ExampleTreeNode* parent)
-{
- ExampleTreeNode* node = IM_NEW(ExampleTreeNode);
- snprintf(node->Name, IM_ARRAYSIZE(node->Name), "%s", name);
- node->UID = uid;
- node->Parent = parent;
- node->IndexInParent = parent ? (unsigned short)parent->Childs.Size : 0;
- if (parent)
- parent->Childs.push_back(node);
- return node;
-}
-
-// Create example tree data
-// (this allocates _many_ more times than most other code in either Dear ImGui or others demo)
-static ExampleTreeNode* ExampleTree_CreateDemoTree()
-{
- static const char* root_names[] = { "Apple", "Banana", "Cherry", "Kiwi", "Mango", "Orange", "Pear", "Pineapple", "Strawberry", "Watermelon" };
- const size_t NAME_MAX_LEN = sizeof(ExampleTreeNode::Name);
- char name_buf[NAME_MAX_LEN];
- int uid = 0;
- ExampleTreeNode* node_L0 = ExampleTree_CreateNode("", ++uid, NULL);
- const int root_items_multiplier = 2;
- for (int idx_L0 = 0; idx_L0 < IM_ARRAYSIZE(root_names) * root_items_multiplier; idx_L0++)
- {
- snprintf(name_buf, IM_ARRAYSIZE(name_buf), "%s %d", root_names[idx_L0 / root_items_multiplier], idx_L0 % root_items_multiplier);
- ExampleTreeNode* node_L1 = ExampleTree_CreateNode(name_buf, ++uid, node_L0);
- const int number_of_childs = (int)strlen(node_L1->Name);
- for (int idx_L1 = 0; idx_L1 < number_of_childs; idx_L1++)
- {
- snprintf(name_buf, IM_ARRAYSIZE(name_buf), "Child %d", idx_L1);
- ExampleTreeNode* node_L2 = ExampleTree_CreateNode(name_buf, ++uid, node_L1);
- node_L2->HasData = true;
- if (idx_L1 == 0)
- {
- snprintf(name_buf, IM_ARRAYSIZE(name_buf), "Sub-child %d", 0);
- ExampleTreeNode* node_L3 = ExampleTree_CreateNode(name_buf, ++uid, node_L2);
- node_L3->HasData = true;
- }
- }
- }
- return node_L0;
-}
-
//-----------------------------------------------------------------------------
// [SECTION] Demo Window / ShowDemoWindow()
//-----------------------------------------------------------------------------
-// Data to be shared accross different functions of the demo.
+// Data to be shared across different functions of the demo.
struct ImGuiDemoWindowData
{
// Examples Apps (accessible from the "Examples" menu)
@@ -370,7 +321,10 @@ struct ImGuiDemoWindowData
bool ShowAbout = false;
// Other data
+ bool DisableSections = false;
ExampleTreeNode* DemoTree = NULL;
+
+ ~ImGuiDemoWindowData() { if (DemoTree) ExampleTree_DestroyNode(DemoTree); }
};
// Demonstrate most Dear ImGui features (this is big function!)
@@ -456,12 +410,22 @@ void ImGui::ShowDemoWindow(bool* p_open)
return;
}
- // Most "big" widgets share a common width settings by default. See 'Demo->Layout->Widgets Width' for details.
- ImGui::PushItemWidth(ImGui::GetFontSize() * -12); // e.g. Leave a fixed amount of width for labels (by passing a negative value), the rest goes to widgets.
- //ImGui::PushItemWidth(-ImGui::GetWindowWidth() * 0.35f); // e.g. Use 2/3 of the space for widgets and 1/3 for labels (right align)
+ // Most framed widgets share a common width settings. Remaining width is used for the label.
+ // The width of the frame may be changed with PushItemWidth() or SetNextItemWidth().
+ // - Positive value for absolute size, negative value for right-alignment.
+ // - The default value is about GetWindowWidth() * 0.65f.
+ // - See 'Demo->Layout->Widgets Width' for details.
+ // Here we change the frame width based on how much width we want to give to the label.
+ const float label_width_base = ImGui::GetFontSize() * 12; // Some amount of width for label, based on font size.
+ const float label_width_max = ImGui::GetContentRegionAvail().x * 0.40f; // ...but always leave some room for framed widgets.
+ const float label_width = IM_MIN(label_width_base, label_width_max);
+ ImGui::PushItemWidth(-label_width); // Right-align: framed items will leave 'label_width' available for the label.
+ //ImGui::PushItemWidth(ImGui::GetContentRegionAvail().x * 0.40f); // e.g. Use 40% width for framed widgets, leaving 60% width for labels.
+ //ImGui::PushItemWidth(-ImGui::GetContentRegionAvail().x * 0.40f); // e.g. Use 40% width for labels, leaving 60% width for framed widgets.
+ //ImGui::PushItemWidth(ImGui::GetFontSize() * -12); // e.g. Use XXX width for labels, leaving the rest for framed widgets.
// Menu Bar
- ShowDemoWindowMenuBar(&demo_data);
+ DemoWindowMenuBar(&demo_data);
ImGui::Text("dear imgui says hello! (%s) (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM);
ImGui::Spacing();
@@ -541,6 +505,15 @@ void ImGui::ShowDemoWindow(bool* p_open)
ImGui::Checkbox("io.ConfigNavCursorVisibleAlways", &io.ConfigNavCursorVisibleAlways);
ImGui::SameLine(); HelpMarker("Navigation cursor is always visible.");
+ 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.");
+ ImGui::Checkbox("io.ConfigWindowsMoveFromTitleBarOnly", &io.ConfigWindowsMoveFromTitleBarOnly);
+ ImGui::Checkbox("io.ConfigWindowsCopyContentsWithCtrlC", &io.ConfigWindowsCopyContentsWithCtrlC); // [EXPERIMENTAL]
+ ImGui::SameLine(); HelpMarker("*EXPERIMENTAL* CTRL+C copy the contents of focused window into the clipboard.\n\nExperimental because:\n- (1) has known issues with nested Begin/End pairs.\n- (2) text output quality varies.\n- (3) text output is in submission order rather than spatial order.");
+ ImGui::Checkbox("io.ConfigScrollbarScrollByPage", &io.ConfigScrollbarScrollByPage);
+ ImGui::SameLine(); HelpMarker("Enable scrolling page by page when clicking outside the scrollbar grab.\nWhen disabled, always scroll to clicked location.\nWhen enabled, Shift+Click scrolls to clicked location.");
+
ImGui::SeparatorText("Widgets");
ImGui::Checkbox("io.ConfigInputTextCursorBlink", &io.ConfigInputTextCursorBlink);
ImGui::SameLine(); HelpMarker("Enable blinking cursor (optional as some users consider it to be distracting).");
@@ -548,11 +521,6 @@ void ImGui::ShowDemoWindow(bool* p_open)
ImGui::SameLine(); HelpMarker("Pressing Enter will keep item active and select contents (single-line only).");
ImGui::Checkbox("io.ConfigDragClickToInputText", &io.ConfigDragClickToInputText);
ImGui::SameLine(); HelpMarker("Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving).");
- ImGui::Checkbox("io.ConfigWindowsResizeFromEdges", &io.ConfigWindowsResizeFromEdges);
- ImGui::SameLine(); HelpMarker("Enable resizing of windows from their edges and from the lower-left corner.\nThis requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback.");
- ImGui::Checkbox("io.ConfigWindowsMoveFromTitleBarOnly", &io.ConfigWindowsMoveFromTitleBarOnly);
- ImGui::Checkbox("io.ConfigScrollbarScrollByPage", &io.ConfigScrollbarScrollByPage);
- ImGui::SameLine(); HelpMarker("Enable scrolling page by page when clicking outside the scrollbar grab.\nWhen disabled, always scroll to clicked location.\nWhen enabled, Shift+Click scrolls to clicked location.");
ImGui::Checkbox("io.ConfigMacOSXBehaviors", &io.ConfigMacOSXBehaviors);
ImGui::SameLine(); HelpMarker("Swap Cmd<>Ctrl keys, enable various MacOS style behaviors.");
ImGui::Text("Also see Style->Rendering for rendering options.");
@@ -566,7 +534,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
"- Error recovery is not perfect nor guaranteed! It is a feature to ease development.\n"
"- You not are not supposed to rely on it in the course of a normal application run.\n"
"- Possible usage: facilitate recovery from errors triggered from a scripting language or after specific exceptions handlers.\n"
- "- Always ensure that on programmers seat you have at minimum Asserts or Tooltips enabled when making direct imgui API call!"
+ "- Always ensure that on programmers seat you have at minimum Asserts or Tooltips enabled when making direct imgui API call! "
"Otherwise it would severely hinder your ability to catch and correct mistakes!");
ImGui::Checkbox("io.ConfigErrorRecoveryEnableAssert", &io.ConfigErrorRecoveryEnableAssert);
ImGui::Checkbox("io.ConfigErrorRecoveryEnableDebugLog", &io.ConfigErrorRecoveryEnableDebugLog);
@@ -608,14 +576,15 @@ void ImGui::ShowDemoWindow(bool* p_open)
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();
ImGui::Spacing();
}
- IMGUI_DEMO_MARKER("Configuration/Style");
- if (ImGui::TreeNode("Style"))
+ IMGUI_DEMO_MARKER("Configuration/Style, Fonts");
+ if (ImGui::TreeNode("Style, Fonts"))
{
ImGui::Checkbox("Style Editor", &demo_data.ShowStyleEditor);
ImGui::SameLine();
@@ -665,11 +634,11 @@ void ImGui::ShowDemoWindow(bool* p_open)
}
// All demo contents
- ShowDemoWindowWidgets(&demo_data);
- ShowDemoWindowLayout();
- ShowDemoWindowPopups();
- ShowDemoWindowTables();
- ShowDemoWindowInputs();
+ DemoWindowWidgets(&demo_data);
+ DemoWindowLayout();
+ DemoWindowPopups();
+ DemoWindowTables();
+ DemoWindowInputs();
// End of ShowDemoWindow()
ImGui::PopItemWidth();
@@ -677,10 +646,10 @@ void ImGui::ShowDemoWindow(bool* p_open)
}
//-----------------------------------------------------------------------------
-// [SECTION] ShowDemoWindowMenuBar()
+// [SECTION] DemoWindowMenuBar()
//-----------------------------------------------------------------------------
-static void ShowDemoWindowMenuBar(ImGuiDemoWindowData* demo_data)
+static void DemoWindowMenuBar(ImGuiDemoWindowData* demo_data)
{
IMGUI_DEMO_MARKER("Menu");
if (ImGui::BeginMenuBar())
@@ -726,18 +695,25 @@ static void ShowDemoWindowMenuBar(ImGuiDemoWindowData* demo_data)
const bool has_debug_tools = false;
#endif
ImGui::MenuItem("Metrics/Debugger", NULL, &demo_data->ShowMetrics, has_debug_tools);
+ if (ImGui::BeginMenu("Debug Options"))
+ {
+ ImGui::BeginDisabled(!has_debug_tools);
+ ImGui::Checkbox("Highlight ID Conflicts", &io.ConfigDebugHighlightIdConflicts);
+ ImGui::EndDisabled();
+ ImGui::Checkbox("Assert on error recovery", &io.ConfigErrorRecoveryEnableAssert);
+ ImGui::TextDisabled("(see Demo->Configuration for details & more)");
+ ImGui::EndMenu();
+ }
ImGui::MenuItem("Debug Log", NULL, &demo_data->ShowDebugLog, has_debug_tools);
ImGui::MenuItem("ID Stack Tool", NULL, &demo_data->ShowIDStackTool, has_debug_tools);
bool is_debugger_present = io.ConfigDebugIsDebuggerPresent;
- if (ImGui::MenuItem("Item Picker", NULL, false, has_debug_tools && is_debugger_present))
+ if (ImGui::MenuItem("Item Picker", NULL, false, has_debug_tools))// && is_debugger_present))
ImGui::DebugStartItemPicker();
if (!is_debugger_present)
- ImGui::SetItemTooltip("Requires io.ConfigDebugIsDebuggerPresent=true to be set.\n\nWe otherwise disable the menu option to avoid casual users crashing the application.\n\nYou can however always access the Item Picker in Metrics->Tools.");
+ ImGui::SetItemTooltip("Requires io.ConfigDebugIsDebuggerPresent=true to be set.\n\nWe otherwise disable some extra features to avoid casual users crashing the application.");
ImGui::MenuItem("Style Editor", NULL, &demo_data->ShowStyleEditor);
ImGui::MenuItem("About Dear ImGui", NULL, &demo_data->ShowAbout);
- ImGui::SeparatorText("Debug Options");
- ImGui::MenuItem("Highlight ID Conflicts", NULL, &io.ConfigDebugHighlightIdConflicts, has_debug_tools);
ImGui::EndMenu();
}
ImGui::EndMenuBar();
@@ -745,20 +721,102 @@ static void ShowDemoWindowMenuBar(ImGuiDemoWindowData* demo_data)
}
//-----------------------------------------------------------------------------
-// [SECTION] ShowDemoWindowWidgets()
+// [SECTION] Helpers: ExampleTreeNode, ExampleMemberInfo (for use by Property Editor & Multi-Select demos)
//-----------------------------------------------------------------------------
-static void ShowDemoWindowWidgets(ImGuiDemoWindowData* demo_data)
+// Simple representation for a tree
+// (this is designed to be simple to understand for our demos, not to be fancy or efficient etc.)
+struct ExampleTreeNode
{
- IMGUI_DEMO_MARKER("Widgets");
- //ImGui::SetNextItemOpen(true, ImGuiCond_Once);
- if (!ImGui::CollapsingHeader("Widgets"))
- return;
+ // Tree structure
+ char Name[28] = "";
+ int UID = 0;
+ ExampleTreeNode* Parent = NULL;
+ ImVector Childs;
+ unsigned short IndexInParent = 0; // Maintaining this allows us to implement linear traversal more easily
- static bool disable_all = false; // The Checkbox for that is inside the "Disabled" section at the bottom
- if (disable_all)
- ImGui::BeginDisabled();
+ // Leaf Data
+ bool HasData = false; // All leaves have data
+ bool DataMyBool = true;
+ int DataMyInt = 128;
+ ImVec2 DataMyVec2 = ImVec2(0.0f, 3.141592f);
+};
+
+// Simple representation of struct metadata/serialization data.
+// (this is a minimal version of what a typical advanced application may provide)
+struct ExampleMemberInfo
+{
+ const char* Name; // Member name
+ ImGuiDataType DataType; // Member type
+ int DataCount; // Member count (1 when scalar)
+ int Offset; // Offset inside parent structure
+};
+
+// Metadata description of ExampleTreeNode struct.
+static const ExampleMemberInfo ExampleTreeNodeMemberInfos[]
+{
+ { "MyName", ImGuiDataType_String, 1, offsetof(ExampleTreeNode, Name) },
+ { "MyBool", ImGuiDataType_Bool, 1, offsetof(ExampleTreeNode, DataMyBool) },
+ { "MyInt", ImGuiDataType_S32, 1, offsetof(ExampleTreeNode, DataMyInt) },
+ { "MyVec2", ImGuiDataType_Float, 2, offsetof(ExampleTreeNode, DataMyVec2) },
+};
+
+static ExampleTreeNode* ExampleTree_CreateNode(const char* name, int uid, ExampleTreeNode* parent)
+{
+ ExampleTreeNode* node = IM_NEW(ExampleTreeNode);
+ snprintf(node->Name, IM_ARRAYSIZE(node->Name), "%s", name);
+ node->UID = uid;
+ node->Parent = parent;
+ node->IndexInParent = parent ? (unsigned short)parent->Childs.Size : 0;
+ if (parent)
+ parent->Childs.push_back(node);
+ return node;
+}
+
+static void ExampleTree_DestroyNode(ExampleTreeNode* node)
+{
+ for (ExampleTreeNode* child_node : node->Childs)
+ ExampleTree_DestroyNode(child_node);
+ IM_DELETE(node);
+}
+
+// Create example tree data
+// (this allocates _many_ more times than most other code in either Dear ImGui or others demo)
+static ExampleTreeNode* ExampleTree_CreateDemoTree()
+{
+ static const char* root_names[] = { "Apple", "Banana", "Cherry", "Kiwi", "Mango", "Orange", "Pear", "Pineapple", "Strawberry", "Watermelon" };
+ const size_t NAME_MAX_LEN = sizeof(ExampleTreeNode::Name);
+ char name_buf[NAME_MAX_LEN];
+ int uid = 0;
+ ExampleTreeNode* node_L0 = ExampleTree_CreateNode("", ++uid, NULL);
+ const int root_items_multiplier = 2;
+ for (int idx_L0 = 0; idx_L0 < IM_ARRAYSIZE(root_names) * root_items_multiplier; idx_L0++)
+ {
+ snprintf(name_buf, IM_ARRAYSIZE(name_buf), "%s %d", root_names[idx_L0 / root_items_multiplier], idx_L0 % root_items_multiplier);
+ ExampleTreeNode* node_L1 = ExampleTree_CreateNode(name_buf, ++uid, node_L0);
+ const int number_of_childs = (int)strlen(node_L1->Name);
+ for (int idx_L1 = 0; idx_L1 < number_of_childs; idx_L1++)
+ {
+ snprintf(name_buf, IM_ARRAYSIZE(name_buf), "Child %d", idx_L1);
+ ExampleTreeNode* node_L2 = ExampleTree_CreateNode(name_buf, ++uid, node_L1);
+ node_L2->HasData = true;
+ if (idx_L1 == 0)
+ {
+ snprintf(name_buf, IM_ARRAYSIZE(name_buf), "Sub-child %d", 0);
+ ExampleTreeNode* node_L3 = ExampleTree_CreateNode(name_buf, ++uid, node_L2);
+ node_L3->HasData = true;
+ }
+ }
+ }
+ return node_L0;
+}
+//-----------------------------------------------------------------------------
+// [SECTION] DemoWindowWidgetsBasic()
+//-----------------------------------------------------------------------------
+
+static void DemoWindowWidgetsBasic()
+{
IMGUI_DEMO_MARKER("Widgets/Basic");
if (ImGui::TreeNode("Basic"))
{
@@ -784,6 +842,9 @@ static void ShowDemoWindowWidgets(ImGuiDemoWindowData* demo_data)
ImGui::RadioButton("radio b", &e, 1); ImGui::SameLine();
ImGui::RadioButton("radio c", &e, 2);
+ ImGui::AlignTextToFramePadding();
+ ImGui::TextLinkOpenURL("Hyperlink", "https://github.com/ocornut/imgui/wiki/Error-Handling");
+
// Color buttons, demonstrate using PushID() to add unique identifier in the ID stack, and changing style.
IMGUI_DEMO_MARKER("Widgets/Basic/Buttons (Colored)");
for (int i = 0; i < 7; i++)
@@ -836,8 +897,8 @@ static void ShowDemoWindowWidgets(ImGuiDemoWindowData* demo_data)
"Hold SHIFT or use mouse to select text.\n"
"CTRL+Left/Right to word jump.\n"
"CTRL+A or Double-Click to select all.\n"
- "CTRL+X,CTRL+C,CTRL+V clipboard.\n"
- "CTRL+Z,CTRL+Y undo/redo.\n"
+ "CTRL+X,CTRL+C,CTRL+V for clipboard.\n"
+ "CTRL+Z to undo, CTRL+Y/CTRL+SHIFT+Z to redo.\n"
"ESCAPE to revert.\n\n"
"PROGRAMMER:\n"
"You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputText() "
@@ -954,1037 +1015,965 @@ static void ShowDemoWindowWidgets(ImGuiDemoWindowData* demo_data)
"Refer to the \"List boxes\" section below for an explanation of how to use the more flexible and general BeginListBox/EndListBox API.");
}
+ // Testing ImGuiOnceUponAFrame helper.
+ //static ImGuiOnceUponAFrame once;
+ //for (int i = 0; i < 5; i++)
+ // if (once)
+ // ImGui::Text("This will be displayed only once.");
+
ImGui::TreePop();
}
+}
- IMGUI_DEMO_MARKER("Widgets/Tooltips");
- if (ImGui::TreeNode("Tooltips"))
+//-----------------------------------------------------------------------------
+// [SECTION] DemoWindowWidgetsBullets()
+//-----------------------------------------------------------------------------
+
+static void DemoWindowWidgetsBullets()
+{
+ IMGUI_DEMO_MARKER("Widgets/Bullets");
+ if (ImGui::TreeNode("Bullets"))
{
- // Tooltips are windows following the mouse. They do not take focus away.
- ImGui::SeparatorText("General");
+ ImGui::BulletText("Bullet point 1");
+ ImGui::BulletText("Bullet point 2\nOn multiple lines");
+ if (ImGui::TreeNode("Tree node"))
+ {
+ ImGui::BulletText("Another bullet point");
+ ImGui::TreePop();
+ }
+ ImGui::Bullet(); ImGui::Text("Bullet point 3 (two calls)");
+ ImGui::Bullet(); ImGui::SmallButton("Button");
+ ImGui::TreePop();
+ }
+}
- // Typical use cases:
- // - Short-form (text only): SetItemTooltip("Hello");
- // - Short-form (any contents): if (BeginItemTooltip()) { Text("Hello"); EndTooltip(); }
+//-----------------------------------------------------------------------------
+// [SECTION] DemoWindowWidgetsCollapsingHeaders()
+//-----------------------------------------------------------------------------
- // - Full-form (text only): if (IsItemHovered(...)) { SetTooltip("Hello"); }
- // - Full-form (any contents): if (IsItemHovered(...) && BeginTooltip()) { Text("Hello"); EndTooltip(); }
+static void DemoWindowWidgetsCollapsingHeaders()
+{
+ IMGUI_DEMO_MARKER("Widgets/Collapsing Headers");
+ if (ImGui::TreeNode("Collapsing Headers"))
+ {
+ static bool closable_group = true;
+ ImGui::Checkbox("Show 2nd header", &closable_group);
+ if (ImGui::CollapsingHeader("Header", ImGuiTreeNodeFlags_None))
+ {
+ ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered());
+ for (int i = 0; i < 5; i++)
+ ImGui::Text("Some content %d", i);
+ }
+ if (ImGui::CollapsingHeader("Header with a close button", &closable_group))
+ {
+ ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered());
+ for (int i = 0; i < 5; i++)
+ ImGui::Text("More content %d", i);
+ }
+ /*
+ if (ImGui::CollapsingHeader("Header with a bullet", ImGuiTreeNodeFlags_Bullet))
+ ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered());
+ */
+ ImGui::TreePop();
+ }
+}
- HelpMarker(
- "Tooltip are typically created by using a IsItemHovered() + SetTooltip() sequence.\n\n"
- "We provide a helper SetItemTooltip() function to perform the two with standards flags.");
+//-----------------------------------------------------------------------------
+// [SECTION] DemoWindowWidgetsColorAndPickers()
+//-----------------------------------------------------------------------------
- ImVec2 sz = ImVec2(-FLT_MIN, 0.0f);
+static void DemoWindowWidgetsColorAndPickers()
+{
+ IMGUI_DEMO_MARKER("Widgets/Color");
+ if (ImGui::TreeNode("Color/Picker Widgets"))
+ {
+ static ImVec4 color = ImVec4(114.0f / 255.0f, 144.0f / 255.0f, 154.0f / 255.0f, 200.0f / 255.0f);
+ static ImGuiColorEditFlags base_flags = ImGuiColorEditFlags_None;
- ImGui::Button("Basic", sz);
- ImGui::SetItemTooltip("I am a tooltip");
+ ImGui::SeparatorText("Options");
+ ImGui::CheckboxFlags("ImGuiColorEditFlags_NoAlpha", &base_flags, ImGuiColorEditFlags_NoAlpha);
+ ImGui::CheckboxFlags("ImGuiColorEditFlags_AlphaOpaque", &base_flags, ImGuiColorEditFlags_AlphaOpaque);
+ ImGui::CheckboxFlags("ImGuiColorEditFlags_AlphaNoBg", &base_flags, ImGuiColorEditFlags_AlphaNoBg);
+ ImGui::CheckboxFlags("ImGuiColorEditFlags_AlphaPreviewHalf", &base_flags, ImGuiColorEditFlags_AlphaPreviewHalf);
+ ImGui::CheckboxFlags("ImGuiColorEditFlags_NoDragDrop", &base_flags, ImGuiColorEditFlags_NoDragDrop);
+ ImGui::CheckboxFlags("ImGuiColorEditFlags_NoOptions", &base_flags, ImGuiColorEditFlags_NoOptions); ImGui::SameLine(); HelpMarker("Right-click on the individual color widget to show options.");
+ ImGui::CheckboxFlags("ImGuiColorEditFlags_HDR", &base_flags, ImGuiColorEditFlags_HDR); ImGui::SameLine(); HelpMarker("Currently all this does is to lift the 0..1 limits on dragging widgets.");
- ImGui::Button("Fancy", sz);
- if (ImGui::BeginItemTooltip())
+ IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit");
+ ImGui::SeparatorText("Inline color editor");
+ ImGui::Text("Color widget:");
+ ImGui::SameLine(); HelpMarker(
+ "Click on the color square to open a color picker.\n"
+ "CTRL+click on individual component to input value.\n");
+ ImGui::ColorEdit3("MyColor##1", (float*)&color, base_flags);
+
+ IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit (HSV, with Alpha)");
+ ImGui::Text("Color widget HSV with Alpha:");
+ ImGui::ColorEdit4("MyColor##2", (float*)&color, ImGuiColorEditFlags_DisplayHSV | base_flags);
+
+ IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit (float display)");
+ ImGui::Text("Color widget with Float Display:");
+ ImGui::ColorEdit4("MyColor##2f", (float*)&color, ImGuiColorEditFlags_Float | base_flags);
+
+ IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (with Picker)");
+ ImGui::Text("Color button with Picker:");
+ ImGui::SameLine(); HelpMarker(
+ "With the ImGuiColorEditFlags_NoInputs flag you can hide all the slider/text inputs.\n"
+ "With the ImGuiColorEditFlags_NoLabel flag you can pass a non-empty label which will only "
+ "be used for the tooltip and picker popup.");
+ ImGui::ColorEdit4("MyColor##3", (float*)&color, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoLabel | base_flags);
+
+ IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (with custom Picker popup)");
+ ImGui::Text("Color button with Custom Picker Popup:");
+
+ // Generate a default palette. The palette will persist and can be edited.
+ static bool saved_palette_init = true;
+ static ImVec4 saved_palette[32] = {};
+ if (saved_palette_init)
{
- ImGui::Text("I am a fancy tooltip");
- static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f };
- ImGui::PlotLines("Curve", arr, IM_ARRAYSIZE(arr));
- ImGui::Text("Sin(time) = %f", sinf((float)ImGui::GetTime()));
- ImGui::EndTooltip();
+ for (int n = 0; n < IM_ARRAYSIZE(saved_palette); n++)
+ {
+ ImGui::ColorConvertHSVtoRGB(n / 31.0f, 0.8f, 0.8f,
+ saved_palette[n].x, saved_palette[n].y, saved_palette[n].z);
+ saved_palette[n].w = 1.0f; // Alpha
+ }
+ saved_palette_init = false;
}
- ImGui::SeparatorText("Always On");
-
- // Showcase NOT relying on a IsItemHovered() to emit a tooltip.
- // Here the tooltip is always emitted when 'always_on == true'.
- static int always_on = 0;
- ImGui::RadioButton("Off", &always_on, 0);
- ImGui::SameLine();
- ImGui::RadioButton("Always On (Simple)", &always_on, 1);
- ImGui::SameLine();
- ImGui::RadioButton("Always On (Advanced)", &always_on, 2);
- if (always_on == 1)
- ImGui::SetTooltip("I am following you around.");
- else if (always_on == 2 && ImGui::BeginTooltip())
+ static ImVec4 backup_color;
+ bool open_popup = ImGui::ColorButton("MyColor##3b", color, base_flags);
+ ImGui::SameLine(0, ImGui::GetStyle().ItemInnerSpacing.x);
+ open_popup |= ImGui::Button("Palette");
+ if (open_popup)
{
- ImGui::ProgressBar(sinf((float)ImGui::GetTime()) * 0.5f + 0.5f, ImVec2(ImGui::GetFontSize() * 25, 0.0f));
- ImGui::EndTooltip();
+ ImGui::OpenPopup("mypicker");
+ backup_color = color;
}
+ if (ImGui::BeginPopup("mypicker"))
+ {
+ ImGui::Text("MY CUSTOM COLOR PICKER WITH AN AMAZING PALETTE!");
+ ImGui::Separator();
+ ImGui::ColorPicker4("##picker", (float*)&color, base_flags | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoSmallPreview);
+ ImGui::SameLine();
- ImGui::SeparatorText("Custom");
+ ImGui::BeginGroup(); // Lock X position
+ ImGui::Text("Current");
+ ImGui::ColorButton("##current", color, ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_AlphaPreviewHalf, ImVec2(60, 40));
+ ImGui::Text("Previous");
+ if (ImGui::ColorButton("##previous", backup_color, ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_AlphaPreviewHalf, ImVec2(60, 40)))
+ color = backup_color;
+ ImGui::Separator();
+ ImGui::Text("Palette");
+ for (int n = 0; n < IM_ARRAYSIZE(saved_palette); n++)
+ {
+ ImGui::PushID(n);
+ if ((n % 8) != 0)
+ ImGui::SameLine(0.0f, ImGui::GetStyle().ItemSpacing.y);
- HelpMarker(
- "Passing ImGuiHoveredFlags_ForTooltip to IsItemHovered() is the preferred way to standardize"
- "tooltip activation details across your application. You may however decide to use custom"
- "flags for a specific tooltip instance.");
+ ImGuiColorEditFlags palette_button_flags = ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_NoTooltip;
+ if (ImGui::ColorButton("##palette", saved_palette[n], palette_button_flags, ImVec2(20, 20)))
+ color = ImVec4(saved_palette[n].x, saved_palette[n].y, saved_palette[n].z, color.w); // Preserve alpha!
- // The following examples are passed for documentation purpose but may not be useful to most users.
- // Passing ImGuiHoveredFlags_ForTooltip to IsItemHovered() will pull ImGuiHoveredFlags flags values from
- // 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' depending on whether mouse or keyboard/gamepad is being used.
- // With default settings, ImGuiHoveredFlags_ForTooltip is equivalent to ImGuiHoveredFlags_DelayShort + ImGuiHoveredFlags_Stationary.
- ImGui::Button("Manual", sz);
- if (ImGui::IsItemHovered(ImGuiHoveredFlags_ForTooltip))
- ImGui::SetTooltip("I am a manually emitted tooltip.");
+ // Allow user to drop colors into each palette entry. Note that ColorButton() is already a
+ // drag source by default, unless specifying the ImGuiColorEditFlags_NoDragDrop flag.
+ if (ImGui::BeginDragDropTarget())
+ {
+ if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F))
+ memcpy((float*)&saved_palette[n], payload->Data, sizeof(float) * 3);
+ if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F))
+ memcpy((float*)&saved_palette[n], payload->Data, sizeof(float) * 4);
+ ImGui::EndDragDropTarget();
+ }
- ImGui::Button("DelayNone", sz);
- if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayNone))
- ImGui::SetTooltip("I am a tooltip with no delay.");
+ ImGui::PopID();
+ }
+ ImGui::EndGroup();
+ ImGui::EndPopup();
+ }
- ImGui::Button("DelayShort", sz);
- if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_NoSharedDelay))
- ImGui::SetTooltip("I am a tooltip with a short delay (%0.2f sec).", ImGui::GetStyle().HoverDelayShort);
+ IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (simple)");
+ ImGui::Text("Color button only:");
+ static bool no_border = false;
+ ImGui::Checkbox("ImGuiColorEditFlags_NoBorder", &no_border);
+ ImGui::ColorButton("MyColor##3c", *(ImVec4*)&color, base_flags | (no_border ? ImGuiColorEditFlags_NoBorder : 0), ImVec2(80, 80));
- ImGui::Button("DelayLong", sz);
- if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_NoSharedDelay))
- ImGui::SetTooltip("I am a tooltip with a long delay (%0.2f sec).", ImGui::GetStyle().HoverDelayNormal);
+ IMGUI_DEMO_MARKER("Widgets/Color/ColorPicker");
+ ImGui::SeparatorText("Color picker");
- ImGui::Button("Stationary", sz);
- if (ImGui::IsItemHovered(ImGuiHoveredFlags_Stationary))
- ImGui::SetTooltip("I am a tooltip requiring mouse to be stationary before activating.");
+ static bool ref_color = false;
+ static ImVec4 ref_color_v(1.0f, 0.0f, 1.0f, 0.5f);
+ static int picker_mode = 0;
+ static int display_mode = 0;
+ static ImGuiColorEditFlags color_picker_flags = ImGuiColorEditFlags_AlphaBar;
- // Using ImGuiHoveredFlags_ForTooltip will pull flags from 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav',
- // which default value include the ImGuiHoveredFlags_AllowWhenDisabled flag.
- ImGui::BeginDisabled();
- ImGui::Button("Disabled item", sz);
- if (ImGui::IsItemHovered(ImGuiHoveredFlags_ForTooltip))
- ImGui::SetTooltip("I am a a tooltip for a disabled item.");
- ImGui::EndDisabled();
+ ImGui::PushID("Color picker");
+ ImGui::CheckboxFlags("ImGuiColorEditFlags_NoAlpha", &color_picker_flags, ImGuiColorEditFlags_NoAlpha);
+ ImGui::CheckboxFlags("ImGuiColorEditFlags_AlphaBar", &color_picker_flags, ImGuiColorEditFlags_AlphaBar);
+ ImGui::CheckboxFlags("ImGuiColorEditFlags_NoSidePreview", &color_picker_flags, ImGuiColorEditFlags_NoSidePreview);
+ if (color_picker_flags & ImGuiColorEditFlags_NoSidePreview)
+ {
+ ImGui::SameLine();
+ ImGui::Checkbox("With Ref Color", &ref_color);
+ if (ref_color)
+ {
+ ImGui::SameLine();
+ ImGui::ColorEdit4("##RefColor", &ref_color_v.x, ImGuiColorEditFlags_NoInputs | base_flags);
+ }
+ }
+
+ ImGui::Combo("Picker Mode", &picker_mode, "Auto/Current\0ImGuiColorEditFlags_PickerHueBar\0ImGuiColorEditFlags_PickerHueWheel\0");
+ ImGui::SameLine(); HelpMarker("When not specified explicitly, user can right-click the picker to change mode.");
+
+ ImGui::Combo("Display Mode", &display_mode, "Auto/Current\0ImGuiColorEditFlags_NoInputs\0ImGuiColorEditFlags_DisplayRGB\0ImGuiColorEditFlags_DisplayHSV\0ImGuiColorEditFlags_DisplayHex\0");
+ ImGui::SameLine(); HelpMarker(
+ "ColorEdit defaults to displaying RGB inputs if you don't specify a display mode, "
+ "but the user can change it with a right-click on those inputs.\n\nColorPicker defaults to displaying RGB+HSV+Hex "
+ "if you don't specify a display mode.\n\nYou can change the defaults using SetColorEditOptions().");
+
+ ImGuiColorEditFlags flags = base_flags | color_picker_flags;
+ if (picker_mode == 1) flags |= ImGuiColorEditFlags_PickerHueBar;
+ if (picker_mode == 2) flags |= ImGuiColorEditFlags_PickerHueWheel;
+ if (display_mode == 1) flags |= ImGuiColorEditFlags_NoInputs; // Disable all RGB/HSV/Hex displays
+ if (display_mode == 2) flags |= ImGuiColorEditFlags_DisplayRGB; // Override display mode
+ if (display_mode == 3) flags |= ImGuiColorEditFlags_DisplayHSV;
+ if (display_mode == 4) flags |= ImGuiColorEditFlags_DisplayHex;
+ ImGui::ColorPicker4("MyColor##4", (float*)&color, flags, ref_color ? &ref_color_v.x : NULL);
+
+ ImGui::Text("Set defaults in code:");
+ ImGui::SameLine(); HelpMarker(
+ "SetColorEditOptions() is designed to allow you to set boot-time default.\n"
+ "We don't have Push/Pop functions because you can force options on a per-widget basis if needed, "
+ "and the user can change non-forced ones with the options menu.\nWe don't have a getter to avoid "
+ "encouraging you to persistently save values that aren't forward-compatible.");
+ if (ImGui::Button("Default: Uint8 + HSV + Hue Bar"))
+ ImGui::SetColorEditOptions(ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_PickerHueBar);
+ if (ImGui::Button("Default: Float + HDR + Hue Wheel"))
+ ImGui::SetColorEditOptions(ImGuiColorEditFlags_Float | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_PickerHueWheel);
+
+ // Always display a small version of both types of pickers
+ // (that's in order to make it more visible in the demo to people who are skimming quickly through it)
+ ImGui::Text("Both types:");
+ float w = (ImGui::GetContentRegionAvail().x - ImGui::GetStyle().ItemSpacing.y) * 0.40f;
+ ImGui::SetNextItemWidth(w);
+ ImGui::ColorPicker3("##MyColor##5", (float*)&color, ImGuiColorEditFlags_PickerHueBar | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoAlpha);
+ ImGui::SameLine();
+ ImGui::SetNextItemWidth(w);
+ ImGui::ColorPicker3("##MyColor##6", (float*)&color, ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoAlpha);
+ ImGui::PopID();
+
+ // HSV encoded support (to avoid RGB<>HSV round trips and singularities when S==0 or V==0)
+ static ImVec4 color_hsv(0.23f, 1.0f, 1.0f, 1.0f); // Stored as HSV!
+ ImGui::Spacing();
+ ImGui::Text("HSV encoded colors");
+ ImGui::SameLine(); HelpMarker(
+ "By default, colors are given to ColorEdit and ColorPicker in RGB, but ImGuiColorEditFlags_InputHSV "
+ "allows you to store colors as HSV and pass them to ColorEdit and ColorPicker as HSV. This comes with the "
+ "added benefit that you can manipulate hue values with the picker even when saturation or value are zero.");
+ ImGui::Text("Color widget with InputHSV:");
+ ImGui::ColorEdit4("HSV shown as RGB##1", (float*)&color_hsv, ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float);
+ ImGui::ColorEdit4("HSV shown as HSV##1", (float*)&color_hsv, ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float);
+ ImGui::DragFloat4("Raw HSV values", (float*)&color_hsv, 0.01f, 0.0f, 1.0f);
ImGui::TreePop();
}
+}
- // Testing ImGuiOnceUponAFrame helper.
- //static ImGuiOnceUponAFrame once;
- //for (int i = 0; i < 5; i++)
- // if (once)
- // ImGui::Text("This will be displayed only once.");
+//-----------------------------------------------------------------------------
+// [SECTION] DemoWindowWidgetsComboBoxes()
+//-----------------------------------------------------------------------------
- IMGUI_DEMO_MARKER("Widgets/Tree Nodes");
- if (ImGui::TreeNode("Tree Nodes"))
+static void DemoWindowWidgetsComboBoxes()
+{
+ IMGUI_DEMO_MARKER("Widgets/Combo");
+ if (ImGui::TreeNode("Combo"))
{
- IMGUI_DEMO_MARKER("Widgets/Tree Nodes/Basic trees");
- if (ImGui::TreeNode("Basic trees"))
+ // Combo Boxes are also called "Dropdown" in other systems
+ // Expose flags as checkbox for the demo
+ static ImGuiComboFlags flags = 0;
+ ImGui::CheckboxFlags("ImGuiComboFlags_PopupAlignLeft", &flags, ImGuiComboFlags_PopupAlignLeft);
+ ImGui::SameLine(); HelpMarker("Only makes a difference if the popup is larger than the combo");
+ if (ImGui::CheckboxFlags("ImGuiComboFlags_NoArrowButton", &flags, ImGuiComboFlags_NoArrowButton))
+ flags &= ~ImGuiComboFlags_NoPreview; // Clear incompatible flags
+ if (ImGui::CheckboxFlags("ImGuiComboFlags_NoPreview", &flags, ImGuiComboFlags_NoPreview))
+ flags &= ~(ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_WidthFitPreview); // Clear incompatible flags
+ if (ImGui::CheckboxFlags("ImGuiComboFlags_WidthFitPreview", &flags, ImGuiComboFlags_WidthFitPreview))
+ flags &= ~ImGuiComboFlags_NoPreview;
+
+ // Override default popup height
+ if (ImGui::CheckboxFlags("ImGuiComboFlags_HeightSmall", &flags, ImGuiComboFlags_HeightSmall))
+ flags &= ~(ImGuiComboFlags_HeightMask_ & ~ImGuiComboFlags_HeightSmall);
+ if (ImGui::CheckboxFlags("ImGuiComboFlags_HeightRegular", &flags, ImGuiComboFlags_HeightRegular))
+ flags &= ~(ImGuiComboFlags_HeightMask_ & ~ImGuiComboFlags_HeightRegular);
+ if (ImGui::CheckboxFlags("ImGuiComboFlags_HeightLargest", &flags, ImGuiComboFlags_HeightLargest))
+ flags &= ~(ImGuiComboFlags_HeightMask_ & ~ImGuiComboFlags_HeightLargest);
+
+ // Using the generic BeginCombo() API, you have full control over how to display the combo contents.
+ // (your selection data could be an index, a pointer to the object, an id for the object, a flag intrusively
+ // stored in the object itself, etc.)
+ const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" };
+ static int item_selected_idx = 0; // Here we store our selection data as an index.
+
+ // Pass in the preview value visible before opening the combo (it could technically be different contents or not pulled from items[])
+ const char* combo_preview_value = items[item_selected_idx];
+ if (ImGui::BeginCombo("combo 1", combo_preview_value, flags))
{
- for (int i = 0; i < 5; i++)
+ for (int n = 0; n < IM_ARRAYSIZE(items); n++)
{
- // Use SetNextItemOpen() so set the default state of a node to be open. We could
- // also use TreeNodeEx() with the ImGuiTreeNodeFlags_DefaultOpen flag to achieve the same thing!
- if (i == 0)
- ImGui::SetNextItemOpen(true, ImGuiCond_Once);
+ const bool is_selected = (item_selected_idx == n);
+ if (ImGui::Selectable(items[n], is_selected))
+ item_selected_idx = n;
- // Here we use PushID() to generate a unique base ID, and then the "" used as TreeNode id won't conflict.
- // An alternative to using 'PushID() + TreeNode("", ...)' to generate a unique ID is to use 'TreeNode((void*)(intptr_t)i, ...)',
- // aka generate a dummy pointer-sized value to be hashed. The demo below uses that technique. Both are fine.
- ImGui::PushID(i);
- if (ImGui::TreeNode("", "Child %d", i))
- {
- ImGui::Text("blah blah");
- ImGui::SameLine();
- if (ImGui::SmallButton("button")) {}
- ImGui::TreePop();
- }
- ImGui::PopID();
+ // Set the initial focus when opening the combo (scrolling + keyboard navigation focus)
+ if (is_selected)
+ ImGui::SetItemDefaultFocus();
}
- ImGui::TreePop();
+ ImGui::EndCombo();
}
- IMGUI_DEMO_MARKER("Widgets/Tree Nodes/Advanced, with Selectable nodes");
- if (ImGui::TreeNode("Advanced, with Selectable nodes"))
+ // Show case embedding a filter using a simple trick: displaying the filter inside combo contents.
+ // See https://github.com/ocornut/imgui/issues/718 for advanced/esoteric alternatives.
+ if (ImGui::BeginCombo("combo 2 (w/ filter)", combo_preview_value, flags))
{
- HelpMarker(
- "This is a more typical looking tree with selectable nodes.\n"
- "Click to select, CTRL+Click to toggle, click on arrows or double-click to open.");
- static ImGuiTreeNodeFlags base_flags = ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_SpanAvailWidth;
- static bool align_label_with_current_x_position = false;
- static bool test_drag_and_drop = false;
- ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnArrow", &base_flags, ImGuiTreeNodeFlags_OpenOnArrow);
- ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnDoubleClick", &base_flags, ImGuiTreeNodeFlags_OpenOnDoubleClick);
- ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAvailWidth", &base_flags, ImGuiTreeNodeFlags_SpanAvailWidth); ImGui::SameLine(); HelpMarker("Extend hit area to all available width instead of allowing more items to be laid out after the node.");
- ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanFullWidth", &base_flags, ImGuiTreeNodeFlags_SpanFullWidth);
- ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanTextWidth", &base_flags, ImGuiTreeNodeFlags_SpanTextWidth); ImGui::SameLine(); HelpMarker("Reduce hit area to the text label and a bit of margin.");
- ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAllColumns", &base_flags, ImGuiTreeNodeFlags_SpanAllColumns); ImGui::SameLine(); HelpMarker("For use in Tables only.");
- ImGui::CheckboxFlags("ImGuiTreeNodeFlags_AllowOverlap", &base_flags, ImGuiTreeNodeFlags_AllowOverlap);
- ImGui::CheckboxFlags("ImGuiTreeNodeFlags_Framed", &base_flags, ImGuiTreeNodeFlags_Framed); ImGui::SameLine(); HelpMarker("Draw frame with background (e.g. for CollapsingHeader)");
- ImGui::CheckboxFlags("ImGuiTreeNodeFlags_NavLeftJumpsBackHere", &base_flags, ImGuiTreeNodeFlags_NavLeftJumpsBackHere);
- ImGui::Checkbox("Align label with current X position", &align_label_with_current_x_position);
- ImGui::Checkbox("Test tree node as drag source", &test_drag_and_drop);
- ImGui::Text("Hello!");
- if (align_label_with_current_x_position)
- ImGui::Unindent(ImGui::GetTreeNodeToLabelSpacing());
-
- // 'selection_mask' is dumb representation of what may be user-side selection state.
- // You may retain selection state inside or outside your objects in whatever format you see fit.
- // 'node_clicked' is temporary storage of what node we have clicked to process selection at the end
- /// of the loop. May be a pointer to your own node type, etc.
- static int selection_mask = (1 << 2);
- int node_clicked = -1;
- for (int i = 0; i < 6; i++)
+ static ImGuiTextFilter filter;
+ if (ImGui::IsWindowAppearing())
{
- // Disable the default "open on single-click behavior" + set Selected flag according to our selection.
- // To alter selection we use IsItemClicked() && !IsItemToggledOpen(), so clicking on an arrow doesn't alter selection.
- ImGuiTreeNodeFlags node_flags = base_flags;
- const bool is_selected = (selection_mask & (1 << i)) != 0;
- if (is_selected)
- node_flags |= ImGuiTreeNodeFlags_Selected;
- if (i < 3)
- {
- // Items 0..2 are Tree Node
- bool node_open = ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Node %d", i);
- if (ImGui::IsItemClicked() && !ImGui::IsItemToggledOpen())
- node_clicked = i;
- if (test_drag_and_drop && ImGui::BeginDragDropSource())
- {
- ImGui::SetDragDropPayload("_TREENODE", NULL, 0);
- ImGui::Text("This is a drag and drop source");
- ImGui::EndDragDropSource();
- }
- if (i == 2 && (base_flags & ImGuiTreeNodeFlags_SpanTextWidth))
- {
- // Item 2 has an additional inline button to help demonstrate SpanTextWidth.
- ImGui::SameLine();
- if (ImGui::SmallButton("button")) {}
- }
- if (node_open)
- {
- ImGui::BulletText("Blah blah\nBlah Blah");
- ImGui::SameLine();
- ImGui::SmallButton("Button");
- ImGui::TreePop();
- }
- }
- else
- {
- // Items 3..5 are Tree Leaves
- // The only reason we use TreeNode at all is to allow selection of the leaf. Otherwise we can
- // use BulletText() or advance the cursor by GetTreeNodeToLabelSpacing() and call Text().
- node_flags |= ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen; // ImGuiTreeNodeFlags_Bullet
- ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Leaf %d", i);
- if (ImGui::IsItemClicked() && !ImGui::IsItemToggledOpen())
- node_clicked = i;
- if (test_drag_and_drop && ImGui::BeginDragDropSource())
- {
- ImGui::SetDragDropPayload("_TREENODE", NULL, 0);
- ImGui::Text("This is a drag and drop source");
- ImGui::EndDragDropSource();
- }
- }
+ ImGui::SetKeyboardFocusHere();
+ filter.Clear();
}
- if (node_clicked != -1)
+ ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_F);
+ filter.Draw("##Filter", -FLT_MIN);
+
+ for (int n = 0; n < IM_ARRAYSIZE(items); n++)
{
- // Update selection state
- // (process outside of tree loop to avoid visual inconsistencies during the clicking frame)
- if (ImGui::GetIO().KeyCtrl)
- selection_mask ^= (1 << node_clicked); // CTRL+click to toggle
- else //if (!(selection_mask & (1 << node_clicked))) // Depending on selection behavior you want, may want to preserve selection when clicking on item that is part of the selection
- selection_mask = (1 << node_clicked); // Click to single-select
+ const bool is_selected = (item_selected_idx == n);
+ if (filter.PassFilter(items[n]))
+ if (ImGui::Selectable(items[n], is_selected))
+ item_selected_idx = n;
}
- if (align_label_with_current_x_position)
- ImGui::Indent(ImGui::GetTreeNodeToLabelSpacing());
- ImGui::TreePop();
- }
- ImGui::TreePop();
- }
-
- IMGUI_DEMO_MARKER("Widgets/Collapsing Headers");
- if (ImGui::TreeNode("Collapsing Headers"))
- {
- static bool closable_group = true;
- ImGui::Checkbox("Show 2nd header", &closable_group);
- if (ImGui::CollapsingHeader("Header", ImGuiTreeNodeFlags_None))
- {
- ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered());
- for (int i = 0; i < 5; i++)
- ImGui::Text("Some content %d", i);
- }
- if (ImGui::CollapsingHeader("Header with a close button", &closable_group))
- {
- ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered());
- for (int i = 0; i < 5; i++)
- ImGui::Text("More content %d", i);
- }
- /*
- if (ImGui::CollapsingHeader("Header with a bullet", ImGuiTreeNodeFlags_Bullet))
- ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered());
- */
- ImGui::TreePop();
- }
-
- IMGUI_DEMO_MARKER("Widgets/Bullets");
- if (ImGui::TreeNode("Bullets"))
- {
- ImGui::BulletText("Bullet point 1");
- ImGui::BulletText("Bullet point 2\nOn multiple lines");
- if (ImGui::TreeNode("Tree node"))
- {
- ImGui::BulletText("Another bullet point");
- ImGui::TreePop();
- }
- ImGui::Bullet(); ImGui::Text("Bullet point 3 (two calls)");
- ImGui::Bullet(); ImGui::SmallButton("Button");
- ImGui::TreePop();
- }
-
- IMGUI_DEMO_MARKER("Widgets/Text");
- if (ImGui::TreeNode("Text"))
- {
- IMGUI_DEMO_MARKER("Widgets/Text/Colored Text");
- if (ImGui::TreeNode("Colorful Text"))
- {
- // Using shortcut. You can use PushStyleColor()/PopStyleColor() for more flexibility.
- ImGui::TextColored(ImVec4(1.0f, 0.0f, 1.0f, 1.0f), "Pink");
- ImGui::TextColored(ImVec4(1.0f, 1.0f, 0.0f, 1.0f), "Yellow");
- ImGui::TextDisabled("Disabled");
- ImGui::SameLine(); HelpMarker("The TextDisabled color is stored in ImGuiStyle.");
- ImGui::TreePop();
+ ImGui::EndCombo();
}
- IMGUI_DEMO_MARKER("Widgets/Text/Word Wrapping");
- if (ImGui::TreeNode("Word Wrapping"))
- {
- // Using shortcut. You can use PushTextWrapPos()/PopTextWrapPos() for more flexibility.
- ImGui::TextWrapped(
- "This text should automatically wrap on the edge of the window. The current implementation "
- "for text wrapping follows simple rules suitable for English and possibly other languages.");
- ImGui::Spacing();
-
- static float wrap_width = 200.0f;
- ImGui::SliderFloat("Wrap width", &wrap_width, -20, 600, "%.0f");
+ ImGui::Spacing();
+ ImGui::SeparatorText("One-liner variants");
+ HelpMarker("The Combo() function is not greatly useful apart from cases were you want to embed all options in a single strings.\nFlags above don't apply to this section.");
- ImDrawList* draw_list = ImGui::GetWindowDrawList();
- for (int n = 0; n < 2; n++)
- {
- ImGui::Text("Test paragraph %d:", n);
- ImVec2 pos = ImGui::GetCursorScreenPos();
- ImVec2 marker_min = ImVec2(pos.x + wrap_width, pos.y);
- ImVec2 marker_max = ImVec2(pos.x + wrap_width + 10, pos.y + ImGui::GetTextLineHeight());
- ImGui::PushTextWrapPos(ImGui::GetCursorPos().x + wrap_width);
- if (n == 0)
- ImGui::Text("The lazy dog is a good dog. This paragraph should fit within %.0f pixels. Testing a 1 character word. The quick brown fox jumps over the lazy dog.", wrap_width);
- else
- ImGui::Text("aaaaaaaa bbbbbbbb, c cccccccc,dddddddd. d eeeeeeee ffffffff. gggggggg!hhhhhhhh");
+ // Simplified one-liner Combo() API, using values packed in a single constant string
+ // This is a convenience for when the selection set is small and known at compile-time.
+ static int item_current_2 = 0;
+ ImGui::Combo("combo 3 (one-liner)", &item_current_2, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0");
- // Draw actual text bounding box, following by marker of our expected limit (should not overlap!)
- draw_list->AddRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax(), IM_COL32(255, 255, 0, 255));
- draw_list->AddRectFilled(marker_min, marker_max, IM_COL32(255, 0, 255, 255));
- ImGui::PopTextWrapPos();
- }
+ // Simplified one-liner Combo() using an array of const char*
+ // This is not very useful (may obsolete): prefer using BeginCombo()/EndCombo() for full control.
+ static int item_current_3 = -1; // If the selection isn't within 0..count, Combo won't display a preview
+ ImGui::Combo("combo 4 (array)", &item_current_3, items, IM_ARRAYSIZE(items));
- ImGui::TreePop();
- }
+ // Simplified one-liner Combo() using an accessor function
+ static int item_current_4 = 0;
+ ImGui::Combo("combo 5 (function)", &item_current_4, [](void* data, int n) { return ((const char**)data)[n]; }, items, IM_ARRAYSIZE(items));
- IMGUI_DEMO_MARKER("Widgets/Text/UTF-8 Text");
- if (ImGui::TreeNode("UTF-8 Text"))
- {
- // UTF-8 test with Japanese characters
- // (Needs a suitable font? Try "Google Noto" or "Arial Unicode". See docs/FONTS.md for details.)
- // - From C++11 you can use the u8"my text" syntax to encode literal strings as UTF-8
- // - For earlier compiler, you may be able to encode your sources as UTF-8 (e.g. in Visual Studio, you
- // can save your source files as 'UTF-8 without signature').
- // - FOR THIS DEMO FILE ONLY, BECAUSE WE WANT TO SUPPORT OLD COMPILERS, WE ARE *NOT* INCLUDING RAW UTF-8
- // CHARACTERS IN THIS SOURCE FILE. Instead we are encoding a few strings with hexadecimal constants.
- // Don't do this in your application! Please use u8"text in any language" in your application!
- // Note that characters values are preserved even by InputText() if the font cannot be displayed,
- // so you can safely copy & paste garbled characters into another application.
- ImGui::TextWrapped(
- "CJK text will only appear if the font was loaded with the appropriate CJK character ranges. "
- "Call io.Fonts->AddFontFromFileTTF() manually to load extra character ranges. "
- "Read docs/FONTS.md for details.");
- ImGui::Text("Hiragana: \xe3\x81\x8b\xe3\x81\x8d\xe3\x81\x8f\xe3\x81\x91\xe3\x81\x93 (kakikukeko)");
- ImGui::Text("Kanjis: \xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e (nihongo)");
- static char buf[32] = "\xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e";
- //static char buf[32] = u8"NIHONGO"; // <- this is how you would write it with C++11, using real kanjis
- ImGui::InputText("UTF-8 input", buf, IM_ARRAYSIZE(buf));
- ImGui::TreePop();
- }
ImGui::TreePop();
}
+}
- IMGUI_DEMO_MARKER("Widgets/Images");
- if (ImGui::TreeNode("Images"))
+//-----------------------------------------------------------------------------
+// [SECTION] DemoWindowWidgetsDataTypes()
+//-----------------------------------------------------------------------------
+
+static void DemoWindowWidgetsDataTypes()
+{
+ IMGUI_DEMO_MARKER("Widgets/Data Types");
+ if (ImGui::TreeNode("Data Types"))
{
- ImGuiIO& io = ImGui::GetIO();
- ImGui::TextWrapped(
- "Below we are displaying the font texture (which is the only texture we have access to in this demo). "
- "Use the 'ImTextureID' type as storage to pass pointers or identifier to your own texture data. "
- "Hover the texture for a zoomed view!");
+ // DragScalar/InputScalar/SliderScalar functions allow various data types
+ // - signed/unsigned
+ // - 8/16/32/64-bits
+ // - integer/float/double
+ // To avoid polluting the public API with all possible combinations, we use the ImGuiDataType enum
+ // to pass the type, and passing all arguments by pointer.
+ // This is the reason the test code below creates local variables to hold "zero" "one" etc. for each type.
+ // In practice, if you frequently use a given type that is not covered by the normal API entry points,
+ // you can wrap it yourself inside a 1 line function which can take typed argument as value instead of void*,
+ // and then pass their address to the generic function. For example:
+ // bool MySliderU64(const char *label, u64* value, u64 min = 0, u64 max = 0, const char* format = "%lld")
+ // {
+ // return SliderScalar(label, ImGuiDataType_U64, value, &min, &max, format);
+ // }
- // Below we are displaying the font texture because it is the only texture we have access to inside the demo!
- // Remember that ImTextureID is just storage for whatever you want it to be. It is essentially a value that
- // will be passed to the rendering backend via the ImDrawCmd structure.
- // If you use one of the default imgui_impl_XXXX.cpp rendering backend, they all have comments at the top
- // of their respective source file to specify what they expect to be stored in ImTextureID, for example:
- // - The imgui_impl_dx11.cpp renderer expect a 'ID3D11ShaderResourceView*' pointer
- // - The imgui_impl_opengl3.cpp renderer expect a GLuint OpenGL texture identifier, etc.
- // More:
- // - If you decided that ImTextureID = MyEngineTexture*, then you can pass your MyEngineTexture* pointers
- // to ImGui::Image(), and gather width/height through your own functions, etc.
- // - You can use ShowMetricsWindow() to inspect the draw data that are being passed to your renderer,
- // it will help you debug issues if you are confused about it.
- // - Consider using the lower-level ImDrawList::AddImage() API, via ImGui::GetWindowDrawList()->AddImage().
- // - Read https://github.com/ocornut/imgui/blob/master/docs/FAQ.md
- // - Read https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples
- ImTextureID my_tex_id = io.Fonts->TexID;
- float my_tex_w = (float)io.Fonts->TexWidth;
- float my_tex_h = (float)io.Fonts->TexHeight;
- {
- static bool use_text_color_for_tint = false;
- ImGui::Checkbox("Use Text Color for Tint", &use_text_color_for_tint);
- 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
- ImVec4 tint_col = use_text_color_for_tint ? ImGui::GetStyleColorVec4(ImGuiCol_Text) : ImVec4(1.0f, 1.0f, 1.0f, 1.0f); // No tint
- ImVec4 border_col = ImGui::GetStyleColorVec4(ImGuiCol_Border);
- ImGui::Image(my_tex_id, ImVec2(my_tex_w, my_tex_h), uv_min, uv_max, tint_col, border_col);
- 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::Image(my_tex_id, ImVec2(region_sz * zoom, region_sz * zoom), uv0, uv1, tint_col, border_col);
- ImGui::EndTooltip();
- }
- }
-
- IMGUI_DEMO_MARKER("Widgets/Images/Textured buttons");
- ImGui::TextWrapped("And now some textured buttons..");
- static int pressed_count = 0;
- for (int i = 0; i < 8; i++)
- {
- // UV coordinates are often (0.0f, 0.0f) and (1.0f, 1.0f) to display an entire textures.
- // Here are trying to display only a 32x32 pixels area of the texture, hence the UV computation.
- // Read about UV coordinates here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples
- ImGui::PushID(i);
- if (i > 0)
- ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(i - 1.0f, i - 1.0f));
- ImVec2 size = ImVec2(32.0f, 32.0f); // Size of the image we want to make visible
- ImVec2 uv0 = ImVec2(0.0f, 0.0f); // UV coordinates for lower-left
- ImVec2 uv1 = ImVec2(32.0f / my_tex_w, 32.0f / my_tex_h); // UV coordinates for (32,32) in our texture
- ImVec4 bg_col = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); // Black background
- ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f); // No tint
- if (ImGui::ImageButton("", my_tex_id, size, uv0, uv1, bg_col, tint_col))
- pressed_count += 1;
- if (i > 0)
- ImGui::PopStyleVar();
- ImGui::PopID();
- ImGui::SameLine();
- }
- ImGui::NewLine();
- ImGui::Text("Pressed %d times.", pressed_count);
- ImGui::TreePop();
- }
-
- IMGUI_DEMO_MARKER("Widgets/Combo");
- if (ImGui::TreeNode("Combo"))
- {
- // Combo Boxes are also called "Dropdown" in other systems
- // Expose flags as checkbox for the demo
- static ImGuiComboFlags flags = 0;
- ImGui::CheckboxFlags("ImGuiComboFlags_PopupAlignLeft", &flags, ImGuiComboFlags_PopupAlignLeft);
- ImGui::SameLine(); HelpMarker("Only makes a difference if the popup is larger than the combo");
- if (ImGui::CheckboxFlags("ImGuiComboFlags_NoArrowButton", &flags, ImGuiComboFlags_NoArrowButton))
- flags &= ~ImGuiComboFlags_NoPreview; // Clear incompatible flags
- if (ImGui::CheckboxFlags("ImGuiComboFlags_NoPreview", &flags, ImGuiComboFlags_NoPreview))
- flags &= ~(ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_WidthFitPreview); // Clear incompatible flags
- if (ImGui::CheckboxFlags("ImGuiComboFlags_WidthFitPreview", &flags, ImGuiComboFlags_WidthFitPreview))
- flags &= ~ImGuiComboFlags_NoPreview;
-
- // Override default popup height
- if (ImGui::CheckboxFlags("ImGuiComboFlags_HeightSmall", &flags, ImGuiComboFlags_HeightSmall))
- flags &= ~(ImGuiComboFlags_HeightMask_ & ~ImGuiComboFlags_HeightSmall);
- if (ImGui::CheckboxFlags("ImGuiComboFlags_HeightRegular", &flags, ImGuiComboFlags_HeightRegular))
- flags &= ~(ImGuiComboFlags_HeightMask_ & ~ImGuiComboFlags_HeightRegular);
- if (ImGui::CheckboxFlags("ImGuiComboFlags_HeightLargest", &flags, ImGuiComboFlags_HeightLargest))
- flags &= ~(ImGuiComboFlags_HeightMask_ & ~ImGuiComboFlags_HeightLargest);
-
- // Using the generic BeginCombo() API, you have full control over how to display the combo contents.
- // (your selection data could be an index, a pointer to the object, an id for the object, a flag intrusively
- // stored in the object itself, etc.)
- const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" };
- static int item_selected_idx = 0; // Here we store our selection data as an index.
-
- // Pass in the preview value visible before opening the combo (it could technically be different contents or not pulled from items[])
- const char* combo_preview_value = items[item_selected_idx];
-
- if (ImGui::BeginCombo("combo 1", combo_preview_value, flags))
- {
- for (int n = 0; n < IM_ARRAYSIZE(items); n++)
- {
- const bool is_selected = (item_selected_idx == n);
- if (ImGui::Selectable(items[n], is_selected))
- item_selected_idx = n;
+ // Setup limits (as helper variables so we can take their address, as explained above)
+ // Note: SliderScalar() functions have a maximum usable range of half the natural type maximum, hence the /2.
+ #ifndef LLONG_MIN
+ ImS64 LLONG_MIN = -9223372036854775807LL - 1;
+ ImS64 LLONG_MAX = 9223372036854775807LL;
+ ImU64 ULLONG_MAX = (2ULL * 9223372036854775807LL + 1);
+ #endif
+ const char s8_zero = 0, s8_one = 1, s8_fifty = 50, s8_min = -128, s8_max = 127;
+ const ImU8 u8_zero = 0, u8_one = 1, u8_fifty = 50, u8_min = 0, u8_max = 255;
+ const short s16_zero = 0, s16_one = 1, s16_fifty = 50, s16_min = -32768, s16_max = 32767;
+ const ImU16 u16_zero = 0, u16_one = 1, u16_fifty = 50, u16_min = 0, u16_max = 65535;
+ const ImS32 s32_zero = 0, s32_one = 1, s32_fifty = 50, s32_min = INT_MIN/2, s32_max = INT_MAX/2, s32_hi_a = INT_MAX/2 - 100, s32_hi_b = INT_MAX/2;
+ const ImU32 u32_zero = 0, u32_one = 1, u32_fifty = 50, u32_min = 0, u32_max = UINT_MAX/2, u32_hi_a = UINT_MAX/2 - 100, u32_hi_b = UINT_MAX/2;
+ const ImS64 s64_zero = 0, s64_one = 1, s64_fifty = 50, s64_min = LLONG_MIN/2, s64_max = LLONG_MAX/2, s64_hi_a = LLONG_MAX/2 - 100, s64_hi_b = LLONG_MAX/2;
+ const ImU64 u64_zero = 0, u64_one = 1, u64_fifty = 50, u64_min = 0, u64_max = ULLONG_MAX/2, u64_hi_a = ULLONG_MAX/2 - 100, u64_hi_b = ULLONG_MAX/2;
+ const float f32_zero = 0.f, f32_one = 1.f, f32_lo_a = -10000000000.0f, f32_hi_a = +10000000000.0f;
+ const double f64_zero = 0., f64_one = 1., f64_lo_a = -1000000000000000.0, f64_hi_a = +1000000000000000.0;
- // Set the initial focus when opening the combo (scrolling + keyboard navigation focus)
- if (is_selected)
- ImGui::SetItemDefaultFocus();
- }
- ImGui::EndCombo();
- }
+ // State
+ static char s8_v = 127;
+ static ImU8 u8_v = 255;
+ static short s16_v = 32767;
+ static ImU16 u16_v = 65535;
+ static ImS32 s32_v = -1;
+ static ImU32 u32_v = (ImU32)-1;
+ static ImS64 s64_v = -1;
+ static ImU64 u64_v = (ImU64)-1;
+ static float f32_v = 0.123f;
+ static double f64_v = 90000.01234567890123456789;
- ImGui::Spacing();
- ImGui::SeparatorText("One-liner variants");
- HelpMarker("Flags above don't apply to this section.");
+ const float drag_speed = 0.2f;
+ static bool drag_clamp = false;
+ IMGUI_DEMO_MARKER("Widgets/Data Types/Drags");
+ ImGui::SeparatorText("Drags");
+ ImGui::Checkbox("Clamp integers to 0..50", &drag_clamp);
+ ImGui::SameLine(); HelpMarker(
+ "As with every widget in dear imgui, we never modify values unless there is a user interaction.\n"
+ "You can override the clamping limits by using CTRL+Click to input a value.");
+ ImGui::DragScalar("drag s8", ImGuiDataType_S8, &s8_v, drag_speed, drag_clamp ? &s8_zero : NULL, drag_clamp ? &s8_fifty : NULL);
+ ImGui::DragScalar("drag u8", ImGuiDataType_U8, &u8_v, drag_speed, drag_clamp ? &u8_zero : NULL, drag_clamp ? &u8_fifty : NULL, "%u ms");
+ ImGui::DragScalar("drag s16", ImGuiDataType_S16, &s16_v, drag_speed, drag_clamp ? &s16_zero : NULL, drag_clamp ? &s16_fifty : NULL);
+ ImGui::DragScalar("drag u16", ImGuiDataType_U16, &u16_v, drag_speed, drag_clamp ? &u16_zero : NULL, drag_clamp ? &u16_fifty : NULL, "%u ms");
+ ImGui::DragScalar("drag s32", ImGuiDataType_S32, &s32_v, drag_speed, drag_clamp ? &s32_zero : NULL, drag_clamp ? &s32_fifty : NULL);
+ ImGui::DragScalar("drag s32 hex", ImGuiDataType_S32, &s32_v, drag_speed, drag_clamp ? &s32_zero : NULL, drag_clamp ? &s32_fifty : NULL, "0x%08X");
+ ImGui::DragScalar("drag u32", ImGuiDataType_U32, &u32_v, drag_speed, drag_clamp ? &u32_zero : NULL, drag_clamp ? &u32_fifty : NULL, "%u ms");
+ ImGui::DragScalar("drag s64", ImGuiDataType_S64, &s64_v, drag_speed, drag_clamp ? &s64_zero : NULL, drag_clamp ? &s64_fifty : NULL);
+ ImGui::DragScalar("drag u64", ImGuiDataType_U64, &u64_v, drag_speed, drag_clamp ? &u64_zero : NULL, drag_clamp ? &u64_fifty : NULL);
+ ImGui::DragScalar("drag float", ImGuiDataType_Float, &f32_v, 0.005f, &f32_zero, &f32_one, "%f");
+ ImGui::DragScalar("drag float log", ImGuiDataType_Float, &f32_v, 0.005f, &f32_zero, &f32_one, "%f", ImGuiSliderFlags_Logarithmic);
+ ImGui::DragScalar("drag double", ImGuiDataType_Double, &f64_v, 0.0005f, &f64_zero, NULL, "%.10f grams");
+ ImGui::DragScalar("drag double log",ImGuiDataType_Double, &f64_v, 0.0005f, &f64_zero, &f64_one, "0 < %.10f < 1", ImGuiSliderFlags_Logarithmic);
- // Simplified one-liner Combo() API, using values packed in a single constant string
- // This is a convenience for when the selection set is small and known at compile-time.
- static int item_current_2 = 0;
- ImGui::Combo("combo 2 (one-liner)", &item_current_2, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0");
+ IMGUI_DEMO_MARKER("Widgets/Data Types/Sliders");
+ ImGui::SeparatorText("Sliders");
+ ImGui::SliderScalar("slider s8 full", ImGuiDataType_S8, &s8_v, &s8_min, &s8_max, "%d");
+ ImGui::SliderScalar("slider u8 full", ImGuiDataType_U8, &u8_v, &u8_min, &u8_max, "%u");
+ ImGui::SliderScalar("slider s16 full", ImGuiDataType_S16, &s16_v, &s16_min, &s16_max, "%d");
+ ImGui::SliderScalar("slider u16 full", ImGuiDataType_U16, &u16_v, &u16_min, &u16_max, "%u");
+ ImGui::SliderScalar("slider s32 low", ImGuiDataType_S32, &s32_v, &s32_zero, &s32_fifty,"%d");
+ ImGui::SliderScalar("slider s32 high", ImGuiDataType_S32, &s32_v, &s32_hi_a, &s32_hi_b, "%d");
+ ImGui::SliderScalar("slider s32 full", ImGuiDataType_S32, &s32_v, &s32_min, &s32_max, "%d");
+ ImGui::SliderScalar("slider s32 hex", ImGuiDataType_S32, &s32_v, &s32_zero, &s32_fifty, "0x%04X");
+ ImGui::SliderScalar("slider u32 low", ImGuiDataType_U32, &u32_v, &u32_zero, &u32_fifty,"%u");
+ ImGui::SliderScalar("slider u32 high", ImGuiDataType_U32, &u32_v, &u32_hi_a, &u32_hi_b, "%u");
+ ImGui::SliderScalar("slider u32 full", ImGuiDataType_U32, &u32_v, &u32_min, &u32_max, "%u");
+ ImGui::SliderScalar("slider s64 low", ImGuiDataType_S64, &s64_v, &s64_zero, &s64_fifty,"%" PRId64);
+ ImGui::SliderScalar("slider s64 high", ImGuiDataType_S64, &s64_v, &s64_hi_a, &s64_hi_b, "%" PRId64);
+ ImGui::SliderScalar("slider s64 full", ImGuiDataType_S64, &s64_v, &s64_min, &s64_max, "%" PRId64);
+ ImGui::SliderScalar("slider u64 low", ImGuiDataType_U64, &u64_v, &u64_zero, &u64_fifty,"%" PRIu64 " ms");
+ ImGui::SliderScalar("slider u64 high", ImGuiDataType_U64, &u64_v, &u64_hi_a, &u64_hi_b, "%" PRIu64 " ms");
+ ImGui::SliderScalar("slider u64 full", ImGuiDataType_U64, &u64_v, &u64_min, &u64_max, "%" PRIu64 " ms");
+ ImGui::SliderScalar("slider float low", ImGuiDataType_Float, &f32_v, &f32_zero, &f32_one);
+ ImGui::SliderScalar("slider float low log", ImGuiDataType_Float, &f32_v, &f32_zero, &f32_one, "%.10f", ImGuiSliderFlags_Logarithmic);
+ ImGui::SliderScalar("slider float high", ImGuiDataType_Float, &f32_v, &f32_lo_a, &f32_hi_a, "%e");
+ ImGui::SliderScalar("slider double low", ImGuiDataType_Double, &f64_v, &f64_zero, &f64_one, "%.10f grams");
+ ImGui::SliderScalar("slider double low log",ImGuiDataType_Double, &f64_v, &f64_zero, &f64_one, "%.10f", ImGuiSliderFlags_Logarithmic);
+ ImGui::SliderScalar("slider double high", ImGuiDataType_Double, &f64_v, &f64_lo_a, &f64_hi_a, "%e grams");
- // Simplified one-liner Combo() using an array of const char*
- // This is not very useful (may obsolete): prefer using BeginCombo()/EndCombo() for full control.
- static int item_current_3 = -1; // If the selection isn't within 0..count, Combo won't display a preview
- ImGui::Combo("combo 3 (array)", &item_current_3, items, IM_ARRAYSIZE(items));
+ ImGui::SeparatorText("Sliders (reverse)");
+ ImGui::SliderScalar("slider s8 reverse", ImGuiDataType_S8, &s8_v, &s8_max, &s8_min, "%d");
+ ImGui::SliderScalar("slider u8 reverse", ImGuiDataType_U8, &u8_v, &u8_max, &u8_min, "%u");
+ ImGui::SliderScalar("slider s32 reverse", ImGuiDataType_S32, &s32_v, &s32_fifty, &s32_zero, "%d");
+ ImGui::SliderScalar("slider u32 reverse", ImGuiDataType_U32, &u32_v, &u32_fifty, &u32_zero, "%u");
+ ImGui::SliderScalar("slider s64 reverse", ImGuiDataType_S64, &s64_v, &s64_fifty, &s64_zero, "%" PRId64);
+ ImGui::SliderScalar("slider u64 reverse", ImGuiDataType_U64, &u64_v, &u64_fifty, &u64_zero, "%" PRIu64 " ms");
- // Simplified one-liner Combo() using an accessor function
- static int item_current_4 = 0;
- ImGui::Combo("combo 4 (function)", &item_current_4, [](void* data, int n) { return ((const char**)data)[n]; }, items, IM_ARRAYSIZE(items));
+ IMGUI_DEMO_MARKER("Widgets/Data Types/Inputs");
+ static bool inputs_step = true;
+ static ImGuiInputTextFlags flags = ImGuiInputTextFlags_None;
+ ImGui::SeparatorText("Inputs");
+ ImGui::Checkbox("Show step buttons", &inputs_step);
+ ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", &flags, ImGuiInputTextFlags_ReadOnly);
+ ImGui::CheckboxFlags("ImGuiInputTextFlags_ParseEmptyRefVal", &flags, ImGuiInputTextFlags_ParseEmptyRefVal);
+ ImGui::CheckboxFlags("ImGuiInputTextFlags_DisplayEmptyRefVal", &flags, ImGuiInputTextFlags_DisplayEmptyRefVal);
+ ImGui::InputScalar("input s8", ImGuiDataType_S8, &s8_v, inputs_step ? &s8_one : NULL, NULL, "%d", flags);
+ ImGui::InputScalar("input u8", ImGuiDataType_U8, &u8_v, inputs_step ? &u8_one : NULL, NULL, "%u", flags);
+ ImGui::InputScalar("input s16", ImGuiDataType_S16, &s16_v, inputs_step ? &s16_one : NULL, NULL, "%d", flags);
+ ImGui::InputScalar("input u16", ImGuiDataType_U16, &u16_v, inputs_step ? &u16_one : NULL, NULL, "%u", flags);
+ ImGui::InputScalar("input s32", ImGuiDataType_S32, &s32_v, inputs_step ? &s32_one : NULL, NULL, "%d", flags);
+ ImGui::InputScalar("input s32 hex", ImGuiDataType_S32, &s32_v, inputs_step ? &s32_one : NULL, NULL, "%04X", flags);
+ ImGui::InputScalar("input u32", ImGuiDataType_U32, &u32_v, inputs_step ? &u32_one : NULL, NULL, "%u", flags);
+ ImGui::InputScalar("input u32 hex", ImGuiDataType_U32, &u32_v, inputs_step ? &u32_one : NULL, NULL, "%08X", flags);
+ ImGui::InputScalar("input s64", ImGuiDataType_S64, &s64_v, inputs_step ? &s64_one : NULL, NULL, NULL, flags);
+ ImGui::InputScalar("input u64", ImGuiDataType_U64, &u64_v, inputs_step ? &u64_one : NULL, NULL, NULL, flags);
+ ImGui::InputScalar("input float", ImGuiDataType_Float, &f32_v, inputs_step ? &f32_one : NULL, NULL, NULL, flags);
+ ImGui::InputScalar("input double", ImGuiDataType_Double, &f64_v, inputs_step ? &f64_one : NULL, NULL, NULL, flags);
ImGui::TreePop();
}
+}
- IMGUI_DEMO_MARKER("Widgets/List Boxes");
- if (ImGui::TreeNode("List boxes"))
- {
- // BeginListBox() is essentially a thin wrapper to using BeginChild()/EndChild()
- // using the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label.
- // You may be tempted to simply use BeginChild() directly. However note that BeginChild() requires EndChild()
- // to always be called (inconsistent with BeginListBox()/EndListBox()).
+//-----------------------------------------------------------------------------
+// [SECTION] DemoWindowWidgetsDisableBlocks()
+//-----------------------------------------------------------------------------
- // Using the generic BeginListBox() API, you have full control over how to display the combo contents.
- // (your selection data could be an index, a pointer to the object, an id for the object, a flag intrusively
- // stored in the object itself, etc.)
- const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" };
- static int item_selected_idx = 0; // Here we store our selected data as an index.
+static void DemoWindowWidgetsDisableBlocks(ImGuiDemoWindowData* demo_data)
+{
+ IMGUI_DEMO_MARKER("Widgets/Disable Blocks");
+ if (ImGui::TreeNode("Disable Blocks"))
+ {
+ ImGui::Checkbox("Disable entire section above", &demo_data->DisableSections);
+ ImGui::SameLine(); HelpMarker("Demonstrate using BeginDisabled()/EndDisabled() across other sections.");
+ ImGui::TreePop();
+ }
+}
- static bool item_highlight = false;
- int item_highlighted_idx = -1; // Here we store our highlighted data as an index.
- ImGui::Checkbox("Highlight hovered item in second listbox", &item_highlight);
+//-----------------------------------------------------------------------------
+// [SECTION] DemoWindowWidgetsDragAndDrop()
+//-----------------------------------------------------------------------------
- if (ImGui::BeginListBox("listbox 1"))
+static void DemoWindowWidgetsDragAndDrop()
+{
+ IMGUI_DEMO_MARKER("Widgets/Drag and drop");
+ if (ImGui::TreeNode("Drag and Drop"))
+ {
+ IMGUI_DEMO_MARKER("Widgets/Drag and drop/Standard widgets");
+ if (ImGui::TreeNode("Drag and drop in standard widgets"))
{
- for (int n = 0; n < IM_ARRAYSIZE(items); n++)
- {
- const bool is_selected = (item_selected_idx == n);
- if (ImGui::Selectable(items[n], is_selected))
- item_selected_idx = n;
-
- if (item_highlight && ImGui::IsItemHovered())
- item_highlighted_idx = n;
-
- // Set the initial focus when opening the combo (scrolling + keyboard navigation focus)
- if (is_selected)
- ImGui::SetItemDefaultFocus();
- }
- ImGui::EndListBox();
+ // ColorEdit widgets automatically act as drag source and drag target.
+ // They are using standardized payload strings IMGUI_PAYLOAD_TYPE_COLOR_3F and IMGUI_PAYLOAD_TYPE_COLOR_4F
+ // to allow your own widgets to use colors in their drag and drop interaction.
+ // Also see 'Demo->Widgets->Color/Picker Widgets->Palette' demo.
+ HelpMarker("You can drag from the color squares.");
+ static float col1[3] = { 1.0f, 0.0f, 0.2f };
+ static float col2[4] = { 0.4f, 0.7f, 0.0f, 0.5f };
+ ImGui::ColorEdit3("color 1", col1);
+ ImGui::ColorEdit4("color 2", col2);
+ ImGui::TreePop();
}
- ImGui::SameLine(); HelpMarker("Here we are sharing selection state between both boxes.");
- // Custom size: use all width, 5 items tall
- ImGui::Text("Full-width:");
- if (ImGui::BeginListBox("##listbox 2", ImVec2(-FLT_MIN, 5 * ImGui::GetTextLineHeightWithSpacing())))
+ IMGUI_DEMO_MARKER("Widgets/Drag and drop/Copy-swap items");
+ if (ImGui::TreeNode("Drag and drop to copy/swap items"))
{
- for (int n = 0; n < IM_ARRAYSIZE(items); n++)
+ enum Mode
{
- bool is_selected = (item_selected_idx == n);
- ImGuiSelectableFlags flags = (item_highlighted_idx == n) ? ImGuiSelectableFlags_Highlight : 0;
- if (ImGui::Selectable(items[n], is_selected, flags))
- item_selected_idx = n;
-
- // Set the initial focus when opening the combo (scrolling + keyboard navigation focus)
- if (is_selected)
- ImGui::SetItemDefaultFocus();
- }
- ImGui::EndListBox();
- }
-
- ImGui::TreePop();
- }
-
- IMGUI_DEMO_MARKER("Widgets/Selectables");
- //ImGui::SetNextItemOpen(true, ImGuiCond_Once);
- if (ImGui::TreeNode("Selectables"))
- {
- // Selectable() has 2 overloads:
- // - The one taking "bool selected" as a read-only selection information.
- // When Selectable() has been clicked it returns true and you can alter selection state accordingly.
- // - The one taking "bool* p_selected" as a read-write selection information (convenient in some cases)
- // The earlier is more flexible, as in real application your selection may be stored in many different ways
- // and not necessarily inside a bool value (e.g. in flags within objects, as an external list, etc).
- IMGUI_DEMO_MARKER("Widgets/Selectables/Basic");
- if (ImGui::TreeNode("Basic"))
- {
- static bool selection[5] = { false, true, false, false };
- ImGui::Selectable("1. I am selectable", &selection[0]);
- ImGui::Selectable("2. I am selectable", &selection[1]);
- ImGui::Selectable("3. I am selectable", &selection[2]);
- if (ImGui::Selectable("4. I am double clickable", selection[3], ImGuiSelectableFlags_AllowDoubleClick))
- if (ImGui::IsMouseDoubleClicked(0))
- selection[3] = !selection[3];
- ImGui::TreePop();
- }
-
- IMGUI_DEMO_MARKER("Widgets/Selectables/Rendering more items on the same line");
- if (ImGui::TreeNode("Rendering more items on the same line"))
- {
- // (1) Using SetNextItemAllowOverlap()
- // (2) Using the Selectable() override that takes "bool* p_selected" parameter, the bool value is toggled automatically.
- static bool selected[3] = { false, false, false };
- ImGui::SetNextItemAllowOverlap(); ImGui::Selectable("main.c", &selected[0]); ImGui::SameLine(); ImGui::SmallButton("Link 1");
- ImGui::SetNextItemAllowOverlap(); ImGui::Selectable("Hello.cpp", &selected[1]); ImGui::SameLine(); ImGui::SmallButton("Link 2");
- ImGui::SetNextItemAllowOverlap(); ImGui::Selectable("Hello.h", &selected[2]); ImGui::SameLine(); ImGui::SmallButton("Link 3");
- ImGui::TreePop();
- }
-
- IMGUI_DEMO_MARKER("Widgets/Selectables/In Tables");
- if (ImGui::TreeNode("In Tables"))
- {
- static bool selected[10] = {};
-
- if (ImGui::BeginTable("split1", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_Borders))
+ Mode_Copy,
+ Mode_Move,
+ Mode_Swap
+ };
+ static int mode = 0;
+ if (ImGui::RadioButton("Copy", mode == Mode_Copy)) { mode = Mode_Copy; } ImGui::SameLine();
+ if (ImGui::RadioButton("Move", mode == Mode_Move)) { mode = Mode_Move; } ImGui::SameLine();
+ if (ImGui::RadioButton("Swap", mode == Mode_Swap)) { mode = Mode_Swap; }
+ static const char* names[9] =
{
- for (int i = 0; i < 10; i++)
+ "Bobby", "Beatrice", "Betty",
+ "Brianna", "Barry", "Bernard",
+ "Bibi", "Blaine", "Bryn"
+ };
+ for (int n = 0; n < IM_ARRAYSIZE(names); n++)
+ {
+ ImGui::PushID(n);
+ if ((n % 3) != 0)
+ ImGui::SameLine();
+ ImGui::Button(names[n], ImVec2(60, 60));
+
+ // Our buttons are both drag sources and drag targets here!
+ if (ImGui::BeginDragDropSource(ImGuiDragDropFlags_None))
{
- char label[32];
- sprintf(label, "Item %d", i);
- ImGui::TableNextColumn();
- ImGui::Selectable(label, &selected[i]); // FIXME-TABLE: Selection overlap
+ // Set payload to carry the index of our item (could be anything)
+ ImGui::SetDragDropPayload("DND_DEMO_CELL", &n, sizeof(int));
+
+ // Display preview (could be anything, e.g. when dragging an image we could decide to display
+ // the filename and a small preview of the image, etc.)
+ if (mode == Mode_Copy) { ImGui::Text("Copy %s", names[n]); }
+ if (mode == Mode_Move) { ImGui::Text("Move %s", names[n]); }
+ if (mode == Mode_Swap) { ImGui::Text("Swap %s", names[n]); }
+ ImGui::EndDragDropSource();
}
- ImGui::EndTable();
- }
- ImGui::Spacing();
- if (ImGui::BeginTable("split2", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_Borders))
- {
- for (int i = 0; i < 10; i++)
+ if (ImGui::BeginDragDropTarget())
{
- char label[32];
- sprintf(label, "Item %d", i);
- ImGui::TableNextRow();
- ImGui::TableNextColumn();
- ImGui::Selectable(label, &selected[i], ImGuiSelectableFlags_SpanAllColumns);
- ImGui::TableNextColumn();
- ImGui::Text("Some other contents");
- ImGui::TableNextColumn();
- ImGui::Text("123456");
+ if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload("DND_DEMO_CELL"))
+ {
+ IM_ASSERT(payload->DataSize == sizeof(int));
+ int payload_n = *(const int*)payload->Data;
+ if (mode == Mode_Copy)
+ {
+ names[n] = names[payload_n];
+ }
+ if (mode == Mode_Move)
+ {
+ names[n] = names[payload_n];
+ names[payload_n] = "";
+ }
+ if (mode == Mode_Swap)
+ {
+ const char* tmp = names[n];
+ names[n] = names[payload_n];
+ names[payload_n] = tmp;
+ }
+ }
+ ImGui::EndDragDropTarget();
}
- ImGui::EndTable();
+ ImGui::PopID();
}
ImGui::TreePop();
}
- IMGUI_DEMO_MARKER("Widgets/Selectables/Grid");
- if (ImGui::TreeNode("Grid"))
+ IMGUI_DEMO_MARKER("Widgets/Drag and Drop/Drag to reorder items (simple)");
+ if (ImGui::TreeNode("Drag to reorder items (simple)"))
{
- static char selected[4][4] = { { 1, 0, 0, 0 }, { 0, 1, 0, 0 }, { 0, 0, 1, 0 }, { 0, 0, 0, 1 } };
+ // FIXME: there is temporary (usually single-frame) ID Conflict during reordering as a same item may be submitting twice.
+ // This code was always slightly faulty but in a way which was not easily noticeable.
+ // Until we fix this, enable ImGuiItemFlags_AllowDuplicateId to disable detecting the issue.
+ ImGui::PushItemFlag(ImGuiItemFlags_AllowDuplicateId, true);
- // Add in a bit of silly fun...
- const float time = (float)ImGui::GetTime();
- const bool winning_state = memchr(selected, 0, sizeof(selected)) == NULL; // If all cells are selected...
- if (winning_state)
- ImGui::PushStyleVar(ImGuiStyleVar_SelectableTextAlign, ImVec2(0.5f + 0.5f * cosf(time * 2.0f), 0.5f + 0.5f * sinf(time * 3.0f)));
+ // Simple reordering
+ HelpMarker(
+ "We don't use the drag and drop api at all here! "
+ "Instead we query when the item is held but not hovered, and order items accordingly.");
+ static const char* item_names[] = { "Item One", "Item Two", "Item Three", "Item Four", "Item Five" };
+ for (int n = 0; n < IM_ARRAYSIZE(item_names); n++)
+ {
+ const char* item = item_names[n];
+ ImGui::Selectable(item);
- for (int y = 0; y < 4; y++)
- for (int x = 0; x < 4; x++)
+ if (ImGui::IsItemActive() && !ImGui::IsItemHovered())
{
- if (x > 0)
- ImGui::SameLine();
- ImGui::PushID(y * 4 + x);
- if (ImGui::Selectable("Sailor", selected[y][x] != 0, 0, ImVec2(50, 50)))
+ int n_next = n + (ImGui::GetMouseDragDelta(0).y < 0.f ? -1 : 1);
+ if (n_next >= 0 && n_next < IM_ARRAYSIZE(item_names))
{
- // Toggle clicked cell + toggle neighbors
- selected[y][x] ^= 1;
- if (x > 0) { selected[y][x - 1] ^= 1; }
- if (x < 3) { selected[y][x + 1] ^= 1; }
- if (y > 0) { selected[y - 1][x] ^= 1; }
- if (y < 3) { selected[y + 1][x] ^= 1; }
+ item_names[n] = item_names[n_next];
+ item_names[n_next] = item;
+ ImGui::ResetMouseDragDelta();
}
- ImGui::PopID();
}
+ }
- if (winning_state)
- ImGui::PopStyleVar();
+ ImGui::PopItemFlag();
ImGui::TreePop();
}
- IMGUI_DEMO_MARKER("Widgets/Selectables/Alignment");
- if (ImGui::TreeNode("Alignment"))
+
+ IMGUI_DEMO_MARKER("Widgets/Drag and Drop/Tooltip at target location");
+ if (ImGui::TreeNode("Tooltip at target location"))
{
- HelpMarker(
- "By default, Selectables uses style.SelectableTextAlign but it can be overridden on a per-item "
- "basis using PushStyleVar(). You'll probably want to always keep your default situation to "
- "left-align otherwise it becomes difficult to layout multiple items on a same line");
- static bool selected[3 * 3] = { true, false, true, false, true, false, true, false, true };
- for (int y = 0; y < 3; y++)
+ for (int n = 0; n < 2; n++)
{
- for (int x = 0; x < 3; x++)
+ // Drop targets
+ ImGui::Button(n ? "drop here##1" : "drop here##0");
+ if (ImGui::BeginDragDropTarget())
{
- ImVec2 alignment = ImVec2((float)x / 2.0f, (float)y / 2.0f);
- char name[32];
- sprintf(name, "(%.1f,%.1f)", alignment.x, alignment.y);
- if (x > 0) ImGui::SameLine();
- ImGui::PushStyleVar(ImGuiStyleVar_SelectableTextAlign, alignment);
- ImGui::Selectable(name, &selected[3 * y + x], ImGuiSelectableFlags_None, ImVec2(80, 80));
- ImGui::PopStyleVar();
+ ImGuiDragDropFlags drop_target_flags = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoPreviewTooltip;
+ if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F, drop_target_flags))
+ {
+ IM_UNUSED(payload);
+ ImGui::SetMouseCursor(ImGuiMouseCursor_NotAllowed);
+ ImGui::SetTooltip("Cannot drop here!");
+ }
+ ImGui::EndDragDropTarget();
}
+
+ // Drop source
+ static ImVec4 col4 = { 1.0f, 0.0f, 0.2f, 1.0f };
+ if (n == 0)
+ ImGui::ColorButton("drag me", col4);
+
}
ImGui::TreePop();
}
+
ImGui::TreePop();
}
+}
- ShowDemoWindowMultiSelect(demo_data);
+//-----------------------------------------------------------------------------
+// [SECTION] DemoWindowWidgetsDragsAndSliders()
+//-----------------------------------------------------------------------------
- // To wire InputText() with std::string or any other custom string type,
- // see the "Text Input > Resize Callback" section of this demo, and the misc/cpp/imgui_stdlib.h file.
- IMGUI_DEMO_MARKER("Widgets/Text Input");
- if (ImGui::TreeNode("Text Input"))
+static void DemoWindowWidgetsDragsAndSliders()
+{
+ IMGUI_DEMO_MARKER("Widgets/Drag and Slider Flags");
+ if (ImGui::TreeNode("Drag/Slider Flags"))
{
- IMGUI_DEMO_MARKER("Widgets/Text Input/Multi-line Text Input");
- if (ImGui::TreeNode("Multi-line Text Input"))
- {
- // Note: we are using a fixed-sized buffer for simplicity here. See ImGuiInputTextFlags_CallbackResize
- // and the code in misc/cpp/imgui_stdlib.h for how to setup InputText() for dynamically resizing strings.
- static char text[1024 * 16] =
- "/*\n"
- " The Pentium F00F bug, shorthand for F0 0F C7 C8,\n"
- " the hexadecimal encoding of one offending instruction,\n"
- " more formally, the invalid operand with locked CMPXCHG8B\n"
- " instruction bug, is a design flaw in the majority of\n"
- " Intel Pentium, Pentium MMX, and Pentium OverDrive\n"
- " processors (all in the P5 microarchitecture).\n"
- "*/\n\n"
- "label:\n"
- "\tlock cmpxchg8b eax\n";
+ // Demonstrate using advanced flags for DragXXX and SliderXXX functions. Note that the flags are the same!
+ static ImGuiSliderFlags flags = ImGuiSliderFlags_None;
+ ImGui::CheckboxFlags("ImGuiSliderFlags_AlwaysClamp", &flags, ImGuiSliderFlags_AlwaysClamp);
+ ImGui::CheckboxFlags("ImGuiSliderFlags_ClampOnInput", &flags, ImGuiSliderFlags_ClampOnInput);
+ ImGui::SameLine(); HelpMarker("Clamp value to min/max bounds when input manually with CTRL+Click. By default CTRL+Click allows going out of bounds.");
+ ImGui::CheckboxFlags("ImGuiSliderFlags_ClampZeroRange", &flags, ImGuiSliderFlags_ClampZeroRange);
+ ImGui::SameLine(); HelpMarker("Clamp even if min==max==0.0f. Otherwise DragXXX functions don't clamp.");
+ ImGui::CheckboxFlags("ImGuiSliderFlags_Logarithmic", &flags, ImGuiSliderFlags_Logarithmic);
+ ImGui::SameLine(); HelpMarker("Enable logarithmic editing (more precision for small values).");
+ ImGui::CheckboxFlags("ImGuiSliderFlags_NoRoundToFormat", &flags, ImGuiSliderFlags_NoRoundToFormat);
+ ImGui::SameLine(); HelpMarker("Disable rounding underlying value to match precision of the format string (e.g. %.3f values are rounded to those 3 digits).");
+ ImGui::CheckboxFlags("ImGuiSliderFlags_NoInput", &flags, ImGuiSliderFlags_NoInput);
+ ImGui::SameLine(); HelpMarker("Disable CTRL+Click or Enter key allowing to input text directly into the widget.");
+ ImGui::CheckboxFlags("ImGuiSliderFlags_NoSpeedTweaks", &flags, ImGuiSliderFlags_NoSpeedTweaks);
+ ImGui::SameLine(); HelpMarker("Disable keyboard modifiers altering tweak speed. Useful if you want to alter tweak speed yourself based on your own logic.");
+ ImGui::CheckboxFlags("ImGuiSliderFlags_WrapAround", &flags, ImGuiSliderFlags_WrapAround);
+ ImGui::SameLine(); HelpMarker("Enable wrapping around from max to min and from min to max (only supported by DragXXX() functions)");
- static ImGuiInputTextFlags flags = ImGuiInputTextFlags_AllowTabInput;
- HelpMarker("You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputTextMultiline() to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example. (This is not demonstrated in imgui_demo.cpp because we don't want to include in here)");
- ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", &flags, ImGuiInputTextFlags_ReadOnly);
- ImGui::CheckboxFlags("ImGuiInputTextFlags_AllowTabInput", &flags, ImGuiInputTextFlags_AllowTabInput);
- ImGui::SameLine(); HelpMarker("When _AllowTabInput is set, passing through the widget with Tabbing doesn't automatically activate it, in order to also cycling through subsequent widgets.");
- ImGui::CheckboxFlags("ImGuiInputTextFlags_CtrlEnterForNewLine", &flags, ImGuiInputTextFlags_CtrlEnterForNewLine);
- ImGui::InputTextMultiline("##source", text, IM_ARRAYSIZE(text), ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16), flags);
- ImGui::TreePop();
- }
+ // Drags
+ static float drag_f = 0.5f;
+ static int drag_i = 50;
+ ImGui::Text("Underlying float value: %f", drag_f);
+ ImGui::DragFloat("DragFloat (0 -> 1)", &drag_f, 0.005f, 0.0f, 1.0f, "%.3f", flags);
+ ImGui::DragFloat("DragFloat (0 -> +inf)", &drag_f, 0.005f, 0.0f, FLT_MAX, "%.3f", flags);
+ ImGui::DragFloat("DragFloat (-inf -> 1)", &drag_f, 0.005f, -FLT_MAX, 1.0f, "%.3f", flags);
+ ImGui::DragFloat("DragFloat (-inf -> +inf)", &drag_f, 0.005f, -FLT_MAX, +FLT_MAX, "%.3f", flags);
+ //ImGui::DragFloat("DragFloat (0 -> 0)", &drag_f, 0.005f, 0.0f, 0.0f, "%.3f", flags); // To test ClampZeroRange
+ //ImGui::DragFloat("DragFloat (100 -> 100)", &drag_f, 0.005f, 100.0f, 100.0f, "%.3f", flags);
+ ImGui::DragInt("DragInt (0 -> 100)", &drag_i, 0.5f, 0, 100, "%d", flags);
- IMGUI_DEMO_MARKER("Widgets/Text Input/Filtered Text Input");
- if (ImGui::TreeNode("Filtered Text Input"))
- {
- struct TextFilters
- {
- // Modify character input by altering 'data->Eventchar' (ImGuiInputTextFlags_CallbackCharFilter callback)
- static int FilterCasingSwap(ImGuiInputTextCallbackData* data)
- {
- if (data->EventChar >= 'a' && data->EventChar <= 'z') { data->EventChar -= 'a' - 'A'; } // Lowercase becomes uppercase
- else if (data->EventChar >= 'A' && data->EventChar <= 'Z') { data->EventChar += 'a' - 'A'; } // Uppercase becomes lowercase
- return 0;
- }
+ // Sliders
+ static float slider_f = 0.5f;
+ static int slider_i = 50;
+ const ImGuiSliderFlags flags_for_sliders = flags & ~ImGuiSliderFlags_WrapAround;
+ ImGui::Text("Underlying float value: %f", slider_f);
+ ImGui::SliderFloat("SliderFloat (0 -> 1)", &slider_f, 0.0f, 1.0f, "%.3f", flags_for_sliders);
+ ImGui::SliderInt("SliderInt (0 -> 100)", &slider_i, 0, 100, "%d", flags_for_sliders);
- // Return 0 (pass) if the character is 'i' or 'm' or 'g' or 'u' or 'i', otherwise return 1 (filter out)
- static int FilterImGuiLetters(ImGuiInputTextCallbackData* data)
- {
- if (data->EventChar < 256 && strchr("imgui", (char)data->EventChar))
- return 0;
- return 1;
- }
- };
+ ImGui::TreePop();
+ }
+}
- static char buf1[32] = ""; ImGui::InputText("default", buf1, 32);
- static char buf2[32] = ""; ImGui::InputText("decimal", buf2, 32, ImGuiInputTextFlags_CharsDecimal);
- static char buf3[32] = ""; ImGui::InputText("hexadecimal", buf3, 32, ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase);
- static char buf4[32] = ""; ImGui::InputText("uppercase", buf4, 32, ImGuiInputTextFlags_CharsUppercase);
- static char buf5[32] = ""; ImGui::InputText("no blank", buf5, 32, ImGuiInputTextFlags_CharsNoBlank);
- static char buf6[32] = ""; ImGui::InputText("casing swap", buf6, 32, ImGuiInputTextFlags_CallbackCharFilter, TextFilters::FilterCasingSwap); // Use CharFilter callback to replace characters.
- static char buf7[32] = ""; ImGui::InputText("\"imgui\"", buf7, 32, ImGuiInputTextFlags_CallbackCharFilter, TextFilters::FilterImGuiLetters); // Use CharFilter callback to disable some characters.
- ImGui::TreePop();
- }
+//-----------------------------------------------------------------------------
+// [SECTION] DemoWindowWidgetsFonts()
+//-----------------------------------------------------------------------------
- IMGUI_DEMO_MARKER("Widgets/Text Input/Password input");
- if (ImGui::TreeNode("Password Input"))
- {
- static char password[64] = "password123";
- ImGui::InputText("password", password, IM_ARRAYSIZE(password), ImGuiInputTextFlags_Password);
- ImGui::SameLine(); HelpMarker("Display all characters as '*'.\nDisable clipboard cut and copy.\nDisable logging.\n");
- ImGui::InputTextWithHint("password (w/ hint)", "", password, IM_ARRAYSIZE(password), ImGuiInputTextFlags_Password);
- ImGui::InputText("password (clear)", password, IM_ARRAYSIZE(password));
- ImGui::TreePop();
- }
+// Forward declare ShowFontAtlas() which isn't worth putting in public API yet
+namespace ImGui { IMGUI_API void ShowFontAtlas(ImFontAtlas* atlas); }
- IMGUI_DEMO_MARKER("Widgets/Text Input/Completion, History, Edit Callbacks");
- if (ImGui::TreeNode("Completion, History, Edit Callbacks"))
- {
- struct Funcs
- {
- static int MyCallback(ImGuiInputTextCallbackData* data)
- {
- if (data->EventFlag == ImGuiInputTextFlags_CallbackCompletion)
- {
- data->InsertChars(data->CursorPos, "..");
- }
- else if (data->EventFlag == ImGuiInputTextFlags_CallbackHistory)
- {
- if (data->EventKey == ImGuiKey_UpArrow)
- {
- data->DeleteChars(0, data->BufTextLen);
- data->InsertChars(0, "Pressed Up!");
- data->SelectAll();
- }
- else if (data->EventKey == ImGuiKey_DownArrow)
- {
- data->DeleteChars(0, data->BufTextLen);
- data->InsertChars(0, "Pressed Down!");
- data->SelectAll();
- }
- }
- else if (data->EventFlag == ImGuiInputTextFlags_CallbackEdit)
- {
- // Toggle casing of first character
- char c = data->Buf[0];
- if ((c >= 'a' && c <= 'z') || (c >= 'A' && c <= 'Z')) data->Buf[0] ^= 32;
- data->BufDirty = true;
+static void DemoWindowWidgetsFonts()
+{
+ IMGUI_DEMO_MARKER("Widgets/Fonts");
+ if (ImGui::TreeNode("Fonts"))
+ {
+ ImFontAtlas* atlas = ImGui::GetIO().Fonts;
+ ImGui::ShowFontAtlas(atlas);
+ // FIXME-NEWATLAS: Provide a demo to add/create a procedural font?
+ ImGui::TreePop();
+ }
+}
- // Increment a counter
- int* p_int = (int*)data->UserData;
- *p_int = *p_int + 1;
- }
- return 0;
- }
- };
- static char buf1[64];
- ImGui::InputText("Completion", buf1, 64, ImGuiInputTextFlags_CallbackCompletion, Funcs::MyCallback);
- ImGui::SameLine(); HelpMarker(
- "Here we append \"..\" each time Tab is pressed. "
- "See 'Examples>Console' for a more meaningful demonstration of using this callback.");
+//-----------------------------------------------------------------------------
+// [SECTION] DemoWindowWidgetsImages()
+//-----------------------------------------------------------------------------
- static char buf2[64];
- ImGui::InputText("History", buf2, 64, ImGuiInputTextFlags_CallbackHistory, Funcs::MyCallback);
- ImGui::SameLine(); HelpMarker(
- "Here we replace and select text each time Up/Down are pressed. "
- "See 'Examples>Console' for a more meaningful demonstration of using this callback.");
+static void DemoWindowWidgetsImages()
+{
+ IMGUI_DEMO_MARKER("Widgets/Images");
+ if (ImGui::TreeNode("Images"))
+ {
+ ImGuiIO& io = ImGui::GetIO();
+ ImGui::TextWrapped(
+ "Below we are displaying the font texture (which is the only texture we have access to in this demo). "
+ "Use the 'ImTextureID' type as storage to pass pointers or identifier to your own texture data. "
+ "Hover the texture for a zoomed view!");
- static char buf3[64];
- static int edit_count = 0;
- ImGui::InputText("Edit", buf3, 64, ImGuiInputTextFlags_CallbackEdit, Funcs::MyCallback, (void*)&edit_count);
- ImGui::SameLine(); HelpMarker(
- "Here we toggle the casing of the first character on every edit + count edits.");
- ImGui::SameLine(); ImGui::Text("(%d)", edit_count);
+ // Below we are displaying the font texture because it is the only texture we have access to inside the demo!
+ // Read description about ImTextureID/ImTextureRef and FAQ for details about texture identifiers.
+ // If you use one of the default imgui_impl_XXXX.cpp rendering backend, they all have comments at the top
+ // of their respective source file to specify what they are using as texture identifier, for example:
+ // - The imgui_impl_dx11.cpp renderer expect a 'ID3D11ShaderResourceView*' pointer.
+ // - The imgui_impl_opengl3.cpp renderer expect a GLuint OpenGL texture identifier, etc.
+ // So with the DirectX11 backend, you call ImGui::Image() with a 'ID3D11ShaderResourceView*' cast to ImTextureID.
+ // - If you decided that ImTextureID = MyEngineTexture*, then you can pass your MyEngineTexture* pointers
+ // to ImGui::Image(), and gather width/height through your own functions, etc.
+ // - You can use ShowMetricsWindow() to inspect the draw data that are being passed to your renderer,
+ // it will help you debug issues if you are confused about it.
+ // - Consider using the lower-level ImDrawList::AddImage() API, via ImGui::GetWindowDrawList()->AddImage().
+ // - Read https://github.com/ocornut/imgui/blob/master/docs/FAQ.md
+ // - Read https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples
- ImGui::TreePop();
- }
+ // Grab the current texture identifier used by the font atlas.
+ ImTextureRef my_tex_id = io.Fonts->TexRef;
+
+ // 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;
- IMGUI_DEMO_MARKER("Widgets/Text Input/Resize Callback");
- if (ImGui::TreeNode("Resize Callback"))
{
- // To wire InputText() with std::string or any other custom string type,
- // you can use the ImGuiInputTextFlags_CallbackResize flag + create a custom ImGui::InputText() wrapper
- // using your preferred type. See misc/cpp/imgui_stdlib.h for an implementation of this using std::string.
- HelpMarker(
- "Using ImGuiInputTextFlags_CallbackResize to wire your custom string type to InputText().\n\n"
- "See misc/cpp/imgui_stdlib.h for an implementation of this for std::string.");
- struct Funcs
+ 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())
{
- static int MyResizeCallback(ImGuiInputTextCallbackData* data)
- {
- if (data->EventFlag == ImGuiInputTextFlags_CallbackResize)
- {
- ImVector* my_str = (ImVector*)data->UserData;
- IM_ASSERT(my_str->begin() == data->Buf);
- my_str->resize(data->BufSize); // NB: On resizing calls, generally data->BufSize == data->BufTextLen + 1
- data->Buf = my_str->begin();
- }
- return 0;
- }
-
- // Note: Because ImGui:: is a namespace you would typically add your own function into the namespace.
- // For example, you code may declare a function 'ImGui::InputText(const char* label, MyString* my_str)'
- static bool MyInputTextMultiline(const char* label, ImVector* my_str, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0)
- {
- IM_ASSERT((flags & ImGuiInputTextFlags_CallbackResize) == 0);
- return ImGui::InputTextMultiline(label, my_str->begin(), (size_t)my_str->size(), size, flags | ImGuiInputTextFlags_CallbackResize, Funcs::MyResizeCallback, (void*)my_str);
- }
- };
-
- // For this demo we are using ImVector as a string container.
- // Note that because we need to store a terminating zero character, our size/capacity are 1 more
- // than usually reported by a typical string class.
- static ImVector my_str;
- if (my_str.empty())
- my_str.push_back(0);
- Funcs::MyInputTextMultiline("##MyStr", &my_str, ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16));
- ImGui::Text("Data: %p\nSize: %d\nCapacity: %d", (void*)my_str.begin(), my_str.size(), my_str.capacity());
- ImGui::TreePop();
+ 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/Text Input/Miscellaneous");
- if (ImGui::TreeNode("Miscellaneous"))
+ IMGUI_DEMO_MARKER("Widgets/Images/Textured buttons");
+ ImGui::TextWrapped("And now some textured buttons..");
+ static int pressed_count = 0;
+ for (int i = 0; i < 8; i++)
{
- static char buf1[16];
- static ImGuiInputTextFlags flags = ImGuiInputTextFlags_EscapeClearsAll;
- ImGui::CheckboxFlags("ImGuiInputTextFlags_EscapeClearsAll", &flags, ImGuiInputTextFlags_EscapeClearsAll);
- ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", &flags, ImGuiInputTextFlags_ReadOnly);
- ImGui::CheckboxFlags("ImGuiInputTextFlags_NoUndoRedo", &flags, ImGuiInputTextFlags_NoUndoRedo);
- ImGui::InputText("Hello", buf1, IM_ARRAYSIZE(buf1), flags);
- ImGui::TreePop();
+ // UV coordinates are often (0.0f, 0.0f) and (1.0f, 1.0f) to display an entire textures.
+ // Here are trying to display only a 32x32 pixels area of the texture, hence the UV computation.
+ // Read about UV coordinates here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples
+ ImGui::PushID(i);
+ if (i > 0)
+ ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(i - 1.0f, i - 1.0f));
+ ImVec2 size = ImVec2(32.0f, 32.0f); // Size of the image we want to make visible
+ ImVec2 uv0 = ImVec2(0.0f, 0.0f); // UV coordinates for lower-left
+ ImVec2 uv1 = ImVec2(32.0f / my_tex_w, 32.0f / my_tex_h); // UV coordinates for (32,32) in our texture
+ ImVec4 bg_col = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); // Black background
+ ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f); // No tint
+ if (ImGui::ImageButton("", my_tex_id, size, uv0, uv1, bg_col, tint_col))
+ pressed_count += 1;
+ if (i > 0)
+ ImGui::PopStyleVar();
+ ImGui::PopID();
+ ImGui::SameLine();
}
-
+ ImGui::NewLine();
+ ImGui::Text("Pressed %d times.", pressed_count);
ImGui::TreePop();
}
+}
- // Tabs
- IMGUI_DEMO_MARKER("Widgets/Tabs");
- if (ImGui::TreeNode("Tabs"))
+//-----------------------------------------------------------------------------
+// [SECTION] DemoWindowWidgetsListBoxes()
+//-----------------------------------------------------------------------------
+
+static void DemoWindowWidgetsListBoxes()
+{
+ IMGUI_DEMO_MARKER("Widgets/List Boxes");
+ if (ImGui::TreeNode("List Boxes"))
{
- IMGUI_DEMO_MARKER("Widgets/Tabs/Basic");
- if (ImGui::TreeNode("Basic"))
+ // BeginListBox() is essentially a thin wrapper to using BeginChild()/EndChild()
+ // using the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label.
+ // You may be tempted to simply use BeginChild() directly. However note that BeginChild() requires EndChild()
+ // to always be called (inconsistent with BeginListBox()/EndListBox()).
+
+ // Using the generic BeginListBox() API, you have full control over how to display the combo contents.
+ // (your selection data could be an index, a pointer to the object, an id for the object, a flag intrusively
+ // stored in the object itself, etc.)
+ const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" };
+ static int item_selected_idx = 0; // Here we store our selected data as an index.
+
+ static bool item_highlight = false;
+ int item_highlighted_idx = -1; // Here we store our highlighted data as an index.
+ ImGui::Checkbox("Highlight hovered item in second listbox", &item_highlight);
+
+ if (ImGui::BeginListBox("listbox 1"))
{
- ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_None;
- if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags))
+ for (int n = 0; n < IM_ARRAYSIZE(items); n++)
{
- if (ImGui::BeginTabItem("Avocado"))
- {
- ImGui::Text("This is the Avocado tab!\nblah blah blah blah blah");
- ImGui::EndTabItem();
- }
- if (ImGui::BeginTabItem("Broccoli"))
- {
- ImGui::Text("This is the Broccoli tab!\nblah blah blah blah blah");
- ImGui::EndTabItem();
- }
- if (ImGui::BeginTabItem("Cucumber"))
- {
- ImGui::Text("This is the Cucumber tab!\nblah blah blah blah blah");
- ImGui::EndTabItem();
- }
- ImGui::EndTabBar();
+ const bool is_selected = (item_selected_idx == n);
+ if (ImGui::Selectable(items[n], is_selected))
+ item_selected_idx = n;
+
+ if (item_highlight && ImGui::IsItemHovered())
+ item_highlighted_idx = n;
+
+ // Set the initial focus when opening the combo (scrolling + keyboard navigation focus)
+ if (is_selected)
+ ImGui::SetItemDefaultFocus();
}
- ImGui::Separator();
- ImGui::TreePop();
+ ImGui::EndListBox();
}
+ ImGui::SameLine(); HelpMarker("Here we are sharing selection state between both boxes.");
- IMGUI_DEMO_MARKER("Widgets/Tabs/Advanced & Close Button");
- if (ImGui::TreeNode("Advanced & Close Button"))
+ // Custom size: use all width, 5 items tall
+ ImGui::Text("Full-width:");
+ if (ImGui::BeginListBox("##listbox 2", ImVec2(-FLT_MIN, 5 * ImGui::GetTextLineHeightWithSpacing())))
{
- // Expose a couple of the available flags. In most cases you may just call BeginTabBar() with no flags (0).
- static ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_Reorderable;
- ImGui::CheckboxFlags("ImGuiTabBarFlags_Reorderable", &tab_bar_flags, ImGuiTabBarFlags_Reorderable);
- ImGui::CheckboxFlags("ImGuiTabBarFlags_AutoSelectNewTabs", &tab_bar_flags, ImGuiTabBarFlags_AutoSelectNewTabs);
- ImGui::CheckboxFlags("ImGuiTabBarFlags_TabListPopupButton", &tab_bar_flags, ImGuiTabBarFlags_TabListPopupButton);
- ImGui::CheckboxFlags("ImGuiTabBarFlags_NoCloseWithMiddleMouseButton", &tab_bar_flags, ImGuiTabBarFlags_NoCloseWithMiddleMouseButton);
- ImGui::CheckboxFlags("ImGuiTabBarFlags_DrawSelectedOverline", &tab_bar_flags, ImGuiTabBarFlags_DrawSelectedOverline);
- if ((tab_bar_flags & ImGuiTabBarFlags_FittingPolicyMask_) == 0)
- tab_bar_flags |= ImGuiTabBarFlags_FittingPolicyDefault_;
- if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyResizeDown", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyResizeDown))
- tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyResizeDown);
- if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyScroll", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyScroll))
- tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyScroll);
-
- // Tab Bar
- ImGui::AlignTextToFramePadding();
- ImGui::Text("Opened:");
- const char* names[4] = { "Artichoke", "Beetroot", "Celery", "Daikon" };
- static bool opened[4] = { true, true, true, true }; // Persistent user state
- for (int n = 0; n < IM_ARRAYSIZE(opened); n++)
+ for (int n = 0; n < IM_ARRAYSIZE(items); n++)
{
- ImGui::SameLine();
- ImGui::Checkbox(names[n], &opened[n]);
- }
+ bool is_selected = (item_selected_idx == n);
+ ImGuiSelectableFlags flags = (item_highlighted_idx == n) ? ImGuiSelectableFlags_Highlight : 0;
+ if (ImGui::Selectable(items[n], is_selected, flags))
+ item_selected_idx = n;
- // Passing a bool* to BeginTabItem() is similar to passing one to Begin():
- // the underlying bool will be set to false when the tab is closed.
- if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags))
- {
- for (int n = 0; n < IM_ARRAYSIZE(opened); n++)
- if (opened[n] && ImGui::BeginTabItem(names[n], &opened[n], ImGuiTabItemFlags_None))
- {
- ImGui::Text("This is the %s tab!", names[n]);
- if (n & 1)
- ImGui::Text("I am an odd tab.");
- ImGui::EndTabItem();
- }
- ImGui::EndTabBar();
+ // Set the initial focus when opening the combo (scrolling + keyboard navigation focus)
+ if (is_selected)
+ ImGui::SetItemDefaultFocus();
}
- ImGui::Separator();
- ImGui::TreePop();
+ ImGui::EndListBox();
}
- IMGUI_DEMO_MARKER("Widgets/Tabs/TabItemButton & Leading-Trailing flags");
- if (ImGui::TreeNode("TabItemButton & Leading/Trailing flags"))
- {
- static ImVector active_tabs;
- static int next_tab_id = 0;
- if (next_tab_id == 0) // Initialize with some default tabs
- for (int i = 0; i < 3; i++)
- active_tabs.push_back(next_tab_id++);
+ ImGui::TreePop();
+ }
+}
- // TabItemButton() and Leading/Trailing flags are distinct features which we will demo together.
- // (It is possible to submit regular tabs with Leading/Trailing flags, or TabItemButton tabs without Leading/Trailing flags...
- // but they tend to make more sense together)
- static bool show_leading_button = true;
- static bool show_trailing_button = true;
- ImGui::Checkbox("Show Leading TabItemButton()", &show_leading_button);
- ImGui::Checkbox("Show Trailing TabItemButton()", &show_trailing_button);
+//-----------------------------------------------------------------------------
+// [SECTION] DemoWindowWidgetsMultiComponents()
+//-----------------------------------------------------------------------------
- // Expose some other flags which are useful to showcase how they interact with Leading/Trailing tabs
- static ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_AutoSelectNewTabs | ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_FittingPolicyResizeDown;
- ImGui::CheckboxFlags("ImGuiTabBarFlags_TabListPopupButton", &tab_bar_flags, ImGuiTabBarFlags_TabListPopupButton);
- if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyResizeDown", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyResizeDown))
- tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyResizeDown);
- if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyScroll", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyScroll))
- tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyScroll);
+static void DemoWindowWidgetsMultiComponents()
+{
+ IMGUI_DEMO_MARKER("Widgets/Multi-component Widgets");
+ if (ImGui::TreeNode("Multi-component Widgets"))
+ {
+ static float vec4f[4] = { 0.10f, 0.20f, 0.30f, 0.44f };
+ static int vec4i[4] = { 1, 5, 100, 255 };
- if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags))
- {
- // Demo a Leading TabItemButton(): click the "?" button to open a menu
- if (show_leading_button)
- if (ImGui::TabItemButton("?", ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_NoTooltip))
- ImGui::OpenPopup("MyHelpMenu");
- if (ImGui::BeginPopup("MyHelpMenu"))
- {
- ImGui::Selectable("Hello!");
- ImGui::EndPopup();
- }
+ ImGui::SeparatorText("2-wide");
+ ImGui::InputFloat2("input float2", vec4f);
+ ImGui::DragFloat2("drag float2", vec4f, 0.01f, 0.0f, 1.0f);
+ ImGui::SliderFloat2("slider float2", vec4f, 0.0f, 1.0f);
+ ImGui::InputInt2("input int2", vec4i);
+ ImGui::DragInt2("drag int2", vec4i, 1, 0, 255);
+ ImGui::SliderInt2("slider int2", vec4i, 0, 255);
- // Demo Trailing Tabs: click the "+" button to add a new tab.
- // (In your app you may want to use a font icon instead of the "+")
- // We submit it before the regular tabs, but thanks to the ImGuiTabItemFlags_Trailing flag it will always appear at the end.
- if (show_trailing_button)
- if (ImGui::TabItemButton("+", ImGuiTabItemFlags_Trailing | ImGuiTabItemFlags_NoTooltip))
- active_tabs.push_back(next_tab_id++); // Add new tab
+ ImGui::SeparatorText("3-wide");
+ ImGui::InputFloat3("input float3", vec4f);
+ ImGui::DragFloat3("drag float3", vec4f, 0.01f, 0.0f, 1.0f);
+ ImGui::SliderFloat3("slider float3", vec4f, 0.0f, 1.0f);
+ ImGui::InputInt3("input int3", vec4i);
+ ImGui::DragInt3("drag int3", vec4i, 1, 0, 255);
+ ImGui::SliderInt3("slider int3", vec4i, 0, 255);
- // Submit our regular tabs
- for (int n = 0; n < active_tabs.Size; )
- {
- bool open = true;
- char name[16];
- snprintf(name, IM_ARRAYSIZE(name), "%04d", active_tabs[n]);
- if (ImGui::BeginTabItem(name, &open, ImGuiTabItemFlags_None))
- {
- ImGui::Text("This is the %s tab!", name);
- ImGui::EndTabItem();
- }
+ ImGui::SeparatorText("4-wide");
+ ImGui::InputFloat4("input float4", vec4f);
+ ImGui::DragFloat4("drag float4", vec4f, 0.01f, 0.0f, 1.0f);
+ ImGui::SliderFloat4("slider float4", vec4f, 0.0f, 1.0f);
+ ImGui::InputInt4("input int4", vec4i);
+ ImGui::DragInt4("drag int4", vec4i, 1, 0, 255);
+ ImGui::SliderInt4("slider int4", vec4i, 0, 255);
- if (!open)
- active_tabs.erase(active_tabs.Data + n);
- else
- n++;
- }
+ ImGui::SeparatorText("Ranges");
+ static float begin = 10, end = 90;
+ static int begin_i = 100, end_i = 1000;
+ ImGui::DragFloatRange2("range float", &begin, &end, 0.25f, 0.0f, 100.0f, "Min: %.1f %%", "Max: %.1f %%", ImGuiSliderFlags_AlwaysClamp);
+ ImGui::DragIntRange2("range int", &begin_i, &end_i, 5, 0, 1000, "Min: %d units", "Max: %d units");
+ ImGui::DragIntRange2("range int (no bounds)", &begin_i, &end_i, 5, 0, 0, "Min: %d units", "Max: %d units");
- ImGui::EndTabBar();
- }
- ImGui::Separator();
- ImGui::TreePop();
- }
ImGui::TreePop();
}
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] DemoWindowWidgetsPlotting()
+//-----------------------------------------------------------------------------
+static void DemoWindowWidgetsPlotting()
+{
// Plot/Graph widgets are not very good.
- // Consider using a third-party library such as ImPlot: https://github.com/epezent/implot
- // (see others https://github.com/ocornut/imgui/wiki/Useful-Extensions)
+// Consider using a third-party library such as ImPlot: https://github.com/epezent/implot
+// (see others https://github.com/ocornut/imgui/wiki/Useful-Extensions)
IMGUI_DEMO_MARKER("Widgets/Plotting");
if (ImGui::TreeNode("Plotting"))
{
+ ImGui::Text("Need better plotting and graphing? Consider using ImPlot:");
+ ImGui::TextLinkOpenURL("https://github.com/epezent/implot");
+ ImGui::Separator();
+
static bool animate = true;
ImGui::Checkbox("Animate", &animate);
@@ -2040,15 +2029,17 @@ static void ShowDemoWindowWidgets(ImGuiDemoWindowData* demo_data)
float (*func)(void*, int) = (func_type == 0) ? Funcs::Sin : Funcs::Saw;
ImGui::PlotLines("Lines##2", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0, 80));
ImGui::PlotHistogram("Histogram##2", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0, 80));
- ImGui::Separator();
-
- ImGui::Text("Need better plotting and graphing? Consider using ImPlot:");
- ImGui::TextLinkOpenURL("https://github.com/epezent/implot");
- ImGui::Separator();
ImGui::TreePop();
}
+}
+//-----------------------------------------------------------------------------
+// [SECTION] DemoWindowWidgetsProgressBars()
+//-----------------------------------------------------------------------------
+
+static void DemoWindowWidgetsProgressBars()
+{
IMGUI_DEMO_MARKER("Widgets/Progress Bars");
if (ImGui::TreeNode("Progress Bars"))
{
@@ -2077,1830 +2068,2221 @@ static void ShowDemoWindowWidgets(ImGuiDemoWindowData* demo_data)
ImGui::TreePop();
}
+}
- IMGUI_DEMO_MARKER("Widgets/Color");
- if (ImGui::TreeNode("Color/Picker Widgets"))
- {
- static ImVec4 color = ImVec4(114.0f / 255.0f, 144.0f / 255.0f, 154.0f / 255.0f, 200.0f / 255.0f);
-
- static bool alpha_preview = true;
- static bool alpha_half_preview = false;
- static bool drag_and_drop = true;
- static bool options_menu = true;
- static bool hdr = false;
- ImGui::SeparatorText("Options");
- ImGui::Checkbox("With Alpha Preview", &alpha_preview);
- ImGui::Checkbox("With Half Alpha Preview", &alpha_half_preview);
- ImGui::Checkbox("With Drag and Drop", &drag_and_drop);
- ImGui::Checkbox("With Options Menu", &options_menu); ImGui::SameLine(); HelpMarker("Right-click on the individual color widget to show options.");
- ImGui::Checkbox("With HDR", &hdr); ImGui::SameLine(); HelpMarker("Currently all this does is to lift the 0..1 limits on dragging widgets.");
- ImGuiColorEditFlags misc_flags = (hdr ? ImGuiColorEditFlags_HDR : 0) | (drag_and_drop ? 0 : ImGuiColorEditFlags_NoDragDrop) | (alpha_half_preview ? ImGuiColorEditFlags_AlphaPreviewHalf : (alpha_preview ? ImGuiColorEditFlags_AlphaPreview : 0)) | (options_menu ? 0 : ImGuiColorEditFlags_NoOptions);
+//-----------------------------------------------------------------------------
+// [SECTION] DemoWindowWidgetsQueryingStatuses()
+//-----------------------------------------------------------------------------
- IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit");
- ImGui::SeparatorText("Inline color editor");
- ImGui::Text("Color widget:");
- ImGui::SameLine(); HelpMarker(
- "Click on the color square to open a color picker.\n"
- "CTRL+click on individual component to input value.\n");
- ImGui::ColorEdit3("MyColor##1", (float*)&color, misc_flags);
+static void DemoWindowWidgetsQueryingStatuses()
+{
+ IMGUI_DEMO_MARKER("Widgets/Querying Item Status (Edited,Active,Hovered etc.)");
+ if (ImGui::TreeNode("Querying Item Status (Edited/Active/Hovered etc.)"))
+ {
+ // Select an item type
+ const char* item_names[] =
+ {
+ "Text", "Button", "Button (w/ repeat)", "Checkbox", "SliderFloat", "InputText", "InputTextMultiline", "InputFloat",
+ "InputFloat3", "ColorEdit4", "Selectable", "MenuItem", "TreeNode", "TreeNode (w/ double-click)", "Combo", "ListBox"
+ };
+ static int item_type = 4;
+ static bool item_disabled = false;
+ ImGui::Combo("Item Type", &item_type, item_names, IM_ARRAYSIZE(item_names), IM_ARRAYSIZE(item_names));
+ ImGui::SameLine();
+ HelpMarker("Testing how various types of items are interacting with the IsItemXXX functions. Note that the bool return value of most ImGui function is generally equivalent to calling ImGui::IsItemHovered().");
+ ImGui::Checkbox("Item Disabled", &item_disabled);
- IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit (HSV, with Alpha)");
- ImGui::Text("Color widget HSV with Alpha:");
- ImGui::ColorEdit4("MyColor##2", (float*)&color, ImGuiColorEditFlags_DisplayHSV | misc_flags);
+ // Submit selected items so we can query their status in the code following it.
+ bool ret = false;
+ static bool b = false;
+ static float col4f[4] = { 1.0f, 0.5, 0.0f, 1.0f };
+ static char str[16] = {};
+ if (item_disabled)
+ ImGui::BeginDisabled(true);
+ if (item_type == 0) { ImGui::Text("ITEM: Text"); } // Testing text items with no identifier/interaction
+ if (item_type == 1) { ret = ImGui::Button("ITEM: Button"); } // Testing button
+ if (item_type == 2) { ImGui::PushItemFlag(ImGuiItemFlags_ButtonRepeat, true); ret = ImGui::Button("ITEM: Button"); ImGui::PopItemFlag(); } // Testing button (with repeater)
+ if (item_type == 3) { ret = ImGui::Checkbox("ITEM: Checkbox", &b); } // Testing checkbox
+ if (item_type == 4) { ret = ImGui::SliderFloat("ITEM: SliderFloat", &col4f[0], 0.0f, 1.0f); } // Testing basic item
+ if (item_type == 5) { ret = ImGui::InputText("ITEM: InputText", &str[0], IM_ARRAYSIZE(str)); } // Testing input text (which handles tabbing)
+ if (item_type == 6) { ret = ImGui::InputTextMultiline("ITEM: InputTextMultiline", &str[0], IM_ARRAYSIZE(str)); } // Testing input text (which uses a child window)
+ if (item_type == 7) { ret = ImGui::InputFloat("ITEM: InputFloat", col4f, 1.0f); } // Testing +/- buttons on scalar input
+ if (item_type == 8) { ret = ImGui::InputFloat3("ITEM: InputFloat3", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged)
+ if (item_type == 9) { ret = ImGui::ColorEdit4("ITEM: ColorEdit4", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged)
+ if (item_type == 10) { ret = ImGui::Selectable("ITEM: Selectable"); } // Testing selectable item
+ if (item_type == 11) { ret = ImGui::MenuItem("ITEM: MenuItem"); } // Testing menu item (they use ImGuiButtonFlags_PressedOnRelease button policy)
+ if (item_type == 12) { ret = ImGui::TreeNode("ITEM: TreeNode"); if (ret) ImGui::TreePop(); } // Testing tree node
+ if (item_type == 13) { ret = ImGui::TreeNodeEx("ITEM: TreeNode w/ ImGuiTreeNodeFlags_OpenOnDoubleClick", ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_NoTreePushOnOpen); } // Testing tree node with ImGuiButtonFlags_PressedOnDoubleClick button policy.
+ if (item_type == 14) { const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::Combo("ITEM: Combo", ¤t, items, IM_ARRAYSIZE(items)); }
+ if (item_type == 15) { const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::ListBox("ITEM: ListBox", ¤t, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); }
- IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit (float display)");
- ImGui::Text("Color widget with Float Display:");
- ImGui::ColorEdit4("MyColor##2f", (float*)&color, ImGuiColorEditFlags_Float | misc_flags);
+ bool hovered_delay_none = ImGui::IsItemHovered();
+ bool hovered_delay_stationary = ImGui::IsItemHovered(ImGuiHoveredFlags_Stationary);
+ bool hovered_delay_short = ImGui::IsItemHovered(ImGuiHoveredFlags_DelayShort);
+ bool hovered_delay_normal = ImGui::IsItemHovered(ImGuiHoveredFlags_DelayNormal);
+ bool hovered_delay_tooltip = ImGui::IsItemHovered(ImGuiHoveredFlags_ForTooltip); // = Normal + Stationary
- IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (with Picker)");
- ImGui::Text("Color button with Picker:");
- ImGui::SameLine(); HelpMarker(
- "With the ImGuiColorEditFlags_NoInputs flag you can hide all the slider/text inputs.\n"
- "With the ImGuiColorEditFlags_NoLabel flag you can pass a non-empty label which will only "
- "be used for the tooltip and picker popup.");
- ImGui::ColorEdit4("MyColor##3", (float*)&color, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoLabel | misc_flags);
-
- IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (with custom Picker popup)");
- ImGui::Text("Color button with Custom Picker Popup:");
+ // Display the values of IsItemHovered() and other common item state functions.
+ // Note that the ImGuiHoveredFlags_XXX flags can be combined.
+ // Because BulletText is an item itself and that would affect the output of IsItemXXX functions,
+ // we query every state in a single call to avoid storing them and to simplify the code.
+ ImGui::BulletText(
+ "Return value = %d\n"
+ "IsItemFocused() = %d\n"
+ "IsItemHovered() = %d\n"
+ "IsItemHovered(_AllowWhenBlockedByPopup) = %d\n"
+ "IsItemHovered(_AllowWhenBlockedByActiveItem) = %d\n"
+ "IsItemHovered(_AllowWhenOverlappedByItem) = %d\n"
+ "IsItemHovered(_AllowWhenOverlappedByWindow) = %d\n"
+ "IsItemHovered(_AllowWhenDisabled) = %d\n"
+ "IsItemHovered(_RectOnly) = %d\n"
+ "IsItemActive() = %d\n"
+ "IsItemEdited() = %d\n"
+ "IsItemActivated() = %d\n"
+ "IsItemDeactivated() = %d\n"
+ "IsItemDeactivatedAfterEdit() = %d\n"
+ "IsItemVisible() = %d\n"
+ "IsItemClicked() = %d\n"
+ "IsItemToggledOpen() = %d\n"
+ "GetItemRectMin() = (%.1f, %.1f)\n"
+ "GetItemRectMax() = (%.1f, %.1f)\n"
+ "GetItemRectSize() = (%.1f, %.1f)",
+ ret,
+ ImGui::IsItemFocused(),
+ ImGui::IsItemHovered(),
+ ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup),
+ ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem),
+ ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenOverlappedByItem),
+ ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenOverlappedByWindow),
+ ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled),
+ ImGui::IsItemHovered(ImGuiHoveredFlags_RectOnly),
+ ImGui::IsItemActive(),
+ ImGui::IsItemEdited(),
+ ImGui::IsItemActivated(),
+ ImGui::IsItemDeactivated(),
+ ImGui::IsItemDeactivatedAfterEdit(),
+ ImGui::IsItemVisible(),
+ ImGui::IsItemClicked(),
+ ImGui::IsItemToggledOpen(),
+ ImGui::GetItemRectMin().x, ImGui::GetItemRectMin().y,
+ ImGui::GetItemRectMax().x, ImGui::GetItemRectMax().y,
+ ImGui::GetItemRectSize().x, ImGui::GetItemRectSize().y
+ );
+ ImGui::BulletText(
+ "with Hovering Delay or Stationary test:\n"
+ "IsItemHovered() = = %d\n"
+ "IsItemHovered(_Stationary) = %d\n"
+ "IsItemHovered(_DelayShort) = %d\n"
+ "IsItemHovered(_DelayNormal) = %d\n"
+ "IsItemHovered(_Tooltip) = %d",
+ hovered_delay_none, hovered_delay_stationary, hovered_delay_short, hovered_delay_normal, hovered_delay_tooltip);
- // Generate a default palette. The palette will persist and can be edited.
- static bool saved_palette_init = true;
- static ImVec4 saved_palette[32] = {};
- if (saved_palette_init)
- {
- for (int n = 0; n < IM_ARRAYSIZE(saved_palette); n++)
- {
- ImGui::ColorConvertHSVtoRGB(n / 31.0f, 0.8f, 0.8f,
- saved_palette[n].x, saved_palette[n].y, saved_palette[n].z);
- saved_palette[n].w = 1.0f; // Alpha
- }
- saved_palette_init = false;
- }
+ if (item_disabled)
+ ImGui::EndDisabled();
- static ImVec4 backup_color;
- bool open_popup = ImGui::ColorButton("MyColor##3b", color, misc_flags);
- ImGui::SameLine(0, ImGui::GetStyle().ItemInnerSpacing.x);
- open_popup |= ImGui::Button("Palette");
- if (open_popup)
- {
- ImGui::OpenPopup("mypicker");
- backup_color = color;
- }
- if (ImGui::BeginPopup("mypicker"))
- {
- ImGui::Text("MY CUSTOM COLOR PICKER WITH AN AMAZING PALETTE!");
- ImGui::Separator();
- ImGui::ColorPicker4("##picker", (float*)&color, misc_flags | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoSmallPreview);
- ImGui::SameLine();
+ char buf[1] = "";
+ ImGui::InputText("unused", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_ReadOnly);
+ ImGui::SameLine();
+ HelpMarker("This widget is only here to be able to tab-out of the widgets above and see e.g. Deactivated() status.");
- ImGui::BeginGroup(); // Lock X position
- ImGui::Text("Current");
- ImGui::ColorButton("##current", color, ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_AlphaPreviewHalf, ImVec2(60, 40));
- ImGui::Text("Previous");
- if (ImGui::ColorButton("##previous", backup_color, ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_AlphaPreviewHalf, ImVec2(60, 40)))
- color = backup_color;
- ImGui::Separator();
- ImGui::Text("Palette");
- for (int n = 0; n < IM_ARRAYSIZE(saved_palette); n++)
- {
- ImGui::PushID(n);
- if ((n % 8) != 0)
- ImGui::SameLine(0.0f, ImGui::GetStyle().ItemSpacing.y);
+ ImGui::TreePop();
+ }
- ImGuiColorEditFlags palette_button_flags = ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_NoTooltip;
- if (ImGui::ColorButton("##palette", saved_palette[n], palette_button_flags, ImVec2(20, 20)))
- color = ImVec4(saved_palette[n].x, saved_palette[n].y, saved_palette[n].z, color.w); // Preserve alpha!
+ IMGUI_DEMO_MARKER("Widgets/Querying Window Status (Focused,Hovered etc.)");
+ if (ImGui::TreeNode("Querying Window Status (Focused/Hovered etc.)"))
+ {
+ static bool embed_all_inside_a_child_window = false;
+ ImGui::Checkbox("Embed everything inside a child window for testing _RootWindow flag.", &embed_all_inside_a_child_window);
+ if (embed_all_inside_a_child_window)
+ ImGui::BeginChild("outer_child", ImVec2(0, ImGui::GetFontSize() * 20.0f), ImGuiChildFlags_Borders);
- // Allow user to drop colors into each palette entry. Note that ColorButton() is already a
- // drag source by default, unless specifying the ImGuiColorEditFlags_NoDragDrop flag.
- if (ImGui::BeginDragDropTarget())
- {
- if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F))
- memcpy((float*)&saved_palette[n], payload->Data, sizeof(float) * 3);
- if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F))
- memcpy((float*)&saved_palette[n], payload->Data, sizeof(float) * 4);
- ImGui::EndDragDropTarget();
- }
+ // Testing IsWindowFocused() function with its various flags.
+ ImGui::BulletText(
+ "IsWindowFocused() = %d\n"
+ "IsWindowFocused(_ChildWindows) = %d\n"
+ "IsWindowFocused(_ChildWindows|_NoPopupHierarchy) = %d\n"
+ "IsWindowFocused(_ChildWindows|_RootWindow) = %d\n"
+ "IsWindowFocused(_ChildWindows|_RootWindow|_NoPopupHierarchy) = %d\n"
+ "IsWindowFocused(_RootWindow) = %d\n"
+ "IsWindowFocused(_RootWindow|_NoPopupHierarchy) = %d\n"
+ "IsWindowFocused(_AnyWindow) = %d\n",
+ ImGui::IsWindowFocused(),
+ ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows),
+ ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_NoPopupHierarchy),
+ ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow),
+ ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_NoPopupHierarchy),
+ ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow),
+ ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_NoPopupHierarchy),
+ ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow));
- ImGui::PopID();
- }
- ImGui::EndGroup();
- ImGui::EndPopup();
- }
+ // Testing IsWindowHovered() function with its various flags.
+ ImGui::BulletText(
+ "IsWindowHovered() = %d\n"
+ "IsWindowHovered(_AllowWhenBlockedByPopup) = %d\n"
+ "IsWindowHovered(_AllowWhenBlockedByActiveItem) = %d\n"
+ "IsWindowHovered(_ChildWindows) = %d\n"
+ "IsWindowHovered(_ChildWindows|_NoPopupHierarchy) = %d\n"
+ "IsWindowHovered(_ChildWindows|_RootWindow) = %d\n"
+ "IsWindowHovered(_ChildWindows|_RootWindow|_NoPopupHierarchy) = %d\n"
+ "IsWindowHovered(_RootWindow) = %d\n"
+ "IsWindowHovered(_RootWindow|_NoPopupHierarchy) = %d\n"
+ "IsWindowHovered(_ChildWindows|_AllowWhenBlockedByPopup) = %d\n"
+ "IsWindowHovered(_AnyWindow) = %d\n"
+ "IsWindowHovered(_Stationary) = %d\n",
+ ImGui::IsWindowHovered(),
+ ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup),
+ ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem),
+ ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows),
+ ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_NoPopupHierarchy),
+ ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow),
+ ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_NoPopupHierarchy),
+ ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow),
+ ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_NoPopupHierarchy),
+ ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_AllowWhenBlockedByPopup),
+ ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow),
+ ImGui::IsWindowHovered(ImGuiHoveredFlags_Stationary));
- IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (simple)");
- ImGui::Text("Color button only:");
- static bool no_border = false;
- ImGui::Checkbox("ImGuiColorEditFlags_NoBorder", &no_border);
- ImGui::ColorButton("MyColor##3c", *(ImVec4*)&color, misc_flags | (no_border ? ImGuiColorEditFlags_NoBorder : 0), ImVec2(80, 80));
+ ImGui::BeginChild("child", ImVec2(0, 50), ImGuiChildFlags_Borders);
+ ImGui::Text("This is another child window for testing the _ChildWindows flag.");
+ ImGui::EndChild();
+ if (embed_all_inside_a_child_window)
+ ImGui::EndChild();
- IMGUI_DEMO_MARKER("Widgets/Color/ColorPicker");
- ImGui::SeparatorText("Color picker");
- static bool alpha = true;
- static bool alpha_bar = true;
- static bool side_preview = true;
- static bool ref_color = false;
- static ImVec4 ref_color_v(1.0f, 0.0f, 1.0f, 0.5f);
- static int display_mode = 0;
- static int picker_mode = 0;
- ImGui::Checkbox("With Alpha", &alpha);
- ImGui::Checkbox("With Alpha Bar", &alpha_bar);
- ImGui::Checkbox("With Side Preview", &side_preview);
- if (side_preview)
+ // 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.
+ static bool test_window = false;
+ ImGui::Checkbox("Hovered/Active tests after Begin() for title bar testing", &test_window);
+ if (test_window)
{
- ImGui::SameLine();
- ImGui::Checkbox("With Ref Color", &ref_color);
- if (ref_color)
+ ImGui::Begin("Title bar Hovered/Active tests", &test_window);
+ if (ImGui::BeginPopupContextItem()) // <-- This is using IsItemHovered()
{
- ImGui::SameLine();
- ImGui::ColorEdit4("##RefColor", &ref_color_v.x, ImGuiColorEditFlags_NoInputs | misc_flags);
+ if (ImGui::MenuItem("Close")) { test_window = false; }
+ ImGui::EndPopup();
}
+ ImGui::Text(
+ "IsItemHovered() after begin = %d (== is title bar hovered)\n"
+ "IsItemActive() after begin = %d (== is window being clicked/moved)\n",
+ ImGui::IsItemHovered(), ImGui::IsItemActive());
+ ImGui::End();
}
- ImGui::Combo("Display Mode", &display_mode, "Auto/Current\0None\0RGB Only\0HSV Only\0Hex Only\0");
- ImGui::SameLine(); HelpMarker(
- "ColorEdit defaults to displaying RGB inputs if you don't specify a display mode, "
- "but the user can change it with a right-click on those inputs.\n\nColorPicker defaults to displaying RGB+HSV+Hex "
- "if you don't specify a display mode.\n\nYou can change the defaults using SetColorEditOptions().");
- ImGui::SameLine(); HelpMarker("When not specified explicitly (Auto/Current mode), user can right-click the picker to change mode.");
- ImGuiColorEditFlags flags = misc_flags;
- if (!alpha) flags |= ImGuiColorEditFlags_NoAlpha; // This is by default if you call ColorPicker3() instead of ColorPicker4()
- if (alpha_bar) flags |= ImGuiColorEditFlags_AlphaBar;
- if (!side_preview) flags |= ImGuiColorEditFlags_NoSidePreview;
- if (picker_mode == 1) flags |= ImGuiColorEditFlags_PickerHueBar;
- if (picker_mode == 2) flags |= ImGuiColorEditFlags_PickerHueWheel;
- if (display_mode == 1) flags |= ImGuiColorEditFlags_NoInputs; // Disable all RGB/HSV/Hex displays
- if (display_mode == 2) flags |= ImGuiColorEditFlags_DisplayRGB; // Override display mode
- if (display_mode == 3) flags |= ImGuiColorEditFlags_DisplayHSV;
- if (display_mode == 4) flags |= ImGuiColorEditFlags_DisplayHex;
- ImGui::ColorPicker4("MyColor##4", (float*)&color, flags, ref_color ? &ref_color_v.x : NULL);
-
- ImGui::Text("Set defaults in code:");
- ImGui::SameLine(); HelpMarker(
- "SetColorEditOptions() is designed to allow you to set boot-time default.\n"
- "We don't have Push/Pop functions because you can force options on a per-widget basis if needed,"
- "and the user can change non-forced ones with the options menu.\nWe don't have a getter to avoid"
- "encouraging you to persistently save values that aren't forward-compatible.");
- if (ImGui::Button("Default: Uint8 + HSV + Hue Bar"))
- ImGui::SetColorEditOptions(ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_PickerHueBar);
- if (ImGui::Button("Default: Float + HDR + Hue Wheel"))
- ImGui::SetColorEditOptions(ImGuiColorEditFlags_Float | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_PickerHueWheel);
-
- // Always display a small version of both types of pickers
- // (that's in order to make it more visible in the demo to people who are skimming quickly through it)
- ImGui::Text("Both types:");
- float w = (ImGui::GetContentRegionAvail().x - ImGui::GetStyle().ItemSpacing.y) * 0.40f;
- ImGui::SetNextItemWidth(w);
- ImGui::ColorPicker3("##MyColor##5", (float*)&color, ImGuiColorEditFlags_PickerHueBar | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoAlpha);
- ImGui::SameLine();
- ImGui::SetNextItemWidth(w);
- ImGui::ColorPicker3("##MyColor##6", (float*)&color, ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoAlpha);
-
- // HSV encoded support (to avoid RGB<>HSV round trips and singularities when S==0 or V==0)
- static ImVec4 color_hsv(0.23f, 1.0f, 1.0f, 1.0f); // Stored as HSV!
- ImGui::Spacing();
- ImGui::Text("HSV encoded colors");
- ImGui::SameLine(); HelpMarker(
- "By default, colors are given to ColorEdit and ColorPicker in RGB, but ImGuiColorEditFlags_InputHSV"
- "allows you to store colors as HSV and pass them to ColorEdit and ColorPicker as HSV. This comes with the"
- "added benefit that you can manipulate hue values with the picker even when saturation or value are zero.");
- ImGui::Text("Color widget with InputHSV:");
- ImGui::ColorEdit4("HSV shown as RGB##1", (float*)&color_hsv, ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float);
- ImGui::ColorEdit4("HSV shown as HSV##1", (float*)&color_hsv, ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float);
- ImGui::DragFloat4("Raw HSV values", (float*)&color_hsv, 0.01f, 0.0f, 1.0f);
ImGui::TreePop();
}
+}
- IMGUI_DEMO_MARKER("Widgets/Drag and Slider Flags");
- if (ImGui::TreeNode("Drag/Slider Flags"))
+//-----------------------------------------------------------------------------
+// [SECTION] DemoWindowWidgetsSelectables()
+//-----------------------------------------------------------------------------
+
+static void DemoWindowWidgetsSelectables()
+{
+ IMGUI_DEMO_MARKER("Widgets/Selectables");
+ //ImGui::SetNextItemOpen(true, ImGuiCond_Once);
+ if (ImGui::TreeNode("Selectables"))
{
- // Demonstrate using advanced flags for DragXXX and SliderXXX functions. Note that the flags are the same!
- static ImGuiSliderFlags flags = ImGuiSliderFlags_None;
- ImGui::CheckboxFlags("ImGuiSliderFlags_AlwaysClamp", &flags, ImGuiSliderFlags_AlwaysClamp);
- ImGui::CheckboxFlags("ImGuiSliderFlags_ClampOnInput", &flags, ImGuiSliderFlags_ClampOnInput);
- ImGui::SameLine(); HelpMarker("Clamp value to min/max bounds when input manually with CTRL+Click. By default CTRL+Click allows going out of bounds.");
- ImGui::CheckboxFlags("ImGuiSliderFlags_ClampZeroRange", &flags, ImGuiSliderFlags_ClampZeroRange);
- ImGui::SameLine(); HelpMarker("Clamp even if min==max==0.0f. Otherwise DragXXX functions don't clamp.");
- ImGui::CheckboxFlags("ImGuiSliderFlags_Logarithmic", &flags, ImGuiSliderFlags_Logarithmic);
- ImGui::SameLine(); HelpMarker("Enable logarithmic editing (more precision for small values).");
- ImGui::CheckboxFlags("ImGuiSliderFlags_NoRoundToFormat", &flags, ImGuiSliderFlags_NoRoundToFormat);
- ImGui::SameLine(); HelpMarker("Disable rounding underlying value to match precision of the format string (e.g. %.3f values are rounded to those 3 digits).");
- ImGui::CheckboxFlags("ImGuiSliderFlags_NoInput", &flags, ImGuiSliderFlags_NoInput);
- ImGui::SameLine(); HelpMarker("Disable CTRL+Click or Enter key allowing to input text directly into the widget.");
- ImGui::CheckboxFlags("ImGuiSliderFlags_WrapAround", &flags, ImGuiSliderFlags_WrapAround);
- ImGui::SameLine(); HelpMarker("Enable wrapping around from max to min and from min to max (only supported by DragXXX() functions)");
+ // Selectable() has 2 overloads:
+ // - The one taking "bool selected" as a read-only selection information.
+ // When Selectable() has been clicked it returns true and you can alter selection state accordingly.
+ // - The one taking "bool* p_selected" as a read-write selection information (convenient in some cases)
+ // The earlier is more flexible, as in real application your selection may be stored in many different ways
+ // and not necessarily inside a bool value (e.g. in flags within objects, as an external list, etc).
+ IMGUI_DEMO_MARKER("Widgets/Selectables/Basic");
+ if (ImGui::TreeNode("Basic"))
+ {
+ static bool selection[5] = { false, true, false, false };
+ ImGui::Selectable("1. I am selectable", &selection[0]);
+ ImGui::Selectable("2. I am selectable", &selection[1]);
+ ImGui::Selectable("3. I am selectable", &selection[2]);
+ if (ImGui::Selectable("4. I am double clickable", selection[3], ImGuiSelectableFlags_AllowDoubleClick))
+ if (ImGui::IsMouseDoubleClicked(0))
+ selection[3] = !selection[3];
+ ImGui::TreePop();
+ }
- // Drags
- static float drag_f = 0.5f;
- static int drag_i = 50;
- ImGui::Text("Underlying float value: %f", drag_f);
- ImGui::DragFloat("DragFloat (0 -> 1)", &drag_f, 0.005f, 0.0f, 1.0f, "%.3f", flags);
- ImGui::DragFloat("DragFloat (0 -> +inf)", &drag_f, 0.005f, 0.0f, FLT_MAX, "%.3f", flags);
- ImGui::DragFloat("DragFloat (-inf -> 1)", &drag_f, 0.005f, -FLT_MAX, 1.0f, "%.3f", flags);
- ImGui::DragFloat("DragFloat (-inf -> +inf)", &drag_f, 0.005f, -FLT_MAX, +FLT_MAX, "%.3f", flags);
- //ImGui::DragFloat("DragFloat (0 -> 0)", &drag_f, 0.005f, 0.0f, 0.0f, "%.3f", flags); // To test ClampZeroRange
- //ImGui::DragFloat("DragFloat (100 -> 100)", &drag_f, 0.005f, 100.0f, 100.0f, "%.3f", flags);
- ImGui::DragInt("DragInt (0 -> 100)", &drag_i, 0.5f, 0, 100, "%d", flags);
+ IMGUI_DEMO_MARKER("Widgets/Selectables/Rendering more items on the same line");
+ if (ImGui::TreeNode("Rendering more items on the same line"))
+ {
+ // (1) Using SetNextItemAllowOverlap()
+ // (2) Using the Selectable() override that takes "bool* p_selected" parameter, the bool value is toggled automatically.
+ static bool selected[3] = { false, false, false };
+ ImGui::SetNextItemAllowOverlap(); ImGui::Selectable("main.c", &selected[0]); ImGui::SameLine(); ImGui::SmallButton("Link 1");
+ ImGui::SetNextItemAllowOverlap(); ImGui::Selectable("Hello.cpp", &selected[1]); ImGui::SameLine(); ImGui::SmallButton("Link 2");
+ ImGui::SetNextItemAllowOverlap(); ImGui::Selectable("Hello.h", &selected[2]); ImGui::SameLine(); ImGui::SmallButton("Link 3");
+ ImGui::TreePop();
+ }
- // Sliders
- static float slider_f = 0.5f;
- static int slider_i = 50;
- const ImGuiSliderFlags flags_for_sliders = flags & ~ImGuiSliderFlags_WrapAround;
- ImGui::Text("Underlying float value: %f", slider_f);
- ImGui::SliderFloat("SliderFloat (0 -> 1)", &slider_f, 0.0f, 1.0f, "%.3f", flags_for_sliders);
- ImGui::SliderInt("SliderInt (0 -> 100)", &slider_i, 0, 100, "%d", flags_for_sliders);
+ IMGUI_DEMO_MARKER("Widgets/Selectables/In Tables");
+ if (ImGui::TreeNode("In Tables"))
+ {
+ static bool selected[10] = {};
+
+ if (ImGui::BeginTable("split1", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_Borders))
+ {
+ for (int i = 0; i < 10; i++)
+ {
+ char label[32];
+ sprintf(label, "Item %d", i);
+ ImGui::TableNextColumn();
+ ImGui::Selectable(label, &selected[i]); // FIXME-TABLE: Selection overlap
+ }
+ ImGui::EndTable();
+ }
+ ImGui::Spacing();
+ if (ImGui::BeginTable("split2", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_Borders))
+ {
+ for (int i = 0; i < 10; i++)
+ {
+ char label[32];
+ sprintf(label, "Item %d", i);
+ ImGui::TableNextRow();
+ ImGui::TableNextColumn();
+ ImGui::Selectable(label, &selected[i], ImGuiSelectableFlags_SpanAllColumns);
+ ImGui::TableNextColumn();
+ ImGui::Text("Some other contents");
+ ImGui::TableNextColumn();
+ ImGui::Text("123456");
+ }
+ ImGui::EndTable();
+ }
+ ImGui::TreePop();
+ }
+
+ IMGUI_DEMO_MARKER("Widgets/Selectables/Grid");
+ if (ImGui::TreeNode("Grid"))
+ {
+ static char selected[4][4] = { { 1, 0, 0, 0 }, { 0, 1, 0, 0 }, { 0, 0, 1, 0 }, { 0, 0, 0, 1 } };
+
+ // Add in a bit of silly fun...
+ const float time = (float)ImGui::GetTime();
+ const bool winning_state = memchr(selected, 0, sizeof(selected)) == NULL; // If all cells are selected...
+ if (winning_state)
+ ImGui::PushStyleVar(ImGuiStyleVar_SelectableTextAlign, ImVec2(0.5f + 0.5f * cosf(time * 2.0f), 0.5f + 0.5f * sinf(time * 3.0f)));
+
+ for (int y = 0; y < 4; y++)
+ for (int x = 0; x < 4; x++)
+ {
+ if (x > 0)
+ ImGui::SameLine();
+ ImGui::PushID(y * 4 + x);
+ if (ImGui::Selectable("Sailor", selected[y][x] != 0, 0, ImVec2(50, 50)))
+ {
+ // Toggle clicked cell + toggle neighbors
+ selected[y][x] ^= 1;
+ if (x > 0) { selected[y][x - 1] ^= 1; }
+ if (x < 3) { selected[y][x + 1] ^= 1; }
+ if (y > 0) { selected[y - 1][x] ^= 1; }
+ if (y < 3) { selected[y + 1][x] ^= 1; }
+ }
+ ImGui::PopID();
+ }
+ if (winning_state)
+ ImGui::PopStyleVar();
+ ImGui::TreePop();
+ }
+ IMGUI_DEMO_MARKER("Widgets/Selectables/Alignment");
+ if (ImGui::TreeNode("Alignment"))
+ {
+ HelpMarker(
+ "By default, Selectables uses style.SelectableTextAlign but it can be overridden on a per-item "
+ "basis using PushStyleVar(). You'll probably want to always keep your default situation to "
+ "left-align otherwise it becomes difficult to layout multiple items on a same line");
+ static bool selected[3 * 3] = { true, false, true, false, true, false, true, false, true };
+ for (int y = 0; y < 3; y++)
+ {
+ for (int x = 0; x < 3; x++)
+ {
+ ImVec2 alignment = ImVec2((float)x / 2.0f, (float)y / 2.0f);
+ char name[32];
+ sprintf(name, "(%.1f,%.1f)", alignment.x, alignment.y);
+ if (x > 0) ImGui::SameLine();
+ ImGui::PushStyleVar(ImGuiStyleVar_SelectableTextAlign, alignment);
+ ImGui::Selectable(name, &selected[3 * y + x], ImGuiSelectableFlags_None, ImVec2(80, 80));
+ ImGui::PopStyleVar();
+ }
+ }
+ ImGui::TreePop();
+ }
ImGui::TreePop();
}
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] DemoWindowWidgetsSelectionAndMultiSelect()
+//-----------------------------------------------------------------------------
+// Multi-selection demos
+// Also read: https://github.com/ocornut/imgui/wiki/Multi-Select
+//-----------------------------------------------------------------------------
+
+static const char* ExampleNames[] =
+{
+ "Artichoke", "Arugula", "Asparagus", "Avocado", "Bamboo Shoots", "Bean Sprouts", "Beans", "Beet", "Belgian Endive", "Bell Pepper",
+ "Bitter Gourd", "Bok Choy", "Broccoli", "Brussels Sprouts", "Burdock Root", "Cabbage", "Calabash", "Capers", "Carrot", "Cassava",
+ "Cauliflower", "Celery", "Celery Root", "Celcuce", "Chayote", "Chinese Broccoli", "Corn", "Cucumber"
+};
- IMGUI_DEMO_MARKER("Widgets/Range Widgets");
- if (ImGui::TreeNode("Range Widgets"))
+// Extra functions to add deletion support to ImGuiSelectionBasicStorage
+struct ExampleSelectionWithDeletion : ImGuiSelectionBasicStorage
+{
+ // Find which item should be Focused after deletion.
+ // Call _before_ item submission. Return an index in the before-deletion item list, your item loop should call SetKeyboardFocusHere() on it.
+ // The subsequent ApplyDeletionPostLoop() code will use it to apply Selection.
+ // - We cannot provide this logic in core Dear ImGui because we don't have access to selection data.
+ // - We don't actually manipulate the ImVector<> here, only in ApplyDeletionPostLoop(), but using similar API for consistency and flexibility.
+ // - Important: Deletion only works if the underlying ImGuiID for your items are stable: aka not depend on their index, but on e.g. item id/ptr.
+ // FIXME-MULTISELECT: Doesn't take account of the possibility focus target will be moved during deletion. Need refocus or scroll offset.
+ int ApplyDeletionPreLoop(ImGuiMultiSelectIO* ms_io, int items_count)
{
- static float begin = 10, end = 90;
- static int begin_i = 100, end_i = 1000;
- ImGui::DragFloatRange2("range float", &begin, &end, 0.25f, 0.0f, 100.0f, "Min: %.1f %%", "Max: %.1f %%", ImGuiSliderFlags_AlwaysClamp);
- ImGui::DragIntRange2("range int", &begin_i, &end_i, 5, 0, 1000, "Min: %d units", "Max: %d units");
- ImGui::DragIntRange2("range int (no bounds)", &begin_i, &end_i, 5, 0, 0, "Min: %d units", "Max: %d units");
- ImGui::TreePop();
+ if (Size == 0)
+ return -1;
+
+ // If focused item is not selected...
+ const int focused_idx = (int)ms_io->NavIdItem; // Index of currently focused item
+ if (ms_io->NavIdSelected == false) // This is merely a shortcut, == Contains(adapter->IndexToStorage(items, focused_idx))
+ {
+ ms_io->RangeSrcReset = true; // Request to recover RangeSrc from NavId next frame. Would be ok to reset even when NavIdSelected==true, but it would take an extra frame to recover RangeSrc when deleting a selected item.
+ return focused_idx; // Request to focus same item after deletion.
+ }
+
+ // If focused item is selected: land on first unselected item after focused item.
+ for (int idx = focused_idx + 1; idx < items_count; idx++)
+ if (!Contains(GetStorageIdFromIndex(idx)))
+ return idx;
+
+ // If focused item is selected: otherwise return last unselected item before focused item.
+ for (int idx = IM_MIN(focused_idx, items_count) - 1; idx >= 0; idx--)
+ if (!Contains(GetStorageIdFromIndex(idx)))
+ return idx;
+
+ return -1;
}
- IMGUI_DEMO_MARKER("Widgets/Data Types");
- if (ImGui::TreeNode("Data Types"))
+ // Rewrite item list (delete items) + update selection.
+ // - Call after EndMultiSelect()
+ // - We cannot provide this logic in core Dear ImGui because we don't have access to your items, nor to selection data.
+ template
+ void ApplyDeletionPostLoop(ImGuiMultiSelectIO* ms_io, ImVector& items, int item_curr_idx_to_select)
{
- // DragScalar/InputScalar/SliderScalar functions allow various data types
- // - signed/unsigned
- // - 8/16/32/64-bits
- // - integer/float/double
- // To avoid polluting the public API with all possible combinations, we use the ImGuiDataType enum
- // to pass the type, and passing all arguments by pointer.
- // This is the reason the test code below creates local variables to hold "zero" "one" etc. for each type.
- // In practice, if you frequently use a given type that is not covered by the normal API entry points,
- // you can wrap it yourself inside a 1 line function which can take typed argument as value instead of void*,
- // and then pass their address to the generic function. For example:
- // bool MySliderU64(const char *label, u64* value, u64 min = 0, u64 max = 0, const char* format = "%lld")
- // {
- // return SliderScalar(label, ImGuiDataType_U64, value, &min, &max, format);
- // }
+ // Rewrite item list (delete items) + convert old selection index (before deletion) to new selection index (after selection).
+ // If NavId was not part of selection, we will stay on same item.
+ ImVector new_items;
+ new_items.reserve(items.Size - Size);
+ int item_next_idx_to_select = -1;
+ for (int idx = 0; idx < items.Size; idx++)
+ {
+ if (!Contains(GetStorageIdFromIndex(idx)))
+ new_items.push_back(items[idx]);
+ if (item_curr_idx_to_select == idx)
+ item_next_idx_to_select = new_items.Size - 1;
+ }
+ items.swap(new_items);
- // Setup limits (as helper variables so we can take their address, as explained above)
- // Note: SliderScalar() functions have a maximum usable range of half the natural type maximum, hence the /2.
- #ifndef LLONG_MIN
- ImS64 LLONG_MIN = -9223372036854775807LL - 1;
- ImS64 LLONG_MAX = 9223372036854775807LL;
- ImU64 ULLONG_MAX = (2ULL * 9223372036854775807LL + 1);
- #endif
- const char s8_zero = 0, s8_one = 1, s8_fifty = 50, s8_min = -128, s8_max = 127;
- const ImU8 u8_zero = 0, u8_one = 1, u8_fifty = 50, u8_min = 0, u8_max = 255;
- const short s16_zero = 0, s16_one = 1, s16_fifty = 50, s16_min = -32768, s16_max = 32767;
- const ImU16 u16_zero = 0, u16_one = 1, u16_fifty = 50, u16_min = 0, u16_max = 65535;
- const ImS32 s32_zero = 0, s32_one = 1, s32_fifty = 50, s32_min = INT_MIN/2, s32_max = INT_MAX/2, s32_hi_a = INT_MAX/2 - 100, s32_hi_b = INT_MAX/2;
- const ImU32 u32_zero = 0, u32_one = 1, u32_fifty = 50, u32_min = 0, u32_max = UINT_MAX/2, u32_hi_a = UINT_MAX/2 - 100, u32_hi_b = UINT_MAX/2;
- const ImS64 s64_zero = 0, s64_one = 1, s64_fifty = 50, s64_min = LLONG_MIN/2, s64_max = LLONG_MAX/2, s64_hi_a = LLONG_MAX/2 - 100, s64_hi_b = LLONG_MAX/2;
- const ImU64 u64_zero = 0, u64_one = 1, u64_fifty = 50, u64_min = 0, u64_max = ULLONG_MAX/2, u64_hi_a = ULLONG_MAX/2 - 100, u64_hi_b = ULLONG_MAX/2;
- const float f32_zero = 0.f, f32_one = 1.f, f32_lo_a = -10000000000.0f, f32_hi_a = +10000000000.0f;
- const double f64_zero = 0., f64_one = 1., f64_lo_a = -1000000000000000.0, f64_hi_a = +1000000000000000.0;
+ // Update selection
+ Clear();
+ if (item_next_idx_to_select != -1 && ms_io->NavIdSelected)
+ SetItemSelected(GetStorageIdFromIndex(item_next_idx_to_select), true);
+ }
+};
+
+// Example: Implement dual list box storage and interface
+struct ExampleDualListBox
+{
+ ImVector Items[2]; // ID is index into ExampleName[]
+ ImGuiSelectionBasicStorage Selections[2]; // Store ExampleItemId into selection
+ bool OptKeepSorted = true;
+
+ void MoveAll(int src, int dst)
+ {
+ IM_ASSERT((src == 0 && dst == 1) || (src == 1 && dst == 0));
+ for (ImGuiID item_id : Items[src])
+ Items[dst].push_back(item_id);
+ Items[src].clear();
+ SortItems(dst);
+ Selections[src].Swap(Selections[dst]);
+ Selections[src].Clear();
+ }
+ void MoveSelected(int src, int dst)
+ {
+ for (int src_n = 0; src_n < Items[src].Size; src_n++)
+ {
+ ImGuiID item_id = Items[src][src_n];
+ if (!Selections[src].Contains(item_id))
+ continue;
+ Items[src].erase(&Items[src][src_n]); // FIXME-OPT: Could be implemented more optimally (rebuild src items and swap)
+ Items[dst].push_back(item_id);
+ src_n--;
+ }
+ if (OptKeepSorted)
+ SortItems(dst);
+ Selections[src].Swap(Selections[dst]);
+ Selections[src].Clear();
+ }
+ void ApplySelectionRequests(ImGuiMultiSelectIO* ms_io, int side)
+ {
+ // In this example we store item id in selection (instead of item index)
+ Selections[side].UserData = Items[side].Data;
+ Selections[side].AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage* self, int idx) { ImGuiID* items = (ImGuiID*)self->UserData; return items[idx]; };
+ Selections[side].ApplyRequests(ms_io);
+ }
+ static int IMGUI_CDECL CompareItemsByValue(const void* lhs, const void* rhs)
+ {
+ const int* a = (const int*)lhs;
+ const int* b = (const int*)rhs;
+ return (*a - *b);
+ }
+ void SortItems(int n)
+ {
+ qsort(Items[n].Data, (size_t)Items[n].Size, sizeof(Items[n][0]), CompareItemsByValue);
+ }
+ void Show()
+ {
+ //if (ImGui::Checkbox("Sorted", &OptKeepSorted) && OptKeepSorted) { SortItems(0); SortItems(1); }
+ if (ImGui::BeginTable("split", 3, ImGuiTableFlags_None))
+ {
+ ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch); // Left side
+ ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed); // Buttons
+ ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch); // Right side
+ ImGui::TableNextRow();
+
+ int request_move_selected = -1;
+ int request_move_all = -1;
+ float child_height_0 = 0.0f;
+ for (int side = 0; side < 2; side++)
+ {
+ // FIXME-MULTISELECT: Dual List Box: Add context menus
+ // FIXME-NAV: Using ImGuiWindowFlags_NavFlattened exhibit many issues.
+ ImVector& items = Items[side];
+ ImGuiSelectionBasicStorage& selection = Selections[side];
+
+ ImGui::TableSetColumnIndex((side == 0) ? 0 : 2);
+ ImGui::Text("%s (%d)", (side == 0) ? "Available" : "Basket", items.Size);
+
+ // Submit scrolling range to avoid glitches on moving/deletion
+ const float items_height = ImGui::GetTextLineHeightWithSpacing();
+ ImGui::SetNextWindowContentSize(ImVec2(0.0f, items.Size * items_height));
+
+ bool child_visible;
+ if (side == 0)
+ {
+ // Left child is resizable
+ ImGui::SetNextWindowSizeConstraints(ImVec2(0.0f, ImGui::GetFrameHeightWithSpacing() * 4), ImVec2(FLT_MAX, FLT_MAX));
+ child_visible = ImGui::BeginChild("0", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY);
+ child_height_0 = ImGui::GetWindowSize().y;
+ }
+ else
+ {
+ // Right child use same height as left one
+ child_visible = ImGui::BeginChild("1", ImVec2(-FLT_MIN, child_height_0), ImGuiChildFlags_FrameStyle);
+ }
+ if (child_visible)
+ {
+ ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_None;
+ ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, items.Size);
+ ApplySelectionRequests(ms_io, side);
+
+ for (int item_n = 0; item_n < items.Size; item_n++)
+ {
+ ImGuiID item_id = items[item_n];
+ bool item_is_selected = selection.Contains(item_id);
+ ImGui::SetNextItemSelectionUserData(item_n);
+ ImGui::Selectable(ExampleNames[item_id], item_is_selected, ImGuiSelectableFlags_AllowDoubleClick);
+ if (ImGui::IsItemFocused())
+ {
+ // FIXME-MULTISELECT: Dual List Box: Transfer focus
+ if (ImGui::IsKeyPressed(ImGuiKey_Enter) || ImGui::IsKeyPressed(ImGuiKey_KeypadEnter))
+ request_move_selected = side;
+ if (ImGui::IsMouseDoubleClicked(0)) // FIXME-MULTISELECT: Double-click on multi-selection?
+ request_move_selected = side;
+ }
+ }
+
+ ms_io = ImGui::EndMultiSelect();
+ ApplySelectionRequests(ms_io, side);
+ }
+ ImGui::EndChild();
+ }
+
+ // Buttons columns
+ ImGui::TableSetColumnIndex(1);
+ ImGui::NewLine();
+ //ImVec2 button_sz = { ImGui::CalcTextSize(">>").x + ImGui::GetStyle().FramePadding.x * 2.0f, ImGui::GetFrameHeight() + padding.y * 2.0f };
+ ImVec2 button_sz = { ImGui::GetFrameHeight(), ImGui::GetFrameHeight() };
+
+ // (Using BeginDisabled()/EndDisabled() works but feels distracting given how it is currently visualized)
+ if (ImGui::Button(">>", button_sz))
+ request_move_all = 0;
+ if (ImGui::Button(">", button_sz))
+ request_move_selected = 0;
+ if (ImGui::Button("<", button_sz))
+ request_move_selected = 1;
+ if (ImGui::Button("<<", button_sz))
+ request_move_all = 1;
+
+ // Process requests
+ if (request_move_all != -1)
+ MoveAll(request_move_all, request_move_all ^ 1);
+ if (request_move_selected != -1)
+ MoveSelected(request_move_selected, request_move_selected ^ 1);
+
+ // FIXME-MULTISELECT: Support action from outside
+ /*
+ if (OptKeepSorted == false)
+ {
+ ImGui::NewLine();
+ if (ImGui::ArrowButton("MoveUp", ImGuiDir_Up)) {}
+ if (ImGui::ArrowButton("MoveDown", ImGuiDir_Down)) {}
+ }
+ */
+
+ ImGui::EndTable();
+ }
+ }
+};
+
+static void DemoWindowWidgetsSelectionAndMultiSelect(ImGuiDemoWindowData* demo_data)
+{
+ IMGUI_DEMO_MARKER("Widgets/Selection State & Multi-Select");
+ if (ImGui::TreeNode("Selection State & Multi-Select"))
+ {
+ HelpMarker("Selections can be built using Selectable(), TreeNode() or other widgets. Selection state is owned by application code/data.");
+
+ // Without any fancy API: manage single-selection yourself.
+ IMGUI_DEMO_MARKER("Widgets/Selection State/Single-Select");
+ if (ImGui::TreeNode("Single-Select"))
+ {
+ static int selected = -1;
+ for (int n = 0; n < 5; n++)
+ {
+ char buf[32];
+ sprintf(buf, "Object %d", n);
+ if (ImGui::Selectable(buf, selected == n))
+ selected = n;
+ }
+ ImGui::TreePop();
+ }
+
+ // Demonstrate implementation a most-basic form of multi-selection manually
+ // This doesn't support the SHIFT modifier which requires BeginMultiSelect()!
+ IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (manual/simplified, without BeginMultiSelect)");
+ if (ImGui::TreeNode("Multi-Select (manual/simplified, without BeginMultiSelect)"))
+ {
+ HelpMarker("Hold CTRL and click to select multiple items.");
+ static bool selection[5] = { false, false, false, false, false };
+ for (int n = 0; n < 5; n++)
+ {
+ char buf[32];
+ sprintf(buf, "Object %d", n);
+ if (ImGui::Selectable(buf, selection[n]))
+ {
+ if (!ImGui::GetIO().KeyCtrl) // Clear selection when CTRL is not held
+ memset(selection, 0, sizeof(selection));
+ selection[n] ^= 1; // Toggle current item
+ }
+ }
+ ImGui::TreePop();
+ }
+
+ // Demonstrate handling proper multi-selection using the BeginMultiSelect/EndMultiSelect API.
+ // SHIFT+Click w/ CTRL and other standard features are supported.
+ // We use the ImGuiSelectionBasicStorage helper which you may freely reimplement.
+ IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select");
+ if (ImGui::TreeNode("Multi-Select"))
+ {
+ ImGui::Text("Supported features:");
+ ImGui::BulletText("Keyboard navigation (arrows, page up/down, home/end, space).");
+ ImGui::BulletText("Ctrl modifier to preserve and toggle selection.");
+ ImGui::BulletText("Shift modifier for range selection.");
+ ImGui::BulletText("CTRL+A to select all.");
+ ImGui::BulletText("Escape to clear selection.");
+ ImGui::BulletText("Click and drag to box-select.");
+ ImGui::Text("Tip: Use 'Demo->Tools->Debug Log->Selection' to see selection requests as they happen.");
+
+ // Use default selection.Adapter: Pass index to SetNextItemSelectionUserData(), store index in Selection
+ const int ITEMS_COUNT = 50;
+ static ImGuiSelectionBasicStorage selection;
+ ImGui::Text("Selection: %d/%d", selection.Size, ITEMS_COUNT);
+
+ // The BeginChild() has no purpose for selection logic, other that offering a scrolling region.
+ if (ImGui::BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY))
+ {
+ ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect1d;
+ ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, ITEMS_COUNT);
+ selection.ApplyRequests(ms_io);
+
+ for (int n = 0; n < ITEMS_COUNT; n++)
+ {
+ char label[64];
+ sprintf(label, "Object %05d: %s", n, ExampleNames[n % IM_ARRAYSIZE(ExampleNames)]);
+ bool item_is_selected = selection.Contains((ImGuiID)n);
+ ImGui::SetNextItemSelectionUserData(n);
+ ImGui::Selectable(label, item_is_selected);
+ }
+
+ ms_io = ImGui::EndMultiSelect();
+ selection.ApplyRequests(ms_io);
+ }
+ ImGui::EndChild();
+ ImGui::TreePop();
+ }
+
+ // Demonstrate using the clipper with BeginMultiSelect()/EndMultiSelect()
+ IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (with clipper)");
+ if (ImGui::TreeNode("Multi-Select (with clipper)"))
+ {
+ // Use default selection.Adapter: Pass index to SetNextItemSelectionUserData(), store index in Selection
+ static ImGuiSelectionBasicStorage selection;
+
+ ImGui::Text("Added features:");
+ ImGui::BulletText("Using ImGuiListClipper.");
+
+ const int ITEMS_COUNT = 10000;
+ ImGui::Text("Selection: %d/%d", selection.Size, ITEMS_COUNT);
+ if (ImGui::BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY))
+ {
+ ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect1d;
+ ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, ITEMS_COUNT);
+ selection.ApplyRequests(ms_io);
+
+ ImGuiListClipper clipper;
+ clipper.Begin(ITEMS_COUNT);
+ if (ms_io->RangeSrcItem != -1)
+ clipper.IncludeItemByIndex((int)ms_io->RangeSrcItem); // Ensure RangeSrc item is not clipped.
+ while (clipper.Step())
+ {
+ for (int n = clipper.DisplayStart; n < clipper.DisplayEnd; n++)
+ {
+ char label[64];
+ sprintf(label, "Object %05d: %s", n, ExampleNames[n % IM_ARRAYSIZE(ExampleNames)]);
+ bool item_is_selected = selection.Contains((ImGuiID)n);
+ ImGui::SetNextItemSelectionUserData(n);
+ ImGui::Selectable(label, item_is_selected);
+ }
+ }
- // State
- static char s8_v = 127;
- static ImU8 u8_v = 255;
- static short s16_v = 32767;
- static ImU16 u16_v = 65535;
- static ImS32 s32_v = -1;
- static ImU32 u32_v = (ImU32)-1;
- static ImS64 s64_v = -1;
- static ImU64 u64_v = (ImU64)-1;
- static float f32_v = 0.123f;
- static double f64_v = 90000.01234567890123456789;
+ ms_io = ImGui::EndMultiSelect();
+ selection.ApplyRequests(ms_io);
+ }
+ ImGui::EndChild();
+ ImGui::TreePop();
+ }
- const float drag_speed = 0.2f;
- static bool drag_clamp = false;
- IMGUI_DEMO_MARKER("Widgets/Data Types/Drags");
- ImGui::SeparatorText("Drags");
- ImGui::Checkbox("Clamp integers to 0..50", &drag_clamp);
- ImGui::SameLine(); HelpMarker(
- "As with every widget in dear imgui, we never modify values unless there is a user interaction.\n"
- "You can override the clamping limits by using CTRL+Click to input a value.");
- ImGui::DragScalar("drag s8", ImGuiDataType_S8, &s8_v, drag_speed, drag_clamp ? &s8_zero : NULL, drag_clamp ? &s8_fifty : NULL);
- ImGui::DragScalar("drag u8", ImGuiDataType_U8, &u8_v, drag_speed, drag_clamp ? &u8_zero : NULL, drag_clamp ? &u8_fifty : NULL, "%u ms");
- ImGui::DragScalar("drag s16", ImGuiDataType_S16, &s16_v, drag_speed, drag_clamp ? &s16_zero : NULL, drag_clamp ? &s16_fifty : NULL);
- ImGui::DragScalar("drag u16", ImGuiDataType_U16, &u16_v, drag_speed, drag_clamp ? &u16_zero : NULL, drag_clamp ? &u16_fifty : NULL, "%u ms");
- ImGui::DragScalar("drag s32", ImGuiDataType_S32, &s32_v, drag_speed, drag_clamp ? &s32_zero : NULL, drag_clamp ? &s32_fifty : NULL);
- ImGui::DragScalar("drag s32 hex", ImGuiDataType_S32, &s32_v, drag_speed, drag_clamp ? &s32_zero : NULL, drag_clamp ? &s32_fifty : NULL, "0x%08X");
- ImGui::DragScalar("drag u32", ImGuiDataType_U32, &u32_v, drag_speed, drag_clamp ? &u32_zero : NULL, drag_clamp ? &u32_fifty : NULL, "%u ms");
- ImGui::DragScalar("drag s64", ImGuiDataType_S64, &s64_v, drag_speed, drag_clamp ? &s64_zero : NULL, drag_clamp ? &s64_fifty : NULL);
- ImGui::DragScalar("drag u64", ImGuiDataType_U64, &u64_v, drag_speed, drag_clamp ? &u64_zero : NULL, drag_clamp ? &u64_fifty : NULL);
- ImGui::DragScalar("drag float", ImGuiDataType_Float, &f32_v, 0.005f, &f32_zero, &f32_one, "%f");
- ImGui::DragScalar("drag float log", ImGuiDataType_Float, &f32_v, 0.005f, &f32_zero, &f32_one, "%f", ImGuiSliderFlags_Logarithmic);
- ImGui::DragScalar("drag double", ImGuiDataType_Double, &f64_v, 0.0005f, &f64_zero, NULL, "%.10f grams");
- ImGui::DragScalar("drag double log",ImGuiDataType_Double, &f64_v, 0.0005f, &f64_zero, &f64_one, "0 < %.10f < 1", ImGuiSliderFlags_Logarithmic);
+ // Demonstrate dynamic item list + deletion support using the BeginMultiSelect/EndMultiSelect API.
+ // In order to support Deletion without any glitches you need to:
+ // - (1) If items are submitted in their own scrolling area, submit contents size SetNextWindowContentSize() ahead of time to prevent one-frame readjustment of scrolling.
+ // - (2) Items needs to have persistent ID Stack identifier = ID needs to not depends on their index. PushID(index) = KO. PushID(item_id) = OK. This is in order to focus items reliably after a selection.
+ // - (3) BeginXXXX process
+ // - (4) Focus process
+ // - (5) EndXXXX process
+ IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (with deletion)");
+ if (ImGui::TreeNode("Multi-Select (with deletion)"))
+ {
+ // Storing items data separately from selection data.
+ // (you may decide to store selection data inside your item (aka intrusive storage) if you don't need multiple views over same items)
+ // Use a custom selection.Adapter: store item identifier in Selection (instead of index)
+ static ImVector items;
+ static ExampleSelectionWithDeletion selection;
+ selection.UserData = (void*)&items;
+ selection.AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage* self, int idx) { ImVector* p_items = (ImVector*)self->UserData; return (*p_items)[idx]; }; // Index -> ID
- IMGUI_DEMO_MARKER("Widgets/Data Types/Sliders");
- ImGui::SeparatorText("Sliders");
- ImGui::SliderScalar("slider s8 full", ImGuiDataType_S8, &s8_v, &s8_min, &s8_max, "%d");
- ImGui::SliderScalar("slider u8 full", ImGuiDataType_U8, &u8_v, &u8_min, &u8_max, "%u");
- ImGui::SliderScalar("slider s16 full", ImGuiDataType_S16, &s16_v, &s16_min, &s16_max, "%d");
- ImGui::SliderScalar("slider u16 full", ImGuiDataType_U16, &u16_v, &u16_min, &u16_max, "%u");
- ImGui::SliderScalar("slider s32 low", ImGuiDataType_S32, &s32_v, &s32_zero, &s32_fifty,"%d");
- ImGui::SliderScalar("slider s32 high", ImGuiDataType_S32, &s32_v, &s32_hi_a, &s32_hi_b, "%d");
- ImGui::SliderScalar("slider s32 full", ImGuiDataType_S32, &s32_v, &s32_min, &s32_max, "%d");
- ImGui::SliderScalar("slider s32 hex", ImGuiDataType_S32, &s32_v, &s32_zero, &s32_fifty, "0x%04X");
- ImGui::SliderScalar("slider u32 low", ImGuiDataType_U32, &u32_v, &u32_zero, &u32_fifty,"%u");
- ImGui::SliderScalar("slider u32 high", ImGuiDataType_U32, &u32_v, &u32_hi_a, &u32_hi_b, "%u");
- ImGui::SliderScalar("slider u32 full", ImGuiDataType_U32, &u32_v, &u32_min, &u32_max, "%u");
- ImGui::SliderScalar("slider s64 low", ImGuiDataType_S64, &s64_v, &s64_zero, &s64_fifty,"%" PRId64);
- ImGui::SliderScalar("slider s64 high", ImGuiDataType_S64, &s64_v, &s64_hi_a, &s64_hi_b, "%" PRId64);
- ImGui::SliderScalar("slider s64 full", ImGuiDataType_S64, &s64_v, &s64_min, &s64_max, "%" PRId64);
- ImGui::SliderScalar("slider u64 low", ImGuiDataType_U64, &u64_v, &u64_zero, &u64_fifty,"%" PRIu64 " ms");
- ImGui::SliderScalar("slider u64 high", ImGuiDataType_U64, &u64_v, &u64_hi_a, &u64_hi_b, "%" PRIu64 " ms");
- ImGui::SliderScalar("slider u64 full", ImGuiDataType_U64, &u64_v, &u64_min, &u64_max, "%" PRIu64 " ms");
- ImGui::SliderScalar("slider float low", ImGuiDataType_Float, &f32_v, &f32_zero, &f32_one);
- ImGui::SliderScalar("slider float low log", ImGuiDataType_Float, &f32_v, &f32_zero, &f32_one, "%.10f", ImGuiSliderFlags_Logarithmic);
- ImGui::SliderScalar("slider float high", ImGuiDataType_Float, &f32_v, &f32_lo_a, &f32_hi_a, "%e");
- ImGui::SliderScalar("slider double low", ImGuiDataType_Double, &f64_v, &f64_zero, &f64_one, "%.10f grams");
- ImGui::SliderScalar("slider double low log",ImGuiDataType_Double, &f64_v, &f64_zero, &f64_one, "%.10f", ImGuiSliderFlags_Logarithmic);
- ImGui::SliderScalar("slider double high", ImGuiDataType_Double, &f64_v, &f64_lo_a, &f64_hi_a, "%e grams");
+ ImGui::Text("Added features:");
+ ImGui::BulletText("Dynamic list with Delete key support.");
+ ImGui::Text("Selection size: %d/%d", selection.Size, items.Size);
- ImGui::SeparatorText("Sliders (reverse)");
- ImGui::SliderScalar("slider s8 reverse", ImGuiDataType_S8, &s8_v, &s8_max, &s8_min, "%d");
- ImGui::SliderScalar("slider u8 reverse", ImGuiDataType_U8, &u8_v, &u8_max, &u8_min, "%u");
- ImGui::SliderScalar("slider s32 reverse", ImGuiDataType_S32, &s32_v, &s32_fifty, &s32_zero, "%d");
- ImGui::SliderScalar("slider u32 reverse", ImGuiDataType_U32, &u32_v, &u32_fifty, &u32_zero, "%u");
- ImGui::SliderScalar("slider s64 reverse", ImGuiDataType_S64, &s64_v, &s64_fifty, &s64_zero, "%" PRId64);
- ImGui::SliderScalar("slider u64 reverse", ImGuiDataType_U64, &u64_v, &u64_fifty, &u64_zero, "%" PRIu64 " ms");
+ // Initialize default list with 50 items + button to add/remove items.
+ static ImGuiID items_next_id = 0;
+ if (items_next_id == 0)
+ for (ImGuiID n = 0; n < 50; n++)
+ items.push_back(items_next_id++);
+ if (ImGui::SmallButton("Add 20 items")) { for (int n = 0; n < 20; n++) { items.push_back(items_next_id++); } }
+ ImGui::SameLine();
+ if (ImGui::SmallButton("Remove 20 items")) { for (int n = IM_MIN(20, items.Size); n > 0; n--) { selection.SetItemSelected(items.back(), false); items.pop_back(); } }
- IMGUI_DEMO_MARKER("Widgets/Data Types/Inputs");
- static bool inputs_step = true;
- static ImGuiInputTextFlags flags = ImGuiInputTextFlags_None;
- ImGui::SeparatorText("Inputs");
- ImGui::Checkbox("Show step buttons", &inputs_step);
- ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", &flags, ImGuiInputTextFlags_ReadOnly);
- ImGui::CheckboxFlags("ImGuiInputTextFlags_ParseEmptyRefVal", &flags, ImGuiInputTextFlags_ParseEmptyRefVal);
- ImGui::CheckboxFlags("ImGuiInputTextFlags_DisplayEmptyRefVal", &flags, ImGuiInputTextFlags_DisplayEmptyRefVal);
- ImGui::InputScalar("input s8", ImGuiDataType_S8, &s8_v, inputs_step ? &s8_one : NULL, NULL, "%d", flags);
- ImGui::InputScalar("input u8", ImGuiDataType_U8, &u8_v, inputs_step ? &u8_one : NULL, NULL, "%u", flags);
- ImGui::InputScalar("input s16", ImGuiDataType_S16, &s16_v, inputs_step ? &s16_one : NULL, NULL, "%d", flags);
- ImGui::InputScalar("input u16", ImGuiDataType_U16, &u16_v, inputs_step ? &u16_one : NULL, NULL, "%u", flags);
- ImGui::InputScalar("input s32", ImGuiDataType_S32, &s32_v, inputs_step ? &s32_one : NULL, NULL, "%d", flags);
- ImGui::InputScalar("input s32 hex", ImGuiDataType_S32, &s32_v, inputs_step ? &s32_one : NULL, NULL, "%04X", flags);
- ImGui::InputScalar("input u32", ImGuiDataType_U32, &u32_v, inputs_step ? &u32_one : NULL, NULL, "%u", flags);
- ImGui::InputScalar("input u32 hex", ImGuiDataType_U32, &u32_v, inputs_step ? &u32_one : NULL, NULL, "%08X", flags);
- ImGui::InputScalar("input s64", ImGuiDataType_S64, &s64_v, inputs_step ? &s64_one : NULL, NULL, NULL, flags);
- ImGui::InputScalar("input u64", ImGuiDataType_U64, &u64_v, inputs_step ? &u64_one : NULL, NULL, NULL, flags);
- ImGui::InputScalar("input float", ImGuiDataType_Float, &f32_v, inputs_step ? &f32_one : NULL, NULL, NULL, flags);
- ImGui::InputScalar("input double", ImGuiDataType_Double, &f64_v, inputs_step ? &f64_one : NULL, NULL, NULL, flags);
+ // (1) Extra to support deletion: Submit scrolling range to avoid glitches on deletion
+ const float items_height = ImGui::GetTextLineHeightWithSpacing();
+ ImGui::SetNextWindowContentSize(ImVec2(0.0f, items.Size * items_height));
- ImGui::TreePop();
- }
+ if (ImGui::BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY))
+ {
+ ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect1d;
+ ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, items.Size);
+ selection.ApplyRequests(ms_io);
- IMGUI_DEMO_MARKER("Widgets/Multi-component Widgets");
- if (ImGui::TreeNode("Multi-component Widgets"))
- {
- static float vec4f[4] = { 0.10f, 0.20f, 0.30f, 0.44f };
- static int vec4i[4] = { 1, 5, 100, 255 };
+ const bool want_delete = ImGui::Shortcut(ImGuiKey_Delete, ImGuiInputFlags_Repeat) && (selection.Size > 0);
+ const int item_curr_idx_to_focus = want_delete ? selection.ApplyDeletionPreLoop(ms_io, items.Size) : -1;
- ImGui::SeparatorText("2-wide");
- ImGui::InputFloat2("input float2", vec4f);
- ImGui::DragFloat2("drag float2", vec4f, 0.01f, 0.0f, 1.0f);
- ImGui::SliderFloat2("slider float2", vec4f, 0.0f, 1.0f);
- ImGui::InputInt2("input int2", vec4i);
- ImGui::DragInt2("drag int2", vec4i, 1, 0, 255);
- ImGui::SliderInt2("slider int2", vec4i, 0, 255);
+ for (int n = 0; n < items.Size; n++)
+ {
+ const ImGuiID item_id = items[n];
+ char label[64];
+ sprintf(label, "Object %05u: %s", item_id, ExampleNames[item_id % IM_ARRAYSIZE(ExampleNames)]);
- ImGui::SeparatorText("3-wide");
- ImGui::InputFloat3("input float3", vec4f);
- ImGui::DragFloat3("drag float3", vec4f, 0.01f, 0.0f, 1.0f);
- ImGui::SliderFloat3("slider float3", vec4f, 0.0f, 1.0f);
- ImGui::InputInt3("input int3", vec4i);
- ImGui::DragInt3("drag int3", vec4i, 1, 0, 255);
- ImGui::SliderInt3("slider int3", vec4i, 0, 255);
+ bool item_is_selected = selection.Contains(item_id);
+ ImGui::SetNextItemSelectionUserData(n);
+ ImGui::Selectable(label, item_is_selected);
+ if (item_curr_idx_to_focus == n)
+ ImGui::SetKeyboardFocusHere(-1);
+ }
- ImGui::SeparatorText("4-wide");
- ImGui::InputFloat4("input float4", vec4f);
- ImGui::DragFloat4("drag float4", vec4f, 0.01f, 0.0f, 1.0f);
- ImGui::SliderFloat4("slider float4", vec4f, 0.0f, 1.0f);
- ImGui::InputInt4("input int4", vec4i);
- ImGui::DragInt4("drag int4", vec4i, 1, 0, 255);
- ImGui::SliderInt4("slider int4", vec4i, 0, 255);
+ // Apply multi-select requests
+ ms_io = ImGui::EndMultiSelect();
+ selection.ApplyRequests(ms_io);
+ if (want_delete)
+ selection.ApplyDeletionPostLoop(ms_io, items, item_curr_idx_to_focus);
+ }
+ ImGui::EndChild();
+ ImGui::TreePop();
+ }
- ImGui::TreePop();
- }
+ // Implement a Dual List Box (#6648)
+ IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (dual list box)");
+ if (ImGui::TreeNode("Multi-Select (dual list box)"))
+ {
+ // Init default state
+ static ExampleDualListBox dlb;
+ if (dlb.Items[0].Size == 0 && dlb.Items[1].Size == 0)
+ for (int item_id = 0; item_id < IM_ARRAYSIZE(ExampleNames); item_id++)
+ dlb.Items[0].push_back((ImGuiID)item_id);
- IMGUI_DEMO_MARKER("Widgets/Vertical Sliders");
- if (ImGui::TreeNode("Vertical Sliders"))
- {
- const float spacing = 4;
- ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(spacing, spacing));
+ // Show
+ dlb.Show();
- static int int_value = 0;
- ImGui::VSliderInt("##int", ImVec2(18, 160), &int_value, 0, 5);
- ImGui::SameLine();
+ ImGui::TreePop();
+ }
- static float values[7] = { 0.0f, 0.60f, 0.35f, 0.9f, 0.70f, 0.20f, 0.0f };
- ImGui::PushID("set1");
- for (int i = 0; i < 7; i++)
+ // Demonstrate using the clipper with BeginMultiSelect()/EndMultiSelect()
+ IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (in a table)");
+ if (ImGui::TreeNode("Multi-Select (in a table)"))
{
- if (i > 0) ImGui::SameLine();
- ImGui::PushID(i);
- ImGui::PushStyleColor(ImGuiCol_FrameBg, (ImVec4)ImColor::HSV(i / 7.0f, 0.5f, 0.5f));
- ImGui::PushStyleColor(ImGuiCol_FrameBgHovered, (ImVec4)ImColor::HSV(i / 7.0f, 0.6f, 0.5f));
- ImGui::PushStyleColor(ImGuiCol_FrameBgActive, (ImVec4)ImColor::HSV(i / 7.0f, 0.7f, 0.5f));
- ImGui::PushStyleColor(ImGuiCol_SliderGrab, (ImVec4)ImColor::HSV(i / 7.0f, 0.9f, 0.9f));
- ImGui::VSliderFloat("##v", ImVec2(18, 160), &values[i], 0.0f, 1.0f, "");
- if (ImGui::IsItemActive() || ImGui::IsItemHovered())
- ImGui::SetTooltip("%.3f", values[i]);
- ImGui::PopStyleColor(4);
- ImGui::PopID();
+ static ImGuiSelectionBasicStorage selection;
+
+ const int ITEMS_COUNT = 10000;
+ ImGui::Text("Selection: %d/%d", selection.Size, ITEMS_COUNT);
+ if (ImGui::BeginTable("##Basket", 2, ImGuiTableFlags_ScrollY | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter))
+ {
+ ImGui::TableSetupColumn("Object");
+ ImGui::TableSetupColumn("Action");
+ ImGui::TableSetupScrollFreeze(0, 1);
+ ImGui::TableHeadersRow();
+
+ ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect1d;
+ ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, ITEMS_COUNT);
+ selection.ApplyRequests(ms_io);
+
+ ImGuiListClipper clipper;
+ clipper.Begin(ITEMS_COUNT);
+ if (ms_io->RangeSrcItem != -1)
+ clipper.IncludeItemByIndex((int)ms_io->RangeSrcItem); // Ensure RangeSrc item is not clipped.
+ while (clipper.Step())
+ {
+ for (int n = clipper.DisplayStart; n < clipper.DisplayEnd; n++)
+ {
+ ImGui::TableNextRow();
+ ImGui::TableNextColumn();
+ char label[64];
+ sprintf(label, "Object %05d: %s", n, ExampleNames[n % IM_ARRAYSIZE(ExampleNames)]);
+ bool item_is_selected = selection.Contains((ImGuiID)n);
+ ImGui::SetNextItemSelectionUserData(n);
+ ImGui::Selectable(label, item_is_selected, ImGuiSelectableFlags_SpanAllColumns | ImGuiSelectableFlags_AllowOverlap);
+ ImGui::TableNextColumn();
+ ImGui::SmallButton("hello");
+ }
+ }
+
+ ms_io = ImGui::EndMultiSelect();
+ selection.ApplyRequests(ms_io);
+ ImGui::EndTable();
+ }
+ ImGui::TreePop();
}
- ImGui::PopID();
- ImGui::SameLine();
- ImGui::PushID("set2");
- static float values2[4] = { 0.20f, 0.80f, 0.40f, 0.25f };
- const int rows = 3;
- const ImVec2 small_slider_size(18, (float)(int)((160.0f - (rows - 1) * spacing) / rows));
- for (int nx = 0; nx < 4; nx++)
+ IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (checkboxes)");
+ if (ImGui::TreeNode("Multi-Select (checkboxes)"))
{
- if (nx > 0) ImGui::SameLine();
- ImGui::BeginGroup();
- for (int ny = 0; ny < rows; ny++)
+ ImGui::Text("In a list of checkboxes (not selectable):");
+ ImGui::BulletText("Using _NoAutoSelect + _NoAutoClear flags.");
+ ImGui::BulletText("Shift+Click to check multiple boxes.");
+ ImGui::BulletText("Shift+Keyboard to copy current value to other boxes.");
+
+ // If you have an array of checkboxes, you may want to use NoAutoSelect + NoAutoClear and the ImGuiSelectionExternalStorage helper.
+ static bool items[20] = {};
+ static ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_NoAutoSelect | ImGuiMultiSelectFlags_NoAutoClear | ImGuiMultiSelectFlags_ClearOnEscape;
+ ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoSelect", &flags, ImGuiMultiSelectFlags_NoAutoSelect);
+ ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoClear", &flags, ImGuiMultiSelectFlags_NoAutoClear);
+ ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelect2d", &flags, ImGuiMultiSelectFlags_BoxSelect2d); // Cannot use ImGuiMultiSelectFlags_BoxSelect1d as checkboxes are varying width.
+
+ if (ImGui::BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_Borders | ImGuiChildFlags_ResizeY))
{
- ImGui::PushID(nx * rows + ny);
- ImGui::VSliderFloat("##v", small_slider_size, &values2[nx], 0.0f, 1.0f, "");
- if (ImGui::IsItemActive() || ImGui::IsItemHovered())
- ImGui::SetTooltip("%.3f", values2[nx]);
- ImGui::PopID();
+ ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, -1, IM_ARRAYSIZE(items));
+ ImGuiSelectionExternalStorage storage_wrapper;
+ storage_wrapper.UserData = (void*)items;
+ storage_wrapper.AdapterSetItemSelected = [](ImGuiSelectionExternalStorage* self, int n, bool selected) { bool* array = (bool*)self->UserData; array[n] = selected; };
+ storage_wrapper.ApplyRequests(ms_io);
+ for (int n = 0; n < 20; n++)
+ {
+ char label[32];
+ sprintf(label, "Item %d", n);
+ ImGui::SetNextItemSelectionUserData(n);
+ ImGui::Checkbox(label, &items[n]);
+ }
+ ms_io = ImGui::EndMultiSelect();
+ storage_wrapper.ApplyRequests(ms_io);
}
- ImGui::EndGroup();
- }
- ImGui::PopID();
-
- ImGui::SameLine();
- ImGui::PushID("set3");
- for (int i = 0; i < 4; i++)
- {
- if (i > 0) ImGui::SameLine();
- ImGui::PushID(i);
- ImGui::PushStyleVar(ImGuiStyleVar_GrabMinSize, 40);
- ImGui::VSliderFloat("##v", ImVec2(40, 160), &values[i], 0.0f, 1.0f, "%.2f\nsec");
- ImGui::PopStyleVar();
- ImGui::PopID();
- }
- ImGui::PopID();
- ImGui::PopStyleVar();
- ImGui::TreePop();
- }
+ ImGui::EndChild();
- IMGUI_DEMO_MARKER("Widgets/Drag and drop");
- if (ImGui::TreeNode("Drag and Drop"))
- {
- IMGUI_DEMO_MARKER("Widgets/Drag and drop/Standard widgets");
- if (ImGui::TreeNode("Drag and drop in standard widgets"))
- {
- // ColorEdit widgets automatically act as drag source and drag target.
- // They are using standardized payload strings IMGUI_PAYLOAD_TYPE_COLOR_3F and IMGUI_PAYLOAD_TYPE_COLOR_4F
- // to allow your own widgets to use colors in their drag and drop interaction.
- // Also see 'Demo->Widgets->Color/Picker Widgets->Palette' demo.
- HelpMarker("You can drag from the color squares.");
- static float col1[3] = { 1.0f, 0.0f, 0.2f };
- static float col2[4] = { 0.4f, 0.7f, 0.0f, 0.5f };
- ImGui::ColorEdit3("color 1", col1);
- ImGui::ColorEdit4("color 2", col2);
ImGui::TreePop();
}
- IMGUI_DEMO_MARKER("Widgets/Drag and drop/Copy-swap items");
- if (ImGui::TreeNode("Drag and drop to copy/swap items"))
+ // Demonstrate individual selection scopes in same window
+ IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (multiple scopes)");
+ if (ImGui::TreeNode("Multi-Select (multiple scopes)"))
{
- enum Mode
- {
- Mode_Copy,
- Mode_Move,
- Mode_Swap
- };
- static int mode = 0;
- if (ImGui::RadioButton("Copy", mode == Mode_Copy)) { mode = Mode_Copy; } ImGui::SameLine();
- if (ImGui::RadioButton("Move", mode == Mode_Move)) { mode = Mode_Move; } ImGui::SameLine();
- if (ImGui::RadioButton("Swap", mode == Mode_Swap)) { mode = Mode_Swap; }
- static const char* names[9] =
- {
- "Bobby", "Beatrice", "Betty",
- "Brianna", "Barry", "Bernard",
- "Bibi", "Blaine", "Bryn"
- };
- for (int n = 0; n < IM_ARRAYSIZE(names); n++)
+ // Use default select: Pass index to SetNextItemSelectionUserData(), store index in Selection
+ const int SCOPES_COUNT = 3;
+ const int ITEMS_COUNT = 8; // Per scope
+ static ImGuiSelectionBasicStorage selections_data[SCOPES_COUNT];
+
+ // Use ImGuiMultiSelectFlags_ScopeRect to not affect other selections in same window.
+ static ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ScopeRect | ImGuiMultiSelectFlags_ClearOnEscape;// | ImGuiMultiSelectFlags_ClearOnClickVoid;
+ if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ScopeWindow", &flags, ImGuiMultiSelectFlags_ScopeWindow) && (flags & ImGuiMultiSelectFlags_ScopeWindow))
+ flags &= ~ImGuiMultiSelectFlags_ScopeRect;
+ if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ScopeRect", &flags, ImGuiMultiSelectFlags_ScopeRect) && (flags & ImGuiMultiSelectFlags_ScopeRect))
+ flags &= ~ImGuiMultiSelectFlags_ScopeWindow;
+ ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ClearOnClickVoid", &flags, ImGuiMultiSelectFlags_ClearOnClickVoid);
+ ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelect1d", &flags, ImGuiMultiSelectFlags_BoxSelect1d);
+
+ for (int selection_scope_n = 0; selection_scope_n < SCOPES_COUNT; selection_scope_n++)
{
- ImGui::PushID(n);
- if ((n % 3) != 0)
- ImGui::SameLine();
- ImGui::Button(names[n], ImVec2(60, 60));
+ ImGui::PushID(selection_scope_n);
+ ImGuiSelectionBasicStorage* selection = &selections_data[selection_scope_n];
+ ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection->Size, ITEMS_COUNT);
+ selection->ApplyRequests(ms_io);
- // Our buttons are both drag sources and drag targets here!
- if (ImGui::BeginDragDropSource(ImGuiDragDropFlags_None))
- {
- // Set payload to carry the index of our item (could be anything)
- ImGui::SetDragDropPayload("DND_DEMO_CELL", &n, sizeof(int));
+ ImGui::SeparatorText("Selection scope");
+ ImGui::Text("Selection size: %d/%d", selection->Size, ITEMS_COUNT);
- // Display preview (could be anything, e.g. when dragging an image we could decide to display
- // the filename and a small preview of the image, etc.)
- if (mode == Mode_Copy) { ImGui::Text("Copy %s", names[n]); }
- if (mode == Mode_Move) { ImGui::Text("Move %s", names[n]); }
- if (mode == Mode_Swap) { ImGui::Text("Swap %s", names[n]); }
- ImGui::EndDragDropSource();
- }
- if (ImGui::BeginDragDropTarget())
+ for (int n = 0; n < ITEMS_COUNT; n++)
{
- if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload("DND_DEMO_CELL"))
- {
- IM_ASSERT(payload->DataSize == sizeof(int));
- int payload_n = *(const int*)payload->Data;
- if (mode == Mode_Copy)
- {
- names[n] = names[payload_n];
- }
- if (mode == Mode_Move)
- {
- names[n] = names[payload_n];
- names[payload_n] = "";
- }
- if (mode == Mode_Swap)
- {
- const char* tmp = names[n];
- names[n] = names[payload_n];
- names[payload_n] = tmp;
- }
- }
- ImGui::EndDragDropTarget();
+ char label[64];
+ sprintf(label, "Object %05d: %s", n, ExampleNames[n % IM_ARRAYSIZE(ExampleNames)]);
+ bool item_is_selected = selection->Contains((ImGuiID)n);
+ ImGui::SetNextItemSelectionUserData(n);
+ ImGui::Selectable(label, item_is_selected);
}
+
+ // Apply multi-select requests
+ ms_io = ImGui::EndMultiSelect();
+ selection->ApplyRequests(ms_io);
ImGui::PopID();
}
ImGui::TreePop();
}
- IMGUI_DEMO_MARKER("Widgets/Drag and Drop/Drag to reorder items (simple)");
- if (ImGui::TreeNode("Drag to reorder items (simple)"))
+ // See ShowExampleAppAssetsBrowser()
+ if (ImGui::TreeNode("Multi-Select (tiled assets browser)"))
{
- // FIXME: there is temporary (usually single-frame) ID Conflict during reordering as a same item may be submitting twice.
- // This code was always slightly faulty but in a way which was not easily noticeable.
- // Until we fix this, enable ImGuiItemFlags_AllowDuplicateId to disable detecting the issue.
- ImGui::PushItemFlag(ImGuiItemFlags_AllowDuplicateId, true);
+ ImGui::Checkbox("Assets Browser", &demo_data->ShowAppAssetsBrowser);
+ ImGui::Text("(also access from 'Examples->Assets Browser' in menu)");
+ ImGui::TreePop();
+ }
- // Simple reordering
+ // Demonstrate supporting multiple-selection in a tree.
+ // - We don't use linear indices for selection user data, but our ExampleTreeNode* pointer directly!
+ // This showcase how SetNextItemSelectionUserData() never assume indices!
+ // - The difficulty here is to "interpolate" from RangeSrcItem to RangeDstItem in the SetAll/SetRange request.
+ // We want this interpolation to match what the user sees: in visible order, skipping closed nodes.
+ // This is implemented by our TreeGetNextNodeInVisibleOrder() user-space helper.
+ // - Important: In a real codebase aiming to implement full-featured selectable tree with custom filtering, you
+ // are more likely to build an array mapping sequential indices to visible tree nodes, since your
+ // filtering/search + clipping process will benefit from it. Having this will make this interpolation much easier.
+ // - Consider this a prototype: we are working toward simplifying some of it.
+ IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (trees)");
+ if (ImGui::TreeNode("Multi-Select (trees)"))
+ {
HelpMarker(
- "We don't use the drag and drop api at all here! "
- "Instead we query when the item is held but not hovered, and order items accordingly.");
- static const char* item_names[] = { "Item One", "Item Two", "Item Three", "Item Four", "Item Five" };
- for (int n = 0; n < IM_ARRAYSIZE(item_names); n++)
+ "This is rather advanced and experimental. If you are getting started with multi-select, "
+ "please don't start by looking at how to use it for a tree!\n\n"
+ "Future versions will try to simplify and formalize some of this.");
+
+ struct ExampleTreeFuncs
{
- const char* item = item_names[n];
- ImGui::Selectable(item);
+ static void DrawNode(ExampleTreeNode* node, ImGuiSelectionBasicStorage* selection)
+ {
+ ImGuiTreeNodeFlags tree_node_flags = ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick;
+ tree_node_flags |= ImGuiTreeNodeFlags_NavLeftJumpsToParent; // Enable pressing left to jump to parent
+ if (node->Childs.Size == 0)
+ tree_node_flags |= ImGuiTreeNodeFlags_Bullet | ImGuiTreeNodeFlags_Leaf;
+ if (selection->Contains((ImGuiID)node->UID))
+ tree_node_flags |= ImGuiTreeNodeFlags_Selected;
+
+ // Using SetNextItemStorageID() to specify storage id, so we can easily peek into
+ // the storage holding open/close stage, using our TreeNodeGetOpen/TreeNodeSetOpen() functions.
+ ImGui::SetNextItemSelectionUserData((ImGuiSelectionUserData)(intptr_t)node);
+ ImGui::SetNextItemStorageID((ImGuiID)node->UID);
+ if (ImGui::TreeNodeEx(node->Name, tree_node_flags))
+ {
+ for (ExampleTreeNode* child : node->Childs)
+ DrawNode(child, selection);
+ ImGui::TreePop();
+ }
+ else if (ImGui::IsItemToggledOpen())
+ {
+ TreeCloseAndUnselectChildNodes(node, selection);
+ }
+ }
+
+ static bool TreeNodeGetOpen(ExampleTreeNode* node)
+ {
+ return ImGui::GetStateStorage()->GetBool((ImGuiID)node->UID);
+ }
+
+ static void TreeNodeSetOpen(ExampleTreeNode* node, bool open)
+ {
+ ImGui::GetStateStorage()->SetBool((ImGuiID)node->UID, open);
+ }
+
+ // When closing a node: 1) close and unselect all child nodes, 2) select parent if any child was selected.
+ // FIXME: This is currently handled by user logic but I'm hoping to eventually provide tree node
+ // features to do this automatically, e.g. a ImGuiTreeNodeFlags_AutoCloseChildNodes etc.
+ static int TreeCloseAndUnselectChildNodes(ExampleTreeNode* node, ImGuiSelectionBasicStorage* selection, int depth = 0)
+ {
+ // Recursive close (the test for depth == 0 is because we call this on a node that was just closed!)
+ int unselected_count = selection->Contains((ImGuiID)node->UID) ? 1 : 0;
+ if (depth == 0 || TreeNodeGetOpen(node))
+ {
+ for (ExampleTreeNode* child : node->Childs)
+ unselected_count += TreeCloseAndUnselectChildNodes(child, selection, depth + 1);
+ TreeNodeSetOpen(node, false);
+ }
+
+ // Select root node if any of its child was selected, otherwise unselect
+ selection->SetItemSelected((ImGuiID)node->UID, (depth == 0 && unselected_count > 0));
+ return unselected_count;
+ }
- if (ImGui::IsItemActive() && !ImGui::IsItemHovered())
+ // Apply multi-selection requests
+ static void ApplySelectionRequests(ImGuiMultiSelectIO* ms_io, ExampleTreeNode* tree, ImGuiSelectionBasicStorage* selection)
{
- int n_next = n + (ImGui::GetMouseDragDelta(0).y < 0.f ? -1 : 1);
- if (n_next >= 0 && n_next < IM_ARRAYSIZE(item_names))
+ for (ImGuiSelectionRequest& req : ms_io->Requests)
{
- item_names[n] = item_names[n_next];
- item_names[n_next] = item;
- ImGui::ResetMouseDragDelta();
+ if (req.Type == ImGuiSelectionRequestType_SetAll)
+ {
+ if (req.Selected)
+ TreeSetAllInOpenNodes(tree, selection, req.Selected);
+ else
+ selection->Clear();
+ }
+ else if (req.Type == ImGuiSelectionRequestType_SetRange)
+ {
+ ExampleTreeNode* first_node = (ExampleTreeNode*)(intptr_t)req.RangeFirstItem;
+ ExampleTreeNode* last_node = (ExampleTreeNode*)(intptr_t)req.RangeLastItem;
+ for (ExampleTreeNode* node = first_node; node != NULL; node = TreeGetNextNodeInVisibleOrder(node, last_node))
+ selection->SetItemSelected((ImGuiID)node->UID, req.Selected);
+ }
}
}
- }
- ImGui::PopItemFlag();
- ImGui::TreePop();
- }
+ static void TreeSetAllInOpenNodes(ExampleTreeNode* node, ImGuiSelectionBasicStorage* selection, bool selected)
+ {
+ if (node->Parent != NULL) // Root node isn't visible nor selectable in our scheme
+ selection->SetItemSelected((ImGuiID)node->UID, selected);
+ if (node->Parent == NULL || TreeNodeGetOpen(node))
+ for (ExampleTreeNode* child : node->Childs)
+ TreeSetAllInOpenNodes(child, selection, selected);
+ }
- IMGUI_DEMO_MARKER("Widgets/Drag and Drop/Tooltip at target location");
- if (ImGui::TreeNode("Tooltip at target location"))
- {
- for (int n = 0; n < 2; n++)
- {
- // Drop targets
- ImGui::Button(n ? "drop here##1" : "drop here##0");
- if (ImGui::BeginDragDropTarget())
+ // Interpolate in *user-visible order* AND only *over opened nodes*.
+ // If you have a sequential mapping tables (e.g. generated after a filter/search pass) this would be simpler.
+ // Here the tricks are that:
+ // - we store/maintain ExampleTreeNode::IndexInParent which allows implementing a linear iterator easily, without searches, without recursion.
+ // this could be replaced by a search in parent, aka 'int index_in_parent = curr_node->Parent->Childs.find_index(curr_node)'
+ // which would only be called when crossing from child to a parent, aka not too much.
+ // - we call SetNextItemStorageID() before our TreeNode() calls with an ID which doesn't relate to UI stack,
+ // making it easier to call TreeNodeGetOpen()/TreeNodeSetOpen() from any location.
+ static ExampleTreeNode* TreeGetNextNodeInVisibleOrder(ExampleTreeNode* curr_node, ExampleTreeNode* last_node)
{
- ImGuiDragDropFlags drop_target_flags = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoPreviewTooltip;
- if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F, drop_target_flags))
+ // Reached last node
+ if (curr_node == last_node)
+ return NULL;
+
+ // Recurse into childs. Query storage to tell if the node is open.
+ if (curr_node->Childs.Size > 0 && TreeNodeGetOpen(curr_node))
+ return curr_node->Childs[0];
+
+ // Next sibling, then into our own parent
+ while (curr_node->Parent != NULL)
{
- IM_UNUSED(payload);
- ImGui::SetMouseCursor(ImGuiMouseCursor_NotAllowed);
- ImGui::SetTooltip("Cannot drop here!");
+ if (curr_node->IndexInParent + 1 < curr_node->Parent->Childs.Size)
+ return curr_node->Parent->Childs[curr_node->IndexInParent + 1];
+ curr_node = curr_node->Parent;
}
- ImGui::EndDragDropTarget();
+ return NULL;
}
- // Drop source
- static ImVec4 col4 = { 1.0f, 0.0f, 0.2f, 1.0f };
- if (n == 0)
- ImGui::ColorButton("drag me", col4);
+ }; // ExampleTreeFuncs
+
+ static ImGuiSelectionBasicStorage selection;
+ if (demo_data->DemoTree == NULL)
+ demo_data->DemoTree = ExampleTree_CreateDemoTree(); // Create tree once
+ ImGui::Text("Selection size: %d", selection.Size);
+ if (ImGui::BeginChild("##Tree", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY))
+ {
+ ExampleTreeNode* tree = demo_data->DemoTree;
+ ImGuiMultiSelectFlags ms_flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect2d;
+ ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(ms_flags, selection.Size, -1);
+ ExampleTreeFuncs::ApplySelectionRequests(ms_io, tree, &selection);
+ for (ExampleTreeNode* node : tree->Childs)
+ ExampleTreeFuncs::DrawNode(node, &selection);
+ ms_io = ImGui::EndMultiSelect();
+ ExampleTreeFuncs::ApplySelectionRequests(ms_io, tree, &selection);
}
+ ImGui::EndChild();
+
ImGui::TreePop();
}
- ImGui::TreePop();
- }
-
- IMGUI_DEMO_MARKER("Widgets/Querying Item Status (Edited,Active,Hovered etc.)");
- if (ImGui::TreeNode("Querying Item Status (Edited/Active/Hovered etc.)"))
- {
- // Select an item type
- const char* item_names[] =
+ // Advanced demonstration of BeginMultiSelect()
+ // - Showcase clipping.
+ // - Showcase deletion.
+ // - Showcase basic drag and drop.
+ // - Showcase TreeNode variant (note that tree node don't expand in the demo: supporting expanding tree nodes + clipping a separate thing).
+ // - Showcase using inside a table.
+ IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (advanced)");
+ //ImGui::SetNextItemOpen(true, ImGuiCond_Once);
+ if (ImGui::TreeNode("Multi-Select (advanced)"))
{
- "Text", "Button", "Button (w/ repeat)", "Checkbox", "SliderFloat", "InputText", "InputTextMultiline", "InputFloat",
- "InputFloat3", "ColorEdit4", "Selectable", "MenuItem", "TreeNode", "TreeNode (w/ double-click)", "Combo", "ListBox"
- };
- static int item_type = 4;
- static bool item_disabled = false;
- ImGui::Combo("Item Type", &item_type, item_names, IM_ARRAYSIZE(item_names), IM_ARRAYSIZE(item_names));
- ImGui::SameLine();
- HelpMarker("Testing how various types of items are interacting with the IsItemXXX functions. Note that the bool return value of most ImGui function is generally equivalent to calling ImGui::IsItemHovered().");
- ImGui::Checkbox("Item Disabled", &item_disabled);
+ // Options
+ enum WidgetType { WidgetType_Selectable, WidgetType_TreeNode };
+ static bool use_clipper = true;
+ static bool use_deletion = true;
+ static bool use_drag_drop = true;
+ static bool show_in_table = false;
+ static bool show_color_button = true;
+ static ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect1d;
+ static WidgetType widget_type = WidgetType_Selectable;
- // Submit selected items so we can query their status in the code following it.
- bool ret = false;
- static bool b = false;
- static float col4f[4] = { 1.0f, 0.5, 0.0f, 1.0f };
- static char str[16] = {};
- if (item_disabled)
- ImGui::BeginDisabled(true);
- if (item_type == 0) { ImGui::Text("ITEM: Text"); } // Testing text items with no identifier/interaction
- if (item_type == 1) { ret = ImGui::Button("ITEM: Button"); } // Testing button
- if (item_type == 2) { ImGui::PushItemFlag(ImGuiItemFlags_ButtonRepeat, true); ret = ImGui::Button("ITEM: Button"); ImGui::PopItemFlag(); } // Testing button (with repeater)
- if (item_type == 3) { ret = ImGui::Checkbox("ITEM: Checkbox", &b); } // Testing checkbox
- if (item_type == 4) { ret = ImGui::SliderFloat("ITEM: SliderFloat", &col4f[0], 0.0f, 1.0f); } // Testing basic item
- if (item_type == 5) { ret = ImGui::InputText("ITEM: InputText", &str[0], IM_ARRAYSIZE(str)); } // Testing input text (which handles tabbing)
- if (item_type == 6) { ret = ImGui::InputTextMultiline("ITEM: InputTextMultiline", &str[0], IM_ARRAYSIZE(str)); } // Testing input text (which uses a child window)
- if (item_type == 7) { ret = ImGui::InputFloat("ITEM: InputFloat", col4f, 1.0f); } // Testing +/- buttons on scalar input
- if (item_type == 8) { ret = ImGui::InputFloat3("ITEM: InputFloat3", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged)
- if (item_type == 9) { ret = ImGui::ColorEdit4("ITEM: ColorEdit4", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged)
- if (item_type == 10){ ret = ImGui::Selectable("ITEM: Selectable"); } // Testing selectable item
- if (item_type == 11){ ret = ImGui::MenuItem("ITEM: MenuItem"); } // Testing menu item (they use ImGuiButtonFlags_PressedOnRelease button policy)
- if (item_type == 12){ ret = ImGui::TreeNode("ITEM: TreeNode"); if (ret) ImGui::TreePop(); } // Testing tree node
- if (item_type == 13){ ret = ImGui::TreeNodeEx("ITEM: TreeNode w/ ImGuiTreeNodeFlags_OpenOnDoubleClick", ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_NoTreePushOnOpen); } // Testing tree node with ImGuiButtonFlags_PressedOnDoubleClick button policy.
- if (item_type == 14){ const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::Combo("ITEM: Combo", ¤t, items, IM_ARRAYSIZE(items)); }
- if (item_type == 15){ const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::ListBox("ITEM: ListBox", ¤t, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); }
+ if (ImGui::TreeNode("Options"))
+ {
+ if (ImGui::RadioButton("Selectables", widget_type == WidgetType_Selectable)) { widget_type = WidgetType_Selectable; }
+ ImGui::SameLine();
+ if (ImGui::RadioButton("Tree nodes", widget_type == WidgetType_TreeNode)) { widget_type = WidgetType_TreeNode; }
+ ImGui::SameLine();
+ HelpMarker("TreeNode() is technically supported but... using this correctly is more complicated (you need some sort of linear/random access to your tree, which is suited to advanced trees setups already implementing filters and clipper. We will work toward simplifying and demoing this.\n\nFor now the tree demo is actually a little bit meaningless because it is an empty tree with only root nodes.");
+ ImGui::Checkbox("Enable clipper", &use_clipper);
+ ImGui::Checkbox("Enable deletion", &use_deletion);
+ ImGui::Checkbox("Enable drag & drop", &use_drag_drop);
+ ImGui::Checkbox("Show in a table", &show_in_table);
+ ImGui::Checkbox("Show color button", &show_color_button);
+ ImGui::CheckboxFlags("ImGuiMultiSelectFlags_SingleSelect", &flags, ImGuiMultiSelectFlags_SingleSelect);
+ ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoSelectAll", &flags, ImGuiMultiSelectFlags_NoSelectAll);
+ ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoRangeSelect", &flags, ImGuiMultiSelectFlags_NoRangeSelect);
+ ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoSelect", &flags, ImGuiMultiSelectFlags_NoAutoSelect);
+ ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoClear", &flags, ImGuiMultiSelectFlags_NoAutoClear);
+ ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoClearOnReselect", &flags, ImGuiMultiSelectFlags_NoAutoClearOnReselect);
+ ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelect1d", &flags, ImGuiMultiSelectFlags_BoxSelect1d);
+ ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelect2d", &flags, ImGuiMultiSelectFlags_BoxSelect2d);
+ ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelectNoScroll", &flags, ImGuiMultiSelectFlags_BoxSelectNoScroll);
+ ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ClearOnEscape", &flags, ImGuiMultiSelectFlags_ClearOnEscape);
+ ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ClearOnClickVoid", &flags, ImGuiMultiSelectFlags_ClearOnClickVoid);
+ if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ScopeWindow", &flags, ImGuiMultiSelectFlags_ScopeWindow) && (flags & ImGuiMultiSelectFlags_ScopeWindow))
+ flags &= ~ImGuiMultiSelectFlags_ScopeRect;
+ if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ScopeRect", &flags, ImGuiMultiSelectFlags_ScopeRect) && (flags & ImGuiMultiSelectFlags_ScopeRect))
+ flags &= ~ImGuiMultiSelectFlags_ScopeWindow;
+ if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_SelectOnClick", &flags, ImGuiMultiSelectFlags_SelectOnClick) && (flags & ImGuiMultiSelectFlags_SelectOnClick))
+ flags &= ~ImGuiMultiSelectFlags_SelectOnClickRelease;
+ if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_SelectOnClickRelease", &flags, ImGuiMultiSelectFlags_SelectOnClickRelease) && (flags & ImGuiMultiSelectFlags_SelectOnClickRelease))
+ flags &= ~ImGuiMultiSelectFlags_SelectOnClick;
+ ImGui::SameLine(); HelpMarker("Allow dragging an unselected item without altering selection.");
+ ImGui::TreePop();
+ }
- bool hovered_delay_none = ImGui::IsItemHovered();
- bool hovered_delay_stationary = ImGui::IsItemHovered(ImGuiHoveredFlags_Stationary);
- bool hovered_delay_short = ImGui::IsItemHovered(ImGuiHoveredFlags_DelayShort);
- bool hovered_delay_normal = ImGui::IsItemHovered(ImGuiHoveredFlags_DelayNormal);
- bool hovered_delay_tooltip = ImGui::IsItemHovered(ImGuiHoveredFlags_ForTooltip); // = Normal + Stationary
+ // Initialize default list with 1000 items.
+ // Use default selection.Adapter: Pass index to SetNextItemSelectionUserData(), store index in Selection
+ static ImVector items;
+ static int items_next_id = 0;
+ if (items_next_id == 0) { for (int n = 0; n < 1000; n++) { items.push_back(items_next_id++); } }
+ static ExampleSelectionWithDeletion selection;
+ static bool request_deletion_from_menu = false; // Queue deletion triggered from context menu
- // Display the values of IsItemHovered() and other common item state functions.
- // Note that the ImGuiHoveredFlags_XXX flags can be combined.
- // Because BulletText is an item itself and that would affect the output of IsItemXXX functions,
- // we query every state in a single call to avoid storing them and to simplify the code.
- ImGui::BulletText(
- "Return value = %d\n"
- "IsItemFocused() = %d\n"
- "IsItemHovered() = %d\n"
- "IsItemHovered(_AllowWhenBlockedByPopup) = %d\n"
- "IsItemHovered(_AllowWhenBlockedByActiveItem) = %d\n"
- "IsItemHovered(_AllowWhenOverlappedByItem) = %d\n"
- "IsItemHovered(_AllowWhenOverlappedByWindow) = %d\n"
- "IsItemHovered(_AllowWhenDisabled) = %d\n"
- "IsItemHovered(_RectOnly) = %d\n"
- "IsItemActive() = %d\n"
- "IsItemEdited() = %d\n"
- "IsItemActivated() = %d\n"
- "IsItemDeactivated() = %d\n"
- "IsItemDeactivatedAfterEdit() = %d\n"
- "IsItemVisible() = %d\n"
- "IsItemClicked() = %d\n"
- "IsItemToggledOpen() = %d\n"
- "GetItemRectMin() = (%.1f, %.1f)\n"
- "GetItemRectMax() = (%.1f, %.1f)\n"
- "GetItemRectSize() = (%.1f, %.1f)",
- ret,
- ImGui::IsItemFocused(),
- ImGui::IsItemHovered(),
- ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup),
- ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem),
- ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenOverlappedByItem),
- ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenOverlappedByWindow),
- ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled),
- ImGui::IsItemHovered(ImGuiHoveredFlags_RectOnly),
- ImGui::IsItemActive(),
- ImGui::IsItemEdited(),
- ImGui::IsItemActivated(),
- ImGui::IsItemDeactivated(),
- ImGui::IsItemDeactivatedAfterEdit(),
- ImGui::IsItemVisible(),
- ImGui::IsItemClicked(),
- ImGui::IsItemToggledOpen(),
- ImGui::GetItemRectMin().x, ImGui::GetItemRectMin().y,
- ImGui::GetItemRectMax().x, ImGui::GetItemRectMax().y,
- ImGui::GetItemRectSize().x, ImGui::GetItemRectSize().y
- );
- ImGui::BulletText(
- "with Hovering Delay or Stationary test:\n"
- "IsItemHovered() = = %d\n"
- "IsItemHovered(_Stationary) = %d\n"
- "IsItemHovered(_DelayShort) = %d\n"
- "IsItemHovered(_DelayNormal) = %d\n"
- "IsItemHovered(_Tooltip) = %d",
- hovered_delay_none, hovered_delay_stationary, hovered_delay_short, hovered_delay_normal, hovered_delay_tooltip);
+ ImGui::Text("Selection size: %d/%d", selection.Size, items.Size);
+
+ const float items_height = (widget_type == WidgetType_TreeNode) ? ImGui::GetTextLineHeight() : ImGui::GetTextLineHeightWithSpacing();
+ ImGui::SetNextWindowContentSize(ImVec2(0.0f, items.Size * items_height));
+ if (ImGui::BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY))
+ {
+ ImVec2 color_button_sz(ImGui::GetFontSize(), ImGui::GetFontSize());
+ if (widget_type == WidgetType_TreeNode)
+ ImGui::PushStyleVarY(ImGuiStyleVar_ItemSpacing, 0.0f);
- if (item_disabled)
- ImGui::EndDisabled();
+ ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, items.Size);
+ selection.ApplyRequests(ms_io);
- char buf[1] = "";
- ImGui::InputText("unused", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_ReadOnly);
- ImGui::SameLine();
- HelpMarker("This widget is only here to be able to tab-out of the widgets above and see e.g. Deactivated() status.");
+ const bool want_delete = (ImGui::Shortcut(ImGuiKey_Delete, ImGuiInputFlags_Repeat) && (selection.Size > 0)) || request_deletion_from_menu;
+ const int item_curr_idx_to_focus = want_delete ? selection.ApplyDeletionPreLoop(ms_io, items.Size) : -1;
+ request_deletion_from_menu = false;
- ImGui::TreePop();
- }
+ if (show_in_table)
+ {
+ if (widget_type == WidgetType_TreeNode)
+ ImGui::PushStyleVar(ImGuiStyleVar_CellPadding, ImVec2(0.0f, 0.0f));
+ ImGui::BeginTable("##Split", 2, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_NoPadOuterX);
+ ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch, 0.70f);
+ ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch, 0.30f);
+ //ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacingY, 0.0f);
+ }
- IMGUI_DEMO_MARKER("Widgets/Querying Window Status (Focused,Hovered etc.)");
- if (ImGui::TreeNode("Querying Window Status (Focused/Hovered etc.)"))
- {
- static bool embed_all_inside_a_child_window = false;
- ImGui::Checkbox("Embed everything inside a child window for testing _RootWindow flag.", &embed_all_inside_a_child_window);
- if (embed_all_inside_a_child_window)
- ImGui::BeginChild("outer_child", ImVec2(0, ImGui::GetFontSize() * 20.0f), ImGuiChildFlags_Borders);
+ ImGuiListClipper clipper;
+ if (use_clipper)
+ {
+ clipper.Begin(items.Size);
+ if (item_curr_idx_to_focus != -1)
+ clipper.IncludeItemByIndex(item_curr_idx_to_focus); // Ensure focused item is not clipped.
+ if (ms_io->RangeSrcItem != -1)
+ clipper.IncludeItemByIndex((int)ms_io->RangeSrcItem); // Ensure RangeSrc item is not clipped.
+ }
- // Testing IsWindowFocused() function with its various flags.
- ImGui::BulletText(
- "IsWindowFocused() = %d\n"
- "IsWindowFocused(_ChildWindows) = %d\n"
- "IsWindowFocused(_ChildWindows|_NoPopupHierarchy) = %d\n"
- "IsWindowFocused(_ChildWindows|_RootWindow) = %d\n"
- "IsWindowFocused(_ChildWindows|_RootWindow|_NoPopupHierarchy) = %d\n"
- "IsWindowFocused(_RootWindow) = %d\n"
- "IsWindowFocused(_RootWindow|_NoPopupHierarchy) = %d\n"
- "IsWindowFocused(_AnyWindow) = %d\n",
- ImGui::IsWindowFocused(),
- ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows),
- ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_NoPopupHierarchy),
- ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow),
- ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_NoPopupHierarchy),
- ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow),
- ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_NoPopupHierarchy),
- ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow));
+ while (!use_clipper || clipper.Step())
+ {
+ const int item_begin = use_clipper ? clipper.DisplayStart : 0;
+ const int item_end = use_clipper ? clipper.DisplayEnd : items.Size;
+ for (int n = item_begin; n < item_end; n++)
+ {
+ if (show_in_table)
+ ImGui::TableNextColumn();
- // Testing IsWindowHovered() function with its various flags.
- ImGui::BulletText(
- "IsWindowHovered() = %d\n"
- "IsWindowHovered(_AllowWhenBlockedByPopup) = %d\n"
- "IsWindowHovered(_AllowWhenBlockedByActiveItem) = %d\n"
- "IsWindowHovered(_ChildWindows) = %d\n"
- "IsWindowHovered(_ChildWindows|_NoPopupHierarchy) = %d\n"
- "IsWindowHovered(_ChildWindows|_RootWindow) = %d\n"
- "IsWindowHovered(_ChildWindows|_RootWindow|_NoPopupHierarchy) = %d\n"
- "IsWindowHovered(_RootWindow) = %d\n"
- "IsWindowHovered(_RootWindow|_NoPopupHierarchy) = %d\n"
- "IsWindowHovered(_ChildWindows|_AllowWhenBlockedByPopup) = %d\n"
- "IsWindowHovered(_AnyWindow) = %d\n"
- "IsWindowHovered(_Stationary) = %d\n",
- ImGui::IsWindowHovered(),
- ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup),
- ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem),
- ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows),
- ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_NoPopupHierarchy),
- ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow),
- ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_NoPopupHierarchy),
- ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow),
- ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_NoPopupHierarchy),
- ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_AllowWhenBlockedByPopup),
- ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow),
- ImGui::IsWindowHovered(ImGuiHoveredFlags_Stationary));
+ const int item_id = items[n];
+ const char* item_category = ExampleNames[item_id % IM_ARRAYSIZE(ExampleNames)];
+ char label[64];
+ sprintf(label, "Object %05d: %s", item_id, item_category);
- ImGui::BeginChild("child", ImVec2(0, 50), ImGuiChildFlags_Borders);
- ImGui::Text("This is another child window for testing the _ChildWindows flag.");
- ImGui::EndChild();
- if (embed_all_inside_a_child_window)
- ImGui::EndChild();
+ // IMPORTANT: for deletion refocus to work we need object ID to be stable,
+ // aka not depend on their index in the list. Here we use our persistent item_id
+ // instead of index to build a unique ID that will persist.
+ // (If we used PushID(index) instead, focus wouldn't be restored correctly after deletion).
+ ImGui::PushID(item_id);
- // 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.
- static bool test_window = false;
- ImGui::Checkbox("Hovered/Active tests after Begin() for title bar testing", &test_window);
- if (test_window)
- {
- ImGui::Begin("Title bar Hovered/Active tests", &test_window);
- if (ImGui::BeginPopupContextItem()) // <-- This is using IsItemHovered()
- {
- if (ImGui::MenuItem("Close")) { test_window = false; }
- ImGui::EndPopup();
- }
- ImGui::Text(
- "IsItemHovered() after begin = %d (== is title bar hovered)\n"
- "IsItemActive() after begin = %d (== is window being clicked/moved)\n",
- ImGui::IsItemHovered(), ImGui::IsItemActive());
- ImGui::End();
- }
+ // Emit a color button, to test that Shift+LeftArrow landing on an item that is not part
+ // of the selection scope doesn't erroneously alter our selection.
+ if (show_color_button)
+ {
+ ImU32 dummy_col = (ImU32)((unsigned int)n * 0xC250B74B) | IM_COL32_A_MASK;
+ ImGui::ColorButton("##", ImColor(dummy_col), ImGuiColorEditFlags_NoTooltip, color_button_sz);
+ ImGui::SameLine();
+ }
- ImGui::TreePop();
- }
+ // Submit item
+ bool item_is_selected = selection.Contains((ImGuiID)n);
+ bool item_is_open = false;
+ ImGui::SetNextItemSelectionUserData(n);
+ if (widget_type == WidgetType_Selectable)
+ {
+ ImGui::Selectable(label, item_is_selected, ImGuiSelectableFlags_None);
+ }
+ else if (widget_type == WidgetType_TreeNode)
+ {
+ ImGuiTreeNodeFlags tree_node_flags = ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick;
+ if (item_is_selected)
+ tree_node_flags |= ImGuiTreeNodeFlags_Selected;
+ item_is_open = ImGui::TreeNodeEx(label, tree_node_flags);
+ }
- // Demonstrate BeginDisabled/EndDisabled using a checkbox located at the bottom of the section (which is a bit odd:
- // logically we'd have this checkbox at the top of the section, but we don't want this feature to steal that space)
- if (disable_all)
- ImGui::EndDisabled();
+ // Focus (for after deletion)
+ if (item_curr_idx_to_focus == n)
+ ImGui::SetKeyboardFocusHere(-1);
- IMGUI_DEMO_MARKER("Widgets/Disable Block");
- if (ImGui::TreeNode("Disable block"))
- {
- ImGui::Checkbox("Disable entire section above", &disable_all);
- ImGui::SameLine(); HelpMarker("Demonstrate using BeginDisabled()/EndDisabled() across this section.");
- ImGui::TreePop();
- }
+ // Drag and Drop
+ if (use_drag_drop && ImGui::BeginDragDropSource())
+ {
+ // Create payload with full selection OR single unselected item.
+ // (the later is only possible when using ImGuiMultiSelectFlags_SelectOnClickRelease)
+ if (ImGui::GetDragDropPayload() == NULL)
+ {
+ ImVector payload_items;
+ void* it = NULL;
+ ImGuiID id = 0;
+ if (!item_is_selected)
+ payload_items.push_back(item_id);
+ else
+ while (selection.GetNextSelectedItem(&it, &id))
+ payload_items.push_back((int)id);
+ ImGui::SetDragDropPayload("MULTISELECT_DEMO_ITEMS", payload_items.Data, (size_t)payload_items.size_in_bytes());
+ }
- IMGUI_DEMO_MARKER("Widgets/Text Filter");
- if (ImGui::TreeNode("Text Filter"))
- {
- // Helper class to easy setup a text filter.
- // You may want to implement a more feature-full filtering scheme in your own application.
- HelpMarker("Not a widget per-se, but ImGuiTextFilter is a helper to perform simple filtering on text strings.");
- static ImGuiTextFilter filter;
- ImGui::Text("Filter usage:\n"
- " \"\" display all lines\n"
- " \"xxx\" display lines containing \"xxx\"\n"
- " \"xxx,yyy\" display lines containing \"xxx\" or \"yyy\"\n"
- " \"-xxx\" hide lines containing \"xxx\"");
- filter.Draw();
- const char* lines[] = { "aaa1.c", "bbb1.c", "ccc1.c", "aaa2.cpp", "bbb2.cpp", "ccc2.cpp", "abc.h", "hello, world" };
- for (int i = 0; i < IM_ARRAYSIZE(lines); i++)
- if (filter.PassFilter(lines[i]))
- ImGui::BulletText("%s", lines[i]);
- ImGui::TreePop();
- }
-}
+ // Display payload content in tooltip
+ const ImGuiPayload* payload = ImGui::GetDragDropPayload();
+ const int* payload_items = (int*)payload->Data;
+ const int payload_count = (int)payload->DataSize / (int)sizeof(int);
+ if (payload_count == 1)
+ ImGui::Text("Object %05d: %s", payload_items[0], ExampleNames[payload_items[0] % IM_ARRAYSIZE(ExampleNames)]);
+ else
+ ImGui::Text("Dragging %d objects", payload_count);
-static const char* ExampleNames[] =
-{
- "Artichoke", "Arugula", "Asparagus", "Avocado", "Bamboo Shoots", "Bean Sprouts", "Beans", "Beet", "Belgian Endive", "Bell Pepper",
- "Bitter Gourd", "Bok Choy", "Broccoli", "Brussels Sprouts", "Burdock Root", "Cabbage", "Calabash", "Capers", "Carrot", "Cassava",
- "Cauliflower", "Celery", "Celery Root", "Celcuce", "Chayote", "Chinese Broccoli", "Corn", "Cucumber"
-};
+ ImGui::EndDragDropSource();
+ }
-// Extra functions to add deletion support to ImGuiSelectionBasicStorage
-struct ExampleSelectionWithDeletion : ImGuiSelectionBasicStorage
-{
- // Find which item should be Focused after deletion.
- // Call _before_ item submission. Retunr an index in the before-deletion item list, your item loop should call SetKeyboardFocusHere() on it.
- // The subsequent ApplyDeletionPostLoop() code will use it to apply Selection.
- // - We cannot provide this logic in core Dear ImGui because we don't have access to selection data.
- // - We don't actually manipulate the ImVector<> here, only in ApplyDeletionPostLoop(), but using similar API for consistency and flexibility.
- // - Important: Deletion only works if the underlying ImGuiID for your items are stable: aka not depend on their index, but on e.g. item id/ptr.
- // FIXME-MULTISELECT: Doesn't take account of the possibility focus target will be moved during deletion. Need refocus or scroll offset.
- int ApplyDeletionPreLoop(ImGuiMultiSelectIO* ms_io, int items_count)
- {
- if (Size == 0)
- return -1;
+ if (widget_type == WidgetType_TreeNode && item_is_open)
+ ImGui::TreePop();
- // If focused item is not selected...
- const int focused_idx = (int)ms_io->NavIdItem; // Index of currently focused item
- if (ms_io->NavIdSelected == false) // This is merely a shortcut, == Contains(adapter->IndexToStorage(items, focused_idx))
- {
- ms_io->RangeSrcReset = true; // Request to recover RangeSrc from NavId next frame. Would be ok to reset even when NavIdSelected==true, but it would take an extra frame to recover RangeSrc when deleting a selected item.
- return focused_idx; // Request to focus same item after deletion.
- }
+ // Right-click: context menu
+ if (ImGui::BeginPopupContextItem())
+ {
+ ImGui::BeginDisabled(!use_deletion || selection.Size == 0);
+ sprintf(label, "Delete %d item(s)###DeleteSelected", selection.Size);
+ if (ImGui::Selectable(label))
+ request_deletion_from_menu = true;
+ ImGui::EndDisabled();
+ ImGui::Selectable("Close");
+ ImGui::EndPopup();
+ }
- // If focused item is selected: land on first unselected item after focused item.
- for (int idx = focused_idx + 1; idx < items_count; idx++)
- if (!Contains(GetStorageIdFromIndex(idx)))
- return idx;
+ // Demo content within a table
+ if (show_in_table)
+ {
+ ImGui::TableNextColumn();
+ ImGui::SetNextItemWidth(-FLT_MIN);
+ ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0));
+ ImGui::InputText("###NoLabel", (char*)(void*)item_category, strlen(item_category), ImGuiInputTextFlags_ReadOnly);
+ ImGui::PopStyleVar();
+ }
+
+ ImGui::PopID();
+ }
+ if (!use_clipper)
+ break;
+ }
- // If focused item is selected: otherwise return last unselected item before focused item.
- for (int idx = IM_MIN(focused_idx, items_count) - 1; idx >= 0; idx--)
- if (!Contains(GetStorageIdFromIndex(idx)))
- return idx;
+ if (show_in_table)
+ {
+ ImGui::EndTable();
+ if (widget_type == WidgetType_TreeNode)
+ ImGui::PopStyleVar();
+ }
- return -1;
- }
+ // Apply multi-select requests
+ ms_io = ImGui::EndMultiSelect();
+ selection.ApplyRequests(ms_io);
+ if (want_delete)
+ selection.ApplyDeletionPostLoop(ms_io, items, item_curr_idx_to_focus);
- // Rewrite item list (delete items) + update selection.
- // - Call after EndMultiSelect()
- // - We cannot provide this logic in core Dear ImGui because we don't have access to your items, nor to selection data.
- template
- void ApplyDeletionPostLoop(ImGuiMultiSelectIO* ms_io, ImVector& items, int item_curr_idx_to_select)
- {
- // Rewrite item list (delete items) + convert old selection index (before deletion) to new selection index (after selection).
- // If NavId was not part of selection, we will stay on same item.
- ImVector new_items;
- new_items.reserve(items.Size - Size);
- int item_next_idx_to_select = -1;
- for (int idx = 0; idx < items.Size; idx++)
- {
- if (!Contains(GetStorageIdFromIndex(idx)))
- new_items.push_back(items[idx]);
- if (item_curr_idx_to_select == idx)
- item_next_idx_to_select = new_items.Size - 1;
+ if (widget_type == WidgetType_TreeNode)
+ ImGui::PopStyleVar();
+ }
+ ImGui::EndChild();
+ ImGui::TreePop();
}
- items.swap(new_items);
-
- // Update selection
- Clear();
- if (item_next_idx_to_select != -1 && ms_io->NavIdSelected)
- SetItemSelected(GetStorageIdFromIndex(item_next_idx_to_select), true);
+ ImGui::TreePop();
}
-};
+}
-// Example: Implement dual list box storage and interface
-struct ExampleDualListBox
-{
- ImVector Items[2]; // ID is index into ExampleName[]
- ImGuiSelectionBasicStorage Selections[2]; // Store ExampleItemId into selection
- bool OptKeepSorted = true;
+//-----------------------------------------------------------------------------
+// [SECTION] DemoWindowWidgetsTabs()
+//-----------------------------------------------------------------------------
- void MoveAll(int src, int dst)
- {
- IM_ASSERT((src == 0 && dst == 1) || (src == 1 && dst == 0));
- for (ImGuiID item_id : Items[src])
- Items[dst].push_back(item_id);
- Items[src].clear();
- SortItems(dst);
- Selections[src].Swap(Selections[dst]);
- Selections[src].Clear();
- }
- void MoveSelected(int src, int dst)
- {
- for (int src_n = 0; src_n < Items[src].Size; src_n++)
- {
- ImGuiID item_id = Items[src][src_n];
- if (!Selections[src].Contains(item_id))
- continue;
- Items[src].erase(&Items[src][src_n]); // FIXME-OPT: Could be implemented more optimally (rebuild src items and swap)
- Items[dst].push_back(item_id);
- src_n--;
- }
- if (OptKeepSorted)
- SortItems(dst);
- Selections[src].Swap(Selections[dst]);
- Selections[src].Clear();
- }
- void ApplySelectionRequests(ImGuiMultiSelectIO* ms_io, int side)
- {
- // In this example we store item id in selection (instead of item index)
- Selections[side].UserData = Items[side].Data;
- Selections[side].AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage* self, int idx) { ImGuiID* items = (ImGuiID*)self->UserData; return items[idx]; };
- Selections[side].ApplyRequests(ms_io);
- }
- static int IMGUI_CDECL CompareItemsByValue(const void* lhs, const void* rhs)
- {
- const int* a = (const int*)lhs;
- const int* b = (const int*)rhs;
- return (*a - *b) > 0 ? +1 : -1;
- }
- void SortItems(int n)
- {
- qsort(Items[n].Data, (size_t)Items[n].Size, sizeof(Items[n][0]), CompareItemsByValue);
- }
- void Show()
+static void DemoWindowWidgetsTabs()
+{
+ IMGUI_DEMO_MARKER("Widgets/Tabs");
+ if (ImGui::TreeNode("Tabs"))
{
- //ImGui::Checkbox("Sorted", &OptKeepSorted);
- if (ImGui::BeginTable("split", 3, ImGuiTableFlags_None))
+ IMGUI_DEMO_MARKER("Widgets/Tabs/Basic");
+ if (ImGui::TreeNode("Basic"))
{
- ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch); // Left side
- ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed); // Buttons
- ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch); // Right side
- ImGui::TableNextRow();
-
- int request_move_selected = -1;
- int request_move_all = -1;
- float child_height_0 = 0.0f;
- for (int side = 0; side < 2; side++)
+ ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_None;
+ if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags))
{
- // FIXME-MULTISELECT: Dual List Box: Add context menus
- // FIXME-NAV: Using ImGuiWindowFlags_NavFlattened exhibit many issues.
- ImVector& items = Items[side];
- ImGuiSelectionBasicStorage& selection = Selections[side];
-
- ImGui::TableSetColumnIndex((side == 0) ? 0 : 2);
- ImGui::Text("%s (%d)", (side == 0) ? "Available" : "Basket", items.Size);
-
- // Submit scrolling range to avoid glitches on moving/deletion
- const float items_height = ImGui::GetTextLineHeightWithSpacing();
- ImGui::SetNextWindowContentSize(ImVec2(0.0f, items.Size * items_height));
-
- bool child_visible;
- if (side == 0)
+ if (ImGui::BeginTabItem("Avocado"))
{
- // Left child is resizable
- ImGui::SetNextWindowSizeConstraints(ImVec2(0.0f, ImGui::GetFrameHeightWithSpacing() * 4), ImVec2(FLT_MAX, FLT_MAX));
- child_visible = ImGui::BeginChild("0", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY);
- child_height_0 = ImGui::GetWindowSize().y;
+ ImGui::Text("This is the Avocado tab!\nblah blah blah blah blah");
+ ImGui::EndTabItem();
}
- else
+ if (ImGui::BeginTabItem("Broccoli"))
{
- // Right child use same height as left one
- child_visible = ImGui::BeginChild("1", ImVec2(-FLT_MIN, child_height_0), ImGuiChildFlags_FrameStyle);
+ ImGui::Text("This is the Broccoli tab!\nblah blah blah blah blah");
+ ImGui::EndTabItem();
}
- if (child_visible)
+ if (ImGui::BeginTabItem("Cucumber"))
{
- ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_None;
- ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, items.Size);
- ApplySelectionRequests(ms_io, side);
+ ImGui::Text("This is the Cucumber tab!\nblah blah blah blah blah");
+ ImGui::EndTabItem();
+ }
+ ImGui::EndTabBar();
+ }
+ ImGui::Separator();
+ ImGui::TreePop();
+ }
- for (int item_n = 0; item_n < items.Size; item_n++)
+ IMGUI_DEMO_MARKER("Widgets/Tabs/Advanced & Close Button");
+ if (ImGui::TreeNode("Advanced & Close Button"))
+ {
+ // Expose a couple of the available flags. In most cases you may just call BeginTabBar() with no flags (0).
+ static ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_Reorderable;
+ ImGui::CheckboxFlags("ImGuiTabBarFlags_Reorderable", &tab_bar_flags, ImGuiTabBarFlags_Reorderable);
+ ImGui::CheckboxFlags("ImGuiTabBarFlags_AutoSelectNewTabs", &tab_bar_flags, ImGuiTabBarFlags_AutoSelectNewTabs);
+ ImGui::CheckboxFlags("ImGuiTabBarFlags_TabListPopupButton", &tab_bar_flags, ImGuiTabBarFlags_TabListPopupButton);
+ ImGui::CheckboxFlags("ImGuiTabBarFlags_NoCloseWithMiddleMouseButton", &tab_bar_flags, ImGuiTabBarFlags_NoCloseWithMiddleMouseButton);
+ ImGui::CheckboxFlags("ImGuiTabBarFlags_DrawSelectedOverline", &tab_bar_flags, ImGuiTabBarFlags_DrawSelectedOverline);
+ if ((tab_bar_flags & ImGuiTabBarFlags_FittingPolicyMask_) == 0)
+ tab_bar_flags |= ImGuiTabBarFlags_FittingPolicyDefault_;
+ if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyResizeDown", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyResizeDown))
+ tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyResizeDown);
+ if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyScroll", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyScroll))
+ tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyScroll);
+
+ // Tab Bar
+ ImGui::AlignTextToFramePadding();
+ ImGui::Text("Opened:");
+ const char* names[4] = { "Artichoke", "Beetroot", "Celery", "Daikon" };
+ static bool opened[4] = { true, true, true, true }; // Persistent user state
+ for (int n = 0; n < IM_ARRAYSIZE(opened); n++)
+ {
+ ImGui::SameLine();
+ ImGui::Checkbox(names[n], &opened[n]);
+ }
+
+ // Passing a bool* to BeginTabItem() is similar to passing one to Begin():
+ // the underlying bool will be set to false when the tab is closed.
+ if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags))
+ {
+ for (int n = 0; n < IM_ARRAYSIZE(opened); n++)
+ if (opened[n] && ImGui::BeginTabItem(names[n], &opened[n], ImGuiTabItemFlags_None))
{
- ImGuiID item_id = items[item_n];
- bool item_is_selected = selection.Contains(item_id);
- ImGui::SetNextItemSelectionUserData(item_n);
- ImGui::Selectable(ExampleNames[item_id], item_is_selected, ImGuiSelectableFlags_AllowDoubleClick);
- if (ImGui::IsItemFocused())
- {
- // FIXME-MULTISELECT: Dual List Box: Transfer focus
- if (ImGui::IsKeyPressed(ImGuiKey_Enter) || ImGui::IsKeyPressed(ImGuiKey_KeypadEnter))
- request_move_selected = side;
- if (ImGui::IsMouseDoubleClicked(0)) // FIXME-MULTISELECT: Double-click on multi-selection?
- request_move_selected = side;
- }
+ ImGui::Text("This is the %s tab!", names[n]);
+ if (n & 1)
+ ImGui::Text("I am an odd tab.");
+ ImGui::EndTabItem();
}
-
- ms_io = ImGui::EndMultiSelect();
- ApplySelectionRequests(ms_io, side);
- }
- ImGui::EndChild();
+ ImGui::EndTabBar();
}
+ ImGui::Separator();
+ ImGui::TreePop();
+ }
+
+ IMGUI_DEMO_MARKER("Widgets/Tabs/TabItemButton & Leading-Trailing flags");
+ if (ImGui::TreeNode("TabItemButton & Leading/Trailing flags"))
+ {
+ static ImVector active_tabs;
+ static int next_tab_id = 0;
+ if (next_tab_id == 0) // Initialize with some default tabs
+ for (int i = 0; i < 3; i++)
+ active_tabs.push_back(next_tab_id++);
+
+ // TabItemButton() and Leading/Trailing flags are distinct features which we will demo together.
+ // (It is possible to submit regular tabs with Leading/Trailing flags, or TabItemButton tabs without Leading/Trailing flags...
+ // but they tend to make more sense together)
+ static bool show_leading_button = true;
+ static bool show_trailing_button = true;
+ ImGui::Checkbox("Show Leading TabItemButton()", &show_leading_button);
+ ImGui::Checkbox("Show Trailing TabItemButton()", &show_trailing_button);
+
+ // Expose some other flags which are useful to showcase how they interact with Leading/Trailing tabs
+ static ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_AutoSelectNewTabs | ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_FittingPolicyResizeDown;
+ ImGui::CheckboxFlags("ImGuiTabBarFlags_TabListPopupButton", &tab_bar_flags, ImGuiTabBarFlags_TabListPopupButton);
+ if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyResizeDown", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyResizeDown))
+ tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyResizeDown);
+ if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyScroll", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyScroll))
+ tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyScroll);
+
+ if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags))
+ {
+ // Demo a Leading TabItemButton(): click the "?" button to open a menu
+ if (show_leading_button)
+ if (ImGui::TabItemButton("?", ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_NoTooltip))
+ ImGui::OpenPopup("MyHelpMenu");
+ if (ImGui::BeginPopup("MyHelpMenu"))
+ {
+ ImGui::Selectable("Hello!");
+ ImGui::EndPopup();
+ }
- // Buttons columns
- ImGui::TableSetColumnIndex(1);
- ImGui::NewLine();
- //ImVec2 button_sz = { ImGui::CalcTextSize(">>").x + ImGui::GetStyle().FramePadding.x * 2.0f, ImGui::GetFrameHeight() + padding.y * 2.0f };
- ImVec2 button_sz = { ImGui::GetFrameHeight(), ImGui::GetFrameHeight() };
+ // Demo Trailing Tabs: click the "+" button to add a new tab.
+ // (In your app you may want to use a font icon instead of the "+")
+ // We submit it before the regular tabs, but thanks to the ImGuiTabItemFlags_Trailing flag it will always appear at the end.
+ if (show_trailing_button)
+ if (ImGui::TabItemButton("+", ImGuiTabItemFlags_Trailing | ImGuiTabItemFlags_NoTooltip))
+ active_tabs.push_back(next_tab_id++); // Add new tab
- // (Using BeginDisabled()/EndDisabled() works but feels distracting given how it is currently visualized)
- if (ImGui::Button(">>", button_sz))
- request_move_all = 0;
- if (ImGui::Button(">", button_sz))
- request_move_selected = 0;
- if (ImGui::Button("<", button_sz))
- request_move_selected = 1;
- if (ImGui::Button("<<", button_sz))
- request_move_all = 1;
+ // Submit our regular tabs
+ for (int n = 0; n < active_tabs.Size; )
+ {
+ bool open = true;
+ char name[16];
+ snprintf(name, IM_ARRAYSIZE(name), "%04d", active_tabs[n]);
+ if (ImGui::BeginTabItem(name, &open, ImGuiTabItemFlags_None))
+ {
+ ImGui::Text("This is the %s tab!", name);
+ ImGui::EndTabItem();
+ }
- // Process requests
- if (request_move_all != -1)
- MoveAll(request_move_all, request_move_all ^ 1);
- if (request_move_selected != -1)
- MoveSelected(request_move_selected, request_move_selected ^ 1);
+ if (!open)
+ active_tabs.erase(active_tabs.Data + n);
+ else
+ n++;
+ }
- // FIXME-MULTISELECT: Support action from outside
- /*
- if (OptKeepSorted == false)
- {
- ImGui::NewLine();
- if (ImGui::ArrowButton("MoveUp", ImGuiDir_Up)) {}
- if (ImGui::ArrowButton("MoveDown", ImGuiDir_Down)) {}
+ ImGui::EndTabBar();
}
- */
-
- ImGui::EndTable();
+ ImGui::Separator();
+ ImGui::TreePop();
}
+ ImGui::TreePop();
}
-};
+}
//-----------------------------------------------------------------------------
-// [SECTION] ShowDemoWindowMultiSelect()
-//-----------------------------------------------------------------------------
-// Multi-selection demos
-// Also read: https://github.com/ocornut/imgui/wiki/Multi-Select
+// [SECTION] DemoWindowWidgetsText()
//-----------------------------------------------------------------------------
-static void ShowDemoWindowMultiSelect(ImGuiDemoWindowData* demo_data)
+static void DemoWindowWidgetsText()
{
- IMGUI_DEMO_MARKER("Widgets/Selection State & Multi-Select");
- if (ImGui::TreeNode("Selection State & Multi-Select"))
+ IMGUI_DEMO_MARKER("Widgets/Text");
+ if (ImGui::TreeNode("Text"))
{
- HelpMarker("Selections can be built using Selectable(), TreeNode() or other widgets. Selection state is owned by application code/data.");
-
- // Without any fancy API: manage single-selection yourself.
- IMGUI_DEMO_MARKER("Widgets/Selection State/Single-Select");
- if (ImGui::TreeNode("Single-Select"))
+ IMGUI_DEMO_MARKER("Widgets/Text/Colored Text");
+ if (ImGui::TreeNode("Colorful Text"))
{
- static int selected = -1;
- for (int n = 0; n < 5; n++)
- {
- char buf[32];
- sprintf(buf, "Object %d", n);
- if (ImGui::Selectable(buf, selected == n))
- selected = n;
- }
+ // Using shortcut. You can use PushStyleColor()/PopStyleColor() for more flexibility.
+ ImGui::TextColored(ImVec4(1.0f, 0.0f, 1.0f, 1.0f), "Pink");
+ ImGui::TextColored(ImVec4(1.0f, 1.0f, 0.0f, 1.0f), "Yellow");
+ ImGui::TextDisabled("Disabled");
+ ImGui::SameLine(); HelpMarker("The TextDisabled color is stored in ImGuiStyle.");
ImGui::TreePop();
}
- // Demonstrate implementation a most-basic form of multi-selection manually
- // This doesn't support the SHIFT modifier which requires BeginMultiSelect()!
- IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (manual/simplified, without BeginMultiSelect)");
- if (ImGui::TreeNode("Multi-Select (manual/simplified, without BeginMultiSelect)"))
+ IMGUI_DEMO_MARKER("Widgets/Text/Font Size");
+ if (ImGui::TreeNode("Font Size"))
{
- HelpMarker("Hold CTRL and click to select multiple items.");
- static bool selection[5] = { false, false, false, false, false };
- for (int n = 0; n < 5; n++)
- {
- char buf[32];
- sprintf(buf, "Object %d", n);
- if (ImGui::Selectable(buf, selection[n]))
- {
- if (!ImGui::GetIO().KeyCtrl) // Clear selection when CTRL is not held
- memset(selection, 0, sizeof(selection));
- selection[n] ^= 1; // Toggle current item
- }
+ ImGuiStyle& style = ImGui::GetStyle();
+ const float global_scale = style.FontScaleMain * style.FontScaleDpi;
+ ImGui::Text("style.FontScaleMain = %0.2f", style.FontScaleMain);
+ ImGui::Text("style.FontScaleDpi = %0.2f", style.FontScaleDpi);
+ ImGui::Text("global_scale = ~%0.2f", global_scale); // This is not technically accurate as internal scales may apply, but conceptually let's pretend it is.
+ ImGui::Text("FontSize = %0.2f", ImGui::GetFontSize());
+
+ ImGui::SeparatorText("");
+ static float custom_size = 16.0f;
+ ImGui::SliderFloat("custom_size", &custom_size, 10.0f, 100.0f, "%.0f");
+ ImGui::Text("ImGui::PushFont(nullptr, custom_size);");
+ ImGui::PushFont(NULL, custom_size);
+ ImGui::Text("FontSize = %.2f (== %.2f * global_scale)", ImGui::GetFontSize(), custom_size);
+ ImGui::PopFont();
+
+ ImGui::SeparatorText("");
+ static float custom_scale = 1.0f;
+ ImGui::SliderFloat("custom_scale", &custom_scale, 0.5f, 4.0f, "%.2f");
+ ImGui::Text("ImGui::PushFont(nullptr, style.FontSizeBase * custom_scale);");
+ ImGui::PushFont(NULL, style.FontSizeBase * custom_scale);
+ ImGui::Text("FontSize = %.2f (== style.FontSizeBase * %.2f * global_scale)", ImGui::GetFontSize(), custom_scale);
+ ImGui::PopFont();
+
+ ImGui::SeparatorText("");
+ for (float scaling = 0.5f; scaling <= 4.0f; scaling += 0.5f)
+ {
+ ImGui::PushFont(NULL, style.FontSizeBase * scaling);
+ ImGui::Text("FontSize = %.2f (== style.FontSizeBase * %.2f * global_scale)", ImGui::GetFontSize(), scaling);
+ ImGui::PopFont();
}
+
ImGui::TreePop();
}
- // Demonstrate handling proper multi-selection using the BeginMultiSelect/EndMultiSelect API.
- // SHIFT+Click w/ CTRL and other standard features are supported.
- // We use the ImGuiSelectionBasicStorage helper which you may freely reimplement.
- IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select");
- if (ImGui::TreeNode("Multi-Select"))
+ IMGUI_DEMO_MARKER("Widgets/Text/Word Wrapping");
+ if (ImGui::TreeNode("Word Wrapping"))
{
- ImGui::Text("Supported features:");
- ImGui::BulletText("Keyboard navigation (arrows, page up/down, home/end, space).");
- ImGui::BulletText("Ctrl modifier to preserve and toggle selection.");
- ImGui::BulletText("Shift modifier for range selection.");
- ImGui::BulletText("CTRL+A to select all.");
- ImGui::BulletText("Escape to clear selection.");
- ImGui::BulletText("Click and drag to box-select.");
- ImGui::Text("Tip: Use 'Demo->Tools->Debug Log->Selection' to see selection requests as they happen.");
+ // Using shortcut. You can use PushTextWrapPos()/PopTextWrapPos() for more flexibility.
+ ImGui::TextWrapped(
+ "This text should automatically wrap on the edge of the window. The current implementation "
+ "for text wrapping follows simple rules suitable for English and possibly other languages.");
+ ImGui::Spacing();
- // Use default selection.Adapter: Pass index to SetNextItemSelectionUserData(), store index in Selection
- const int ITEMS_COUNT = 50;
- static ImGuiSelectionBasicStorage selection;
- ImGui::Text("Selection: %d/%d", selection.Size, ITEMS_COUNT);
+ static float wrap_width = 200.0f;
+ ImGui::SliderFloat("Wrap width", &wrap_width, -20, 600, "%.0f");
- // The BeginChild() has no purpose for selection logic, other that offering a scrolling region.
- if (ImGui::BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY))
+ ImDrawList* draw_list = ImGui::GetWindowDrawList();
+ for (int n = 0; n < 2; n++)
{
- ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect1d;
- ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, ITEMS_COUNT);
- selection.ApplyRequests(ms_io);
-
- for (int n = 0; n < ITEMS_COUNT; n++)
- {
- char label[64];
- sprintf(label, "Object %05d: %s", n, ExampleNames[n % IM_ARRAYSIZE(ExampleNames)]);
- bool item_is_selected = selection.Contains((ImGuiID)n);
- ImGui::SetNextItemSelectionUserData(n);
- ImGui::Selectable(label, item_is_selected);
- }
+ ImGui::Text("Test paragraph %d:", n);
+ ImVec2 pos = ImGui::GetCursorScreenPos();
+ ImVec2 marker_min = ImVec2(pos.x + wrap_width, pos.y);
+ ImVec2 marker_max = ImVec2(pos.x + wrap_width + 10, pos.y + ImGui::GetTextLineHeight());
+ ImGui::PushTextWrapPos(ImGui::GetCursorPos().x + wrap_width);
+ if (n == 0)
+ ImGui::Text("The lazy dog is a good dog. This paragraph should fit within %.0f pixels. Testing a 1 character word. The quick brown fox jumps over the lazy dog.", wrap_width);
+ else
+ ImGui::Text("aaaaaaaa bbbbbbbb, c cccccccc,dddddddd. d eeeeeeee ffffffff. gggggggg!hhhhhhhh");
- ms_io = ImGui::EndMultiSelect();
- selection.ApplyRequests(ms_io);
+ // Draw actual text bounding box, following by marker of our expected limit (should not overlap!)
+ draw_list->AddRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax(), IM_COL32(255, 255, 0, 255));
+ draw_list->AddRectFilled(marker_min, marker_max, IM_COL32(255, 0, 255, 255));
+ ImGui::PopTextWrapPos();
}
- ImGui::EndChild();
+
ImGui::TreePop();
}
- // Demonstrate using the clipper with BeginMultiSelect()/EndMultiSelect()
- IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (with clipper)");
- if (ImGui::TreeNode("Multi-Select (with clipper)"))
+ IMGUI_DEMO_MARKER("Widgets/Text/UTF-8 Text");
+ if (ImGui::TreeNode("UTF-8 Text"))
{
- // Use default selection.Adapter: Pass index to SetNextItemSelectionUserData(), store index in Selection
- static ImGuiSelectionBasicStorage selection;
+ // UTF-8 test with Japanese characters
+ // (Needs a suitable font? Try "Google Noto" or "Arial Unicode". See docs/FONTS.md for details.)
+ // - From C++11 you can use the u8"my text" syntax to encode literal strings as UTF-8
+ // - For earlier compiler, you may be able to encode your sources as UTF-8 (e.g. in Visual Studio, you
+ // can save your source files as 'UTF-8 without signature').
+ // - FOR THIS DEMO FILE ONLY, BECAUSE WE WANT TO SUPPORT OLD COMPILERS, WE ARE *NOT* INCLUDING RAW UTF-8
+ // CHARACTERS IN THIS SOURCE FILE. Instead we are encoding a few strings with hexadecimal constants.
+ // Don't do this in your application! Please use u8"text in any language" in your application!
+ // Note that characters values are preserved even by InputText() if the font cannot be displayed,
+ // so you can safely copy & paste garbled characters into another application.
+ ImGui::TextWrapped(
+ "CJK text will only appear if the font was loaded with the appropriate CJK character ranges. "
+ "Call io.Fonts->AddFontFromFileTTF() manually to load extra character ranges. "
+ "Read docs/FONTS.md for details.");
+ ImGui::Text("Hiragana: \xe3\x81\x8b\xe3\x81\x8d\xe3\x81\x8f\xe3\x81\x91\xe3\x81\x93 (kakikukeko)");
+ ImGui::Text("Kanjis: \xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e (nihongo)");
+ static char buf[32] = "\xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e";
+ //static char buf[32] = u8"NIHONGO"; // <- this is how you would write it with C++11, using real kanjis
+ ImGui::InputText("UTF-8 input", buf, IM_ARRAYSIZE(buf));
+ ImGui::TreePop();
+ }
+ ImGui::TreePop();
+ }
+}
- ImGui::Text("Added features:");
- ImGui::BulletText("Using ImGuiListClipper.");
+//-----------------------------------------------------------------------------
+// [SECTION] DemoWindowWidgetsTextFilter()
+//-----------------------------------------------------------------------------
- const int ITEMS_COUNT = 10000;
- ImGui::Text("Selection: %d/%d", selection.Size, ITEMS_COUNT);
- if (ImGui::BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY))
- {
- ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect1d;
- ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, ITEMS_COUNT);
- selection.ApplyRequests(ms_io);
+static void DemoWindowWidgetsTextFilter()
+{
+ IMGUI_DEMO_MARKER("Widgets/Text Filter");
+ if (ImGui::TreeNode("Text Filter"))
+ {
+ // Helper class to easy setup a text filter.
+ // You may want to implement a more feature-full filtering scheme in your own application.
+ HelpMarker("Not a widget per-se, but ImGuiTextFilter is a helper to perform simple filtering on text strings.");
+ static ImGuiTextFilter filter;
+ ImGui::Text("Filter usage:\n"
+ " \"\" display all lines\n"
+ " \"xxx\" display lines containing \"xxx\"\n"
+ " \"xxx,yyy\" display lines containing \"xxx\" or \"yyy\"\n"
+ " \"-xxx\" hide lines containing \"xxx\"");
+ filter.Draw();
+ const char* lines[] = { "aaa1.c", "bbb1.c", "ccc1.c", "aaa2.cpp", "bbb2.cpp", "ccc2.cpp", "abc.h", "hello, world" };
+ for (int i = 0; i < IM_ARRAYSIZE(lines); i++)
+ if (filter.PassFilter(lines[i]))
+ ImGui::BulletText("%s", lines[i]);
+ ImGui::TreePop();
+ }
+}
- ImGuiListClipper clipper;
- clipper.Begin(ITEMS_COUNT);
- if (ms_io->RangeSrcItem != -1)
- clipper.IncludeItemByIndex((int)ms_io->RangeSrcItem); // Ensure RangeSrc item is not clipped.
- while (clipper.Step())
- {
- for (int n = clipper.DisplayStart; n < clipper.DisplayEnd; n++)
- {
- char label[64];
- sprintf(label, "Object %05d: %s", n, ExampleNames[n % IM_ARRAYSIZE(ExampleNames)]);
- bool item_is_selected = selection.Contains((ImGuiID)n);
- ImGui::SetNextItemSelectionUserData(n);
- ImGui::Selectable(label, item_is_selected);
- }
- }
+//-----------------------------------------------------------------------------
+// [SECTION] DemoWindowWidgetsTextInput()
+//-----------------------------------------------------------------------------
+
+static void DemoWindowWidgetsTextInput()
+{
+ // To wire InputText() with std::string or any other custom string type,
+ // see the "Text Input > Resize Callback" section of this demo, and the misc/cpp/imgui_stdlib.h file.
+ IMGUI_DEMO_MARKER("Widgets/Text Input");
+ if (ImGui::TreeNode("Text Input"))
+ {
+ IMGUI_DEMO_MARKER("Widgets/Text Input/Multi-line Text Input");
+ if (ImGui::TreeNode("Multi-line Text Input"))
+ {
+ // Note: we are using a fixed-sized buffer for simplicity here. See ImGuiInputTextFlags_CallbackResize
+ // and the code in misc/cpp/imgui_stdlib.h for how to setup InputText() for dynamically resizing strings.
+ static char text[1024 * 16] =
+ "/*\n"
+ " The Pentium F00F bug, shorthand for F0 0F C7 C8,\n"
+ " the hexadecimal encoding of one offending instruction,\n"
+ " more formally, the invalid operand with locked CMPXCHG8B\n"
+ " instruction bug, is a design flaw in the majority of\n"
+ " Intel Pentium, Pentium MMX, and Pentium OverDrive\n"
+ " processors (all in the P5 microarchitecture).\n"
+ "*/\n\n"
+ "label:\n"
+ "\tlock cmpxchg8b eax\n";
- ms_io = ImGui::EndMultiSelect();
- selection.ApplyRequests(ms_io);
- }
- ImGui::EndChild();
+ static ImGuiInputTextFlags flags = ImGuiInputTextFlags_AllowTabInput;
+ HelpMarker("You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputTextMultiline() to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example. (This is not demonstrated in imgui_demo.cpp because we don't want to include in here)");
+ ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", &flags, ImGuiInputTextFlags_ReadOnly);
+ ImGui::CheckboxFlags("ImGuiInputTextFlags_AllowTabInput", &flags, ImGuiInputTextFlags_AllowTabInput);
+ ImGui::SameLine(); HelpMarker("When _AllowTabInput is set, passing through the widget with Tabbing doesn't automatically activate it, in order to also cycling through subsequent widgets.");
+ ImGui::CheckboxFlags("ImGuiInputTextFlags_CtrlEnterForNewLine", &flags, ImGuiInputTextFlags_CtrlEnterForNewLine);
+ ImGui::InputTextMultiline("##source", text, IM_ARRAYSIZE(text), ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16), flags);
ImGui::TreePop();
}
- // Demonstrate dynamic item list + deletion support using the BeginMultiSelect/EndMultiSelect API.
- // In order to support Deletion without any glitches you need to:
- // - (1) If items are submitted in their own scrolling area, submit contents size SetNextWindowContentSize() ahead of time to prevent one-frame readjustment of scrolling.
- // - (2) Items needs to have persistent ID Stack identifier = ID needs to not depends on their index. PushID(index) = KO. PushID(item_id) = OK. This is in order to focus items reliably after a selection.
- // - (3) BeginXXXX process
- // - (4) Focus process
- // - (5) EndXXXX process
- IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (with deletion)");
- if (ImGui::TreeNode("Multi-Select (with deletion)"))
+ IMGUI_DEMO_MARKER("Widgets/Text Input/Filtered Text Input");
+ if (ImGui::TreeNode("Filtered Text Input"))
{
- // Storing items data separately from selection data.
- // (you may decide to store selection data inside your item (aka intrusive storage) if you don't need multiple views over same items)
- // Use a custom selection.Adapter: store item identifier in Selection (instead of index)
- static ImVector items;
- static ExampleSelectionWithDeletion selection;
- selection.UserData = (void*)&items;
- selection.AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage* self, int idx) { ImVector* p_items = (ImVector*)self->UserData; return (*p_items)[idx]; }; // Index -> ID
-
- ImGui::Text("Added features:");
- ImGui::BulletText("Dynamic list with Delete key support.");
- ImGui::Text("Selection size: %d/%d", selection.Size, items.Size);
-
- // Initialize default list with 50 items + button to add/remove items.
- static ImGuiID items_next_id = 0;
- if (items_next_id == 0)
- for (ImGuiID n = 0; n < 50; n++)
- items.push_back(items_next_id++);
- if (ImGui::SmallButton("Add 20 items")) { for (int n = 0; n < 20; n++) { items.push_back(items_next_id++); } }
- ImGui::SameLine();
- if (ImGui::SmallButton("Remove 20 items")) { for (int n = IM_MIN(20, items.Size); n > 0; n--) { selection.SetItemSelected(items.back(), false); items.pop_back(); } }
-
- // (1) Extra to support deletion: Submit scrolling range to avoid glitches on deletion
- const float items_height = ImGui::GetTextLineHeightWithSpacing();
- ImGui::SetNextWindowContentSize(ImVec2(0.0f, items.Size * items_height));
-
- if (ImGui::BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY))
+ struct TextFilters
{
- ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect1d;
- ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, items.Size);
- selection.ApplyRequests(ms_io);
-
- const bool want_delete = ImGui::Shortcut(ImGuiKey_Delete, ImGuiInputFlags_Repeat) && (selection.Size > 0);
- const int item_curr_idx_to_focus = want_delete ? selection.ApplyDeletionPreLoop(ms_io, items.Size) : -1;
-
- for (int n = 0; n < items.Size; n++)
+ // Modify character input by altering 'data->Eventchar' (ImGuiInputTextFlags_CallbackCharFilter callback)
+ static int FilterCasingSwap(ImGuiInputTextCallbackData* data)
{
- const ImGuiID item_id = items[n];
- char label[64];
- sprintf(label, "Object %05u: %s", item_id, ExampleNames[item_id % IM_ARRAYSIZE(ExampleNames)]);
+ if (data->EventChar >= 'a' && data->EventChar <= 'z') { data->EventChar -= 'a' - 'A'; } // Lowercase becomes uppercase
+ else if (data->EventChar >= 'A' && data->EventChar <= 'Z') { data->EventChar += 'a' - 'A'; } // Uppercase becomes lowercase
+ return 0;
+ }
- bool item_is_selected = selection.Contains(item_id);
- ImGui::SetNextItemSelectionUserData(n);
- ImGui::Selectable(label, item_is_selected);
- if (item_curr_idx_to_focus == n)
- ImGui::SetKeyboardFocusHere(-1);
+ // Return 0 (pass) if the character is 'i' or 'm' or 'g' or 'u' or 'i', otherwise return 1 (filter out)
+ static int FilterImGuiLetters(ImGuiInputTextCallbackData* data)
+ {
+ if (data->EventChar < 256 && strchr("imgui", (char)data->EventChar))
+ return 0;
+ return 1;
}
+ };
- // Apply multi-select requests
- ms_io = ImGui::EndMultiSelect();
- selection.ApplyRequests(ms_io);
- if (want_delete)
- selection.ApplyDeletionPostLoop(ms_io, items, item_curr_idx_to_focus);
- }
- ImGui::EndChild();
+ static char buf1[32] = ""; ImGui::InputText("default", buf1, IM_ARRAYSIZE(buf1));
+ static char buf2[32] = ""; ImGui::InputText("decimal", buf2, IM_ARRAYSIZE(buf2), ImGuiInputTextFlags_CharsDecimal);
+ static char buf3[32] = ""; ImGui::InputText("hexadecimal", buf3, IM_ARRAYSIZE(buf3), ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase);
+ static char buf4[32] = ""; ImGui::InputText("uppercase", buf4, IM_ARRAYSIZE(buf4), ImGuiInputTextFlags_CharsUppercase);
+ static char buf5[32] = ""; ImGui::InputText("no blank", buf5, IM_ARRAYSIZE(buf5), ImGuiInputTextFlags_CharsNoBlank);
+ static char buf6[32] = ""; ImGui::InputText("casing swap", buf6, IM_ARRAYSIZE(buf6), ImGuiInputTextFlags_CallbackCharFilter, TextFilters::FilterCasingSwap); // Use CharFilter callback to replace characters.
+ static char buf7[32] = ""; ImGui::InputText("\"imgui\"", buf7, IM_ARRAYSIZE(buf7), ImGuiInputTextFlags_CallbackCharFilter, TextFilters::FilterImGuiLetters); // Use CharFilter callback to disable some characters.
ImGui::TreePop();
}
- // Implement a Dual List Box (#6648)
- IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (dual list box)");
- if (ImGui::TreeNode("Multi-Select (dual list box)"))
+ IMGUI_DEMO_MARKER("Widgets/Text Input/Password input");
+ if (ImGui::TreeNode("Password Input"))
{
- // Init default state
- static ExampleDualListBox dlb;
- if (dlb.Items[0].Size == 0 && dlb.Items[1].Size == 0)
- for (int item_id = 0; item_id < IM_ARRAYSIZE(ExampleNames); item_id++)
- dlb.Items[0].push_back((ImGuiID)item_id);
-
- // Show
- dlb.Show();
-
+ static char password[64] = "password123";
+ ImGui::InputText("password", password, IM_ARRAYSIZE(password), ImGuiInputTextFlags_Password);
+ ImGui::SameLine(); HelpMarker("Display all characters as '*'.\nDisable clipboard cut and copy.\nDisable logging.\n");
+ ImGui::InputTextWithHint("password (w/ hint)", "", password, IM_ARRAYSIZE(password), ImGuiInputTextFlags_Password);
+ ImGui::InputText("password (clear)", password, IM_ARRAYSIZE(password));
ImGui::TreePop();
}
- // Demonstrate using the clipper with BeginMultiSelect()/EndMultiSelect()
- IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (in a table)");
- if (ImGui::TreeNode("Multi-Select (in a table)"))
+ IMGUI_DEMO_MARKER("Widgets/Text Input/Completion, History, Edit Callbacks");
+ if (ImGui::TreeNode("Completion, History, Edit Callbacks"))
{
- static ImGuiSelectionBasicStorage selection;
-
- const int ITEMS_COUNT = 10000;
- ImGui::Text("Selection: %d/%d", selection.Size, ITEMS_COUNT);
- if (ImGui::BeginTable("##Basket", 2, ImGuiTableFlags_ScrollY | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter))
+ struct Funcs
{
- ImGui::TableSetupColumn("Object");
- ImGui::TableSetupColumn("Action");
- ImGui::TableSetupScrollFreeze(0, 1);
- ImGui::TableHeadersRow();
-
- ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect1d;
- ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, ITEMS_COUNT);
- selection.ApplyRequests(ms_io);
-
- ImGuiListClipper clipper;
- clipper.Begin(ITEMS_COUNT);
- if (ms_io->RangeSrcItem != -1)
- clipper.IncludeItemByIndex((int)ms_io->RangeSrcItem); // Ensure RangeSrc item is not clipped.
- while (clipper.Step())
+ static int MyCallback(ImGuiInputTextCallbackData* data)
{
- for (int n = clipper.DisplayStart; n < clipper.DisplayEnd; n++)
+ if (data->EventFlag == ImGuiInputTextFlags_CallbackCompletion)
{
- ImGui::TableNextRow();
- ImGui::TableNextColumn();
- char label[64];
- sprintf(label, "Object %05d: %s", n, ExampleNames[n % IM_ARRAYSIZE(ExampleNames)]);
- bool item_is_selected = selection.Contains((ImGuiID)n);
- ImGui::SetNextItemSelectionUserData(n);
- ImGui::Selectable(label, item_is_selected, ImGuiSelectableFlags_SpanAllColumns | ImGuiSelectableFlags_AllowOverlap);
- ImGui::TableNextColumn();
- ImGui::SmallButton("hello");
+ data->InsertChars(data->CursorPos, "..");
}
- }
-
- ms_io = ImGui::EndMultiSelect();
- selection.ApplyRequests(ms_io);
- ImGui::EndTable();
- }
- ImGui::TreePop();
- }
+ else if (data->EventFlag == ImGuiInputTextFlags_CallbackHistory)
+ {
+ if (data->EventKey == ImGuiKey_UpArrow)
+ {
+ data->DeleteChars(0, data->BufTextLen);
+ data->InsertChars(0, "Pressed Up!");
+ data->SelectAll();
+ }
+ else if (data->EventKey == ImGuiKey_DownArrow)
+ {
+ data->DeleteChars(0, data->BufTextLen);
+ data->InsertChars(0, "Pressed Down!");
+ data->SelectAll();
+ }
+ }
+ else if (data->EventFlag == ImGuiInputTextFlags_CallbackEdit)
+ {
+ // Toggle casing of first character
+ char c = data->Buf[0];
+ if ((c >= 'a' && c <= 'z') || (c >= 'A' && c <= 'Z')) data->Buf[0] ^= 32;
+ data->BufDirty = true;
- IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (checkboxes)");
- if (ImGui::TreeNode("Multi-Select (checkboxes)"))
- {
- ImGui::Text("In a list of checkboxes (not selectable):");
- ImGui::BulletText("Using _NoAutoSelect + _NoAutoClear flags.");
- ImGui::BulletText("Shift+Click to check multiple boxes.");
- ImGui::BulletText("Shift+Keyboard to copy current value to other boxes.");
+ // Increment a counter
+ int* p_int = (int*)data->UserData;
+ *p_int = *p_int + 1;
+ }
+ return 0;
+ }
+ };
+ static char buf1[64];
+ ImGui::InputText("Completion", buf1, IM_ARRAYSIZE(buf1), ImGuiInputTextFlags_CallbackCompletion, Funcs::MyCallback);
+ ImGui::SameLine(); HelpMarker(
+ "Here we append \"..\" each time Tab is pressed. "
+ "See 'Examples>Console' for a more meaningful demonstration of using this callback.");
- // If you have an array of checkboxes, you may want to use NoAutoSelect + NoAutoClear and the ImGuiSelectionExternalStorage helper.
- static bool items[20] = {};
- static ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_NoAutoSelect | ImGuiMultiSelectFlags_NoAutoClear | ImGuiMultiSelectFlags_ClearOnEscape;
- ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoSelect", &flags, ImGuiMultiSelectFlags_NoAutoSelect);
- ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoClear", &flags, ImGuiMultiSelectFlags_NoAutoClear);
- ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelect2d", &flags, ImGuiMultiSelectFlags_BoxSelect2d); // Cannot use ImGuiMultiSelectFlags_BoxSelect1d as checkboxes are varying width.
+ static char buf2[64];
+ ImGui::InputText("History", buf2, IM_ARRAYSIZE(buf2), ImGuiInputTextFlags_CallbackHistory, Funcs::MyCallback);
+ ImGui::SameLine(); HelpMarker(
+ "Here we replace and select text each time Up/Down are pressed. "
+ "See 'Examples>Console' for a more meaningful demonstration of using this callback.");
- if (ImGui::BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_Borders | ImGuiChildFlags_ResizeY))
- {
- ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, -1, IM_ARRAYSIZE(items));
- ImGuiSelectionExternalStorage storage_wrapper;
- storage_wrapper.UserData = (void*)items;
- storage_wrapper.AdapterSetItemSelected = [](ImGuiSelectionExternalStorage* self, int n, bool selected) { bool* array = (bool*)self->UserData; array[n] = selected; };
- storage_wrapper.ApplyRequests(ms_io);
- for (int n = 0; n < 20; n++)
- {
- char label[32];
- sprintf(label, "Item %d", n);
- ImGui::SetNextItemSelectionUserData(n);
- ImGui::Checkbox(label, &items[n]);
- }
- ms_io = ImGui::EndMultiSelect();
- storage_wrapper.ApplyRequests(ms_io);
- }
- ImGui::EndChild();
+ static char buf3[64];
+ static int edit_count = 0;
+ ImGui::InputText("Edit", buf3, IM_ARRAYSIZE(buf3), ImGuiInputTextFlags_CallbackEdit, Funcs::MyCallback, (void*)&edit_count);
+ ImGui::SameLine(); HelpMarker(
+ "Here we toggle the casing of the first character on every edit + count edits.");
+ ImGui::SameLine(); ImGui::Text("(%d)", edit_count);
ImGui::TreePop();
}
- // Demonstrate individual selection scopes in same window
- IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (multiple scopes)");
- if (ImGui::TreeNode("Multi-Select (multiple scopes)"))
+ IMGUI_DEMO_MARKER("Widgets/Text Input/Resize Callback");
+ if (ImGui::TreeNode("Resize Callback"))
{
- // Use default select: Pass index to SetNextItemSelectionUserData(), store index in Selection
- const int SCOPES_COUNT = 3;
- const int ITEMS_COUNT = 8; // Per scope
- static ImGuiSelectionBasicStorage selections_data[SCOPES_COUNT];
-
- // Use ImGuiMultiSelectFlags_ScopeRect to not affect other selections in same window.
- static ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ScopeRect | ImGuiMultiSelectFlags_ClearOnEscape;// | ImGuiMultiSelectFlags_ClearOnClickVoid;
- if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ScopeWindow", &flags, ImGuiMultiSelectFlags_ScopeWindow) && (flags & ImGuiMultiSelectFlags_ScopeWindow))
- flags &= ~ImGuiMultiSelectFlags_ScopeRect;
- if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ScopeRect", &flags, ImGuiMultiSelectFlags_ScopeRect) && (flags & ImGuiMultiSelectFlags_ScopeRect))
- flags &= ~ImGuiMultiSelectFlags_ScopeWindow;
- ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ClearOnClickVoid", &flags, ImGuiMultiSelectFlags_ClearOnClickVoid);
- ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelect1d", &flags, ImGuiMultiSelectFlags_BoxSelect1d);
-
- for (int selection_scope_n = 0; selection_scope_n < SCOPES_COUNT; selection_scope_n++)
+ // To wire InputText() with std::string or any other custom string type,
+ // you can use the ImGuiInputTextFlags_CallbackResize flag + create a custom ImGui::InputText() wrapper
+ // using your preferred type. See misc/cpp/imgui_stdlib.h for an implementation of this using std::string.
+ HelpMarker(
+ "Using ImGuiInputTextFlags_CallbackResize to wire your custom string type to InputText().\n\n"
+ "See misc/cpp/imgui_stdlib.h for an implementation of this for std::string.");
+ struct Funcs
{
- ImGui::PushID(selection_scope_n);
- ImGuiSelectionBasicStorage* selection = &selections_data[selection_scope_n];
- ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection->Size, ITEMS_COUNT);
- selection->ApplyRequests(ms_io);
-
- ImGui::SeparatorText("Selection scope");
- ImGui::Text("Selection size: %d/%d", selection->Size, ITEMS_COUNT);
+ static int MyResizeCallback(ImGuiInputTextCallbackData* data)
+ {
+ if (data->EventFlag == ImGuiInputTextFlags_CallbackResize)
+ {
+ ImVector* my_str = (ImVector*)data->UserData;
+ IM_ASSERT(my_str->begin() == data->Buf);
+ my_str->resize(data->BufSize); // NB: On resizing calls, generally data->BufSize == data->BufTextLen + 1
+ data->Buf = my_str->begin();
+ }
+ return 0;
+ }
- for (int n = 0; n < ITEMS_COUNT; n++)
+ // Note: Because ImGui:: is a namespace you would typically add your own function into the namespace.
+ // For example, you code may declare a function 'ImGui::InputText(const char* label, MyString* my_str)'
+ static bool MyInputTextMultiline(const char* label, ImVector* my_str, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0)
{
- char label[64];
- sprintf(label, "Object %05d: %s", n, ExampleNames[n % IM_ARRAYSIZE(ExampleNames)]);
- bool item_is_selected = selection->Contains((ImGuiID)n);
- ImGui::SetNextItemSelectionUserData(n);
- ImGui::Selectable(label, item_is_selected);
+ IM_ASSERT((flags & ImGuiInputTextFlags_CallbackResize) == 0);
+ return ImGui::InputTextMultiline(label, my_str->begin(), (size_t)my_str->size(), size, flags | ImGuiInputTextFlags_CallbackResize, Funcs::MyResizeCallback, (void*)my_str);
}
+ };
- // Apply multi-select requests
- ms_io = ImGui::EndMultiSelect();
- selection->ApplyRequests(ms_io);
- ImGui::PopID();
- }
+ // For this demo we are using ImVector as a string container.
+ // Note that because we need to store a terminating zero character, our size/capacity are 1 more
+ // than usually reported by a typical string class.
+ static ImVector my_str;
+ if (my_str.empty())
+ my_str.push_back(0);
+ Funcs::MyInputTextMultiline("##MyStr", &my_str, ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16));
+ ImGui::Text("Data: %p\nSize: %d\nCapacity: %d", (void*)my_str.begin(), my_str.size(), my_str.capacity());
ImGui::TreePop();
}
- // See ShowExampleAppAssetsBrowser()
- if (ImGui::TreeNode("Multi-Select (tiled assets browser)"))
+ IMGUI_DEMO_MARKER("Widgets/Text Input/Eliding, Alignment");
+ if (ImGui::TreeNode("Eliding, Alignment"))
{
- ImGui::Checkbox("Assets Browser", &demo_data->ShowAppAssetsBrowser);
- ImGui::Text("(also access from 'Examples->Assets Browser' in menu)");
+ static char buf1[128] = "/path/to/some/folder/with/long/filename.cpp";
+ static ImGuiInputTextFlags flags = ImGuiInputTextFlags_ElideLeft;
+ ImGui::CheckboxFlags("ImGuiInputTextFlags_ElideLeft", &flags, ImGuiInputTextFlags_ElideLeft);
+ ImGui::InputText("Path", buf1, IM_ARRAYSIZE(buf1), flags);
ImGui::TreePop();
}
- // Demonstrate supporting multiple-selection in a tree.
- // - We don't use linear indices for selection user data, but our ExampleTreeNode* pointer directly!
- // This showcase how SetNextItemSelectionUserData() never assume indices!
- // - The difficulty here is to "interpolate" from RangeSrcItem to RangeDstItem in the SetAll/SetRange request.
- // We want this interpolation to match what the user sees: in visible order, skipping closed nodes.
- // This is implemented by our TreeGetNextNodeInVisibleOrder() user-space helper.
- // - Important: In a real codebase aiming to implement full-featured selectable tree with custom filtering, you
- // are more likely to build an array mapping sequential indices to visible tree nodes, since your
- // filtering/search + clipping process will benefit from it. Having this will make this interpolation much easier.
- // - Consider this a prototype: we are working toward simplifying some of it.
- IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (trees)");
- if (ImGui::TreeNode("Multi-Select (trees)"))
+ IMGUI_DEMO_MARKER("Widgets/Text Input/Miscellaneous");
+ if (ImGui::TreeNode("Miscellaneous"))
{
- HelpMarker(
- "This is rather advanced and experimental. If you are getting started with multi-select,"
- "please don't start by looking at how to use it for a tree!\n\n"
- "Future versions will try to simplify and formalize some of this.");
+ static char buf1[16];
+ static ImGuiInputTextFlags flags = ImGuiInputTextFlags_EscapeClearsAll;
+ ImGui::CheckboxFlags("ImGuiInputTextFlags_EscapeClearsAll", &flags, ImGuiInputTextFlags_EscapeClearsAll);
+ ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", &flags, ImGuiInputTextFlags_ReadOnly);
+ ImGui::CheckboxFlags("ImGuiInputTextFlags_NoUndoRedo", &flags, ImGuiInputTextFlags_NoUndoRedo);
+ ImGui::InputText("Hello", buf1, IM_ARRAYSIZE(buf1), flags);
+ ImGui::TreePop();
+ }
- struct ExampleTreeFuncs
- {
- static void DrawNode(ExampleTreeNode* node, ImGuiSelectionBasicStorage* selection)
- {
- ImGuiTreeNodeFlags tree_node_flags = ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick;
- tree_node_flags |= ImGuiTreeNodeFlags_NavLeftJumpsBackHere; // Enable pressing left to jump to parent
- if (node->Childs.Size == 0)
- tree_node_flags |= ImGuiTreeNodeFlags_Bullet | ImGuiTreeNodeFlags_Leaf;
- if (selection->Contains((ImGuiID)node->UID))
- tree_node_flags |= ImGuiTreeNodeFlags_Selected;
+ ImGui::TreePop();
+ }
- // Using SetNextItemStorageID() to specify storage id, so we can easily peek into
- // the storage holding open/close stage, using our TreeNodeGetOpen/TreeNodeSetOpen() functions.
- ImGui::SetNextItemSelectionUserData((ImGuiSelectionUserData)(intptr_t)node);
- ImGui::SetNextItemStorageID((ImGuiID)node->UID);
- if (ImGui::TreeNodeEx(node->Name, tree_node_flags))
- {
- for (ExampleTreeNode* child : node->Childs)
- DrawNode(child, selection);
- ImGui::TreePop();
- }
- else if (ImGui::IsItemToggledOpen())
- {
- TreeCloseAndUnselectChildNodes(node, selection);
- }
- }
+}
- static bool TreeNodeGetOpen(ExampleTreeNode* node)
- {
- return ImGui::GetStateStorage()->GetBool((ImGuiID)node->UID);
- }
+//-----------------------------------------------------------------------------
+// [SECTION] DemoWindowWidgetsTooltips()
+//-----------------------------------------------------------------------------
- static void TreeNodeSetOpen(ExampleTreeNode* node, bool open)
- {
- ImGui::GetStateStorage()->SetBool((ImGuiID)node->UID, open);
- }
+static void DemoWindowWidgetsTooltips()
+{
+ IMGUI_DEMO_MARKER("Widgets/Tooltips");
+ if (ImGui::TreeNode("Tooltips"))
+ {
+ // Tooltips are windows following the mouse. They do not take focus away.
+ ImGui::SeparatorText("General");
- // When closing a node: 1) close and unselect all child nodes, 2) select parent if any child was selected.
- // FIXME: This is currently handled by user logic but I'm hoping to eventually provide tree node
- // features to do this automatically, e.g. a ImGuiTreeNodeFlags_AutoCloseChildNodes etc.
- static int TreeCloseAndUnselectChildNodes(ExampleTreeNode* node, ImGuiSelectionBasicStorage* selection, int depth = 0)
- {
- // Recursive close (the test for depth == 0 is because we call this on a node that was just closed!)
- int unselected_count = selection->Contains((ImGuiID)node->UID) ? 1 : 0;
- if (depth == 0 || TreeNodeGetOpen(node))
- {
- for (ExampleTreeNode* child : node->Childs)
- unselected_count += TreeCloseAndUnselectChildNodes(child, selection, depth + 1);
- TreeNodeSetOpen(node, false);
- }
+ // Typical use cases:
+ // - Short-form (text only): SetItemTooltip("Hello");
+ // - Short-form (any contents): if (BeginItemTooltip()) { Text("Hello"); EndTooltip(); }
- // Select root node if any of its child was selected, otherwise unselect
- selection->SetItemSelected((ImGuiID)node->UID, (depth == 0 && unselected_count > 0));
- return unselected_count;
- }
+ // - Full-form (text only): if (IsItemHovered(...)) { SetTooltip("Hello"); }
+ // - Full-form (any contents): if (IsItemHovered(...) && BeginTooltip()) { Text("Hello"); EndTooltip(); }
- // Apply multi-selection requests
- static void ApplySelectionRequests(ImGuiMultiSelectIO* ms_io, ExampleTreeNode* tree, ImGuiSelectionBasicStorage* selection)
- {
- for (ImGuiSelectionRequest& req : ms_io->Requests)
- {
- if (req.Type == ImGuiSelectionRequestType_SetAll)
- {
- if (req.Selected)
- TreeSetAllInOpenNodes(tree, selection, req.Selected);
- else
- selection->Clear();
- }
- else if (req.Type == ImGuiSelectionRequestType_SetRange)
- {
- ExampleTreeNode* first_node = (ExampleTreeNode*)(intptr_t)req.RangeFirstItem;
- ExampleTreeNode* last_node = (ExampleTreeNode*)(intptr_t)req.RangeLastItem;
- for (ExampleTreeNode* node = first_node; node != NULL; node = TreeGetNextNodeInVisibleOrder(node, last_node))
- selection->SetItemSelected((ImGuiID)node->UID, req.Selected);
- }
- }
- }
+ HelpMarker(
+ "Tooltip are typically created by using a IsItemHovered() + SetTooltip() sequence.\n\n"
+ "We provide a helper SetItemTooltip() function to perform the two with standards flags.");
- static void TreeSetAllInOpenNodes(ExampleTreeNode* node, ImGuiSelectionBasicStorage* selection, bool selected)
- {
- if (node->Parent != NULL) // Root node isn't visible nor selectable in our scheme
- selection->SetItemSelected((ImGuiID)node->UID, selected);
- if (node->Parent == NULL || TreeNodeGetOpen(node))
- for (ExampleTreeNode* child : node->Childs)
- TreeSetAllInOpenNodes(child, selection, selected);
- }
+ ImVec2 sz = ImVec2(-FLT_MIN, 0.0f);
- // Interpolate in *user-visible order* AND only *over opened nodes*.
- // If you have a sequential mapping tables (e.g. generated after a filter/search pass) this would be simpler.
- // Here the tricks are that:
- // - we store/maintain ExampleTreeNode::IndexInParent which allows implementing a linear iterator easily, without searches, without recursion.
- // this could be replaced by a search in parent, aka 'int index_in_parent = curr_node->Parent->Childs.find_index(curr_node)'
- // which would only be called when crossing from child to a parent, aka not too much.
- // - we call SetNextItemStorageID() before our TreeNode() calls with an ID which doesn't relate to UI stack,
- // making it easier to call TreeNodeGetOpen()/TreeNodeSetOpen() from any location.
- static ExampleTreeNode* TreeGetNextNodeInVisibleOrder(ExampleTreeNode* curr_node, ExampleTreeNode* last_node)
- {
- // Reached last node
- if (curr_node == last_node)
- return NULL;
+ ImGui::Button("Basic", sz);
+ ImGui::SetItemTooltip("I am a tooltip");
- // Recurse into childs. Query storage to tell if the node is open.
- if (curr_node->Childs.Size > 0 && TreeNodeGetOpen(curr_node))
- return curr_node->Childs[0];
+ ImGui::Button("Fancy", sz);
+ if (ImGui::BeginItemTooltip())
+ {
+ ImGui::Text("I am a fancy tooltip");
+ static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f };
+ ImGui::PlotLines("Curve", arr, IM_ARRAYSIZE(arr));
+ ImGui::Text("Sin(time) = %f", sinf((float)ImGui::GetTime()));
+ ImGui::EndTooltip();
+ }
- // Next sibling, then into our own parent
- while (curr_node->Parent != NULL)
- {
- if (curr_node->IndexInParent + 1 < curr_node->Parent->Childs.Size)
- return curr_node->Parent->Childs[curr_node->IndexInParent + 1];
- curr_node = curr_node->Parent;
- }
- return NULL;
- }
+ ImGui::SeparatorText("Always On");
+
+ // Showcase NOT relying on a IsItemHovered() to emit a tooltip.
+ // Here the tooltip is always emitted when 'always_on == true'.
+ static int always_on = 0;
+ ImGui::RadioButton("Off", &always_on, 0);
+ ImGui::SameLine();
+ ImGui::RadioButton("Always On (Simple)", &always_on, 1);
+ ImGui::SameLine();
+ ImGui::RadioButton("Always On (Advanced)", &always_on, 2);
+ if (always_on == 1)
+ ImGui::SetTooltip("I am following you around.");
+ else if (always_on == 2 && ImGui::BeginTooltip())
+ {
+ ImGui::ProgressBar(sinf((float)ImGui::GetTime()) * 0.5f + 0.5f, ImVec2(ImGui::GetFontSize() * 25, 0.0f));
+ ImGui::EndTooltip();
+ }
+
+ ImGui::SeparatorText("Custom");
+
+ HelpMarker(
+ "Passing ImGuiHoveredFlags_ForTooltip to IsItemHovered() is the preferred way to standardize "
+ "tooltip activation details across your application. You may however decide to use custom "
+ "flags for a specific tooltip instance.");
+
+ // The following examples are passed for documentation purpose but may not be useful to most users.
+ // Passing ImGuiHoveredFlags_ForTooltip to IsItemHovered() will pull ImGuiHoveredFlags flags values from
+ // 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' depending on whether mouse or keyboard/gamepad is being used.
+ // With default settings, ImGuiHoveredFlags_ForTooltip is equivalent to ImGuiHoveredFlags_DelayShort + ImGuiHoveredFlags_Stationary.
+ ImGui::Button("Manual", sz);
+ if (ImGui::IsItemHovered(ImGuiHoveredFlags_ForTooltip))
+ ImGui::SetTooltip("I am a manually emitted tooltip.");
+
+ ImGui::Button("DelayNone", sz);
+ if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayNone))
+ ImGui::SetTooltip("I am a tooltip with no delay.");
+
+ ImGui::Button("DelayShort", sz);
+ if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_NoSharedDelay))
+ ImGui::SetTooltip("I am a tooltip with a short delay (%0.2f sec).", ImGui::GetStyle().HoverDelayShort);
+
+ ImGui::Button("DelayLong", sz);
+ if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_NoSharedDelay))
+ ImGui::SetTooltip("I am a tooltip with a long delay (%0.2f sec).", ImGui::GetStyle().HoverDelayNormal);
+
+ ImGui::Button("Stationary", sz);
+ if (ImGui::IsItemHovered(ImGuiHoveredFlags_Stationary))
+ ImGui::SetTooltip("I am a tooltip requiring mouse to be stationary before activating.");
+
+ // Using ImGuiHoveredFlags_ForTooltip will pull flags from 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav',
+ // which default value include the ImGuiHoveredFlags_AllowWhenDisabled flag.
+ ImGui::BeginDisabled();
+ ImGui::Button("Disabled item", sz);
+ if (ImGui::IsItemHovered(ImGuiHoveredFlags_ForTooltip))
+ ImGui::SetTooltip("I am a a tooltip for a disabled item.");
+ ImGui::EndDisabled();
- }; // ExampleTreeFuncs
+ ImGui::TreePop();
+ }
+}
- static ImGuiSelectionBasicStorage selection;
- if (demo_data->DemoTree == NULL)
- demo_data->DemoTree = ExampleTree_CreateDemoTree(); // Create tree once
- ImGui::Text("Selection size: %d", selection.Size);
+//-----------------------------------------------------------------------------
+// [SECTION] DemoWindowWidgetsTreeNodes()
+//-----------------------------------------------------------------------------
- if (ImGui::BeginChild("##Tree", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY))
+static void DemoWindowWidgetsTreeNodes()
+{
+ IMGUI_DEMO_MARKER("Widgets/Tree Nodes");
+ if (ImGui::TreeNode("Tree Nodes"))
+ {
+ // See see "Examples -> Property Editor" (ShowExampleAppPropertyEditor() function) for a fancier, data-driven tree.
+ IMGUI_DEMO_MARKER("Widgets/Tree Nodes/Basic trees");
+ if (ImGui::TreeNode("Basic trees"))
+ {
+ for (int i = 0; i < 5; i++)
{
- ExampleTreeNode* tree = demo_data->DemoTree;
- ImGuiMultiSelectFlags ms_flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect2d;
- ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(ms_flags, selection.Size, -1);
- ExampleTreeFuncs::ApplySelectionRequests(ms_io, tree, &selection);
- for (ExampleTreeNode* node : tree->Childs)
- ExampleTreeFuncs::DrawNode(node, &selection);
- ms_io = ImGui::EndMultiSelect();
- ExampleTreeFuncs::ApplySelectionRequests(ms_io, tree, &selection);
- }
- ImGui::EndChild();
+ // Use SetNextItemOpen() so set the default state of a node to be open. We could
+ // also use TreeNodeEx() with the ImGuiTreeNodeFlags_DefaultOpen flag to achieve the same thing!
+ if (i == 0)
+ ImGui::SetNextItemOpen(true, ImGuiCond_Once);
+ // Here we use PushID() to generate a unique base ID, and then the "" used as TreeNode id won't conflict.
+ // An alternative to using 'PushID() + TreeNode("", ...)' to generate a unique ID is to use 'TreeNode((void*)(intptr_t)i, ...)',
+ // aka generate a dummy pointer-sized value to be hashed. The demo below uses that technique. Both are fine.
+ ImGui::PushID(i);
+ if (ImGui::TreeNode("", "Child %d", i))
+ {
+ ImGui::Text("blah blah");
+ ImGui::SameLine();
+ if (ImGui::SmallButton("button")) {}
+ ImGui::TreePop();
+ }
+ ImGui::PopID();
+ }
ImGui::TreePop();
}
- // Advanced demonstration of BeginMultiSelect()
- // - Showcase clipping.
- // - Showcase deletion.
- // - Showcase basic drag and drop.
- // - Showcase TreeNode variant (note that tree node don't expand in the demo: supporting expanding tree nodes + clipping a separate thing).
- // - Showcase using inside a table.
- IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (advanced)");
- //ImGui::SetNextItemOpen(true, ImGuiCond_Once);
- if (ImGui::TreeNode("Multi-Select (advanced)"))
+ IMGUI_DEMO_MARKER("Widgets/Tree Nodes/Hierarchy lines");
+ if (ImGui::TreeNode("Hierarchy lines"))
{
- // Options
- enum WidgetType { WidgetType_Selectable, WidgetType_TreeNode };
- static bool use_clipper = true;
- static bool use_deletion = true;
- static bool use_drag_drop = true;
- static bool show_in_table = false;
- static bool show_color_button = true;
- static ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect1d;
- static WidgetType widget_type = WidgetType_Selectable;
+ static ImGuiTreeNodeFlags base_flags = ImGuiTreeNodeFlags_DrawLinesFull | ImGuiTreeNodeFlags_DefaultOpen;
+ HelpMarker("Default option for DrawLinesXXX is stored in style.TreeLinesFlags");
+ ImGui::CheckboxFlags("ImGuiTreeNodeFlags_DrawLinesNone", &base_flags, ImGuiTreeNodeFlags_DrawLinesNone);
+ ImGui::CheckboxFlags("ImGuiTreeNodeFlags_DrawLinesFull", &base_flags, ImGuiTreeNodeFlags_DrawLinesFull);
+ ImGui::CheckboxFlags("ImGuiTreeNodeFlags_DrawLinesToNodes", &base_flags, ImGuiTreeNodeFlags_DrawLinesToNodes);
- if (ImGui::TreeNode("Options"))
+ if (ImGui::TreeNodeEx("Parent", base_flags))
{
- if (ImGui::RadioButton("Selectables", widget_type == WidgetType_Selectable)) { widget_type = WidgetType_Selectable; }
- ImGui::SameLine();
- if (ImGui::RadioButton("Tree nodes", widget_type == WidgetType_TreeNode)) { widget_type = WidgetType_TreeNode; }
- ImGui::SameLine();
- HelpMarker("TreeNode() is technically supported but... using this correctly is more complicated (you need some sort of linear/random access to your tree, which is suited to advanced trees setups already implementing filters and clipper. We will work toward simplifying and demoing this.\n\nFor now the tree demo is actually a little bit meaningless because it is an empty tree with only root nodes.");
- ImGui::Checkbox("Enable clipper", &use_clipper);
- ImGui::Checkbox("Enable deletion", &use_deletion);
- ImGui::Checkbox("Enable drag & drop", &use_drag_drop);
- ImGui::Checkbox("Show in a table", &show_in_table);
- ImGui::Checkbox("Show color button", &show_color_button);
- ImGui::CheckboxFlags("ImGuiMultiSelectFlags_SingleSelect", &flags, ImGuiMultiSelectFlags_SingleSelect);
- ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoSelectAll", &flags, ImGuiMultiSelectFlags_NoSelectAll);
- ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoRangeSelect", &flags, ImGuiMultiSelectFlags_NoRangeSelect);
- ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoSelect", &flags, ImGuiMultiSelectFlags_NoAutoSelect);
- ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoClear", &flags, ImGuiMultiSelectFlags_NoAutoClear);
- ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoClearOnReselect", &flags, ImGuiMultiSelectFlags_NoAutoClearOnReselect);
- ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelect1d", &flags, ImGuiMultiSelectFlags_BoxSelect1d);
- ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelect2d", &flags, ImGuiMultiSelectFlags_BoxSelect2d);
- ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelectNoScroll", &flags, ImGuiMultiSelectFlags_BoxSelectNoScroll);
- ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ClearOnEscape", &flags, ImGuiMultiSelectFlags_ClearOnEscape);
- ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ClearOnClickVoid", &flags, ImGuiMultiSelectFlags_ClearOnClickVoid);
- if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ScopeWindow", &flags, ImGuiMultiSelectFlags_ScopeWindow) && (flags & ImGuiMultiSelectFlags_ScopeWindow))
- flags &= ~ImGuiMultiSelectFlags_ScopeRect;
- if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ScopeRect", &flags, ImGuiMultiSelectFlags_ScopeRect) && (flags & ImGuiMultiSelectFlags_ScopeRect))
- flags &= ~ImGuiMultiSelectFlags_ScopeWindow;
- if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_SelectOnClick", &flags, ImGuiMultiSelectFlags_SelectOnClick) && (flags & ImGuiMultiSelectFlags_SelectOnClick))
- flags &= ~ImGuiMultiSelectFlags_SelectOnClickRelease;
- if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_SelectOnClickRelease", &flags, ImGuiMultiSelectFlags_SelectOnClickRelease) && (flags & ImGuiMultiSelectFlags_SelectOnClickRelease))
- flags &= ~ImGuiMultiSelectFlags_SelectOnClick;
- ImGui::SameLine(); HelpMarker("Allow dragging an unselected item without altering selection.");
+ if (ImGui::TreeNodeEx("Child 1", base_flags))
+ {
+ ImGui::Button("Button for Child 1");
+ ImGui::TreePop();
+ }
+ if (ImGui::TreeNodeEx("Child 2", base_flags))
+ {
+ ImGui::Button("Button for Child 2");
+ ImGui::TreePop();
+ }
+ ImGui::Text("Remaining contents");
+ ImGui::Text("Remaining contents");
ImGui::TreePop();
}
- // Initialize default list with 1000 items.
- // Use default selection.Adapter: Pass index to SetNextItemSelectionUserData(), store index in Selection
- static ImVector items;
- static int items_next_id = 0;
- if (items_next_id == 0) { for (int n = 0; n < 1000; n++) { items.push_back(items_next_id++); } }
- static ExampleSelectionWithDeletion selection;
- static bool request_deletion_from_menu = false; // Queue deletion triggered from context menu
-
- ImGui::Text("Selection size: %d/%d", selection.Size, items.Size);
-
- const float items_height = (widget_type == WidgetType_TreeNode) ? ImGui::GetTextLineHeight() : ImGui::GetTextLineHeightWithSpacing();
- ImGui::SetNextWindowContentSize(ImVec2(0.0f, items.Size * items_height));
- if (ImGui::BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY))
- {
- ImVec2 color_button_sz(ImGui::GetFontSize(), ImGui::GetFontSize());
- if (widget_type == WidgetType_TreeNode)
- ImGui::PushStyleVarY(ImGuiStyleVar_ItemSpacing, 0.0f);
-
- ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, items.Size);
- selection.ApplyRequests(ms_io);
+ ImGui::TreePop();
+ }
- const bool want_delete = (ImGui::Shortcut(ImGuiKey_Delete, ImGuiInputFlags_Repeat) && (selection.Size > 0)) || request_deletion_from_menu;
- const int item_curr_idx_to_focus = want_delete ? selection.ApplyDeletionPreLoop(ms_io, items.Size) : -1;
- request_deletion_from_menu = false;
+ IMGUI_DEMO_MARKER("Widgets/Tree Nodes/Advanced, with Selectable nodes");
+ if (ImGui::TreeNode("Advanced, with Selectable nodes"))
+ {
+ HelpMarker(
+ "This is a more typical looking tree with selectable nodes.\n"
+ "Click to select, CTRL+Click to toggle, click on arrows or double-click to open.");
+ static ImGuiTreeNodeFlags base_flags = ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_SpanAvailWidth;
+ static bool align_label_with_current_x_position = false;
+ static bool test_drag_and_drop = false;
+ ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnArrow", &base_flags, ImGuiTreeNodeFlags_OpenOnArrow);
+ ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnDoubleClick", &base_flags, ImGuiTreeNodeFlags_OpenOnDoubleClick);
+ ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAvailWidth", &base_flags, ImGuiTreeNodeFlags_SpanAvailWidth); ImGui::SameLine(); HelpMarker("Extend hit area to all available width instead of allowing more items to be laid out after the node.");
+ ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanFullWidth", &base_flags, ImGuiTreeNodeFlags_SpanFullWidth);
+ ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanLabelWidth", &base_flags, ImGuiTreeNodeFlags_SpanLabelWidth); ImGui::SameLine(); HelpMarker("Reduce hit area to the text label and a bit of margin.");
+ ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAllColumns", &base_flags, ImGuiTreeNodeFlags_SpanAllColumns); ImGui::SameLine(); HelpMarker("For use in Tables only.");
+ ImGui::CheckboxFlags("ImGuiTreeNodeFlags_AllowOverlap", &base_flags, ImGuiTreeNodeFlags_AllowOverlap);
+ ImGui::CheckboxFlags("ImGuiTreeNodeFlags_Framed", &base_flags, ImGuiTreeNodeFlags_Framed); ImGui::SameLine(); HelpMarker("Draw frame with background (e.g. for CollapsingHeader)");
+ ImGui::CheckboxFlags("ImGuiTreeNodeFlags_NavLeftJumpsToParent", &base_flags, ImGuiTreeNodeFlags_NavLeftJumpsToParent);
+
+ HelpMarker("Default option for DrawLinesXXX is stored in style.TreeLinesFlags");
+ ImGui::CheckboxFlags("ImGuiTreeNodeFlags_DrawLinesNone", &base_flags, ImGuiTreeNodeFlags_DrawLinesNone);
+ ImGui::CheckboxFlags("ImGuiTreeNodeFlags_DrawLinesFull", &base_flags, ImGuiTreeNodeFlags_DrawLinesFull);
+ ImGui::CheckboxFlags("ImGuiTreeNodeFlags_DrawLinesToNodes", &base_flags, ImGuiTreeNodeFlags_DrawLinesToNodes);
- if (show_in_table)
- {
- if (widget_type == WidgetType_TreeNode)
- ImGui::PushStyleVar(ImGuiStyleVar_CellPadding, ImVec2(0.0f, 0.0f));
- ImGui::BeginTable("##Split", 2, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_NoPadOuterX);
- ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch, 0.70f);
- ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch, 0.30f);
- //ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacingY, 0.0f);
- }
+ ImGui::Checkbox("Align label with current X position", &align_label_with_current_x_position);
+ ImGui::Checkbox("Test tree node as drag source", &test_drag_and_drop);
+ ImGui::Text("Hello!");
+ if (align_label_with_current_x_position)
+ ImGui::Unindent(ImGui::GetTreeNodeToLabelSpacing());
- ImGuiListClipper clipper;
- if (use_clipper)
+ // 'selection_mask' is dumb representation of what may be user-side selection state.
+ // You may retain selection state inside or outside your objects in whatever format you see fit.
+ // 'node_clicked' is temporary storage of what node we have clicked to process selection at the end
+ /// of the loop. May be a pointer to your own node type, etc.
+ static int selection_mask = (1 << 2);
+ int node_clicked = -1;
+ for (int i = 0; i < 6; i++)
+ {
+ // Disable the default "open on single-click behavior" + set Selected flag according to our selection.
+ // To alter selection we use IsItemClicked() && !IsItemToggledOpen(), so clicking on an arrow doesn't alter selection.
+ ImGuiTreeNodeFlags node_flags = base_flags;
+ const bool is_selected = (selection_mask & (1 << i)) != 0;
+ if (is_selected)
+ node_flags |= ImGuiTreeNodeFlags_Selected;
+ if (i < 3)
{
- clipper.Begin(items.Size);
- if (item_curr_idx_to_focus != -1)
- clipper.IncludeItemByIndex(item_curr_idx_to_focus); // Ensure focused item is not clipped.
- if (ms_io->RangeSrcItem != -1)
- clipper.IncludeItemByIndex((int)ms_io->RangeSrcItem); // Ensure RangeSrc item is not clipped.
+ // Items 0..2 are Tree Node
+ bool node_open = ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Node %d", i);
+ if (ImGui::IsItemClicked() && !ImGui::IsItemToggledOpen())
+ node_clicked = i;
+ if (test_drag_and_drop && ImGui::BeginDragDropSource())
+ {
+ ImGui::SetDragDropPayload("_TREENODE", NULL, 0);
+ ImGui::Text("This is a drag and drop source");
+ ImGui::EndDragDropSource();
+ }
+ if (i == 2 && (base_flags & ImGuiTreeNodeFlags_SpanLabelWidth))
+ {
+ // Item 2 has an additional inline button to help demonstrate SpanLabelWidth.
+ ImGui::SameLine();
+ if (ImGui::SmallButton("button")) {}
+ }
+ if (node_open)
+ {
+ ImGui::BulletText("Blah blah\nBlah Blah");
+ ImGui::SameLine();
+ ImGui::SmallButton("Button");
+ ImGui::TreePop();
+ }
}
-
- while (!use_clipper || clipper.Step())
+ else
{
- const int item_begin = use_clipper ? clipper.DisplayStart : 0;
- const int item_end = use_clipper ? clipper.DisplayEnd : items.Size;
- for (int n = item_begin; n < item_end; n++)
+ // Items 3..5 are Tree Leaves
+ // The only reason we use TreeNode at all is to allow selection of the leaf. Otherwise we can
+ // use BulletText() or advance the cursor by GetTreeNodeToLabelSpacing() and call Text().
+ node_flags |= ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen; // ImGuiTreeNodeFlags_Bullet
+ ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Leaf %d", i);
+ if (ImGui::IsItemClicked() && !ImGui::IsItemToggledOpen())
+ node_clicked = i;
+ if (test_drag_and_drop && ImGui::BeginDragDropSource())
{
- if (show_in_table)
- ImGui::TableNextColumn();
-
- const int item_id = items[n];
- const char* item_category = ExampleNames[item_id % IM_ARRAYSIZE(ExampleNames)];
- char label[64];
- sprintf(label, "Object %05d: %s", item_id, item_category);
-
- // IMPORTANT: for deletion refocus to work we need object ID to be stable,
- // aka not depend on their index in the list. Here we use our persistent item_id
- // instead of index to build a unique ID that will persist.
- // (If we used PushID(index) instead, focus wouldn't be restored correctly after deletion).
- ImGui::PushID(item_id);
+ ImGui::SetDragDropPayload("_TREENODE", NULL, 0);
+ ImGui::Text("This is a drag and drop source");
+ ImGui::EndDragDropSource();
+ }
+ }
+ }
+ if (node_clicked != -1)
+ {
+ // Update selection state
+ // (process outside of tree loop to avoid visual inconsistencies during the clicking frame)
+ if (ImGui::GetIO().KeyCtrl)
+ selection_mask ^= (1 << node_clicked); // CTRL+click to toggle
+ else //if (!(selection_mask & (1 << node_clicked))) // Depending on selection behavior you want, may want to preserve selection when clicking on item that is part of the selection
+ selection_mask = (1 << node_clicked); // Click to single-select
+ }
+ if (align_label_with_current_x_position)
+ ImGui::Indent(ImGui::GetTreeNodeToLabelSpacing());
+ ImGui::TreePop();
+ }
+ ImGui::TreePop();
+ }
+}
- // Emit a color button, to test that Shift+LeftArrow landing on an item that is not part
- // of the selection scope doesn't erroneously alter our selection.
- if (show_color_button)
- {
- ImU32 dummy_col = (ImU32)((unsigned int)n * 0xC250B74B) | IM_COL32_A_MASK;
- ImGui::ColorButton("##", ImColor(dummy_col), ImGuiColorEditFlags_NoTooltip, color_button_sz);
- ImGui::SameLine();
- }
+//-----------------------------------------------------------------------------
+// [SECTION] DemoWindowWidgetsVerticalSliders()
+//-----------------------------------------------------------------------------
- // Submit item
- bool item_is_selected = selection.Contains((ImGuiID)n);
- bool item_is_open = false;
- ImGui::SetNextItemSelectionUserData(n);
- if (widget_type == WidgetType_Selectable)
- {
- ImGui::Selectable(label, item_is_selected, ImGuiSelectableFlags_None);
- }
- else if (widget_type == WidgetType_TreeNode)
- {
- ImGuiTreeNodeFlags tree_node_flags = ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick;
- if (item_is_selected)
- tree_node_flags |= ImGuiTreeNodeFlags_Selected;
- item_is_open = ImGui::TreeNodeEx(label, tree_node_flags);
- }
+static void DemoWindowWidgetsVerticalSliders()
+{
+ IMGUI_DEMO_MARKER("Widgets/Vertical Sliders");
+ if (ImGui::TreeNode("Vertical Sliders"))
+ {
+ const float spacing = 4;
+ ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(spacing, spacing));
- // Focus (for after deletion)
- if (item_curr_idx_to_focus == n)
- ImGui::SetKeyboardFocusHere(-1);
+ static int int_value = 0;
+ ImGui::VSliderInt("##int", ImVec2(18, 160), &int_value, 0, 5);
+ ImGui::SameLine();
- // Drag and Drop
- if (use_drag_drop && ImGui::BeginDragDropSource())
- {
- // Create payload with full selection OR single unselected item.
- // (the later is only possible when using ImGuiMultiSelectFlags_SelectOnClickRelease)
- if (ImGui::GetDragDropPayload() == NULL)
- {
- ImVector payload_items;
- void* it = NULL;
- ImGuiID id = 0;
- if (!item_is_selected)
- payload_items.push_back(item_id);
- else
- while (selection.GetNextSelectedItem(&it, &id))
- payload_items.push_back((int)id);
- ImGui::SetDragDropPayload("MULTISELECT_DEMO_ITEMS", payload_items.Data, (size_t)payload_items.size_in_bytes());
- }
+ static float values[7] = { 0.0f, 0.60f, 0.35f, 0.9f, 0.70f, 0.20f, 0.0f };
+ ImGui::PushID("set1");
+ for (int i = 0; i < 7; i++)
+ {
+ if (i > 0) ImGui::SameLine();
+ ImGui::PushID(i);
+ ImGui::PushStyleColor(ImGuiCol_FrameBg, (ImVec4)ImColor::HSV(i / 7.0f, 0.5f, 0.5f));
+ ImGui::PushStyleColor(ImGuiCol_FrameBgHovered, (ImVec4)ImColor::HSV(i / 7.0f, 0.6f, 0.5f));
+ ImGui::PushStyleColor(ImGuiCol_FrameBgActive, (ImVec4)ImColor::HSV(i / 7.0f, 0.7f, 0.5f));
+ ImGui::PushStyleColor(ImGuiCol_SliderGrab, (ImVec4)ImColor::HSV(i / 7.0f, 0.9f, 0.9f));
+ ImGui::VSliderFloat("##v", ImVec2(18, 160), &values[i], 0.0f, 1.0f, "");
+ if (ImGui::IsItemActive() || ImGui::IsItemHovered())
+ ImGui::SetTooltip("%.3f", values[i]);
+ ImGui::PopStyleColor(4);
+ ImGui::PopID();
+ }
+ ImGui::PopID();
- // Display payload content in tooltip
- const ImGuiPayload* payload = ImGui::GetDragDropPayload();
- const int* payload_items = (int*)payload->Data;
- const int payload_count = (int)payload->DataSize / (int)sizeof(int);
- if (payload_count == 1)
- ImGui::Text("Object %05d: %s", payload_items[0], ExampleNames[payload_items[0] % IM_ARRAYSIZE(ExampleNames)]);
- else
- ImGui::Text("Dragging %d objects", payload_count);
+ ImGui::SameLine();
+ ImGui::PushID("set2");
+ static float values2[4] = { 0.20f, 0.80f, 0.40f, 0.25f };
+ const int rows = 3;
+ const ImVec2 small_slider_size(18, (float)(int)((160.0f - (rows - 1) * spacing) / rows));
+ for (int nx = 0; nx < 4; nx++)
+ {
+ if (nx > 0) ImGui::SameLine();
+ ImGui::BeginGroup();
+ for (int ny = 0; ny < rows; ny++)
+ {
+ ImGui::PushID(nx * rows + ny);
+ ImGui::VSliderFloat("##v", small_slider_size, &values2[nx], 0.0f, 1.0f, "");
+ if (ImGui::IsItemActive() || ImGui::IsItemHovered())
+ ImGui::SetTooltip("%.3f", values2[nx]);
+ ImGui::PopID();
+ }
+ ImGui::EndGroup();
+ }
+ ImGui::PopID();
- ImGui::EndDragDropSource();
- }
+ ImGui::SameLine();
+ ImGui::PushID("set3");
+ for (int i = 0; i < 4; i++)
+ {
+ if (i > 0) ImGui::SameLine();
+ ImGui::PushID(i);
+ ImGui::PushStyleVar(ImGuiStyleVar_GrabMinSize, 40);
+ ImGui::VSliderFloat("##v", ImVec2(40, 160), &values[i], 0.0f, 1.0f, "%.2f\nsec");
+ ImGui::PopStyleVar();
+ ImGui::PopID();
+ }
+ ImGui::PopID();
+ ImGui::PopStyleVar();
+ ImGui::TreePop();
+ }
+}
- if (widget_type == WidgetType_TreeNode && item_is_open)
- ImGui::TreePop();
+//-----------------------------------------------------------------------------
+// [SECTION] DemoWindowWidgets()
+//-----------------------------------------------------------------------------
- // Right-click: context menu
- if (ImGui::BeginPopupContextItem())
- {
- ImGui::BeginDisabled(!use_deletion || selection.Size == 0);
- sprintf(label, "Delete %d item(s)###DeleteSelected", selection.Size);
- if (ImGui::Selectable(label))
- request_deletion_from_menu = true;
- ImGui::EndDisabled();
- ImGui::Selectable("Close");
- ImGui::EndPopup();
- }
+static void DemoWindowWidgets(ImGuiDemoWindowData* demo_data)
+{
+ IMGUI_DEMO_MARKER("Widgets");
+ //ImGui::SetNextItemOpen(true, ImGuiCond_Once);
+ if (!ImGui::CollapsingHeader("Widgets"))
+ return;
- // Demo content within a table
- if (show_in_table)
- {
- ImGui::TableNextColumn();
- ImGui::SetNextItemWidth(-FLT_MIN);
- ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0));
- ImGui::InputText("###NoLabel", (char*)(void*)item_category, strlen(item_category), ImGuiInputTextFlags_ReadOnly);
- ImGui::PopStyleVar();
- }
+ const bool disable_all = demo_data->DisableSections; // The Checkbox for that is inside the "Disabled" section at the bottom
+ if (disable_all)
+ ImGui::BeginDisabled();
- ImGui::PopID();
- }
- if (!use_clipper)
- break;
- }
+ DemoWindowWidgetsBasic();
+ DemoWindowWidgetsBullets();
+ DemoWindowWidgetsCollapsingHeaders();
+ DemoWindowWidgetsComboBoxes();
+ DemoWindowWidgetsColorAndPickers();
+ DemoWindowWidgetsDataTypes();
- if (show_in_table)
- {
- ImGui::EndTable();
- if (widget_type == WidgetType_TreeNode)
- ImGui::PopStyleVar();
- }
+ if (disable_all)
+ ImGui::EndDisabled();
+ DemoWindowWidgetsDisableBlocks(demo_data);
+ if (disable_all)
+ ImGui::BeginDisabled();
- // Apply multi-select requests
- ms_io = ImGui::EndMultiSelect();
- selection.ApplyRequests(ms_io);
- if (want_delete)
- selection.ApplyDeletionPostLoop(ms_io, items, item_curr_idx_to_focus);
+ DemoWindowWidgetsDragAndDrop();
+ DemoWindowWidgetsDragsAndSliders();
+ DemoWindowWidgetsFonts();
+ DemoWindowWidgetsImages();
+ DemoWindowWidgetsListBoxes();
+ DemoWindowWidgetsMultiComponents();
+ DemoWindowWidgetsPlotting();
+ DemoWindowWidgetsProgressBars();
+ DemoWindowWidgetsQueryingStatuses();
+ DemoWindowWidgetsSelectables();
+ DemoWindowWidgetsSelectionAndMultiSelect(demo_data);
+ DemoWindowWidgetsTabs();
+ DemoWindowWidgetsText();
+ DemoWindowWidgetsTextFilter();
+ DemoWindowWidgetsTextInput();
+ DemoWindowWidgetsTooltips();
+ DemoWindowWidgetsTreeNodes();
+ DemoWindowWidgetsVerticalSliders();
- if (widget_type == WidgetType_TreeNode)
- ImGui::PopStyleVar();
- }
- ImGui::EndChild();
- ImGui::TreePop();
- }
- ImGui::TreePop();
- }
+ if (disable_all)
+ ImGui::EndDisabled();
}
//-----------------------------------------------------------------------------
-// [SECTION] ShowDemoWindowLayout()
+// [SECTION] DemoWindowLayout()
//-----------------------------------------------------------------------------
-static void ShowDemoWindowLayout()
+static void DemoWindowLayout()
{
IMGUI_DEMO_MARKER("Layout");
if (!ImGui::CollapsingHeader("Layout & Scrolling"))
@@ -4100,16 +4482,27 @@ static void ShowDemoWindowLayout()
}
ImGui::PopItemWidth();
+ ImGui::Text("SetNextItemWidth/PushItemWidth(-Min(GetContentRegionAvail().x * 0.40f, GetFontSize() * 12))");
+ ImGui::PushItemWidth(-IM_MIN(ImGui::GetFontSize() * 12, ImGui::GetContentRegionAvail().x * 0.40f));
+ ImGui::DragFloat("float##5a", &f);
+ if (show_indented_items)
+ {
+ ImGui::Indent();
+ ImGui::DragFloat("float (indented)##5b", &f);
+ ImGui::Unindent();
+ }
+ ImGui::PopItemWidth();
+
// Demonstrate using PushItemWidth to surround three items.
// Calling SetNextItemWidth() before each of them would have the same effect.
ImGui::Text("SetNextItemWidth/PushItemWidth(-FLT_MIN)");
ImGui::SameLine(); HelpMarker("Align to right edge");
ImGui::PushItemWidth(-FLT_MIN);
- ImGui::DragFloat("##float5a", &f);
+ ImGui::DragFloat("##float6a", &f);
if (show_indented_items)
{
ImGui::Indent();
- ImGui::DragFloat("float (indented)##5b", &f);
+ ImGui::DragFloat("float (indented)##6b", &f);
ImGui::Unindent();
}
ImGui::PopItemWidth();
@@ -4337,10 +4730,11 @@ static void ShowDemoWindowLayout()
ImGui::SmallButton("SmallButton()");
// Tree
+ // (here the node appears after a button and has odd intent, so we use ImGuiTreeNodeFlags_DrawLinesNone to disable hierarchy outline)
const float spacing = ImGui::GetStyle().ItemInnerSpacing.x;
ImGui::Button("Button##1");
ImGui::SameLine(0.0f, spacing);
- if (ImGui::TreeNode("Node##1"))
+ if (ImGui::TreeNodeEx("Node##1", ImGuiTreeNodeFlags_DrawLinesNone))
{
// Placeholder tree data
for (int i = 0; i < 6; i++)
@@ -4763,10 +5157,10 @@ static void ShowDemoWindowLayout()
}
//-----------------------------------------------------------------------------
-// [SECTION] ShowDemoWindowPopups()
+// [SECTION] DemoWindowPopups()
//-----------------------------------------------------------------------------
-static void ShowDemoWindowPopups()
+static void DemoWindowPopups()
{
IMGUI_DEMO_MARKER("Popups");
if (!ImGui::CollapsingHeader("Popups & Modal windows"))
@@ -5129,7 +5523,7 @@ struct MyItem
return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? -1 : +1;
}
- // qsort() is instable so always return a way to differenciate items.
+ // qsort() is instable so always return a way to differentiate items.
// Your own compare function may want to avoid fallback on implicit sort specs.
// e.g. a Name compare if it wasn't already part of the sort specs.
return (a->ID - b->ID);
@@ -5227,10 +5621,10 @@ static void ShowTableColumnsStatusFlags(ImGuiTableColumnFlags flags)
}
//-----------------------------------------------------------------------------
-// [SECTION] ShowDemoWindowTables()
+// [SECTION] DemoWindowTables()
//-----------------------------------------------------------------------------
-static void ShowDemoWindowTables()
+static void DemoWindowTables()
{
//ImGui::SetNextItemOpen(true, ImGuiCond_Once);
IMGUI_DEMO_MARKER("Tables");
@@ -6320,15 +6714,17 @@ static void ShowDemoWindowTables()
IMGUI_DEMO_MARKER("Tables/Tree view");
if (ImGui::TreeNode("Tree view"))
{
- static ImGuiTableFlags flags = ImGuiTableFlags_BordersV | ImGuiTableFlags_BordersOuterH | ImGuiTableFlags_Resizable | ImGuiTableFlags_RowBg | ImGuiTableFlags_NoBordersInBody;
+ static ImGuiTableFlags table_flags = ImGuiTableFlags_BordersV | ImGuiTableFlags_BordersOuterH | ImGuiTableFlags_Resizable | ImGuiTableFlags_RowBg | ImGuiTableFlags_NoBordersInBody;
- static ImGuiTreeNodeFlags tree_node_flags = ImGuiTreeNodeFlags_SpanAllColumns;
- ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanFullWidth", &tree_node_flags, ImGuiTreeNodeFlags_SpanFullWidth);
- ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanTextWidth", &tree_node_flags, ImGuiTreeNodeFlags_SpanTextWidth);
- ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAllColumns", &tree_node_flags, ImGuiTreeNodeFlags_SpanAllColumns);
+ static ImGuiTreeNodeFlags tree_node_flags_base = ImGuiTreeNodeFlags_SpanAllColumns | ImGuiTreeNodeFlags_DefaultOpen | ImGuiTreeNodeFlags_DrawLinesFull;
+ ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanFullWidth", &tree_node_flags_base, ImGuiTreeNodeFlags_SpanFullWidth);
+ ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanLabelWidth", &tree_node_flags_base, ImGuiTreeNodeFlags_SpanLabelWidth);
+ ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAllColumns", &tree_node_flags_base, ImGuiTreeNodeFlags_SpanAllColumns);
+ ImGui::CheckboxFlags("ImGuiTreeNodeFlags_LabelSpanAllColumns", &tree_node_flags_base, ImGuiTreeNodeFlags_LabelSpanAllColumns);
+ ImGui::SameLine(); HelpMarker("Useful if you know that you aren't displaying contents in other columns");
HelpMarker("See \"Columns flags\" section to configure how indentation is applied to individual columns.");
- if (ImGui::BeginTable("3ways", 3, flags))
+ if (ImGui::BeginTable("3ways", 3, table_flags))
{
// The first column will use the default _WidthStretch when ScrollX is Off and _WidthFixed when ScrollX is On
ImGui::TableSetupColumn("Name", ImGuiTableColumnFlags_NoHide);
@@ -6349,13 +6745,21 @@ static void ShowDemoWindowTables()
ImGui::TableNextRow();
ImGui::TableNextColumn();
const bool is_folder = (node->ChildCount > 0);
+
+ ImGuiTreeNodeFlags node_flags = tree_node_flags_base;
+ if (node != &all_nodes[0])
+ node_flags &= ~ImGuiTreeNodeFlags_LabelSpanAllColumns; // Only demonstrate this on the root node.
+
if (is_folder)
{
- bool open = ImGui::TreeNodeEx(node->Name, tree_node_flags);
- ImGui::TableNextColumn();
- ImGui::TextDisabled("--");
- ImGui::TableNextColumn();
- ImGui::TextUnformatted(node->Type);
+ bool open = ImGui::TreeNodeEx(node->Name, node_flags);
+ if ((node_flags & ImGuiTreeNodeFlags_LabelSpanAllColumns) == 0)
+ {
+ ImGui::TableNextColumn();
+ ImGui::TextDisabled("--");
+ ImGui::TableNextColumn();
+ ImGui::TextUnformatted(node->Type);
+ }
if (open)
{
for (int child_n = 0; child_n < node->ChildCount; child_n++)
@@ -6365,7 +6769,7 @@ static void ShowDemoWindowTables()
}
else
{
- ImGui::TreeNodeEx(node->Name, tree_node_flags | ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_Bullet | ImGuiTreeNodeFlags_NoTreePushOnOpen);
+ ImGui::TreeNodeEx(node->Name, node_flags | ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_Bullet | ImGuiTreeNodeFlags_NoTreePushOnOpen);
ImGui::TableNextColumn();
ImGui::Text("%d", node->Size);
ImGui::TableNextColumn();
@@ -6375,7 +6779,7 @@ static void ShowDemoWindowTables()
};
static const MyTreeNode nodes[] =
{
- { "Root", "Folder", -1, 1, 3 }, // 0
+ { "Root with Long Name", "Folder", -1, 1, 3 }, // 0
{ "Music", "Folder", -1, 4, 2 }, // 1
{ "Textures", "Folder", -1, 6, 3 }, // 2
{ "desktop.ini", "System file", 1024, -1,-1 }, // 3
@@ -7117,7 +7521,7 @@ static void ShowDemoWindowTables()
ImGui::PopID();
- ShowDemoWindowColumns();
+ DemoWindowColumns();
if (disable_indent)
ImGui::PopStyleVar();
@@ -7125,7 +7529,7 @@ static void ShowDemoWindowTables()
// Demonstrate old/legacy Columns API!
// [2020: Columns are under-featured and not maintained. Prefer using the more flexible and powerful BeginTable() API!]
-static void ShowDemoWindowColumns()
+static void DemoWindowColumns()
{
IMGUI_DEMO_MARKER("Columns (legacy API)");
bool open = ImGui::TreeNode("Legacy Columns API");
@@ -7332,10 +7736,10 @@ static void ShowDemoWindowColumns()
}
//-----------------------------------------------------------------------------
-// [SECTION] ShowDemoWindowInputs()
+// [SECTION] DemoWindowInputs()
//-----------------------------------------------------------------------------
-static void ShowDemoWindowInputs()
+static void DemoWindowInputs()
{
IMGUI_DEMO_MARKER("Inputs & Focus");
if (ImGui::CollapsingHeader("Inputs & Focus"))
@@ -7361,18 +7765,15 @@ static void ShowDemoWindowInputs()
ImGui::Text("Mouse down:");
for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseDown(i)) { ImGui::SameLine(); ImGui::Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); }
ImGui::Text("Mouse wheel: %.1f", io.MouseWheel);
+ ImGui::Text("Mouse clicked count:");
+ for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (io.MouseClickedCount[i] > 0) { ImGui::SameLine(); ImGui::Text("b%d: %d", i, io.MouseClickedCount[i]); }
// We iterate both legacy native range and named ImGuiKey ranges. This is a little unusual/odd but this allows
// displaying the data for old/new backends.
// User code should never have to go through such hoops!
// You can generally iterate between ImGuiKey_NamedKey_BEGIN and ImGuiKey_NamedKey_END.
-#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
struct funcs { static bool IsLegacyNativeDupe(ImGuiKey) { return false; } };
ImGuiKey start_key = ImGuiKey_NamedKey_BEGIN;
-#else
- struct funcs { static bool IsLegacyNativeDupe(ImGuiKey key) { return key >= 0 && key < 512 && ImGui::GetIO().KeyMap[key] != -1; } }; // Hide Native<>ImGuiKey duplicates when both exists in the array
- ImGuiKey start_key = (ImGuiKey)0;
-#endif
ImGui::Text("Keys down:"); for (ImGuiKey key = start_key; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !ImGui::IsKeyDown(key)) continue; ImGui::SameLine(); ImGui::Text((key < ImGuiKey_NamedKey_BEGIN) ? "\"%s\"" : "\"%s\" %d", ImGui::GetKeyName(key), key); }
ImGui::Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : "");
ImGui::Text("Chars queue:"); for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; ImGui::SameLine(); ImGui::Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public.
@@ -7485,7 +7886,7 @@ static void ShowDemoWindowInputs()
ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags) ? "PRESSED" : "...");
// 2: InputText also polling for CTRL+A: it always uses _RouteFocused internally (gets priority when active)
- // (Commmented because the owner-aware version of Shortcut() is still in imgui_internal.h)
+ // (Commented because the owner-aware version of Shortcut() is still in imgui_internal.h)
//char str[16] = "Press CTRL+A";
//ImGui::Spacing();
//ImGui::InputText("InputTextB", str, IM_ARRAYSIZE(str), ImGuiInputTextFlags_ReadOnly);
@@ -7512,7 +7913,7 @@ static void ShowDemoWindowInputs()
{
ImGui::Text("(in PopupF)");
ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags) ? "PRESSED" : "...");
- // (Commmented because the owner-aware version of Shortcut() is still in imgui_internal.h)
+ // (Commented because the owner-aware version of Shortcut() is still in imgui_internal.h)
//ImGui::InputText("InputTextG", str, IM_ARRAYSIZE(str), ImGuiInputTextFlags_ReadOnly);
//ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags, ImGui::GetItemID()) ? "PRESSED" : "...");
ImGui::EndPopup();
@@ -7527,7 +7928,7 @@ static void ShowDemoWindowInputs()
IMGUI_DEMO_MARKER("Inputs & Focus/Mouse Cursors");
if (ImGui::TreeNode("Mouse Cursors"))
{
- const char* mouse_cursors_names[] = { "Arrow", "TextInput", "ResizeAll", "ResizeNS", "ResizeEW", "ResizeNESW", "ResizeNWSE", "Hand", "NotAllowed" };
+ const char* mouse_cursors_names[] = { "Arrow", "TextInput", "ResizeAll", "ResizeNS", "ResizeEW", "ResizeNESW", "ResizeNWSE", "Hand", "Wait", "Progress", "NotAllowed" };
IM_ASSERT(IM_ARRAYSIZE(mouse_cursors_names) == ImGuiMouseCursor_COUNT);
ImGuiMouseCursor current = ImGui::GetMouseCursor();
@@ -7663,12 +8064,15 @@ void ImGui::ShowAboutWindow(bool* p_open)
ImGui::SameLine();
ImGui::TextLinkOpenURL("Wiki", "https://github.com/ocornut/imgui/wiki");
ImGui::SameLine();
+ ImGui::TextLinkOpenURL("Extensions", "https://github.com/ocornut/imgui/wiki/Useful-Extensions");
+ ImGui::SameLine();
ImGui::TextLinkOpenURL("Releases", "https://github.com/ocornut/imgui/releases");
ImGui::SameLine();
ImGui::TextLinkOpenURL("Funding", "https://github.com/ocornut/imgui/wiki/Funding");
ImGui::Separator();
- ImGui::Text("By Omar Cornut and all Dear ImGui contributors.");
+ ImGui::Text("(c) 2014-2025 Omar Cornut");
+ ImGui::Text("Developed by Omar Cornut and all Dear ImGui contributors.");
ImGui::Text("Dear ImGui is licensed under the MIT License, see LICENSE for more information.");
ImGui::Text("If your company uses this, please consider funding the project.");
@@ -7685,7 +8089,7 @@ void ImGui::ShowAboutWindow(bool* p_open)
if (copy_to_clipboard)
{
ImGui::LogToClipboard();
- ImGui::LogText("```\n"); // Back quotes will make text appears without formatting when pasting on GitHub
+ ImGui::LogText("```cpp\n"); // Back quotes will make text appears without formatting when pasting on GitHub
}
ImGui::Text("Dear ImGui %s (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM);
@@ -7695,9 +8099,6 @@ void ImGui::ShowAboutWindow(bool* p_open)
#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
ImGui::Text("define: IMGUI_DISABLE_OBSOLETE_FUNCTIONS");
#endif
-#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
- ImGui::Text("define: IMGUI_DISABLE_OBSOLETE_KEYIO");
-#endif
#ifdef IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS
ImGui::Text("define: IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS");
#endif
@@ -7707,6 +8108,9 @@ void ImGui::ShowAboutWindow(bool* p_open)
#ifdef IMGUI_DISABLE_WIN32_FUNCTIONS
ImGui::Text("define: IMGUI_DISABLE_WIN32_FUNCTIONS");
#endif
+#ifdef IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS
+ ImGui::Text("define: IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS");
+#endif
#ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
ImGui::Text("define: IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS");
#endif
@@ -7781,8 +8185,10 @@ void ImGui::ShowAboutWindow(bool* p_open)
if (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) ImGui::Text(" HasMouseCursors");
if (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos) ImGui::Text(" HasSetMousePos");
if (io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset) ImGui::Text(" RendererHasVtxOffset");
+ if (io.BackendFlags & ImGuiBackendFlags_RendererHasTextures) ImGui::Text(" RendererHasTextures");
ImGui::Separator();
- ImGui::Text("io.Fonts: %d fonts, Flags: 0x%08X, TexSize: %d,%d", io.Fonts->Fonts.Size, io.Fonts->Flags, io.Fonts->TexWidth, io.Fonts->TexHeight);
+ 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");
ImGui::Text("io.DisplaySize: %.2f,%.2f", io.DisplaySize.x, io.DisplaySize.y);
ImGui::Text("io.DisplayFramebufferScale: %.2f,%.2f", io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
ImGui::Separator();
@@ -7807,39 +8213,10 @@ void ImGui::ShowAboutWindow(bool* p_open)
//-----------------------------------------------------------------------------
// [SECTION] Style Editor / ShowStyleEditor()
//-----------------------------------------------------------------------------
-// - ShowFontSelector()
// - ShowStyleSelector()
// - ShowStyleEditor()
//-----------------------------------------------------------------------------
-// Forward declare ShowFontAtlas() which isn't worth putting in public API yet
-namespace ImGui { IMGUI_API void ShowFontAtlas(ImFontAtlas* atlas); }
-
-// Demo helper function to select among loaded fonts.
-// Here we use the regular BeginCombo()/EndCombo() api which is the more flexible one.
-void ImGui::ShowFontSelector(const char* label)
-{
- ImGuiIO& io = ImGui::GetIO();
- ImFont* font_current = ImGui::GetFont();
- if (ImGui::BeginCombo(label, font_current->GetDebugName()))
- {
- for (ImFont* font : io.Fonts->Fonts)
- {
- ImGui::PushID((void*)font);
- if (ImGui::Selectable(font->GetDebugName(), font == font_current))
- io.FontDefault = font;
- ImGui::PopID();
- }
- ImGui::EndCombo();
- }
- ImGui::SameLine();
- HelpMarker(
- "- Load additional fonts with io.Fonts->AddFontFromFileTTF().\n"
- "- The font atlas is built when calling io.Fonts->GetTexDataAsXXXX() or io.Fonts->Build().\n"
- "- Read FAQ and docs/FONTS.md for more details.\n"
- "- If you need to add/remove fonts at runtime (e.g. for DPI change), do it before calling NewFrame().");
-}
-
// Demo helper function to select among default colors. See ShowStyleEditor() for more advanced options.
// Here we use the simplified Combo() api that packs items into a single literal string.
// Useful for quick combo boxes where the choices are known locally.
@@ -7859,12 +8236,21 @@ bool ImGui::ShowStyleSelector(const char* label)
return false;
}
+static const char* GetTreeLinesFlagsName(ImGuiTreeNodeFlags flags)
+{
+ if (flags == ImGuiTreeNodeFlags_DrawLinesNone) return "DrawLinesNone";
+ if (flags == ImGuiTreeNodeFlags_DrawLinesFull) return "DrawLinesFull";
+ if (flags == ImGuiTreeNodeFlags_DrawLinesToNodes) return "DrawLinesToNodes";
+ return "";
+}
+
+// We omit the ImGui:: prefix in this function, as we don't expect user to be copy and pasting this code.
void ImGui::ShowStyleEditor(ImGuiStyle* ref)
{
IMGUI_DEMO_MARKER("Tools/Style Editor");
// You can pass in a reference ImGuiStyle structure to compare to, revert to and save to
// (without a reference style pointer, we will use one compared locally as a reference)
- ImGuiStyle& style = ImGui::GetStyle();
+ ImGuiStyle& style = GetStyle();
static ImGuiStyle ref_saved_style;
// Default to using internal storage as reference
@@ -7875,186 +8261,229 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
if (ref == NULL)
ref = &ref_saved_style;
- ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.50f);
+ PushItemWidth(GetWindowWidth() * 0.50f);
- if (ImGui::ShowStyleSelector("Colors##Selector"))
- ref_saved_style = style;
- ImGui::ShowFontSelector("Fonts##Selector");
+ {
+ // General
+ SeparatorText("General");
+ if ((GetIO().BackendFlags & ImGuiBackendFlags_RendererHasTextures) == 0)
+ {
+ BulletText("Warning: Font scaling will NOT be smooth, because\nImGuiBackendFlags_RendererHasTextures is not set!");
+ BulletText("For instructions, see:");
+ SameLine();
+ TextLinkOpenURL("docs/BACKENDS.md", "https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md");
+ }
- // Simplified Settings (expose floating-pointer border sizes as boolean representing 0.0f or 1.0f)
- if (ImGui::SliderFloat("FrameRounding", &style.FrameRounding, 0.0f, 12.0f, "%.0f"))
- style.GrabRounding = style.FrameRounding; // Make GrabRounding always the same value as FrameRounding
- { bool border = (style.WindowBorderSize > 0.0f); if (ImGui::Checkbox("WindowBorder", &border)) { style.WindowBorderSize = border ? 1.0f : 0.0f; } }
- ImGui::SameLine();
- { bool border = (style.FrameBorderSize > 0.0f); if (ImGui::Checkbox("FrameBorder", &border)) { style.FrameBorderSize = border ? 1.0f : 0.0f; } }
- ImGui::SameLine();
- { bool border = (style.PopupBorderSize > 0.0f); if (ImGui::Checkbox("PopupBorder", &border)) { style.PopupBorderSize = border ? 1.0f : 0.0f; } }
+ if (ShowStyleSelector("Colors##Selector"))
+ ref_saved_style = style;
+ ShowFontSelector("Fonts##Selector");
+ if (DragFloat("FontSizeBase", &style.FontSizeBase, 0.20f, 5.0f, 100.0f, "%.0f"))
+ 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);
+ DragFloat("FontScaleDpi", &style.FontScaleDpi, 0.02f, 0.5f, 4.0f);
+ //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"))
+ style.GrabRounding = style.FrameRounding; // Make GrabRounding always the same value as FrameRounding
+ { bool border = (style.WindowBorderSize > 0.0f); if (Checkbox("WindowBorder", &border)) { style.WindowBorderSize = border ? 1.0f : 0.0f; } }
+ SameLine();
+ { bool border = (style.FrameBorderSize > 0.0f); if (Checkbox("FrameBorder", &border)) { style.FrameBorderSize = border ? 1.0f : 0.0f; } }
+ SameLine();
+ { bool border = (style.PopupBorderSize > 0.0f); if (Checkbox("PopupBorder", &border)) { style.PopupBorderSize = border ? 1.0f : 0.0f; } }
+ }
// Save/Revert button
- if (ImGui::Button("Save Ref"))
+ if (Button("Save Ref"))
*ref = ref_saved_style = style;
- ImGui::SameLine();
- if (ImGui::Button("Revert Ref"))
+ SameLine();
+ if (Button("Revert Ref"))
style = *ref;
- ImGui::SameLine();
+ SameLine();
HelpMarker(
"Save/Revert in local non-persistent storage. Default Colors definition are not affected. "
"Use \"Export\" below to save them somewhere.");
- ImGui::Separator();
-
- if (ImGui::BeginTabBar("##tabs", ImGuiTabBarFlags_None))
- {
- if (ImGui::BeginTabItem("Sizes"))
- {
- ImGui::SeparatorText("Main");
- ImGui::SliderFloat2("WindowPadding", (float*)&style.WindowPadding, 0.0f, 20.0f, "%.0f");
- ImGui::SliderFloat2("FramePadding", (float*)&style.FramePadding, 0.0f, 20.0f, "%.0f");
- ImGui::SliderFloat2("ItemSpacing", (float*)&style.ItemSpacing, 0.0f, 20.0f, "%.0f");
- ImGui::SliderFloat2("ItemInnerSpacing", (float*)&style.ItemInnerSpacing, 0.0f, 20.0f, "%.0f");
- ImGui::SliderFloat2("TouchExtraPadding", (float*)&style.TouchExtraPadding, 0.0f, 10.0f, "%.0f");
- ImGui::SliderFloat("IndentSpacing", &style.IndentSpacing, 0.0f, 30.0f, "%.0f");
- ImGui::SliderFloat("ScrollbarSize", &style.ScrollbarSize, 1.0f, 20.0f, "%.0f");
- ImGui::SliderFloat("GrabMinSize", &style.GrabMinSize, 1.0f, 20.0f, "%.0f");
-
- ImGui::SeparatorText("Borders");
- ImGui::SliderFloat("WindowBorderSize", &style.WindowBorderSize, 0.0f, 1.0f, "%.0f");
- ImGui::SliderFloat("ChildBorderSize", &style.ChildBorderSize, 0.0f, 1.0f, "%.0f");
- ImGui::SliderFloat("PopupBorderSize", &style.PopupBorderSize, 0.0f, 1.0f, "%.0f");
- ImGui::SliderFloat("FrameBorderSize", &style.FrameBorderSize, 0.0f, 1.0f, "%.0f");
- ImGui::SliderFloat("TabBorderSize", &style.TabBorderSize, 0.0f, 1.0f, "%.0f");
- ImGui::SliderFloat("TabBarBorderSize", &style.TabBarBorderSize, 0.0f, 2.0f, "%.0f");
- ImGui::SliderFloat("TabBarOverlineSize", &style.TabBarOverlineSize, 0.0f, 2.0f, "%.0f");
- ImGui::SameLine(); HelpMarker("Overline is only drawn over the selected tab when ImGuiTabBarFlags_DrawSelectedOverline is set.");
-
- ImGui::SeparatorText("Rounding");
- ImGui::SliderFloat("WindowRounding", &style.WindowRounding, 0.0f, 12.0f, "%.0f");
- ImGui::SliderFloat("ChildRounding", &style.ChildRounding, 0.0f, 12.0f, "%.0f");
- ImGui::SliderFloat("FrameRounding", &style.FrameRounding, 0.0f, 12.0f, "%.0f");
- ImGui::SliderFloat("PopupRounding", &style.PopupRounding, 0.0f, 12.0f, "%.0f");
- ImGui::SliderFloat("ScrollbarRounding", &style.ScrollbarRounding, 0.0f, 12.0f, "%.0f");
- ImGui::SliderFloat("GrabRounding", &style.GrabRounding, 0.0f, 12.0f, "%.0f");
- ImGui::SliderFloat("TabRounding", &style.TabRounding, 0.0f, 12.0f, "%.0f");
-
- ImGui::SeparatorText("Tables");
- ImGui::SliderFloat2("CellPadding", (float*)&style.CellPadding, 0.0f, 20.0f, "%.0f");
- ImGui::SliderAngle("TableAngledHeadersAngle", &style.TableAngledHeadersAngle, -50.0f, +50.0f);
- ImGui::SliderFloat2("TableAngledHeadersTextAlign", (float*)&style.TableAngledHeadersTextAlign, 0.0f, 1.0f, "%.2f");
-
- ImGui::SeparatorText("Widgets");
- ImGui::SliderFloat2("WindowTitleAlign", (float*)&style.WindowTitleAlign, 0.0f, 1.0f, "%.2f");
+ SeparatorText("Details");
+ if (BeginTabBar("##tabs", ImGuiTabBarFlags_None))
+ {
+ if (BeginTabItem("Sizes"))
+ {
+ SeparatorText("Main");
+ SliderFloat2("WindowPadding", (float*)&style.WindowPadding, 0.0f, 20.0f, "%.0f");
+ SliderFloat2("FramePadding", (float*)&style.FramePadding, 0.0f, 20.0f, "%.0f");
+ SliderFloat2("ItemSpacing", (float*)&style.ItemSpacing, 0.0f, 20.0f, "%.0f");
+ SliderFloat2("ItemInnerSpacing", (float*)&style.ItemInnerSpacing, 0.0f, 20.0f, "%.0f");
+ SliderFloat2("TouchExtraPadding", (float*)&style.TouchExtraPadding, 0.0f, 10.0f, "%.0f");
+ SliderFloat("IndentSpacing", &style.IndentSpacing, 0.0f, 30.0f, "%.0f");
+ SliderFloat("ScrollbarSize", &style.ScrollbarSize, 1.0f, 20.0f, "%.0f");
+ SliderFloat("GrabMinSize", &style.GrabMinSize, 1.0f, 20.0f, "%.0f");
+
+ SeparatorText("Borders");
+ SliderFloat("WindowBorderSize", &style.WindowBorderSize, 0.0f, 1.0f, "%.0f");
+ SliderFloat("ChildBorderSize", &style.ChildBorderSize, 0.0f, 1.0f, "%.0f");
+ SliderFloat("PopupBorderSize", &style.PopupBorderSize, 0.0f, 1.0f, "%.0f");
+ SliderFloat("FrameBorderSize", &style.FrameBorderSize, 0.0f, 1.0f, "%.0f");
+
+ SeparatorText("Rounding");
+ SliderFloat("WindowRounding", &style.WindowRounding, 0.0f, 12.0f, "%.0f");
+ SliderFloat("ChildRounding", &style.ChildRounding, 0.0f, 12.0f, "%.0f");
+ SliderFloat("FrameRounding", &style.FrameRounding, 0.0f, 12.0f, "%.0f");
+ SliderFloat("PopupRounding", &style.PopupRounding, 0.0f, 12.0f, "%.0f");
+ SliderFloat("ScrollbarRounding", &style.ScrollbarRounding, 0.0f, 12.0f, "%.0f");
+ SliderFloat("GrabRounding", &style.GrabRounding, 0.0f, 12.0f, "%.0f");
+
+ SeparatorText("Tabs");
+ SliderFloat("TabBorderSize", &style.TabBorderSize, 0.0f, 1.0f, "%.0f");
+ SliderFloat("TabBarBorderSize", &style.TabBarBorderSize, 0.0f, 2.0f, "%.0f");
+ SliderFloat("TabBarOverlineSize", &style.TabBarOverlineSize, 0.0f, 3.0f, "%.0f");
+ SameLine(); HelpMarker("Overline is only drawn over the selected tab when ImGuiTabBarFlags_DrawSelectedOverline is set.");
+ DragFloat("TabCloseButtonMinWidthSelected", &style.TabCloseButtonMinWidthSelected, 0.1f, -1.0f, 100.0f, (style.TabCloseButtonMinWidthSelected < 0.0f) ? "%.0f (Always)" : "%.0f");
+ DragFloat("TabCloseButtonMinWidthUnselected", &style.TabCloseButtonMinWidthUnselected, 0.1f, -1.0f, 100.0f, (style.TabCloseButtonMinWidthUnselected < 0.0f) ? "%.0f (Always)" : "%.0f");
+ SliderFloat("TabRounding", &style.TabRounding, 0.0f, 12.0f, "%.0f");
+
+ SeparatorText("Tables");
+ SliderFloat2("CellPadding", (float*)&style.CellPadding, 0.0f, 20.0f, "%.0f");
+ SliderAngle("TableAngledHeadersAngle", &style.TableAngledHeadersAngle, -50.0f, +50.0f);
+ SliderFloat2("TableAngledHeadersTextAlign", (float*)&style.TableAngledHeadersTextAlign, 0.0f, 1.0f, "%.2f");
+
+ SeparatorText("Trees");
+ bool combo_open = BeginCombo("TreeLinesFlags", GetTreeLinesFlagsName(style.TreeLinesFlags));
+ SameLine();
+ HelpMarker("[Experimental] Tree lines may not work in all situations (e.g. using a clipper) and may incurs slight traversal overhead.\n\nImGuiTreeNodeFlags_DrawLinesFull is faster than ImGuiTreeNodeFlags_DrawLinesToNode.");
+ if (combo_open)
+ {
+ const ImGuiTreeNodeFlags options[] = { ImGuiTreeNodeFlags_DrawLinesNone, ImGuiTreeNodeFlags_DrawLinesFull, ImGuiTreeNodeFlags_DrawLinesToNodes };
+ for (ImGuiTreeNodeFlags option : options)
+ if (Selectable(GetTreeLinesFlagsName(option), style.TreeLinesFlags == option))
+ style.TreeLinesFlags = option;
+ EndCombo();
+ }
+ SliderFloat("TreeLinesSize", &style.TreeLinesSize, 0.0f, 2.0f, "%.0f");
+ SliderFloat("TreeLinesRounding", &style.TreeLinesRounding, 0.0f, 12.0f, "%.0f");
+
+ SeparatorText("Windows");
+ SliderFloat2("WindowTitleAlign", (float*)&style.WindowTitleAlign, 0.0f, 1.0f, "%.2f");
+ SliderFloat("WindowBorderHoverPadding", &style.WindowBorderHoverPadding, 1.0f, 20.0f, "%.0f");
int window_menu_button_position = style.WindowMenuButtonPosition + 1;
- if (ImGui::Combo("WindowMenuButtonPosition", (int*)&window_menu_button_position, "None\0Left\0Right\0"))
+ if (Combo("WindowMenuButtonPosition", (int*)&window_menu_button_position, "None\0Left\0Right\0"))
style.WindowMenuButtonPosition = (ImGuiDir)(window_menu_button_position - 1);
- ImGui::Combo("ColorButtonPosition", (int*)&style.ColorButtonPosition, "Left\0Right\0");
- ImGui::SliderFloat2("ButtonTextAlign", (float*)&style.ButtonTextAlign, 0.0f, 1.0f, "%.2f");
- ImGui::SameLine(); HelpMarker("Alignment applies when a button is larger than its text content.");
- ImGui::SliderFloat2("SelectableTextAlign", (float*)&style.SelectableTextAlign, 0.0f, 1.0f, "%.2f");
- ImGui::SameLine(); HelpMarker("Alignment applies when a selectable is larger than its text content.");
- ImGui::SliderFloat("SeparatorTextBorderSize", &style.SeparatorTextBorderSize, 0.0f, 10.0f, "%.0f");
- ImGui::SliderFloat2("SeparatorTextAlign", (float*)&style.SeparatorTextAlign, 0.0f, 1.0f, "%.2f");
- ImGui::SliderFloat2("SeparatorTextPadding", (float*)&style.SeparatorTextPadding, 0.0f, 40.0f, "%.0f");
- ImGui::SliderFloat("LogSliderDeadzone", &style.LogSliderDeadzone, 0.0f, 12.0f, "%.0f");
-
- ImGui::SeparatorText("Tooltips");
+
+ SeparatorText("Widgets");
+ Combo("ColorButtonPosition", (int*)&style.ColorButtonPosition, "Left\0Right\0");
+ SliderFloat2("ButtonTextAlign", (float*)&style.ButtonTextAlign, 0.0f, 1.0f, "%.2f");
+ SameLine(); HelpMarker("Alignment applies when a button is larger than its text content.");
+ SliderFloat2("SelectableTextAlign", (float*)&style.SelectableTextAlign, 0.0f, 1.0f, "%.2f");
+ SameLine(); HelpMarker("Alignment applies when a selectable is larger than its text content.");
+ SliderFloat("SeparatorTextBorderSize", &style.SeparatorTextBorderSize, 0.0f, 10.0f, "%.0f");
+ SliderFloat2("SeparatorTextAlign", (float*)&style.SeparatorTextAlign, 0.0f, 1.0f, "%.2f");
+ SliderFloat2("SeparatorTextPadding", (float*)&style.SeparatorTextPadding, 0.0f, 40.0f, "%.0f");
+ SliderFloat("LogSliderDeadzone", &style.LogSliderDeadzone, 0.0f, 12.0f, "%.0f");
+ SliderFloat("ImageBorderSize", &style.ImageBorderSize, 0.0f, 1.0f, "%.0f");
+
+ SeparatorText("Tooltips");
for (int n = 0; n < 2; n++)
- if (ImGui::TreeNodeEx(n == 0 ? "HoverFlagsForTooltipMouse" : "HoverFlagsForTooltipNav"))
+ if (TreeNodeEx(n == 0 ? "HoverFlagsForTooltipMouse" : "HoverFlagsForTooltipNav"))
{
ImGuiHoveredFlags* p = (n == 0) ? &style.HoverFlagsForTooltipMouse : &style.HoverFlagsForTooltipNav;
- ImGui::CheckboxFlags("ImGuiHoveredFlags_DelayNone", p, ImGuiHoveredFlags_DelayNone);
- ImGui::CheckboxFlags("ImGuiHoveredFlags_DelayShort", p, ImGuiHoveredFlags_DelayShort);
- ImGui::CheckboxFlags("ImGuiHoveredFlags_DelayNormal", p, ImGuiHoveredFlags_DelayNormal);
- ImGui::CheckboxFlags("ImGuiHoveredFlags_Stationary", p, ImGuiHoveredFlags_Stationary);
- ImGui::CheckboxFlags("ImGuiHoveredFlags_NoSharedDelay", p, ImGuiHoveredFlags_NoSharedDelay);
- ImGui::TreePop();
+ CheckboxFlags("ImGuiHoveredFlags_DelayNone", p, ImGuiHoveredFlags_DelayNone);
+ CheckboxFlags("ImGuiHoveredFlags_DelayShort", p, ImGuiHoveredFlags_DelayShort);
+ CheckboxFlags("ImGuiHoveredFlags_DelayNormal", p, ImGuiHoveredFlags_DelayNormal);
+ CheckboxFlags("ImGuiHoveredFlags_Stationary", p, ImGuiHoveredFlags_Stationary);
+ CheckboxFlags("ImGuiHoveredFlags_NoSharedDelay", p, ImGuiHoveredFlags_NoSharedDelay);
+ TreePop();
}
- ImGui::SeparatorText("Misc");
- ImGui::SliderFloat2("DisplayWindowPadding", (float*)&style.DisplayWindowPadding, 0.0f, 30.0f, "%.0f"); ImGui::SameLine(); HelpMarker("Apply to regular windows: amount which we enforce to keep visible when moving near edges of your screen.");
- ImGui::SliderFloat2("DisplaySafeAreaPadding", (float*)&style.DisplaySafeAreaPadding, 0.0f, 30.0f, "%.0f"); ImGui::SameLine(); HelpMarker("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).");
+ SeparatorText("Misc");
+ SliderFloat2("DisplayWindowPadding", (float*)&style.DisplayWindowPadding, 0.0f, 30.0f, "%.0f"); SameLine(); HelpMarker("Apply to regular windows: amount which we enforce to keep visible when moving near edges of your screen.");
+ SliderFloat2("DisplaySafeAreaPadding", (float*)&style.DisplaySafeAreaPadding, 0.0f, 30.0f, "%.0f"); SameLine(); HelpMarker("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).");
- ImGui::EndTabItem();
+ EndTabItem();
}
- if (ImGui::BeginTabItem("Colors"))
+ if (BeginTabItem("Colors"))
{
static int output_dest = 0;
static bool output_only_modified = true;
- if (ImGui::Button("Export"))
+ if (Button("Export"))
{
if (output_dest == 0)
- ImGui::LogToClipboard();
+ LogToClipboard();
else
- ImGui::LogToTTY();
- ImGui::LogText("ImVec4* colors = ImGui::GetStyle().Colors;" IM_NEWLINE);
+ LogToTTY();
+ LogText("ImVec4* colors = GetStyle().Colors;" IM_NEWLINE);
for (int i = 0; i < ImGuiCol_COUNT; i++)
{
const ImVec4& col = style.Colors[i];
- const char* name = ImGui::GetStyleColorName(i);
+ const char* name = GetStyleColorName(i);
if (!output_only_modified || memcmp(&col, &ref->Colors[i], sizeof(ImVec4)) != 0)
- ImGui::LogText("colors[ImGuiCol_%s]%*s= ImVec4(%.2ff, %.2ff, %.2ff, %.2ff);" IM_NEWLINE,
+ LogText("colors[ImGuiCol_%s]%*s= ImVec4(%.2ff, %.2ff, %.2ff, %.2ff);" IM_NEWLINE,
name, 23 - (int)strlen(name), "", col.x, col.y, col.z, col.w);
}
- ImGui::LogFinish();
+ LogFinish();
}
- ImGui::SameLine(); ImGui::SetNextItemWidth(120); ImGui::Combo("##output_type", &output_dest, "To Clipboard\0To TTY\0");
- ImGui::SameLine(); ImGui::Checkbox("Only Modified Colors", &output_only_modified);
+ SameLine(); SetNextItemWidth(120); Combo("##output_type", &output_dest, "To Clipboard\0To TTY\0");
+ SameLine(); Checkbox("Only Modified Colors", &output_only_modified);
static ImGuiTextFilter filter;
- filter.Draw("Filter colors", ImGui::GetFontSize() * 16);
+ filter.Draw("Filter colors", GetFontSize() * 16);
static ImGuiColorEditFlags alpha_flags = 0;
- if (ImGui::RadioButton("Opaque", alpha_flags == ImGuiColorEditFlags_None)) { alpha_flags = ImGuiColorEditFlags_None; } ImGui::SameLine();
- if (ImGui::RadioButton("Alpha", alpha_flags == ImGuiColorEditFlags_AlphaPreview)) { alpha_flags = ImGuiColorEditFlags_AlphaPreview; } ImGui::SameLine();
- if (ImGui::RadioButton("Both", alpha_flags == ImGuiColorEditFlags_AlphaPreviewHalf)) { alpha_flags = ImGuiColorEditFlags_AlphaPreviewHalf; } ImGui::SameLine();
+ if (RadioButton("Opaque", alpha_flags == ImGuiColorEditFlags_AlphaOpaque)) { alpha_flags = ImGuiColorEditFlags_AlphaOpaque; } SameLine();
+ if (RadioButton("Alpha", alpha_flags == ImGuiColorEditFlags_None)) { alpha_flags = ImGuiColorEditFlags_None; } SameLine();
+ if (RadioButton("Both", alpha_flags == ImGuiColorEditFlags_AlphaPreviewHalf)) { alpha_flags = ImGuiColorEditFlags_AlphaPreviewHalf; } SameLine();
HelpMarker(
"In the color list:\n"
"Left-click on color square to open color picker,\n"
"Right-click to open edit options menu.");
- ImGui::SetNextWindowSizeConstraints(ImVec2(0.0f, ImGui::GetTextLineHeightWithSpacing() * 10), ImVec2(FLT_MAX, FLT_MAX));
- ImGui::BeginChild("##colors", ImVec2(0, 0), ImGuiChildFlags_Borders | ImGuiChildFlags_NavFlattened, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar);
- ImGui::PushItemWidth(ImGui::GetFontSize() * -12);
+ SetNextWindowSizeConstraints(ImVec2(0.0f, GetTextLineHeightWithSpacing() * 10), ImVec2(FLT_MAX, FLT_MAX));
+ BeginChild("##colors", ImVec2(0, 0), ImGuiChildFlags_Borders | ImGuiChildFlags_NavFlattened, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar);
+ PushItemWidth(GetFontSize() * -12);
for (int i = 0; i < ImGuiCol_COUNT; i++)
{
- const char* name = ImGui::GetStyleColorName(i);
+ const char* name = GetStyleColorName(i);
if (!filter.PassFilter(name))
continue;
- ImGui::PushID(i);
+ PushID(i);
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
- if (ImGui::Button("?"))
- ImGui::DebugFlashStyleColor((ImGuiCol)i);
- ImGui::SetItemTooltip("Flash given color to identify places where it is used.");
- ImGui::SameLine();
+ if (Button("?"))
+ DebugFlashStyleColor((ImGuiCol)i);
+ SetItemTooltip("Flash given color to identify places where it is used.");
+ SameLine();
#endif
- ImGui::ColorEdit4("##color", (float*)&style.Colors[i], ImGuiColorEditFlags_AlphaBar | alpha_flags);
+ ColorEdit4("##color", (float*)&style.Colors[i], ImGuiColorEditFlags_AlphaBar | alpha_flags);
if (memcmp(&style.Colors[i], &ref->Colors[i], sizeof(ImVec4)) != 0)
{
// Tips: in a real user application, you may want to merge and use an icon font into the main font,
// so instead of "Save"/"Revert" you'd use icons!
// Read the FAQ and docs/FONTS.md about using icon fonts. It's really easy and super convenient!
- ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button("Save")) { ref->Colors[i] = style.Colors[i]; }
- ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button("Revert")) { style.Colors[i] = ref->Colors[i]; }
+ SameLine(0.0f, style.ItemInnerSpacing.x); if (Button("Save")) { ref->Colors[i] = style.Colors[i]; }
+ SameLine(0.0f, style.ItemInnerSpacing.x); if (Button("Revert")) { style.Colors[i] = ref->Colors[i]; }
}
- ImGui::SameLine(0.0f, style.ItemInnerSpacing.x);
- ImGui::TextUnformatted(name);
- ImGui::PopID();
+ SameLine(0.0f, style.ItemInnerSpacing.x);
+ TextUnformatted(name);
+ PopID();
}
- ImGui::PopItemWidth();
- ImGui::EndChild();
+ PopItemWidth();
+ EndChild();
- ImGui::EndTabItem();
+ EndTabItem();
}
- if (ImGui::BeginTabItem("Fonts"))
+ if (BeginTabItem("Fonts"))
{
- ImGuiIO& io = ImGui::GetIO();
+ ImGuiIO& io = GetIO();
ImFontAtlas* atlas = io.Fonts;
- HelpMarker("Read FAQ and docs/FONTS.md for details on font loading.");
- ImGui::ShowFontAtlas(atlas);
+ ShowFontAtlas(atlas);
// Post-baking font scaling. Note that this is NOT the nice way of scaling fonts, read below.
// (we enforce hard clamping manually as by default DragFloat/SliderFloat allows CTRL+Click text to get out of bounds).
+ /*
+ SeparatorText("Legacy Scaling");
const float MIN_SCALE = 0.3f;
const float MAX_SCALE = 2.0f;
HelpMarker(
@@ -8062,120 +8491,121 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
"However, the _correct_ way of scaling your UI is currently to reload your font at the designed size, "
"rebuild the font atlas, and call style.ScaleAllSizes() on a reference ImGuiStyle structure.\n"
"Using those settings here will give you poor quality results.");
- static float window_scale = 1.0f;
- ImGui::PushItemWidth(ImGui::GetFontSize() * 8);
- if (ImGui::DragFloat("window scale", &window_scale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp)) // Scale only this window
- ImGui::SetWindowFontScale(window_scale);
- ImGui::DragFloat("global scale", &io.FontGlobalScale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp); // Scale everything
- ImGui::PopItemWidth();
+ PushItemWidth(GetFontSize() * 8);
+ DragFloat("global scale", &io.FontGlobalScale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp); // Scale everything
+ //static float window_scale = 1.0f;
+ //if (DragFloat("window scale", &window_scale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp)) // Scale only this window
+ // SetWindowFontScale(window_scale);
+ PopItemWidth();
+ */
- ImGui::EndTabItem();
+ EndTabItem();
}
- if (ImGui::BeginTabItem("Rendering"))
+ if (BeginTabItem("Rendering"))
{
- ImGui::Checkbox("Anti-aliased lines", &style.AntiAliasedLines);
- ImGui::SameLine();
+ Checkbox("Anti-aliased lines", &style.AntiAliasedLines);
+ SameLine();
HelpMarker("When disabling anti-aliasing lines, you'll probably want to disable borders in your style as well.");
- ImGui::Checkbox("Anti-aliased lines use texture", &style.AntiAliasedLinesUseTex);
- ImGui::SameLine();
+ Checkbox("Anti-aliased lines use texture", &style.AntiAliasedLinesUseTex);
+ SameLine();
HelpMarker("Faster lines using texture data. Require backend to render with bilinear filtering (not point/nearest filtering).");
- ImGui::Checkbox("Anti-aliased fill", &style.AntiAliasedFill);
- ImGui::PushItemWidth(ImGui::GetFontSize() * 8);
- ImGui::DragFloat("Curve Tessellation Tolerance", &style.CurveTessellationTol, 0.02f, 0.10f, 10.0f, "%.2f");
+ Checkbox("Anti-aliased fill", &style.AntiAliasedFill);
+ PushItemWidth(GetFontSize() * 8);
+ DragFloat("Curve Tessellation Tolerance", &style.CurveTessellationTol, 0.02f, 0.10f, 10.0f, "%.2f");
if (style.CurveTessellationTol < 0.10f) style.CurveTessellationTol = 0.10f;
// When editing the "Circle Segment Max Error" value, draw a preview of its effect on auto-tessellated circles.
- ImGui::DragFloat("Circle Tessellation Max Error", &style.CircleTessellationMaxError , 0.005f, 0.10f, 5.0f, "%.2f", ImGuiSliderFlags_AlwaysClamp);
- const bool show_samples = ImGui::IsItemActive();
+ DragFloat("Circle Tessellation Max Error", &style.CircleTessellationMaxError , 0.005f, 0.10f, 5.0f, "%.2f", ImGuiSliderFlags_AlwaysClamp);
+ const bool show_samples = IsItemActive();
if (show_samples)
- ImGui::SetNextWindowPos(ImGui::GetCursorScreenPos());
- if (show_samples && ImGui::BeginTooltip())
+ SetNextWindowPos(GetCursorScreenPos());
+ if (show_samples && BeginTooltip())
{
- ImGui::TextUnformatted("(R = radius, N = approx number of segments)");
- ImGui::Spacing();
- ImDrawList* draw_list = ImGui::GetWindowDrawList();
- const float min_widget_width = ImGui::CalcTextSize("R: MMM\nN: MMM").x;
+ TextUnformatted("(R = radius, N = approx number of segments)");
+ Spacing();
+ ImDrawList* draw_list = GetWindowDrawList();
+ const float min_widget_width = CalcTextSize("R: MMM\nN: MMM").x;
for (int n = 0; n < 8; n++)
{
const float RAD_MIN = 5.0f;
const float RAD_MAX = 70.0f;
const float rad = RAD_MIN + (RAD_MAX - RAD_MIN) * (float)n / (8.0f - 1.0f);
- ImGui::BeginGroup();
+ BeginGroup();
// N is not always exact here due to how PathArcTo() function work internally
- ImGui::Text("R: %.f\nN: %d", rad, draw_list->_CalcCircleAutoSegmentCount(rad));
+ Text("R: %.f\nN: %d", rad, draw_list->_CalcCircleAutoSegmentCount(rad));
const float canvas_width = IM_MAX(min_widget_width, rad * 2.0f);
const float offset_x = floorf(canvas_width * 0.5f);
const float offset_y = floorf(RAD_MAX);
- const ImVec2 p1 = ImGui::GetCursorScreenPos();
- draw_list->AddCircle(ImVec2(p1.x + offset_x, p1.y + offset_y), rad, ImGui::GetColorU32(ImGuiCol_Text));
- ImGui::Dummy(ImVec2(canvas_width, RAD_MAX * 2));
+ const ImVec2 p1 = GetCursorScreenPos();
+ draw_list->AddCircle(ImVec2(p1.x + offset_x, p1.y + offset_y), rad, GetColorU32(ImGuiCol_Text));
+ Dummy(ImVec2(canvas_width, RAD_MAX * 2));
/*
- const ImVec2 p2 = ImGui::GetCursorScreenPos();
- draw_list->AddCircleFilled(ImVec2(p2.x + offset_x, p2.y + offset_y), rad, ImGui::GetColorU32(ImGuiCol_Text));
- ImGui::Dummy(ImVec2(canvas_width, RAD_MAX * 2));
+ const ImVec2 p2 = GetCursorScreenPos();
+ draw_list->AddCircleFilled(ImVec2(p2.x + offset_x, p2.y + offset_y), rad, GetColorU32(ImGuiCol_Text));
+ Dummy(ImVec2(canvas_width, RAD_MAX * 2));
*/
- ImGui::EndGroup();
- ImGui::SameLine();
+ EndGroup();
+ SameLine();
}
- ImGui::EndTooltip();
+ EndTooltip();
}
- ImGui::SameLine();
- HelpMarker("When drawing circle primitives with \"num_segments == 0\" tesselation will be calculated automatically.");
+ SameLine();
+ HelpMarker("When drawing circle primitives with \"num_segments == 0\" tessellation will be calculated automatically.");
- ImGui::DragFloat("Global Alpha", &style.Alpha, 0.005f, 0.20f, 1.0f, "%.2f"); // Not exposing zero here so user doesn't "lose" the UI (zero alpha clips all widgets). But application code could have a toggle to switch between zero and non-zero.
- ImGui::DragFloat("Disabled Alpha", &style.DisabledAlpha, 0.005f, 0.0f, 1.0f, "%.2f"); ImGui::SameLine(); HelpMarker("Additional alpha multiplier for disabled items (multiply over current value of Alpha).");
- ImGui::PopItemWidth();
+ DragFloat("Global Alpha", &style.Alpha, 0.005f, 0.20f, 1.0f, "%.2f"); // Not exposing zero here so user doesn't "lose" the UI (zero alpha clips all widgets). But application code could have a toggle to switch between zero and non-zero.
+ DragFloat("Disabled Alpha", &style.DisabledAlpha, 0.005f, 0.0f, 1.0f, "%.2f"); SameLine(); HelpMarker("Additional alpha multiplier for disabled items (multiply over current value of Alpha).");
+ PopItemWidth();
- ImGui::EndTabItem();
+ EndTabItem();
}
- ImGui::EndTabBar();
+ EndTabBar();
}
-
- ImGui::PopItemWidth();
+ PopItemWidth();
}
//-----------------------------------------------------------------------------
// [SECTION] User Guide / ShowUserGuide()
//-----------------------------------------------------------------------------
+// We omit the ImGui:: prefix in this function, as we don't expect user to be copy and pasting this code.
void ImGui::ShowUserGuide()
{
- ImGuiIO& io = ImGui::GetIO();
- ImGui::BulletText("Double-click on title bar to collapse window.");
- ImGui::BulletText(
+ ImGuiIO& io = GetIO();
+ BulletText("Double-click on title bar to collapse window.");
+ BulletText(
"Click and drag on lower corner to resize window\n"
"(double-click to auto fit window to its contents).");
- ImGui::BulletText("CTRL+Click on a slider or drag box to input value as text.");
- ImGui::BulletText("TAB/SHIFT+TAB to cycle through keyboard editable fields.");
- ImGui::BulletText("CTRL+Tab to select a window.");
+ BulletText("CTRL+Click on a slider or drag box to input value as text.");
+ BulletText("TAB/SHIFT+TAB to cycle through keyboard editable fields.");
+ BulletText("CTRL+Tab to select a window.");
if (io.FontAllowUserScaling)
- ImGui::BulletText("CTRL+Mouse Wheel to zoom window contents.");
- ImGui::BulletText("While inputing text:\n");
- ImGui::Indent();
- ImGui::BulletText("CTRL+Left/Right to word jump.");
- ImGui::BulletText("CTRL+A or double-click to select all.");
- ImGui::BulletText("CTRL+X/C/V to use clipboard cut/copy/paste.");
- ImGui::BulletText("CTRL+Z,CTRL+Y to undo/redo.");
- ImGui::BulletText("ESCAPE to revert.");
- ImGui::Unindent();
- ImGui::BulletText("With keyboard navigation enabled:");
- ImGui::Indent();
- ImGui::BulletText("Arrow keys to navigate.");
- ImGui::BulletText("Space to activate a widget.");
- ImGui::BulletText("Return to input text into a widget.");
- ImGui::BulletText("Escape to deactivate a widget, close popup, exit child window.");
- ImGui::BulletText("Alt to jump to the menu layer of a window.");
- ImGui::Unindent();
+ BulletText("CTRL+Mouse Wheel to zoom window contents.");
+ BulletText("While inputting text:\n");
+ Indent();
+ BulletText("CTRL+Left/Right to word jump.");
+ BulletText("CTRL+A or double-click to select all.");
+ BulletText("CTRL+X/C/V to use clipboard cut/copy/paste.");
+ BulletText("CTRL+Z to undo, CTRL+Y/CTRL+SHIFT+Z to redo.");
+ BulletText("ESCAPE to revert.");
+ Unindent();
+ BulletText("With keyboard navigation enabled:");
+ Indent();
+ BulletText("Arrow keys to navigate.");
+ BulletText("Space to activate a widget.");
+ BulletText("Return to input text into a widget.");
+ BulletText("Escape to deactivate a widget, close popup, exit child window.");
+ BulletText("Alt to jump to the menu layer of a window.");
+ Unindent();
}
//-----------------------------------------------------------------------------
@@ -8201,7 +8631,7 @@ static void ShowExampleAppMainMenuBar()
if (ImGui::BeginMenu("Edit"))
{
if (ImGui::MenuItem("Undo", "CTRL+Z")) {}
- if (ImGui::MenuItem("Redo", "CTRL+Y", false, false)) {} // Disabled item
+ if (ImGui::MenuItem("Redo", "CTRL+Y", false, false)) {} // Disabled item
ImGui::Separator();
if (ImGui::MenuItem("Cut", "CTRL+X")) {}
if (ImGui::MenuItem("Copy", "CTRL+C")) {}
@@ -8591,7 +9021,7 @@ struct ExampleAppConsole
else
{
// Multiple matches. Complete as much as we can..
- // So inputing "C"+Tab will complete to "CL" then display "CLEAR" and "CLASSIFY" as matches.
+ // So inputting "C"+Tab will complete to "CL" then display "CLEAR" and "CLASSIFY" as matches.
int match_len = (int)(word_end - word_start);
for (;;)
{
@@ -8935,6 +9365,8 @@ struct ExampleAppPropertyEditor
ImGui::Separator();
if (ImGui::BeginTable("##properties", 2, ImGuiTableFlags_Resizable | ImGuiTableFlags_ScrollY))
{
+ // Push object ID after we entered the table, so table is shared for all objects
+ ImGui::PushID((int)node->UID);
ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed);
ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch, 2.0f); // Default twice larger
if (node->HasData)
@@ -8973,10 +9405,16 @@ struct ExampleAppPropertyEditor
ImGui::SliderScalarN("##Editor", field_desc.DataType, field_ptr, field_desc.DataCount, &v_min, &v_max);
break;
}
+ case ImGuiDataType_String:
+ {
+ ImGui::InputText("##Editor", reinterpret_cast(field_ptr), 28);
+ break;
+ }
}
ImGui::PopID();
}
}
+ ImGui::PopID();
ImGui::EndTable();
}
}
@@ -8989,8 +9427,10 @@ struct ExampleAppPropertyEditor
ImGui::TableNextColumn();
ImGui::PushID(node->UID);
ImGuiTreeNodeFlags tree_flags = ImGuiTreeNodeFlags_None;
- tree_flags |= ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick; // Standard opening mode as we are likely to want to add selection afterwards
- tree_flags |= ImGuiTreeNodeFlags_NavLeftJumpsBackHere; // Left arrow support
+ tree_flags |= ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick;// Standard opening mode as we are likely to want to add selection afterwards
+ tree_flags |= ImGuiTreeNodeFlags_NavLeftJumpsToParent; // Left arrow support
+ tree_flags |= ImGuiTreeNodeFlags_SpanFullWidth; // Span full width for easier mouse reach
+ tree_flags |= ImGuiTreeNodeFlags_DrawLinesToNodes; // Always draw hierarchy outlines
if (node == VisibleNode)
tree_flags |= ImGuiTreeNodeFlags_Selected;
if (node->Childs.Size == 0)
@@ -9441,7 +9881,7 @@ static void ShowExampleAppCustomRendering(bool* p_open)
float th = (n == 0) ? 1.0f : thickness;
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->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, 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
@@ -10072,7 +10512,7 @@ struct ExampleAssetsBrowser
Selection.Clear();
}
- // Logic would be written in the main code BeginChild() and outputing to local variables.
+ // Logic would be written in the main code BeginChild() and outputting to local variables.
// We extracted it into a function so we can call it easily from multiple places.
void UpdateLayoutSizes(float avail_width)
{
@@ -10170,7 +10610,7 @@ struct ExampleAssetsBrowser
}
ImGuiIO& io = ImGui::GetIO();
- ImGui::SetNextWindowContentSize(ImVec2(0.0f, LayoutOuterPadding + LayoutLineCount * (LayoutItemSize.x + LayoutItemSpacing)));
+ ImGui::SetNextWindowContentSize(ImVec2(0.0f, LayoutOuterPadding + LayoutLineCount * (LayoutItemSize.y + LayoutItemSpacing)));
if (ImGui::BeginChild("Assets", ImVec2(0.0f, -ImGui::GetTextLineHeightWithSpacing()), ImGuiChildFlags_Borders, ImGuiWindowFlags_NoMove))
{
ImDrawList* draw_list = ImGui::GetWindowDrawList();
@@ -10220,7 +10660,7 @@ struct ExampleAssetsBrowser
// Rendering parameters
const ImU32 icon_type_overlay_colors[3] = { 0, IM_COL32(200, 70, 70, 255), IM_COL32(70, 170, 70, 255) };
- const ImU32 icon_bg_color = ImGui::GetColorU32(ImGuiCol_MenuBarBg);
+ const ImU32 icon_bg_color = ImGui::GetColorU32(IM_COL32(35, 35, 35, 220));
const ImVec2 icon_type_overlay_size = ImVec2(4.0f, 4.0f);
const bool display_label = (LayoutItemSize.x >= ImGui::CalcTextSize("999").x);
@@ -10382,7 +10822,8 @@ void ImGui::ShowAboutWindow(bool*) {}
void ImGui::ShowDemoWindow(bool*) {}
void ImGui::ShowUserGuide() {}
void ImGui::ShowStyleEditor(ImGuiStyle*) {}
+bool ImGui::ShowStyleSelector(const char*) { return false; }
-#endif
+#endif // #ifndef IMGUI_DISABLE_DEMO_WINDOWS
#endif // #ifndef IMGUI_DISABLE
diff --git a/imgui_draw.cpp b/imgui_draw.cpp
index 01723b35c97d..f42f966393cc 100644
--- a/imgui_draw.cpp
+++ b/imgui_draw.cpp
@@ -1,4 +1,4 @@
-// dear imgui, v1.91.5 WIP
+// dear imgui, v1.92.2 WIP
// (drawing and font code)
/*
@@ -13,8 +13,9 @@ Index of this file:
// [SECTION] ImDrawData
// [SECTION] Helpers ShadeVertsXXX functions
// [SECTION] ImFontConfig
-// [SECTION] ImFontAtlas
-// [SECTION] ImFontAtlas glyph ranges helpers
+// [SECTION] ImFontAtlas, ImFontAtlasBuilder
+// [SECTION] ImFontAtlas: backend for stb_truetype
+// [SECTION] ImFontAtlas: glyph ranges helpers
// [SECTION] ImFontGlyphRangesBuilder
// [SECTION] ImFont
// [SECTION] ImGui Internal Render Helpers
@@ -39,6 +40,7 @@ Index of this file:
#endif
#include // vsnprintf, sscanf, printf
+#include // intptr_t
// Visual Studio warnings
#ifdef _MSC_VER
@@ -66,13 +68,19 @@ Index of this file:
#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
#pragma clang diagnostic ignored "-Wreserved-identifier" // warning: identifier '_Xxx' is reserved because it starts with '_' followed by a capital letter
#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access
+#pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type
+#pragma clang diagnostic ignored "-Wcast-qual" // warning: cast from 'const xxxx *' to 'xxx *' drops const qualifier
+#pragma clang diagnostic ignored "-Wswitch-default" // warning: 'switch' missing 'default' label
#elif defined(__GNUC__)
-#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
-#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used
-#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function
-#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value
-#pragma GCC diagnostic ignored "-Wstack-protector" // warning: stack protector not protecting local variables: variable length buffer
-#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
+#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
+#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used
+#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe
+#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function
+#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value
+#pragma GCC diagnostic ignored "-Wstack-protector" // warning: stack protector not protecting local variables: variable length buffer
+#pragma GCC diagnostic ignored "-Wstrict-overflow" // warning: assuming signed overflow does not occur when simplifying division / ..when changing X +- C1 cmp C2 to X cmp C2 -+ C1
+#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
+#pragma GCC diagnostic ignored "-Wcast-qual" // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers
#endif
//-------------------------------------------------------------------------
@@ -101,16 +109,15 @@ namespace IMGUI_STB_NAMESPACE
#if defined(__clang__)
#pragma clang diagnostic push
-#pragma clang diagnostic ignored "-Wunused-function"
+#pragma clang diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used
#pragma clang diagnostic ignored "-Wmissing-prototypes"
#pragma clang diagnostic ignored "-Wimplicit-fallthrough"
-#pragma clang diagnostic ignored "-Wcast-qual" // warning: cast from 'const xxxx *' to 'xxx *' drops const qualifier
#endif
#if defined(__GNUC__)
#pragma GCC diagnostic push
#pragma GCC diagnostic ignored "-Wtype-limits" // warning: comparison is always true due to limited range of data type [-Wtype-limits]
-#pragma GCC diagnostic ignored "-Wcast-qual" // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers
+#pragma GCC diagnostic ignored "-Wimplicit-fallthrough" // warning: this statement may fall through
#endif
#ifndef STB_RECT_PACK_IMPLEMENTATION // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds)
@@ -139,6 +146,7 @@ namespace IMGUI_STB_NAMESPACE
#define STBTT_fabs(x) ImFabs(x)
#define STBTT_ifloor(x) ((int)ImFloor(x))
#define STBTT_iceil(x) ((int)ImCeil(x))
+#define STBTT_strlen(x) ImStrlen(x)
#define STBTT_STATIC
#define STB_TRUETYPE_IMPLEMENTATION
#else
@@ -211,13 +219,14 @@ void ImGui::StyleColorsDark(ImGuiStyle* dst)
colors[ImGuiCol_ResizeGrip] = ImVec4(0.26f, 0.59f, 0.98f, 0.20f);
colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f);
colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f);
+ colors[ImGuiCol_InputTextCursor] = colors[ImGuiCol_Text];
colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered];
colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f);
colors[ImGuiCol_TabSelected] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f);
colors[ImGuiCol_TabSelectedOverline] = colors[ImGuiCol_HeaderActive];
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, 1.00f);
+ colors[ImGuiCol_TabDimmedSelectedOverline] = ImVec4(0.50f, 0.50f, 0.50f, 0.00f);
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);
@@ -229,6 +238,7 @@ void ImGui::StyleColorsDark(ImGuiStyle* dst)
colors[ImGuiCol_TableRowBgAlt] = ImVec4(1.00f, 1.00f, 1.00f, 0.06f);
colors[ImGuiCol_TextLink] = colors[ImGuiCol_HeaderActive];
colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f);
+ colors[ImGuiCol_TreeLines] = colors[ImGuiCol_Border];
colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f);
colors[ImGuiCol_NavCursor] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f);
@@ -274,13 +284,14 @@ void ImGui::StyleColorsClassic(ImGuiStyle* dst)
colors[ImGuiCol_ResizeGrip] = ImVec4(1.00f, 1.00f, 1.00f, 0.10f);
colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.78f, 0.82f, 1.00f, 0.60f);
colors[ImGuiCol_ResizeGripActive] = ImVec4(0.78f, 0.82f, 1.00f, 0.90f);
+ colors[ImGuiCol_InputTextCursor] = colors[ImGuiCol_Text];
colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered];
colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f);
colors[ImGuiCol_TabSelected] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f);
colors[ImGuiCol_TabSelectedOverline] = colors[ImGuiCol_HeaderActive];
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] = colors[ImGuiCol_HeaderActive];
+ colors[ImGuiCol_TabDimmedSelectedOverline] = ImVec4(0.53f, 0.53f, 0.87f, 0.00f);
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);
@@ -292,6 +303,7 @@ void ImGui::StyleColorsClassic(ImGuiStyle* dst)
colors[ImGuiCol_TableRowBgAlt] = ImVec4(1.00f, 1.00f, 1.00f, 0.07f);
colors[ImGuiCol_TextLink] = colors[ImGuiCol_HeaderActive];
colors[ImGuiCol_TextSelectedBg] = ImVec4(0.00f, 0.00f, 1.00f, 0.35f);
+ colors[ImGuiCol_TreeLines] = colors[ImGuiCol_Border];
colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f);
colors[ImGuiCol_NavCursor] = colors[ImGuiCol_HeaderHovered];
colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f);
@@ -338,13 +350,14 @@ void ImGui::StyleColorsLight(ImGuiStyle* dst)
colors[ImGuiCol_ResizeGrip] = ImVec4(0.35f, 0.35f, 0.35f, 0.17f);
colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f);
colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f);
+ colors[ImGuiCol_InputTextCursor] = colors[ImGuiCol_Text];
colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered];
colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.90f);
colors[ImGuiCol_TabSelected] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f);
colors[ImGuiCol_TabSelectedOverline] = colors[ImGuiCol_HeaderActive];
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, 1.00f);
+ colors[ImGuiCol_TabDimmedSelectedOverline] = ImVec4(0.26f, 0.59f, 1.00f, 0.00f);
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);
@@ -356,6 +369,7 @@ void ImGui::StyleColorsLight(ImGuiStyle* dst)
colors[ImGuiCol_TableRowBgAlt] = ImVec4(0.30f, 0.30f, 0.30f, 0.09f);
colors[ImGuiCol_TextLink] = colors[ImGuiCol_HeaderActive];
colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f);
+ colors[ImGuiCol_TreeLines] = colors[ImGuiCol_Border];
colors[ImGuiCol_DragDropTarget] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f);
colors[ImGuiCol_NavCursor] = colors[ImGuiCol_HeaderHovered];
colors[ImGuiCol_NavWindowingHighlight] = ImVec4(0.70f, 0.70f, 0.70f, 0.70f);
@@ -370,6 +384,7 @@ void ImGui::StyleColorsLight(ImGuiStyle* dst)
ImDrawListSharedData::ImDrawListSharedData()
{
memset(this, 0, sizeof(*this));
+ InitialFringeScale = 1.0f;
for (int i = 0; i < IM_ARRAYSIZE(ArcFastVtx); i++)
{
const float a = ((float)i * 2 * IM_PI) / (float)IM_ARRAYSIZE(ArcFastVtx);
@@ -378,6 +393,11 @@ ImDrawListSharedData::ImDrawListSharedData()
ArcFastRadiusCutoff = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(IM_DRAWLIST_ARCFAST_SAMPLE_MAX, CircleSegmentMaxError);
}
+ImDrawListSharedData::~ImDrawListSharedData()
+{
+ IM_ASSERT(DrawLists.Size == 0);
+}
+
void ImDrawListSharedData::SetCircleTessellationMaxError(float max_error)
{
if (CircleSegmentMaxError == max_error)
@@ -393,14 +413,35 @@ void ImDrawListSharedData::SetCircleTessellationMaxError(float max_error)
ArcFastRadiusCutoff = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(IM_DRAWLIST_ARCFAST_SAMPLE_MAX, CircleSegmentMaxError);
}
+ImDrawList::ImDrawList(ImDrawListSharedData* shared_data)
+{
+ memset(this, 0, sizeof(*this));
+ _SetDrawListSharedData(shared_data);
+}
+
+ImDrawList::~ImDrawList()
+{
+ _ClearFreeMemory();
+ _SetDrawListSharedData(NULL);
+}
+
+void ImDrawList::_SetDrawListSharedData(ImDrawListSharedData* data)
+{
+ if (_Data != NULL)
+ _Data->DrawLists.find_erase_unsorted(this);
+ _Data = data;
+ if (_Data != NULL)
+ _Data->DrawLists.push_back(this);
+}
+
// Initialize before use in a new frame. We always have a command ready in the buffer.
-// In the majority of cases, you would want to call PushClipRect() and PushTextureID() after this.
+// In the majority of cases, you would want to call PushClipRect() and PushTexture() after this.
void ImDrawList::_ResetForNewFrame()
{
// Verify that the ImDrawCmd fields we want to memcmp() are contiguous in memory.
IM_STATIC_ASSERT(offsetof(ImDrawCmd, ClipRect) == 0);
- IM_STATIC_ASSERT(offsetof(ImDrawCmd, TextureId) == sizeof(ImVec4));
- IM_STATIC_ASSERT(offsetof(ImDrawCmd, VtxOffset) == sizeof(ImVec4) + sizeof(ImTextureID));
+ IM_STATIC_ASSERT(offsetof(ImDrawCmd, TexRef) == sizeof(ImVec4));
+ IM_STATIC_ASSERT(offsetof(ImDrawCmd, VtxOffset) == sizeof(ImVec4) + sizeof(ImTextureRef));
if (_Splitter._Count > 1)
_Splitter.Merge(this);
@@ -413,12 +454,12 @@ void ImDrawList::_ResetForNewFrame()
_VtxWritePtr = NULL;
_IdxWritePtr = NULL;
_ClipRectStack.resize(0);
- _TextureIdStack.resize(0);
+ _TextureStack.resize(0);
_CallbacksDataBuf.resize(0);
_Path.resize(0);
_Splitter.Clear();
CmdBuffer.push_back(ImDrawCmd());
- _FringeScale = 1.0f;
+ _FringeScale = _Data->InitialFringeScale;
}
void ImDrawList::_ClearFreeMemory()
@@ -431,7 +472,7 @@ void ImDrawList::_ClearFreeMemory()
_VtxWritePtr = NULL;
_IdxWritePtr = NULL;
_ClipRectStack.clear();
- _TextureIdStack.clear();
+ _TextureStack.clear();
_CallbacksDataBuf.clear();
_Path.clear();
_Splitter.ClearFreeMemory();
@@ -451,7 +492,7 @@ void ImDrawList::AddDrawCmd()
{
ImDrawCmd draw_cmd;
draw_cmd.ClipRect = _CmdHeader.ClipRect; // Same as calling ImDrawCmd_HeaderCopy()
- draw_cmd.TextureId = _CmdHeader.TextureId;
+ draw_cmd.TexRef = _CmdHeader.TexRef;
draw_cmd.VtxOffset = _CmdHeader.VtxOffset;
draw_cmd.IdxOffset = IdxBuffer.Size;
@@ -506,10 +547,10 @@ void ImDrawList::AddCallback(ImDrawCallback callback, void* userdata, size_t use
AddDrawCmd(); // Force a new command after us (see comment below)
}
-// Compare ClipRect, TextureId and VtxOffset with a single memcmp()
+// Compare ClipRect, TexRef and VtxOffset with a single memcmp()
#define ImDrawCmd_HeaderSize (offsetof(ImDrawCmd, VtxOffset) + sizeof(unsigned int))
-#define ImDrawCmd_HeaderCompare(CMD_LHS, CMD_RHS) (memcmp(CMD_LHS, CMD_RHS, ImDrawCmd_HeaderSize)) // Compare ClipRect, TextureId, VtxOffset
-#define ImDrawCmd_HeaderCopy(CMD_DST, CMD_SRC) (memcpy(CMD_DST, CMD_SRC, ImDrawCmd_HeaderSize)) // Copy ClipRect, TextureId, VtxOffset
+#define ImDrawCmd_HeaderCompare(CMD_LHS, CMD_RHS) (memcmp(CMD_LHS, CMD_RHS, ImDrawCmd_HeaderSize)) // Compare ClipRect, TexRef, VtxOffset
+#define ImDrawCmd_HeaderCopy(CMD_DST, CMD_SRC) (memcpy(CMD_DST, CMD_SRC, ImDrawCmd_HeaderSize)) // Copy ClipRect, TexRef, VtxOffset
#define ImDrawCmd_AreSequentialIdxOffset(CMD_0, CMD_1) (CMD_0->IdxOffset + CMD_0->ElemCount == CMD_1->IdxOffset)
// Try to merge two last draw commands
@@ -549,17 +590,20 @@ void ImDrawList::_OnChangedClipRect()
curr_cmd->ClipRect = _CmdHeader.ClipRect;
}
-void ImDrawList::_OnChangedTextureID()
+void ImDrawList::_OnChangedTexture()
{
// If current command is used with different settings we need to add a new command
IM_ASSERT_PARANOID(CmdBuffer.Size > 0);
ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
- if (curr_cmd->ElemCount != 0 && curr_cmd->TextureId != _CmdHeader.TextureId)
+ if (curr_cmd->ElemCount != 0 && curr_cmd->TexRef != _CmdHeader.TexRef)
{
AddDrawCmd();
return;
}
- IM_ASSERT(curr_cmd->UserCallback == NULL);
+
+ // Unlike other _OnChangedXXX functions this may be called by ImFontAtlasUpdateDrawListsTextures() in more locations so we need to handle this case.
+ if (curr_cmd->UserCallback != NULL)
+ return;
// Try to merge with previous command if it matches, else use current command
ImDrawCmd* prev_cmd = curr_cmd - 1;
@@ -568,7 +612,7 @@ void ImDrawList::_OnChangedTextureID()
CmdBuffer.pop_back();
return;
}
- curr_cmd->TextureId = _CmdHeader.TextureId;
+ curr_cmd->TexRef = _CmdHeader.TexRef;
}
void ImDrawList::_OnChangedVtxOffset()
@@ -629,27 +673,30 @@ void ImDrawList::PopClipRect()
_OnChangedClipRect();
}
-void ImDrawList::PushTextureID(ImTextureID texture_id)
+void ImDrawList::PushTexture(ImTextureRef tex_ref)
{
- _TextureIdStack.push_back(texture_id);
- _CmdHeader.TextureId = texture_id;
- _OnChangedTextureID();
+ _TextureStack.push_back(tex_ref);
+ _CmdHeader.TexRef = tex_ref;
+ if (tex_ref._TexData != NULL)
+ IM_ASSERT(tex_ref._TexData->WantDestroyNextFrame == false);
+ _OnChangedTexture();
}
-void ImDrawList::PopTextureID()
+void ImDrawList::PopTexture()
{
- _TextureIdStack.pop_back();
- _CmdHeader.TextureId = (_TextureIdStack.Size == 0) ? (ImTextureID)NULL : _TextureIdStack.Data[_TextureIdStack.Size - 1];
- _OnChangedTextureID();
+ _TextureStack.pop_back();
+ _CmdHeader.TexRef = (_TextureStack.Size == 0) ? ImTextureRef() : _TextureStack.Data[_TextureStack.Size - 1];
+ _OnChangedTexture();
}
-// This is used by ImGui::PushFont()/PopFont(). It works because we never use _TextureIdStack[] elsewhere than in PushTextureID()/PopTextureID().
-void ImDrawList::_SetTextureID(ImTextureID texture_id)
+// This is used by ImGui::PushFont()/PopFont(). It works because we never use _TextureIdStack[] elsewhere than in PushTexture()/PopTexture().
+void ImDrawList::_SetTexture(ImTextureRef tex_ref)
{
- if (_CmdHeader.TextureId == texture_id)
+ if (_CmdHeader.TexRef == tex_ref)
return;
- _CmdHeader.TextureId = texture_id;
- _OnChangedTextureID();
+ _CmdHeader.TexRef = tex_ref;
+ _TextureStack.back() = tex_ref;
+ _OnChangedTexture();
}
// Reserve space for a number of vertices and indices.
@@ -835,7 +882,7 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
dm_x *= half_draw_size; // dm_x, dm_y are offset to the outer edge of the AA area
dm_y *= half_draw_size;
- // Add temporary vertexes for the outer edges
+ // Add temporary vertices for the outer edges
ImVec2* out_vtx = &temp_points[i2 * 2];
out_vtx[0].x = points[i2].x + dm_x;
out_vtx[0].y = points[i2].y + dm_y;
@@ -862,7 +909,7 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
idx1 = idx2;
}
- // Add vertexes for each point on the line
+ // Add vertices for each point on the line
if (use_texture)
{
// If we're using textures we only need to emit the left/right edge vertices
@@ -1646,7 +1693,7 @@ void ImDrawList::AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const Im
PathStroke(col, 0, thickness);
}
-void ImDrawList::AddText(const 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)
+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)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
@@ -1654,8 +1701,7 @@ void ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos,
// Accept null ranges
if (text_begin == text_end || text_begin[0] == 0)
return;
- if (text_end == NULL)
- text_end = text_begin + strlen(text_begin);
+ // No need to strlen() here: font->RenderText() will do it and may early out.
// Pull default font/size from the shared ImDrawListSharedData instance
if (font == NULL)
@@ -1663,8 +1709,6 @@ void ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos,
if (font_size == 0.0f)
font_size = _Data->FontSize;
- IM_ASSERT(font->ContainerAtlas->TexID == _CmdHeader.TextureId); // Use high-level ImGui::PushFont() or low-level ImDrawList::PushTextureId() to change font.
-
ImVec4 clip_rect = _CmdHeader.ClipRect;
if (cpu_fine_clip_rect)
{
@@ -1678,42 +1722,42 @@ void ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos,
void ImDrawList::AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end)
{
- AddText(NULL, 0.0f, pos, col, text_begin, text_end);
+ AddText(_Data->Font, _Data->FontSize, pos, col, text_begin, text_end);
}
-void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col)
+void ImDrawList::AddImage(ImTextureRef tex_ref, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
- const bool push_texture_id = user_texture_id != _CmdHeader.TextureId;
+ const bool push_texture_id = tex_ref != _CmdHeader.TexRef;
if (push_texture_id)
- PushTextureID(user_texture_id);
+ PushTexture(tex_ref);
PrimReserve(6, 4);
PrimRectUV(p_min, p_max, uv_min, uv_max, col);
if (push_texture_id)
- PopTextureID();
+ PopTexture();
}
-void ImDrawList::AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1, const ImVec2& uv2, const ImVec2& uv3, const ImVec2& uv4, ImU32 col)
+void ImDrawList::AddImageQuad(ImTextureRef tex_ref, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1, const ImVec2& uv2, const ImVec2& uv3, const ImVec2& uv4, ImU32 col)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
- const bool push_texture_id = user_texture_id != _CmdHeader.TextureId;
+ const bool push_texture_id = tex_ref != _CmdHeader.TexRef;
if (push_texture_id)
- PushTextureID(user_texture_id);
+ PushTexture(tex_ref);
PrimReserve(6, 4);
PrimQuadUV(p1, p2, p3, p4, uv1, uv2, uv3, uv4, col);
if (push_texture_id)
- PopTextureID();
+ PopTexture();
}
-void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags)
+void ImDrawList::AddImageRounded(ImTextureRef tex_ref, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
@@ -1721,13 +1765,13 @@ void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_mi
flags = FixRectCornerFlags(flags);
if (rounding < 0.5f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone)
{
- AddImage(user_texture_id, p_min, p_max, uv_min, uv_max, col);
+ AddImage(tex_ref, p_min, p_max, uv_min, uv_max, col);
return;
}
- const bool push_texture_id = user_texture_id != _CmdHeader.TextureId;
+ const bool push_texture_id = tex_ref != _CmdHeader.TexRef;
if (push_texture_id)
- PushTextureID(user_texture_id);
+ PushTexture(tex_ref);
int vert_start_idx = VtxBuffer.Size;
PathRect(p_min, p_max, rounding, flags);
@@ -1736,7 +1780,7 @@ void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_mi
ImGui::ShadeVertsLinearUV(this, vert_start_idx, vert_end_idx, p_min, p_max, uv_min, uv_max, true);
if (push_texture_id)
- PopTextureID();
+ PopTexture();
}
//-----------------------------------------------------------------------------
@@ -2164,7 +2208,7 @@ void ImDrawListSplitter::Merge(ImDrawList* draw_list)
// If current command is used with different settings we need to add a new command
ImDrawCmd* curr_cmd = &draw_list->CmdBuffer.Data[draw_list->CmdBuffer.Size - 1];
if (curr_cmd->ElemCount == 0)
- ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TextureId, VtxOffset
+ ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TexRef, VtxOffset
else if (ImDrawCmd_HeaderCompare(curr_cmd, &draw_list->_CmdHeader) != 0)
draw_list->AddDrawCmd();
@@ -2190,7 +2234,7 @@ void ImDrawListSplitter::SetCurrentChannel(ImDrawList* draw_list, int idx)
if (curr_cmd == NULL)
draw_list->AddDrawCmd();
else if (curr_cmd->ElemCount == 0)
- ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TextureId, VtxOffset
+ ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TexRef, VtxOffset
else if (ImDrawCmd_HeaderCompare(curr_cmd, &draw_list->_CmdHeader) != 0)
draw_list->AddDrawCmd();
}
@@ -2206,6 +2250,7 @@ void ImDrawData::Clear()
CmdLists.resize(0); // The ImDrawList are NOT owned by ImDrawData but e.g. by ImGuiContext, so we don't clear them.
DisplayPos = DisplaySize = FramebufferScale = ImVec2(0.0f, 0.0f);
OwnerViewport = NULL;
+ Textures = NULL;
}
// Important: 'out_list' is generally going to be draw_data->CmdLists, but may be another temporary list
@@ -2267,17 +2312,16 @@ void ImDrawData::DeIndexAllBuffers()
{
ImVector new_vtx_buffer;
TotalVtxCount = TotalIdxCount = 0;
- for (int i = 0; i < CmdListsCount; i++)
+ for (ImDrawList* draw_list : CmdLists)
{
- ImDrawList* cmd_list = CmdLists[i];
- if (cmd_list->IdxBuffer.empty())
+ if (draw_list->IdxBuffer.empty())
continue;
- new_vtx_buffer.resize(cmd_list->IdxBuffer.Size);
- for (int j = 0; j < cmd_list->IdxBuffer.Size; j++)
- new_vtx_buffer[j] = cmd_list->VtxBuffer[cmd_list->IdxBuffer[j]];
- cmd_list->VtxBuffer.swap(new_vtx_buffer);
- cmd_list->IdxBuffer.resize(0);
- TotalVtxCount += cmd_list->VtxBuffer.Size;
+ new_vtx_buffer.resize(draw_list->IdxBuffer.Size);
+ for (int j = 0; j < draw_list->IdxBuffer.Size; j++)
+ new_vtx_buffer[j] = draw_list->VtxBuffer[draw_list->IdxBuffer[j]];
+ draw_list->VtxBuffer.swap(new_vtx_buffer);
+ draw_list->IdxBuffer.resize(0);
+ TotalVtxCount += draw_list->VtxBuffer.Size;
}
}
@@ -2356,20 +2400,171 @@ void ImGui::ShadeVertsTransformPos(ImDrawList* draw_list, int vert_start_idx, in
// [SECTION] ImFontConfig
//-----------------------------------------------------------------------------
+// FIXME-NEWATLAS: Oversample specification could be more dynamic. For now, favoring automatic selection.
ImFontConfig::ImFontConfig()
{
memset(this, 0, sizeof(*this));
FontDataOwnedByAtlas = true;
- OversampleH = 2;
- OversampleV = 1;
+ OversampleH = 0; // Auto == 1 or 2 depending on size
+ OversampleV = 0; // Auto == 1
GlyphMaxAdvanceX = FLT_MAX;
RasterizerMultiply = 1.0f;
RasterizerDensity = 1.0f;
- EllipsisChar = (ImWchar)-1;
+ EllipsisChar = 0;
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] ImTextureData
+//-----------------------------------------------------------------------------
+// - ImTextureData::Create()
+// - ImTextureData::DestroyPixels()
+//-----------------------------------------------------------------------------
+
+int ImTextureDataGetFormatBytesPerPixel(ImTextureFormat format)
+{
+ switch (format)
+ {
+ case ImTextureFormat_Alpha8: return 1;
+ case ImTextureFormat_RGBA32: return 4;
+ }
+ IM_ASSERT(0);
+ return 0;
+}
+
+const char* ImTextureDataGetStatusName(ImTextureStatus status)
+{
+ switch (status)
+ {
+ case ImTextureStatus_OK: return "OK";
+ case ImTextureStatus_Destroyed: return "Destroyed";
+ case ImTextureStatus_WantCreate: return "WantCreate";
+ case ImTextureStatus_WantUpdates: return "WantUpdates";
+ case ImTextureStatus_WantDestroy: return "WantDestroy";
+ }
+ return "N/A";
}
+const char* ImTextureDataGetFormatName(ImTextureFormat format)
+{
+ switch (format)
+ {
+ case ImTextureFormat_Alpha8: return "Alpha8";
+ case ImTextureFormat_RGBA32: return "RGBA32";
+ }
+ return "N/A";
+}
+
+void ImTextureData::Create(ImTextureFormat format, int w, int h)
+{
+ IM_ASSERT(Status == ImTextureStatus_Destroyed);
+ DestroyPixels();
+ Format = format;
+ Status = ImTextureStatus_WantCreate;
+ Width = w;
+ Height = h;
+ BytesPerPixel = ImTextureDataGetFormatBytesPerPixel(format);
+ UseColors = false;
+ Pixels = (unsigned char*)IM_ALLOC(Width * Height * BytesPerPixel);
+ IM_ASSERT(Pixels != NULL);
+ memset(Pixels, 0, Width * Height * BytesPerPixel);
+ UsedRect.x = UsedRect.y = UsedRect.w = UsedRect.h = 0;
+ UpdateRect.x = UpdateRect.y = (unsigned short)~0;
+ UpdateRect.w = UpdateRect.h = 0;
+}
+
+void ImTextureData::DestroyPixels()
+{
+ if (Pixels)
+ IM_FREE(Pixels);
+ Pixels = NULL;
+ UseColors = false;
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] ImFontAtlas, ImFontAtlasBuilder
+//-----------------------------------------------------------------------------
+// - Default texture data encoded in ASCII
+// - ImFontAtlas()
+// - ImFontAtlas::Clear()
+// - ImFontAtlas::CompactCache()
+// - ImFontAtlas::ClearInputData()
+// - ImFontAtlas::ClearTexData()
+// - ImFontAtlas::ClearFonts()
+//-----------------------------------------------------------------------------
+// - ImFontAtlasUpdateNewFrame()
+// - ImFontAtlasTextureBlockConvert()
+// - ImFontAtlasTextureBlockPostProcess()
+// - ImFontAtlasTextureBlockPostProcessMultiply()
+// - ImFontAtlasTextureBlockFill()
+// - ImFontAtlasTextureBlockCopy()
+// - ImFontAtlasTextureBlockQueueUpload()
+//-----------------------------------------------------------------------------
+// - ImFontAtlas::GetTexDataAsAlpha8() [legacy]
+// - ImFontAtlas::GetTexDataAsRGBA32() [legacy]
+// - ImFontAtlas::Build() [legacy]
+//-----------------------------------------------------------------------------
+// - ImFontAtlas::AddFont()
+// - ImFontAtlas::AddFontDefault()
+// - ImFontAtlas::AddFontFromFileTTF()
+// - ImFontAtlas::AddFontFromMemoryTTF()
+// - ImFontAtlas::AddFontFromMemoryCompressedTTF()
+// - ImFontAtlas::AddFontFromMemoryCompressedBase85TTF()
+// - ImFontAtlas::RemoveFont()
+// - ImFontAtlasBuildNotifySetFont()
//-----------------------------------------------------------------------------
-// [SECTION] ImFontAtlas
+// - ImFontAtlas::AddCustomRect()
+// - ImFontAtlas::RemoveCustomRect()
+// - ImFontAtlas::GetCustomRect()
+// - ImFontAtlas::AddCustomRectFontGlyph() [legacy]
+// - ImFontAtlas::AddCustomRectFontGlyphForSize() [legacy]
+// - ImFontAtlasGetMouseCursorTexData()
+//-----------------------------------------------------------------------------
+// - ImFontAtlasBuildMain()
+// - ImFontAtlasBuildSetupFontLoader()
+// - ImFontAtlasBuildPreloadAllGlyphRanges()
+// - ImFontAtlasBuildUpdatePointers()
+// - ImFontAtlasBuildRenderBitmapFromString()
+// - ImFontAtlasBuildUpdateBasicTexData()
+// - ImFontAtlasBuildUpdateLinesTexData()
+// - ImFontAtlasBuildAddFont()
+// - ImFontAtlasBuildSetupFontBakedEllipsis()
+// - ImFontAtlasBuildSetupFontBakedBlanks()
+// - ImFontAtlasBuildSetupFontBakedFallback()
+// - ImFontAtlasBuildSetupFontSpecialGlyphs()
+// - ImFontAtlasBuildDiscardBakes()
+// - ImFontAtlasBuildDiscardFontBakedGlyph()
+// - ImFontAtlasBuildDiscardFontBaked()
+// - ImFontAtlasBuildDiscardFontBakes()
+//-----------------------------------------------------------------------------
+// - ImFontAtlasAddDrawListSharedData()
+// - ImFontAtlasRemoveDrawListSharedData()
+// - ImFontAtlasUpdateDrawListsTextures()
+// - ImFontAtlasUpdateDrawListsSharedData()
+//-----------------------------------------------------------------------------
+// - ImFontAtlasBuildSetTexture()
+// - ImFontAtlasBuildAddTexture()
+// - ImFontAtlasBuildMakeSpace()
+// - ImFontAtlasBuildRepackTexture()
+// - ImFontAtlasBuildGrowTexture()
+// - ImFontAtlasBuildRepackOrGrowTexture()
+// - ImFontAtlasBuildGetTextureSizeEstimate()
+// - ImFontAtlasBuildCompactTexture()
+// - ImFontAtlasBuildInit()
+// - ImFontAtlasBuildDestroy()
+//-----------------------------------------------------------------------------
+// - ImFontAtlasPackInit()
+// - ImFontAtlasPackAllocRectEntry()
+// - ImFontAtlasPackReuseRectEntry()
+// - ImFontAtlasPackDiscardRect()
+// - ImFontAtlasPackAddRect()
+// - ImFontAtlasPackGetRect()
+//-----------------------------------------------------------------------------
+// - ImFontBaked_BuildGrowIndex()
+// - ImFontBaked_BuildLoadGlyph()
+// - ImFontBaked_BuildLoadGlyphAdvanceX()
+// - ImFontAtlasDebugLogTextureRequests()
+//-----------------------------------------------------------------------------
+// - ImFontAtlasGetFontLoaderForStbTruetype()
//-----------------------------------------------------------------------------
// A work of art lies ahead! (. = white layer, X = black layer, others are blank)
@@ -2419,147 +2614,471 @@ static const ImVec2 FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[ImGuiMouseCursor_COUNT][3
{ ImVec2(73,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNESW
{ ImVec2(55,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNWSE
{ ImVec2(91,0), ImVec2(17,22), ImVec2( 5, 0) }, // ImGuiMouseCursor_Hand
+ { ImVec2(0,3), ImVec2(12,19), ImVec2(0, 0) }, // ImGuiMouseCursor_Wait // Arrow + custom code in ImGui::RenderMouseCursor()
+ { ImVec2(0,3), ImVec2(12,19), ImVec2(0, 0) }, // ImGuiMouseCursor_Progress // Arrow + custom code in ImGui::RenderMouseCursor()
{ ImVec2(109,0),ImVec2(13,15), ImVec2( 6, 7) }, // ImGuiMouseCursor_NotAllowed
};
+#define IM_FONTGLYPH_INDEX_UNUSED ((ImU16)-1) // 0xFFFF
+#define IM_FONTGLYPH_INDEX_NOT_FOUND ((ImU16)-2) // 0xFFFE
+
ImFontAtlas::ImFontAtlas()
{
memset(this, 0, sizeof(*this));
+ TexDesiredFormat = ImTextureFormat_RGBA32;
TexGlyphPadding = 1;
- PackIdMouseCursors = PackIdLines = -1;
+ TexMinWidth = 512;
+ TexMinHeight = 128;
+ TexMaxWidth = 8192;
+ TexMaxHeight = 8192;
+ RendererHasTextures = false; // Assumed false by default, as apps can call e.g Atlas::Build() after backend init and before ImGui can update.
+ TexNextUniqueID = 1;
+ FontNextUniqueID = 1;
+ Builder = NULL;
}
ImFontAtlas::~ImFontAtlas()
{
- IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
- Clear();
+ IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas!");
+ RendererHasTextures = false; // Full Clear() is supported, but ClearTexData() only isn't.
+ ClearFonts();
+ ClearTexData();
+ TexList.clear_delete();
+ TexData = NULL;
+}
+
+void ImFontAtlas::Clear()
+{
+ bool backup_renderer_has_textures = RendererHasTextures;
+ RendererHasTextures = false; // Full Clear() is supported, but ClearTexData() only isn't.
+ ClearFonts();
+ ClearTexData();
+ RendererHasTextures = backup_renderer_has_textures;
}
-void ImFontAtlas::ClearInputData()
+void ImFontAtlas::CompactCache()
{
- IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
- for (ImFontConfig& font_cfg : ConfigData)
- if (font_cfg.FontData && font_cfg.FontDataOwnedByAtlas)
- {
- IM_FREE(font_cfg.FontData);
- font_cfg.FontData = NULL;
- }
+ ImFontAtlasTextureCompact(this);
+}
+
+void ImFontAtlas::SetFontLoader(const ImFontLoader* font_loader)
+{
+ ImFontAtlasBuildSetupFontLoader(this, font_loader);
+}
+
+void ImFontAtlas::ClearInputData()
+{
+ IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas!");
- // When clearing this we lose access to the font name and other information used to build the font.
for (ImFont* font : Fonts)
- if (font->ConfigData >= ConfigData.Data && font->ConfigData < ConfigData.Data + ConfigData.Size)
+ ImFontAtlasFontDestroyOutput(this, font);
+ for (ImFontConfig& font_cfg : Sources)
+ ImFontAtlasFontDestroySourceData(this, &font_cfg);
+ for (ImFont* font : Fonts)
+ {
+ // When clearing this we lose access to the font name and other information used to build the font.
+ font->Sources.clear();
+ font->Flags |= ImFontFlags_NoLoadGlyphs;
+ }
+ Sources.clear();
+}
+
+// Clear CPU-side copy of the texture data.
+void ImFontAtlas::ClearTexData()
+{
+ IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas!");
+ IM_ASSERT(RendererHasTextures == false && "Not supported for dynamic atlases, but you may call Clear().");
+ for (ImTextureData* tex : TexList)
+ tex->DestroyPixels();
+ //Locked = true; // Hoped to be able to lock this down but some reload patterns may not be happy with it.
+}
+
+void ImFontAtlas::ClearFonts()
+{
+ // FIXME-NEWATLAS: Illegal to remove currently bound font.
+ IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas!");
+ ImFontAtlasBuildDestroy(this);
+ ClearInputData();
+ Fonts.clear_delete();
+ TexIsBuilt = false;
+ for (ImDrawListSharedData* shared_data : DrawListSharedDatas)
+ if (shared_data->FontAtlas == this)
{
- font->ConfigData = NULL;
- font->ConfigDataCount = 0;
+ shared_data->Font = NULL;
+ shared_data->FontScale = shared_data->FontSize = 0.0f;
}
- ConfigData.clear();
- CustomRects.clear();
- PackIdMouseCursors = PackIdLines = -1;
- // Important: we leave TexReady untouched
}
-void ImFontAtlas::ClearTexData()
+static void ImFontAtlasBuildUpdateRendererHasTexturesFromContext(ImFontAtlas* atlas)
{
- IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
- if (TexPixelsAlpha8)
- IM_FREE(TexPixelsAlpha8);
- if (TexPixelsRGBA32)
- IM_FREE(TexPixelsRGBA32);
- TexPixelsAlpha8 = NULL;
- TexPixelsRGBA32 = NULL;
- TexPixelsUseColors = false;
- // Important: we leave TexReady untouched
+ // [LEGACY] Copy back the ImGuiBackendFlags_RendererHasTextures flag from ImGui context.
+ // - This is the 1% exceptional case where that dependency if useful, to bypass an issue where otherwise at the
+ // time of an early call to Build(), it would be impossible for us to tell if the backend supports texture update.
+ // - Without this hack, we would have quite a pitfall as many legacy codebases have an early call to Build().
+ // Whereas conversely, the portion of people using ImDrawList without ImGui is expected to be pathologically rare.
+ for (ImDrawListSharedData* shared_data : atlas->DrawListSharedDatas)
+ if (ImGuiContext* imgui_ctx = shared_data->Context)
+ {
+ atlas->RendererHasTextures = (imgui_ctx->IO.BackendFlags & ImGuiBackendFlags_RendererHasTextures) != 0;
+ break;
+ }
}
-void ImFontAtlas::ClearFonts()
+// Called by NewFrame() for atlases owned by a context.
+// If you manually manage font atlases, you'll need to call this yourself.
+// - 'frame_count' needs to be provided because we can gc/prioritize baked fonts based on their age.
+// - 'frame_count' may not match those of all imgui contexts using this atlas, as contexts may be updated as different frequencies. But generally you can use ImGui::GetFrameCount() on one of your context.
+void ImFontAtlasUpdateNewFrame(ImFontAtlas* atlas, int frame_count, bool renderer_has_textures)
{
- IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
- Fonts.clear_delete();
- TexReady = false;
+ IM_ASSERT(atlas->Builder == NULL || atlas->Builder->FrameCount < frame_count); // Protection against being called twice.
+ atlas->RendererHasTextures = renderer_has_textures;
+
+ // Check that font atlas was built or backend support texture reload in which case we can build now
+ if (atlas->RendererHasTextures)
+ {
+ atlas->TexIsBuilt = true;
+ if (atlas->Builder == NULL) // This will only happen if fonts were not already loaded.
+ ImFontAtlasBuildMain(atlas);
+ }
+ else // Legacy backend
+ {
+ IM_ASSERT_USER_ERROR(atlas->TexIsBuilt, "Backend does not support ImGuiBackendFlags_RendererHasTextures, and font atlas is not built! Update backend OR make sure you called ImGui_ImplXXXX_NewFrame() function for renderer backend, which should call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8().");
+ }
+ if (atlas->TexIsBuilt && atlas->Builder->PreloadedAllGlyphsRanges)
+ IM_ASSERT_USER_ERROR(atlas->RendererHasTextures == false, "Called ImFontAtlas::Build() before ImGuiBackendFlags_RendererHasTextures got set! With new backends: you don't need to call Build().");
+
+ // Clear BakedCurrent cache, this is important because it ensure the uncached path gets taken once.
+ // We also rely on ImFontBaked* pointers never crossing frames.
+ ImFontAtlasBuilder* builder = atlas->Builder;
+ builder->FrameCount = frame_count;
+ for (ImFont* font : atlas->Fonts)
+ font->LastBaked = NULL;
+
+ // Garbage collect BakedPool
+ if (builder->BakedDiscardedCount > 0)
+ {
+ int dst_n = 0, src_n = 0;
+ for (; src_n < builder->BakedPool.Size; src_n++)
+ {
+ ImFontBaked* p_src = &builder->BakedPool[src_n];
+ if (p_src->WantDestroy)
+ continue;
+ ImFontBaked* p_dst = &builder->BakedPool[dst_n++];
+ if (p_dst == p_src)
+ continue;
+ memcpy(p_dst, p_src, sizeof(ImFontBaked));
+ builder->BakedMap.SetVoidPtr(p_dst->BakedId, p_dst);
+ }
+ IM_ASSERT(dst_n + builder->BakedDiscardedCount == src_n);
+ builder->BakedPool.Size -= builder->BakedDiscardedCount;
+ builder->BakedDiscardedCount = 0;
+ }
+
+ // Update texture status
+ for (int tex_n = 0; tex_n < atlas->TexList.Size; tex_n++)
+ {
+ ImTextureData* tex = atlas->TexList[tex_n];
+ bool remove_from_list = false;
+ if (tex->Status == ImTextureStatus_OK)
+ {
+ tex->Updates.resize(0);
+ tex->UpdateRect.x = tex->UpdateRect.y = (unsigned short)~0;
+ tex->UpdateRect.w = tex->UpdateRect.h = 0;
+ }
+ if (tex->Status == ImTextureStatus_WantCreate && atlas->RendererHasTextures)
+ IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == NULL && "Backend set texture's TexID/BackendUserData but did not update Status to OK.");
+
+ if (tex->Status == ImTextureStatus_Destroyed)
+ {
+ IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == NULL && "Backend set texture Status to Destroyed but did not clear TexID/BackendUserData!");
+ if (tex->WantDestroyNextFrame)
+ remove_from_list = true; // Destroy was scheduled by us
+ else
+ tex->Status = ImTextureStatus_WantCreate; // Destroy was done was backend (e.g. freed resources mid-run)
+ }
+ else if (tex->WantDestroyNextFrame && tex->Status != ImTextureStatus_WantDestroy)
+ {
+ // Request destroy. Keep bool as it allows us to keep track of things.
+ // We don't destroy pixels right away, as backend may have an in-flight copy from RAM.
+ IM_ASSERT(tex->Status == ImTextureStatus_OK || tex->Status == ImTextureStatus_WantCreate || tex->Status == ImTextureStatus_WantUpdates);
+ tex->Status = ImTextureStatus_WantDestroy;
+ }
+
+ // The backend may need defer destroying by a few frames, to handle texture used by previous in-flight rendering.
+ // We allow the texture staying in _WantDestroy state and increment a counter which the backend can use to take its decision.
+ if (tex->Status == ImTextureStatus_WantDestroy)
+ tex->UnusedFrames++;
+
+ // If a texture has never reached the backend, they don't need to know about it.
+ if (tex->Status == ImTextureStatus_WantDestroy && tex->TexID == ImTextureID_Invalid && tex->BackendUserData == NULL)
+ remove_from_list = true;
+
+ // Destroy and remove
+ if (remove_from_list)
+ {
+ tex->DestroyPixels();
+ IM_DELETE(tex);
+ atlas->TexList.erase(atlas->TexList.begin() + tex_n);
+ tex_n--;
+ }
+ }
}
-void ImFontAtlas::Clear()
+void ImFontAtlasTextureBlockConvert(const unsigned char* src_pixels, ImTextureFormat src_fmt, int src_pitch, unsigned char* dst_pixels, ImTextureFormat dst_fmt, int dst_pitch, int w, int h)
{
- ClearInputData();
- ClearTexData();
- ClearFonts();
+ IM_ASSERT(src_pixels != NULL && dst_pixels != NULL);
+ if (src_fmt == dst_fmt)
+ {
+ int line_sz = w * ImTextureDataGetFormatBytesPerPixel(src_fmt);
+ for (int ny = h; ny > 0; ny--, src_pixels += src_pitch, dst_pixels += dst_pitch)
+ memcpy(dst_pixels, src_pixels, line_sz);
+ }
+ else if (src_fmt == ImTextureFormat_Alpha8 && dst_fmt == ImTextureFormat_RGBA32)
+ {
+ for (int ny = h; ny > 0; ny--, src_pixels += src_pitch, dst_pixels += dst_pitch)
+ {
+ const ImU8* src_p = (const ImU8*)src_pixels;
+ ImU32* dst_p = (ImU32*)(void*)dst_pixels;
+ for (int nx = w; nx > 0; nx--)
+ *dst_p++ = IM_COL32(255, 255, 255, (unsigned int)(*src_p++));
+ }
+ }
+ else if (src_fmt == ImTextureFormat_RGBA32 && dst_fmt == ImTextureFormat_Alpha8)
+ {
+ for (int ny = h; ny > 0; ny--, src_pixels += src_pitch, dst_pixels += dst_pitch)
+ {
+ const ImU32* src_p = (const ImU32*)(void*)src_pixels;
+ ImU8* dst_p = (ImU8*)dst_pixels;
+ for (int nx = w; nx > 0; nx--)
+ *dst_p++ = ((*src_p++) >> IM_COL32_A_SHIFT) & 0xFF;
+ }
+ }
+ else
+ {
+ IM_ASSERT(0);
+ }
}
-void ImFontAtlas::GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel)
+// Source buffer may be written to (used for in-place mods).
+// Post-process hooks may eventually be added here.
+void ImFontAtlasTextureBlockPostProcess(ImFontAtlasPostProcessData* data)
{
- // Build atlas on demand
- if (TexPixelsAlpha8 == NULL)
- Build();
+ // Multiply operator (legacy)
+ if (data->FontSrc->RasterizerMultiply != 1.0f)
+ ImFontAtlasTextureBlockPostProcessMultiply(data, data->FontSrc->RasterizerMultiply);
+}
- *out_pixels = TexPixelsAlpha8;
- if (out_width) *out_width = TexWidth;
- if (out_height) *out_height = TexHeight;
- if (out_bytes_per_pixel) *out_bytes_per_pixel = 1;
+void ImFontAtlasTextureBlockPostProcessMultiply(ImFontAtlasPostProcessData* data, float multiply_factor)
+{
+ unsigned char* pixels = (unsigned char*)data->Pixels;
+ int pitch = data->Pitch;
+ if (data->Format == ImTextureFormat_Alpha8)
+ {
+ for (int ny = data->Height; ny > 0; ny--, pixels += pitch)
+ {
+ ImU8* p = (ImU8*)pixels;
+ for (int nx = data->Width; nx > 0; nx--, p++)
+ {
+ unsigned int v = ImMin((unsigned int)(*p * multiply_factor), (unsigned int)255);
+ *p = (unsigned char)v;
+ }
+ }
+ }
+ else if (data->Format == ImTextureFormat_RGBA32) //-V547
+ {
+ for (int ny = data->Height; ny > 0; ny--, pixels += pitch)
+ {
+ ImU32* p = (ImU32*)(void*)pixels;
+ for (int nx = data->Width; nx > 0; nx--, p++)
+ {
+ unsigned int a = ImMin((unsigned int)(((*p >> IM_COL32_A_SHIFT) & 0xFF) * multiply_factor), (unsigned int)255);
+ *p = IM_COL32((*p >> IM_COL32_R_SHIFT) & 0xFF, (*p >> IM_COL32_G_SHIFT) & 0xFF, (*p >> IM_COL32_B_SHIFT) & 0xFF, a);
+ }
+ }
+ }
+ else
+ {
+ IM_ASSERT(0);
+ }
}
-void ImFontAtlas::GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel)
+// Fill with single color. We don't use this directly but it is convenient for anyone working on uploading custom rects.
+void ImFontAtlasTextureBlockFill(ImTextureData* dst_tex, int dst_x, int dst_y, int w, int h, ImU32 col)
{
- // Convert to RGBA32 format on demand
- // Although it is likely to be the most commonly used format, our font rendering is 1 channel / 8 bpp
- if (!TexPixelsRGBA32)
+ if (dst_tex->Format == ImTextureFormat_Alpha8)
+ {
+ ImU8 col_a = (col >> IM_COL32_A_SHIFT) & 0xFF;
+ for (int y = 0; y < h; y++)
+ memset((ImU8*)dst_tex->GetPixelsAt(dst_x, dst_y + y), col_a, w);
+ }
+ else
{
- unsigned char* pixels = NULL;
- GetTexDataAsAlpha8(&pixels, NULL, NULL);
- if (pixels)
+ for (int y = 0; y < h; y++)
{
- TexPixelsRGBA32 = (unsigned int*)IM_ALLOC((size_t)TexWidth * (size_t)TexHeight * 4);
- const unsigned char* src = pixels;
- unsigned int* dst = TexPixelsRGBA32;
- for (int n = TexWidth * TexHeight; n > 0; n--)
- *dst++ = IM_COL32(255, 255, 255, (unsigned int)(*src++));
+ ImU32* p = (ImU32*)(void*)dst_tex->GetPixelsAt(dst_x, dst_y + y);
+ for (int x = w; x > 0; x--, p++)
+ *p = col;
}
}
+}
+
+// Copy block from one texture to another
+void ImFontAtlasTextureBlockCopy(ImTextureData* src_tex, int src_x, int src_y, ImTextureData* dst_tex, int dst_x, int dst_y, int w, int h)
+{
+ IM_ASSERT(src_tex->Pixels != NULL && dst_tex->Pixels != NULL);
+ IM_ASSERT(src_tex->Format == dst_tex->Format);
+ IM_ASSERT(src_x >= 0 && src_x + w <= src_tex->Width);
+ IM_ASSERT(src_y >= 0 && src_y + h <= src_tex->Height);
+ IM_ASSERT(dst_x >= 0 && dst_x + w <= dst_tex->Width);
+ IM_ASSERT(dst_y >= 0 && dst_y + h <= dst_tex->Height);
+ for (int y = 0; y < h; y++)
+ memcpy(dst_tex->GetPixelsAt(dst_x, dst_y + y), src_tex->GetPixelsAt(src_x, src_y + y), w * dst_tex->BytesPerPixel);
+}
+
+// Queue texture block update for renderer backend
+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);
+ int new_y1 = ImMax(tex->UpdateRect.h == 0 ? 0 : tex->UpdateRect.y + tex->UpdateRect.h, req.y + req.h);
+ tex->UpdateRect.x = ImMin(tex->UpdateRect.x, req.x);
+ tex->UpdateRect.y = ImMin(tex->UpdateRect.y, req.y);
+ tex->UpdateRect.w = (unsigned short)(new_x1 - tex->UpdateRect.x);
+ tex->UpdateRect.h = (unsigned short)(new_y1 - tex->UpdateRect.y);
+ tex->UsedRect.x = ImMin(tex->UsedRect.x, req.x);
+ 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 _WantCreate
+ if (tex->Status == ImTextureStatus_OK || tex->Status == ImTextureStatus_WantUpdates)
+ {
+ tex->Status = ImTextureStatus_WantUpdates;
+ tex->Updates.push_back(req);
+ }
+}
+
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+static void GetTexDataAsFormat(ImFontAtlas* atlas, ImTextureFormat format, unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel)
+{
+ ImTextureData* tex = atlas->TexData;
+ if (!atlas->TexIsBuilt || tex == NULL || tex->Pixels == NULL || atlas->TexDesiredFormat != format)
+ {
+ atlas->TexDesiredFormat = format;
+ atlas->Build();
+ tex = atlas->TexData;
+ }
+ if (out_pixels) { *out_pixels = (unsigned char*)tex->Pixels; };
+ if (out_width) { *out_width = tex->Width; };
+ if (out_height) { *out_height = tex->Height; };
+ if (out_bytes_per_pixel) { *out_bytes_per_pixel = tex->BytesPerPixel; }
+}
+
+void ImFontAtlas::GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel)
+{
+ GetTexDataAsFormat(this, ImTextureFormat_Alpha8, out_pixels, out_width, out_height, out_bytes_per_pixel);
+}
+
+void ImFontAtlas::GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel)
+{
+ GetTexDataAsFormat(this, ImTextureFormat_RGBA32, out_pixels, out_width, out_height, out_bytes_per_pixel);
+}
- *out_pixels = (unsigned char*)TexPixelsRGBA32;
- if (out_width) *out_width = TexWidth;
- if (out_height) *out_height = TexHeight;
- if (out_bytes_per_pixel) *out_bytes_per_pixel = 4;
+bool ImFontAtlas::Build()
+{
+ ImFontAtlasBuildMain(this);
+ return true;
}
+#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
-ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg)
+ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg_in)
{
- IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
- IM_ASSERT(font_cfg->FontData != NULL && font_cfg->FontDataSize > 0);
- IM_ASSERT(font_cfg->SizePixels > 0.0f && "Is ImFontConfig struct correctly initialized?");
- IM_ASSERT(font_cfg->OversampleH > 0 && font_cfg->OversampleV > 0 && "Is ImFontConfig struct correctly initialized?");
+ // Sanity Checks
+ IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas!");
+ IM_ASSERT((font_cfg_in->FontData != NULL && font_cfg_in->FontDataSize > 0) || (font_cfg_in->FontLoader != NULL));
+ //IM_ASSERT(font_cfg_in->SizePixels > 0.0f && "Is ImFontConfig struct correctly initialized?");
+ IM_ASSERT(font_cfg_in->RasterizerDensity > 0.0f && "Is ImFontConfig struct correctly initialized?");
+ if (font_cfg_in->GlyphOffset.x != 0.0f || font_cfg_in->GlyphOffset.y != 0.0f || font_cfg_in->GlyphMinAdvanceX != 0.0f || font_cfg_in->GlyphMaxAdvanceX != FLT_MAX)
+ IM_ASSERT(font_cfg_in->SizePixels != 0.0f && "Specifying glyph offset/advances requires a reference size to base it on.");
+
+ // Lazily create builder on the first call to AddFont
+ if (Builder == NULL)
+ ImFontAtlasBuildInit(this);
// Create new font
- if (!font_cfg->MergeMode)
- Fonts.push_back(IM_NEW(ImFont));
+ ImFont* font;
+ if (!font_cfg_in->MergeMode)
+ {
+ font = IM_NEW(ImFont)();
+ font->FontId = FontNextUniqueID++;
+ font->Flags = font_cfg_in->Flags;
+ font->LegacySize = font_cfg_in->SizePixels;
+ font->CurrentRasterizerDensity = font_cfg_in->RasterizerDensity;
+ Fonts.push_back(font);
+ }
else
+ {
IM_ASSERT(Fonts.Size > 0 && "Cannot use MergeMode for the first font"); // When using MergeMode make sure that a font has already been added before. You can use ImGui::GetIO().Fonts->AddFontDefault() to add the default imgui font.
+ font = Fonts.back();
+ }
+
+ // Add to list
+ Sources.push_back(*font_cfg_in);
+ ImFontConfig* font_cfg = &Sources.back();
+ if (font_cfg->DstFont == NULL)
+ font_cfg->DstFont = font;
+ font->Sources.push_back(font_cfg);
+ ImFontAtlasBuildUpdatePointers(this); // Pointers to Sources are otherwise dangling after we called Sources.push_back().
- ConfigData.push_back(*font_cfg);
- ImFontConfig& new_font_cfg = ConfigData.back();
- if (new_font_cfg.DstFont == NULL)
- new_font_cfg.DstFont = Fonts.back();
- if (!new_font_cfg.FontDataOwnedByAtlas)
+ if (font_cfg->FontDataOwnedByAtlas == false)
{
- new_font_cfg.FontData = IM_ALLOC(new_font_cfg.FontDataSize);
- new_font_cfg.FontDataOwnedByAtlas = true;
- memcpy(new_font_cfg.FontData, font_cfg->FontData, (size_t)new_font_cfg.FontDataSize);
+ font_cfg->FontDataOwnedByAtlas = true;
+ font_cfg->FontData = ImMemdup(font_cfg->FontData, (size_t)font_cfg->FontDataSize);
}
- if (new_font_cfg.DstFont->EllipsisChar == (ImWchar)-1)
- new_font_cfg.DstFont->EllipsisChar = font_cfg->EllipsisChar;
+ // Sanity check
+ // We don't round cfg.SizePixels yet as relative size of merged fonts are used afterwards.
+ if (font_cfg->GlyphExcludeRanges != NULL)
+ {
+ int size = 0;
+ for (const ImWchar* p = font_cfg->GlyphExcludeRanges; p[0] != 0; p++, size++) {}
+ IM_ASSERT((size & 1) == 0 && "GlyphExcludeRanges[] size must be multiple of two!");
+ IM_ASSERT((size <= 64) && "GlyphExcludeRanges[] size must be small!");
+ font_cfg->GlyphExcludeRanges = (ImWchar*)ImMemdup(font_cfg->GlyphExcludeRanges, sizeof(font_cfg->GlyphExcludeRanges[0]) * (size + 1));
+ }
+ if (font_cfg->FontLoader != NULL)
+ {
+ IM_ASSERT(font_cfg->FontLoader->FontBakedLoadGlyph != NULL);
+ IM_ASSERT(font_cfg->FontLoader->LoaderInit == NULL && font_cfg->FontLoader->LoaderShutdown == NULL); // FIXME-NEWATLAS: Unsupported yet.
+ }
+ IM_ASSERT(font_cfg->FontLoaderData == NULL);
- ImFontAtlasUpdateConfigDataPointers(this);
+ if (!ImFontAtlasFontSourceInit(this, font_cfg))
+ {
+ // Rollback (this is a fragile/rarely exercised code-path. TestSuite's "misc_atlas_add_invalid_font" aim to test this)
+ ImFontAtlasFontDestroySourceData(this, font_cfg);
+ Sources.pop_back();
+ font->Sources.pop_back();
+ if (!font_cfg->MergeMode)
+ {
+ IM_DELETE(font);
+ Fonts.pop_back();
+ }
+ return NULL;
+ }
+ ImFontAtlasFontSourceAddToFont(this, font, font_cfg);
- // Invalidate texture
- TexReady = false;
- ClearTexData();
- return new_font_cfg.DstFont;
+ return font;
}
// Default font TTF is compressed with stb_compress then base85 encoded (see misc/fonts/binary_to_compressed_c.cpp for encoder)
static unsigned int stb_decompress_length(const unsigned char* input);
static unsigned int stb_decompress(unsigned char* output, const unsigned char* input, unsigned int length);
-static const char* GetDefaultCompressedFontDataTTFBase85();
static unsigned int Decode85Byte(char c) { return c >= '\\' ? c-36 : c-35; }
static void Decode85(const unsigned char* src, unsigned char* dst)
{
@@ -2571,10 +3090,14 @@ static void Decode85(const unsigned char* src, unsigned char* dst)
dst += 4;
}
}
+#ifndef IMGUI_DISABLE_DEFAULT_FONT
+static const char* GetDefaultCompressedFontDataTTF(int* out_size);
+#endif
// Load embedded ProggyClean.ttf at size 13, disable oversampling
ImFont* ImFontAtlas::AddFontDefault(const ImFontConfig* font_cfg_template)
{
+#ifndef IMGUI_DISABLE_DEFAULT_FONT
ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig();
if (!font_cfg_template)
{
@@ -2584,24 +3107,34 @@ ImFont* ImFontAtlas::AddFontDefault(const ImFontConfig* font_cfg_template)
if (font_cfg.SizePixels <= 0.0f)
font_cfg.SizePixels = 13.0f * 1.0f;
if (font_cfg.Name[0] == '\0')
- ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "ProggyClean.ttf, %dpx", (int)font_cfg.SizePixels);
+ ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "ProggyClean.ttf");
font_cfg.EllipsisChar = (ImWchar)0x0085;
- font_cfg.GlyphOffset.y = 1.0f * IM_TRUNC(font_cfg.SizePixels / 13.0f); // Add +1 offset per 13 units
+ font_cfg.GlyphOffset.y += 1.0f * IM_TRUNC(font_cfg.SizePixels / 13.0f); // Add +1 offset per 13 units
- const char* ttf_compressed_base85 = GetDefaultCompressedFontDataTTFBase85();
+ int ttf_compressed_size = 0;
+ const char* ttf_compressed = GetDefaultCompressedFontDataTTF(&ttf_compressed_size);
const ImWchar* glyph_ranges = font_cfg.GlyphRanges != NULL ? font_cfg.GlyphRanges : GetGlyphRangesDefault();
- ImFont* font = AddFontFromMemoryCompressedBase85TTF(ttf_compressed_base85, font_cfg.SizePixels, &font_cfg, glyph_ranges);
+ ImFont* font = AddFontFromMemoryCompressedTTF(ttf_compressed, ttf_compressed_size, font_cfg.SizePixels, &font_cfg, glyph_ranges);
return font;
+#else
+ IM_ASSERT(0 && "AddFontDefault() disabled in this build.");
+ IM_UNUSED(font_cfg_template);
+ return NULL;
+#endif // #ifndef IMGUI_DISABLE_DEFAULT_FONT
}
ImFont* ImFontAtlas::AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges)
{
- IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
+ IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas!");
size_t data_size = 0;
void* data = ImFileLoadToMemory(filename, "rb", &data_size, 0);
if (!data)
{
- IM_ASSERT_USER_ERROR(0, "Could not load font file!");
+ if (font_cfg_template == NULL || (font_cfg_template->Flags & ImFontFlags_NoLoadError) == 0)
+ {
+ IMGUI_DEBUG_LOG("While loading '%s'\n", filename);
+ IM_ASSERT_USER_ERROR(0, "Could not load font file!");
+ }
return NULL;
}
ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig();
@@ -2609,8 +3142,8 @@ ImFont* ImFontAtlas::AddFontFromFileTTF(const char* filename, float size_pixels,
{
// Store a short copy of filename into into the font name for convenience
const char* p;
- for (p = filename + strlen(filename); p > filename && p[-1] != '/' && p[-1] != '\\'; p--) {}
- ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "%s, %.0fpx", p, size_pixels);
+ for (p = filename + ImStrlen(filename); p > filename && p[-1] != '/' && p[-1] != '\\'; p--) {}
+ ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "%s", p);
}
return AddFontFromMemoryTTF(data, (int)data_size, size_pixels, &font_cfg, glyph_ranges);
}
@@ -2618,7 +3151,7 @@ ImFont* ImFontAtlas::AddFontFromFileTTF(const char* filename, float size_pixels,
// NB: Transfer ownership of 'ttf_data' to ImFontAtlas, unless font_cfg_template->FontDataOwnedByAtlas == false. Owned TTF buffer will be deleted after Build().
ImFont* ImFontAtlas::AddFontFromMemoryTTF(void* font_data, int font_data_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges)
{
- IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
+ IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas!");
ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig();
IM_ASSERT(font_cfg.FontData == NULL);
IM_ASSERT(font_data_size > 100 && "Incorrect value for font_data_size!"); // Heuristic to prevent accidentally passing a wrong value to font_data_size.
@@ -2644,7 +3177,7 @@ ImFont* ImFontAtlas::AddFontFromMemoryCompressedTTF(const void* compressed_ttf_d
ImFont* ImFontAtlas::AddFontFromMemoryCompressedBase85TTF(const char* compressed_ttf_data_base85, float size_pixels, const ImFontConfig* font_cfg, const ImWchar* glyph_ranges)
{
- int compressed_ttf_size = (((int)strlen(compressed_ttf_data_base85) + 4) / 5) * 4;
+ int compressed_ttf_size = (((int)ImStrlen(compressed_ttf_data_base85) + 4) / 5) * 4;
void* compressed_ttf = IM_ALLOC((size_t)compressed_ttf_size);
Decode85((const unsigned char*)compressed_ttf_data_base85, (unsigned char*)compressed_ttf);
ImFont* font = AddFontFromMemoryCompressedTTF(compressed_ttf, compressed_ttf_size, size_pixels, font_cfg, glyph_ranges);
@@ -2652,649 +3185,1568 @@ ImFont* ImFontAtlas::AddFontFromMemoryCompressedBase85TTF(const char* compressed
return font;
}
-int ImFontAtlas::AddCustomRectRegular(int width, int height)
+// On font removal we need to remove references (otherwise we could queue removal?)
+// We allow old_font == new_font which forces updating all values (e.g. sizes)
+static void ImFontAtlasBuildNotifySetFont(ImFontAtlas* atlas, ImFont* old_font, ImFont* new_font)
+{
+ for (ImDrawListSharedData* shared_data : atlas->DrawListSharedDatas)
+ {
+ if (shared_data->Font == old_font)
+ shared_data->Font = new_font;
+ if (ImGuiContext* ctx = shared_data->Context)
+ {
+ if (ctx->IO.FontDefault == old_font)
+ ctx->IO.FontDefault = new_font;
+ if (ctx->Font == old_font)
+ {
+ ImGuiContext* curr_ctx = ImGui::GetCurrentContext();
+ bool need_bind_ctx = ctx != curr_ctx;
+ if (need_bind_ctx)
+ ImGui::SetCurrentContext(ctx);
+ ImGui::SetCurrentFont(new_font, ctx->FontSizeBase, ctx->FontSize);
+ if (need_bind_ctx)
+ ImGui::SetCurrentContext(curr_ctx);
+ }
+ for (ImFontStackData& font_stack_data : ctx->FontStack)
+ if (font_stack_data.Font == old_font)
+ font_stack_data.Font = new_font;
+ }
+ }
+}
+
+void ImFontAtlas::RemoveFont(ImFont* font)
+{
+ IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas!");
+ font->ClearOutputData();
+
+ ImFontAtlasFontDestroyOutput(this, font);
+ for (ImFontConfig* src : font->Sources)
+ ImFontAtlasFontDestroySourceData(this, src);
+ for (int src_n = 0; src_n < Sources.Size; src_n++)
+ if (Sources[src_n].DstFont == font)
+ Sources.erase(&Sources[src_n--]);
+
+ bool removed = Fonts.find_erase(font);
+ IM_ASSERT(removed);
+ IM_UNUSED(removed);
+
+ ImFontAtlasBuildUpdatePointers(this);
+
+ font->ContainerAtlas = NULL;
+ IM_DELETE(font);
+
+ // Notify external systems
+ ImFont* new_current_font = Fonts.empty() ? NULL : Fonts[0];
+ ImFontAtlasBuildNotifySetFont(this, font, new_current_font);
+}
+
+// At it is common to do an AddCustomRect() followed by a GetCustomRect(), we provide an optional 'ImFontAtlasRect* out_r = NULL' argument to retrieve the info straight away.
+ImFontAtlasRectId ImFontAtlas::AddCustomRect(int width, int height, ImFontAtlasRect* out_r)
{
IM_ASSERT(width > 0 && width <= 0xFFFF);
IM_ASSERT(height > 0 && height <= 0xFFFF);
- ImFontAtlasCustomRect r;
- r.Width = (unsigned short)width;
- r.Height = (unsigned short)height;
- CustomRects.push_back(r);
- return CustomRects.Size - 1; // Return index
+
+ if (Builder == NULL)
+ ImFontAtlasBuildInit(this);
+
+ ImFontAtlasRectId r_id = ImFontAtlasPackAddRect(this, width, height);
+ if (r_id == ImFontAtlasRectId_Invalid)
+ return ImFontAtlasRectId_Invalid;
+ if (out_r != NULL)
+ GetCustomRect(r_id, out_r);
+
+ if (RendererHasTextures)
+ {
+ ImTextureRect* r = ImFontAtlasPackGetRect(this, r_id);
+ ImFontAtlasTextureBlockQueueUpload(this, TexData, r->x, r->y, r->w, r->h);
+ }
+ return r_id;
+}
+
+void ImFontAtlas::RemoveCustomRect(ImFontAtlasRectId id)
+{
+ if (ImFontAtlasPackGetRectSafe(this, id) == NULL)
+ return;
+ ImFontAtlasPackDiscardRect(this, id);
}
-int ImFontAtlas::AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset)
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+// This API does not make sense anymore with scalable fonts.
+// - Prefer adding a font source (ImFontConfig) using a custom/procedural loader.
+// - You may use ImFontFlags_LockBakedSizes to limit an existing font to known baked sizes:
+// ImFont* myfont = io.Fonts->AddFontFromFileTTF(....);
+// myfont->GetFontBaked(16.0f);
+// myfont->Flags |= ImFontFlags_LockBakedSizes;
+ImFontAtlasRectId ImFontAtlas::AddCustomRectFontGlyph(ImFont* font, ImWchar codepoint, int width, int height, float advance_x, const ImVec2& offset)
+{
+ float font_size = font->LegacySize;
+ return AddCustomRectFontGlyphForSize(font, font_size, codepoint, width, height, advance_x, offset);
+}
+// FIXME: we automatically set glyph.Colored=true by default.
+// If you need to alter this, you can write 'font->Glyphs.back()->Colored' after calling AddCustomRectFontGlyph().
+ImFontAtlasRectId ImFontAtlas::AddCustomRectFontGlyphForSize(ImFont* font, float font_size, ImWchar codepoint, int width, int height, float advance_x, const ImVec2& offset)
{
#ifdef IMGUI_USE_WCHAR32
- IM_ASSERT(id <= IM_UNICODE_CODEPOINT_MAX);
+ IM_ASSERT(codepoint <= IM_UNICODE_CODEPOINT_MAX);
#endif
IM_ASSERT(font != NULL);
IM_ASSERT(width > 0 && width <= 0xFFFF);
IM_ASSERT(height > 0 && height <= 0xFFFF);
- ImFontAtlasCustomRect r;
- r.Width = (unsigned short)width;
- r.Height = (unsigned short)height;
- r.GlyphID = id;
- r.GlyphAdvanceX = advance_x;
- r.GlyphOffset = offset;
- r.Font = font;
- CustomRects.push_back(r);
- return CustomRects.Size - 1; // Return index
-}
-void ImFontAtlas::CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const
-{
- IM_ASSERT(TexWidth > 0 && TexHeight > 0); // Font atlas needs to be built before we can calculate UV coordinates
- IM_ASSERT(rect->IsPacked()); // Make sure the rectangle has been packed
- *out_uv_min = ImVec2((float)rect->X * TexUvScale.x, (float)rect->Y * TexUvScale.y);
- *out_uv_max = ImVec2((float)(rect->X + rect->Width) * TexUvScale.x, (float)(rect->Y + rect->Height) * TexUvScale.y);
+ ImFontBaked* baked = font->GetFontBaked(font_size);
+
+ ImFontAtlasRectId r_id = ImFontAtlasPackAddRect(this, width, height);
+ if (r_id == ImFontAtlasRectId_Invalid)
+ return ImFontAtlasRectId_Invalid;
+ ImTextureRect* r = ImFontAtlasPackGetRect(this, r_id);
+ if (RendererHasTextures)
+ ImFontAtlasTextureBlockQueueUpload(this, TexData, r->x, r->y, r->w, r->h);
+
+ if (baked->IsGlyphLoaded(codepoint))
+ ImFontAtlasBakedDiscardFontGlyph(this, font, baked, baked->FindGlyph(codepoint));
+
+ ImFontGlyph glyph;
+ glyph.Codepoint = codepoint;
+ glyph.AdvanceX = advance_x;
+ glyph.X0 = offset.x;
+ glyph.Y0 = offset.y;
+ glyph.X1 = offset.x + r->w;
+ glyph.Y1 = offset.y + r->h;
+ glyph.Visible = true;
+ glyph.Colored = true; // FIXME: Arbitrary
+ glyph.PackId = r_id;
+ ImFontAtlasBakedAddFontGlyph(this, baked, font->Sources[0], &glyph);
+ return r_id;
+}
+#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+
+bool ImFontAtlas::GetCustomRect(ImFontAtlasRectId id, ImFontAtlasRect* out_r) const
+{
+ ImTextureRect* r = ImFontAtlasPackGetRectSafe((ImFontAtlas*)this, id);
+ if (r == NULL)
+ return false;
+ IM_ASSERT(TexData->Width > 0 && TexData->Height > 0); // Font atlas needs to be built before we can calculate UV coordinates
+ if (out_r == NULL)
+ return true;
+ out_r->x = r->x;
+ out_r->y = r->y;
+ out_r->w = r->w;
+ out_r->h = r->h;
+ out_r->uv0 = ImVec2((float)(r->x), (float)(r->y)) * TexUvScale;
+ out_r->uv1 = ImVec2((float)(r->x + r->w), (float)(r->y + r->h)) * TexUvScale;
+ return true;
}
-bool ImFontAtlas::GetMouseCursorTexData(ImGuiMouseCursor cursor_type, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2])
+bool ImFontAtlasGetMouseCursorTexData(ImFontAtlas* atlas, ImGuiMouseCursor cursor_type, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2])
{
if (cursor_type <= ImGuiMouseCursor_None || cursor_type >= ImGuiMouseCursor_COUNT)
return false;
- if (Flags & ImFontAtlasFlags_NoMouseCursors)
+ if (atlas->Flags & ImFontAtlasFlags_NoMouseCursors)
return false;
- IM_ASSERT(PackIdMouseCursors != -1);
- ImFontAtlasCustomRect* r = GetCustomRectByIndex(PackIdMouseCursors);
- ImVec2 pos = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][0] + ImVec2((float)r->X, (float)r->Y);
+ ImTextureRect* r = ImFontAtlasPackGetRect(atlas, atlas->Builder->PackIdMouseCursors);
+ ImVec2 pos = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][0] + ImVec2((float)r->x, (float)r->y);
ImVec2 size = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][1];
*out_size = size;
*out_offset = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][2];
- out_uv_border[0] = (pos) * TexUvScale;
- out_uv_border[1] = (pos + size) * TexUvScale;
+ out_uv_border[0] = (pos) * atlas->TexUvScale;
+ out_uv_border[1] = (pos + size) * atlas->TexUvScale;
pos.x += FONT_ATLAS_DEFAULT_TEX_DATA_W + 1;
- out_uv_fill[0] = (pos) * TexUvScale;
- out_uv_fill[1] = (pos + size) * TexUvScale;
+ out_uv_fill[0] = (pos) * atlas->TexUvScale;
+ out_uv_fill[1] = (pos + size) * atlas->TexUvScale;
return true;
}
-bool ImFontAtlas::Build()
+// When atlas->RendererHasTextures = true, this is only called if no font were loaded.
+void ImFontAtlasBuildMain(ImFontAtlas* atlas)
{
- IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
-
- // Default font is none are specified
- if (ConfigData.Size == 0)
- AddFontDefault();
-
- // Select builder
- // - Note that we do not reassign to atlas->FontBuilderIO, since it is likely to point to static data which
- // may mess with some hot-reloading schemes. If you need to assign to this (for dynamic selection) AND are
- // using a hot-reloading scheme that messes up static data, store your own instance of ImFontBuilderIO somewhere
- // and point to it instead of pointing directly to return value of the GetBuilderXXX functions.
- const ImFontBuilderIO* builder_io = FontBuilderIO;
- if (builder_io == NULL)
+ IM_ASSERT(!atlas->Locked && "Cannot modify a locked ImFontAtlas!");
+ if (atlas->TexData && atlas->TexData->Format != atlas->TexDesiredFormat)
{
-#ifdef IMGUI_ENABLE_FREETYPE
- builder_io = ImGuiFreeType::GetBuilderForFreeType();
-#elif defined(IMGUI_ENABLE_STB_TRUETYPE)
- builder_io = ImFontAtlasGetBuilderForStbTruetype();
-#else
- IM_ASSERT(0); // Invalid Build function
-#endif
+ ImVec2i new_tex_size = ImFontAtlasTextureGetSizeEstimate(atlas);
+ ImFontAtlasBuildDestroy(atlas);
+ ImFontAtlasTextureAdd(atlas, new_tex_size.x, new_tex_size.y);
}
- // Build
- return builder_io->FontBuilder_Build(this);
+ if (atlas->Builder == NULL)
+ ImFontAtlasBuildInit(atlas);
+
+ // Default font is none are specified
+ if (atlas->Sources.Size == 0)
+ atlas->AddFontDefault();
+
+ // [LEGACY] For backends not supporting RendererHasTextures: preload all glyphs
+ ImFontAtlasBuildUpdateRendererHasTexturesFromContext(atlas);
+ if (atlas->RendererHasTextures == false) // ~ImGuiBackendFlags_RendererHasTextures
+ ImFontAtlasBuildLegacyPreloadAllGlyphRanges(atlas);
+ atlas->TexIsBuilt = true;
}
-void ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_brighten_factor)
+void ImFontAtlasBuildGetOversampleFactors(ImFontConfig* src, ImFontBaked* baked, int* out_oversample_h, int* out_oversample_v)
{
- for (unsigned int i = 0; i < 256; i++)
- {
- unsigned int value = (unsigned int)(i * in_brighten_factor);
- out_table[i] = value > 255 ? 255 : (value & 0xFF);
- }
+ // Automatically disable horizontal oversampling over size 36
+ const float raster_size = baked->Size * baked->RasterizerDensity * src->RasterizerDensity;
+ *out_oversample_h = (src->OversampleH != 0) ? src->OversampleH : (raster_size > 36.0f || src->PixelSnapH) ? 1 : 2;
+ *out_oversample_v = (src->OversampleV != 0) ? src->OversampleV : 1;
}
-void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride)
+// Setup main font loader for the atlas
+// Every font source (ImFontConfig) will use this unless ImFontConfig::FontLoader specify a custom loader.
+void ImFontAtlasBuildSetupFontLoader(ImFontAtlas* atlas, const ImFontLoader* font_loader)
{
- IM_ASSERT_PARANOID(w <= stride);
- unsigned char* data = pixels + x + y * stride;
- for (int j = h; j > 0; j--, data += stride - w)
- for (int i = w; i > 0; i--, data++)
- *data = table[*data];
-}
+ if (atlas->FontLoader == font_loader)
+ return;
+ IM_ASSERT(!atlas->Locked && "Cannot modify a locked ImFontAtlas!");
-#ifdef IMGUI_ENABLE_STB_TRUETYPE
-// Temporary data for one source font (multiple source fonts can be merged into one destination ImFont)
-// (C++03 doesn't allow instancing ImVector<> with function-local types so we declare the type here.)
-struct ImFontBuildSrcData
-{
- stbtt_fontinfo FontInfo;
- stbtt_pack_range PackRange; // Hold the list of codepoints to pack (essentially points to Codepoints.Data)
- stbrp_rect* Rects; // Rectangle to pack. We first fill in their size and the packer will give us their position.
- stbtt_packedchar* PackedChars; // Output glyphs
- const ImWchar* SrcRanges; // Ranges as requested by user (user is allowed to request too much, e.g. 0x0020..0xFFFF)
- int DstIndex; // Index into atlas->Fonts[] and dst_tmp_array[]
- int GlyphsHighest; // Highest requested codepoint
- int GlyphsCount; // Glyph count (excluding missing glyphs and glyphs already set by an earlier source font)
- ImBitVector GlyphsSet; // Glyph bit map (random access, 1-bit per codepoint. This will be a maximum of 8KB)
- ImVector GlyphsList; // Glyph codepoints list (flattened version of GlyphsSet)
-};
+ for (ImFont* font : atlas->Fonts)
+ ImFontAtlasFontDestroyOutput(atlas, font);
+ if (atlas->Builder && atlas->FontLoader && atlas->FontLoader->LoaderShutdown)
+ atlas->FontLoader->LoaderShutdown(atlas);
-// Temporary data for one destination ImFont* (multiple source fonts can be merged into one destination ImFont)
-struct ImFontBuildDstData
-{
- int SrcCount; // Number of source fonts targeting this destination font.
- int GlyphsHighest;
- int GlyphsCount;
- ImBitVector GlyphsSet; // This is used to resolve collision when multiple sources are merged into a same destination font.
-};
+ atlas->FontLoader = font_loader;
+ atlas->FontLoaderName = font_loader ? font_loader->Name : "NULL";
+ IM_ASSERT(atlas->FontLoaderData == NULL);
-static void UnpackBitVectorToFlatIndexList(const ImBitVector* in, ImVector* out)
-{
- IM_ASSERT(sizeof(in->Storage.Data[0]) == sizeof(int));
- const ImU32* it_begin = in->Storage.begin();
- const ImU32* it_end = in->Storage.end();
- for (const ImU32* it = it_begin; it < it_end; it++)
- if (ImU32 entries_32 = *it)
- for (ImU32 bit_n = 0; bit_n < 32; bit_n++)
- if (entries_32 & ((ImU32)1 << bit_n))
- out->push_back((int)(((it - it_begin) << 5) + bit_n));
+ if (atlas->Builder && atlas->FontLoader && atlas->FontLoader->LoaderInit)
+ atlas->FontLoader->LoaderInit(atlas);
+ for (ImFont* font : atlas->Fonts)
+ ImFontAtlasFontInitOutput(atlas, font);
+ for (ImFont* font : atlas->Fonts)
+ for (ImFontConfig* src : font->Sources)
+ ImFontAtlasFontSourceAddToFont(atlas, font, src);
}
-static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
+// Preload all glyph ranges for legacy backends.
+// This may lead to multiple texture creation which might be a little slower than before.
+void ImFontAtlasBuildLegacyPreloadAllGlyphRanges(ImFontAtlas* atlas)
{
- IM_ASSERT(atlas->ConfigData.Size > 0);
-
- ImFontAtlasBuildInit(atlas);
+ atlas->Builder->PreloadedAllGlyphsRanges = true;
+ for (ImFont* font : atlas->Fonts)
+ {
+ ImFontBaked* baked = font->GetFontBaked(font->LegacySize);
+ if (font->FallbackChar != 0)
+ baked->FindGlyph(font->FallbackChar);
+ if (font->EllipsisChar != 0)
+ baked->FindGlyph(font->EllipsisChar);
+ for (ImFontConfig* src : font->Sources)
+ {
+ const ImWchar* ranges = src->GlyphRanges ? src->GlyphRanges : atlas->GetGlyphRangesDefault();
+ for (; ranges[0]; ranges += 2)
+ for (unsigned int c = ranges[0]; c <= ranges[1] && c <= IM_UNICODE_CODEPOINT_MAX; c++) //-V560
+ baked->FindGlyph((ImWchar)c);
+ }
+ }
+}
+
+// FIXME: May make ImFont::Sources a ImSpan<> and move ownership to ImFontAtlas
+void ImFontAtlasBuildUpdatePointers(ImFontAtlas* atlas)
+{
+ for (ImFont* font : atlas->Fonts)
+ font->Sources.resize(0);
+ for (ImFontConfig& src : atlas->Sources)
+ src.DstFont->Sources.push_back(&src);
+}
- // Clear atlas
- atlas->TexID = (ImTextureID)NULL;
- atlas->TexWidth = atlas->TexHeight = 0;
- atlas->TexUvScale = ImVec2(0.0f, 0.0f);
- atlas->TexUvWhitePixel = ImVec2(0.0f, 0.0f);
- atlas->ClearTexData();
-
- // Temporary storage for building
- ImVector src_tmp_array;
- ImVector dst_tmp_array;
- src_tmp_array.resize(atlas->ConfigData.Size);
- dst_tmp_array.resize(atlas->Fonts.Size);
- memset(src_tmp_array.Data, 0, (size_t)src_tmp_array.size_in_bytes());
- memset(dst_tmp_array.Data, 0, (size_t)dst_tmp_array.size_in_bytes());
-
- // 1. Initialize font loading structure, check font data validity
- for (int src_i = 0; src_i < atlas->ConfigData.Size; src_i++)
- {
- ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];
- ImFontConfig& cfg = atlas->ConfigData[src_i];
- IM_ASSERT(cfg.DstFont && (!cfg.DstFont->IsLoaded() || cfg.DstFont->ContainerAtlas == atlas));
-
- // Find index from cfg.DstFont (we allow the user to set cfg.DstFont. Also it makes casual debugging nicer than when storing indices)
- src_tmp.DstIndex = -1;
- for (int output_i = 0; output_i < atlas->Fonts.Size && src_tmp.DstIndex == -1; output_i++)
- if (cfg.DstFont == atlas->Fonts[output_i])
- src_tmp.DstIndex = output_i;
- if (src_tmp.DstIndex == -1)
+// Render a white-colored bitmap encoded in a string
+void ImFontAtlasBuildRenderBitmapFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char)
+{
+ ImTextureData* tex = atlas->TexData;
+ IM_ASSERT(x >= 0 && x + w <= tex->Width);
+ IM_ASSERT(y >= 0 && y + h <= tex->Height);
+
+ switch (tex->Format)
+ {
+ case ImTextureFormat_Alpha8:
+ {
+ ImU8* out_p = (ImU8*)tex->GetPixelsAt(x, y);
+ for (int off_y = 0; off_y < h; off_y++, out_p += tex->Width, in_str += w)
+ for (int off_x = 0; off_x < w; off_x++)
+ out_p[off_x] = (in_str[off_x] == in_marker_char) ? 0xFF : 0x00;
+ break;
+ }
+ case ImTextureFormat_RGBA32:
+ {
+ ImU32* out_p = (ImU32*)tex->GetPixelsAt(x, y);
+ for (int off_y = 0; off_y < h; off_y++, out_p += tex->Width, in_str += w)
+ for (int off_x = 0; off_x < w; off_x++)
+ out_p[off_x] = (in_str[off_x] == in_marker_char) ? IM_COL32_WHITE : IM_COL32_BLACK_TRANS;
+ break;
+ }
+ }
+}
+
+static void ImFontAtlasBuildUpdateBasicTexData(ImFontAtlas* atlas)
+{
+ // Pack and store identifier so we can refresh UV coordinates on texture resize.
+ // FIXME-NEWATLAS: User/custom rects where user code wants to store UV coordinates will need to do the same thing.
+ ImFontAtlasBuilder* builder = atlas->Builder;
+ ImVec2i pack_size = (atlas->Flags & ImFontAtlasFlags_NoMouseCursors) ? ImVec2i(2, 2) : ImVec2i(FONT_ATLAS_DEFAULT_TEX_DATA_W * 2 + 1, FONT_ATLAS_DEFAULT_TEX_DATA_H);
+
+ ImFontAtlasRect r;
+ bool add_and_draw = (atlas->GetCustomRect(builder->PackIdMouseCursors, &r) == false);
+ if (add_and_draw)
+ {
+ builder->PackIdMouseCursors = atlas->AddCustomRect(pack_size.x, pack_size.y, &r);
+ IM_ASSERT(builder->PackIdMouseCursors != ImFontAtlasRectId_Invalid);
+
+ // Draw to texture
+ if (atlas->Flags & ImFontAtlasFlags_NoMouseCursors)
{
- IM_ASSERT(src_tmp.DstIndex != -1); // cfg.DstFont not pointing within atlas->Fonts[] array?
- return false;
+ // 2x2 white pixels
+ ImFontAtlasBuildRenderBitmapFromString(atlas, r.x, r.y, 2, 2, "XX" "XX", 'X');
}
- // Initialize helper structure for font loading and verify that the TTF/OTF data is correct
- const int font_offset = stbtt_GetFontOffsetForIndex((unsigned char*)cfg.FontData, cfg.FontNo);
- IM_ASSERT(font_offset >= 0 && "FontData is incorrect, or FontNo cannot be found.");
- if (!stbtt_InitFont(&src_tmp.FontInfo, (unsigned char*)cfg.FontData, font_offset))
+ else
{
- IM_ASSERT(0 && "stbtt_InitFont(): failed to parse FontData. It is correct and complete? Check FontDataSize.");
- return false;
+ // 2x2 white pixels + mouse cursors
+ const int x_for_white = r.x;
+ const int x_for_black = r.x + FONT_ATLAS_DEFAULT_TEX_DATA_W + 1;
+ ImFontAtlasBuildRenderBitmapFromString(atlas, x_for_white, r.y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, '.');
+ ImFontAtlasBuildRenderBitmapFromString(atlas, x_for_black, r.y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, 'X');
}
+ }
+
+ // Refresh UV coordinates
+ atlas->TexUvWhitePixel = ImVec2((r.x + 0.5f) * atlas->TexUvScale.x, (r.y + 0.5f) * atlas->TexUvScale.y);
+}
+
+static void ImFontAtlasBuildUpdateLinesTexData(ImFontAtlas* atlas)
+{
+ if (atlas->Flags & ImFontAtlasFlags_NoBakedLines)
+ return;
+
+ // Pack and store identifier so we can refresh UV coordinates on texture resize.
+ ImTextureData* tex = atlas->TexData;
+ ImFontAtlasBuilder* builder = atlas->Builder;
- // Measure highest codepoints
- ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex];
- src_tmp.SrcRanges = cfg.GlyphRanges ? cfg.GlyphRanges : atlas->GetGlyphRangesDefault();
- for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2)
+ ImFontAtlasRect r;
+ bool add_and_draw = atlas->GetCustomRect(builder->PackIdLinesTexData, &r) == false;
+ if (add_and_draw)
+ {
+ ImVec2i pack_size = ImVec2i(IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 2, IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1);
+ builder->PackIdLinesTexData = atlas->AddCustomRect(pack_size.x, pack_size.y, &r);
+ IM_ASSERT(builder->PackIdLinesTexData != ImFontAtlasRectId_Invalid);
+ }
+
+ // Register texture region for thick lines
+ // The +2 here is to give space for the end caps, whilst height +1 is to accommodate the fact we have a zero-width row
+ // This generates a triangular shape in the texture, with the various line widths stacked on top of each other to allow interpolation between them
+ for (int n = 0; n < IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1; n++) // +1 because of the zero-width row
+ {
+ // Each line consists of at least two empty pixels at the ends, with a line of solid pixels in the middle
+ const int y = n;
+ const int line_width = n;
+ const int pad_left = (r.w - line_width) / 2;
+ const int pad_right = r.w - (pad_left + line_width);
+ IM_ASSERT(pad_left + line_width + pad_right == r.w && y < r.h); // Make sure we're inside the texture bounds before we start writing pixels
+
+ // Write each slice
+ if (add_and_draw && tex->Format == ImTextureFormat_Alpha8)
{
- // Check for valid range. This may also help detect *some* dangling pointers, because a common
- // user error is to setup ImFontConfig::GlyphRanges with a pointer to data that isn't persistent,
- // or to forget to zero-terminate the glyph range array.
- IM_ASSERT(src_range[0] <= src_range[1] && "Invalid range: is your glyph range array persistent? it is zero-terminated?");
- src_tmp.GlyphsHighest = ImMax(src_tmp.GlyphsHighest, (int)src_range[1]);
+ ImU8* write_ptr = (ImU8*)tex->GetPixelsAt(r.x, r.y + y);
+ for (int i = 0; i < pad_left; i++)
+ *(write_ptr + i) = 0x00;
+
+ for (int i = 0; i < line_width; i++)
+ *(write_ptr + pad_left + i) = 0xFF;
+
+ for (int i = 0; i < pad_right; i++)
+ *(write_ptr + pad_left + line_width + i) = 0x00;
}
- dst_tmp.SrcCount++;
- dst_tmp.GlyphsHighest = ImMax(dst_tmp.GlyphsHighest, src_tmp.GlyphsHighest);
+ else if (add_and_draw && tex->Format == ImTextureFormat_RGBA32)
+ {
+ ImU32* write_ptr = (ImU32*)(void*)tex->GetPixelsAt(r.x, r.y + y);
+ for (int i = 0; i < pad_left; i++)
+ *(write_ptr + i) = IM_COL32(255, 255, 255, 0);
+
+ for (int i = 0; i < line_width; i++)
+ *(write_ptr + pad_left + i) = IM_COL32_WHITE;
+
+ for (int i = 0; i < pad_right; i++)
+ *(write_ptr + pad_left + line_width + i) = IM_COL32(255, 255, 255, 0);
+ }
+
+ // Refresh UV coordinates
+ ImVec2 uv0 = ImVec2((float)(r.x + pad_left - 1), (float)(r.y + y)) * atlas->TexUvScale;
+ ImVec2 uv1 = ImVec2((float)(r.x + pad_left + line_width + 1), (float)(r.y + y + 1)) * atlas->TexUvScale;
+ float half_v = (uv0.y + uv1.y) * 0.5f; // Calculate a constant V in the middle of the row to avoid sampling artifacts
+ atlas->TexUvLines[n] = ImVec4(uv0.x, half_v, uv1.x, half_v);
+ }
+}
+
+//-----------------------------------------------------------------------------------------------------------------------------
+
+// Was tempted to lazily init FontSrc but wouldn't save much + makes it more complicated to detect invalid data at AddFont()
+bool ImFontAtlasFontInitOutput(ImFontAtlas* atlas, ImFont* font)
+{
+ bool ret = true;
+ for (ImFontConfig* src : font->Sources)
+ if (!ImFontAtlasFontSourceInit(atlas, src))
+ ret = false;
+ IM_ASSERT(ret); // Unclear how to react to this meaningfully. Assume that result will be same as initial AddFont() call.
+ return ret;
+}
+
+// Keep source/input FontData
+void ImFontAtlasFontDestroyOutput(ImFontAtlas* atlas, ImFont* font)
+{
+ font->ClearOutputData();
+ for (ImFontConfig* src : font->Sources)
+ {
+ const ImFontLoader* loader = src->FontLoader ? src->FontLoader : atlas->FontLoader;
+ if (loader && loader->FontSrcDestroy != NULL)
+ loader->FontSrcDestroy(atlas, src);
+ }
+}
+
+//-----------------------------------------------------------------------------------------------------------------------------
+
+bool ImFontAtlasFontSourceInit(ImFontAtlas* atlas, ImFontConfig* src)
+{
+ const ImFontLoader* loader = src->FontLoader ? src->FontLoader : atlas->FontLoader;
+ if (loader->FontSrcInit != NULL && !loader->FontSrcInit(atlas, src))
+ return false;
+ return true;
+}
+
+void ImFontAtlasFontSourceAddToFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* src)
+{
+ if (src->MergeMode == false)
+ {
+ font->ClearOutputData();
+ //font->FontSize = src->SizePixels;
+ font->ContainerAtlas = atlas;
+ IM_ASSERT(font->Sources[0] == src);
}
+ atlas->TexIsBuilt = false; // For legacy backends
+ ImFontAtlasBuildSetupFontSpecialGlyphs(atlas, font, src);
+}
- // 2. For every requested codepoint, check for their presence in the font data, and handle redundancy or overlaps between source fonts to avoid unused glyphs.
- int total_glyphs_count = 0;
- for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
+void ImFontAtlasFontDestroySourceData(ImFontAtlas* atlas, ImFontConfig* src)
+{
+ IM_UNUSED(atlas);
+ if (src->FontDataOwnedByAtlas)
+ IM_FREE(src->FontData);
+ src->FontData = NULL;
+ if (src->GlyphExcludeRanges)
+ IM_FREE((void*)src->GlyphExcludeRanges);
+ src->GlyphExcludeRanges = NULL;
+}
+
+// Create a compact, baked "..." if it doesn't exist, by using the ".".
+// This may seem overly complicated right now but the point is to exercise and improve a technique which should be increasingly used.
+// FIXME-NEWATLAS: This borrows too much from FontLoader's FontLoadGlyph() handlers and suggest that we should add further helpers.
+static ImFontGlyph* ImFontAtlasBuildSetupFontBakedEllipsis(ImFontAtlas* atlas, ImFontBaked* baked)
+{
+ ImFont* font = baked->ContainerFont;
+ IM_ASSERT(font->EllipsisChar != 0);
+
+ const ImFontGlyph* dot_glyph = baked->FindGlyphNoFallback((ImWchar)'.');
+ if (dot_glyph == NULL)
+ dot_glyph = baked->FindGlyphNoFallback((ImWchar)0xFF0E);
+ if (dot_glyph == NULL)
+ return NULL;
+ ImFontAtlasRectId dot_r_id = dot_glyph->PackId; // Deep copy to avoid invalidation of glyphs and rect pointers
+ ImTextureRect* dot_r = ImFontAtlasPackGetRect(atlas, dot_r_id);
+ const int dot_spacing = 1;
+ const float dot_step = (dot_glyph->X1 - dot_glyph->X0) + dot_spacing;
+
+ ImFontAtlasRectId pack_id = ImFontAtlasPackAddRect(atlas, (dot_r->w * 3 + dot_spacing * 2), dot_r->h);
+ ImTextureRect* r = ImFontAtlasPackGetRect(atlas, pack_id);
+
+ ImFontGlyph glyph_in = {};
+ ImFontGlyph* glyph = &glyph_in;
+ glyph->Codepoint = font->EllipsisChar;
+ glyph->AdvanceX = ImMax(dot_glyph->AdvanceX, dot_glyph->X0 + dot_step * 3.0f - dot_spacing); // FIXME: Slightly odd for normally mono-space fonts but since this is used for trailing contents.
+ glyph->X0 = dot_glyph->X0;
+ glyph->Y0 = dot_glyph->Y0;
+ glyph->X1 = dot_glyph->X0 + dot_step * 3 - dot_spacing;
+ glyph->Y1 = dot_glyph->Y1;
+ glyph->Visible = true;
+ glyph->PackId = pack_id;
+ glyph = ImFontAtlasBakedAddFontGlyph(atlas, baked, NULL, glyph);
+ dot_glyph = NULL; // Invalidated
+
+ // Copy to texture, post-process and queue update for backend
+ // FIXME-NEWATLAS-V2: Dot glyph is already post-processed as this point, so this would damage it.
+ dot_r = ImFontAtlasPackGetRect(atlas, dot_r_id);
+ ImTextureData* tex = atlas->TexData;
+ for (int n = 0; n < 3; n++)
+ ImFontAtlasTextureBlockCopy(tex, dot_r->x, dot_r->y, tex, r->x + (dot_r->w + dot_spacing) * n, r->y, dot_r->w, dot_r->h);
+ ImFontAtlasTextureBlockQueueUpload(atlas, tex, r->x, r->y, r->w, r->h);
+
+ return glyph;
+}
+
+// Load fallback in order to obtain its index
+// (this is called from in hot-path so we avoid extraneous parameters to minimize impact on code size)
+static void ImFontAtlasBuildSetupFontBakedFallback(ImFontBaked* baked)
+{
+ IM_ASSERT(baked->FallbackGlyphIndex == -1);
+ IM_ASSERT(baked->FallbackAdvanceX == 0.0f);
+ ImFont* font = baked->ContainerFont;
+ ImFontGlyph* fallback_glyph = NULL;
+ if (font->FallbackChar != 0)
+ fallback_glyph = baked->FindGlyphNoFallback(font->FallbackChar);
+ if (fallback_glyph == NULL)
{
- ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];
- ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex];
- src_tmp.GlyphsSet.Create(src_tmp.GlyphsHighest + 1);
- if (dst_tmp.GlyphsSet.Storage.empty())
- dst_tmp.GlyphsSet.Create(dst_tmp.GlyphsHighest + 1);
+ ImFontGlyph* space_glyph = baked->FindGlyphNoFallback((ImWchar)' ');
+ ImFontGlyph glyph;
+ glyph.Codepoint = 0;
+ glyph.AdvanceX = space_glyph ? space_glyph->AdvanceX : IM_ROUND(baked->Size * 0.40f);
+ fallback_glyph = ImFontAtlasBakedAddFontGlyph(font->ContainerAtlas, baked, NULL, &glyph);
+ }
+ baked->FallbackGlyphIndex = baked->Glyphs.index_from_ptr(fallback_glyph); // Storing index avoid need to update pointer on growth and simplify inner loop code
+ baked->FallbackAdvanceX = fallback_glyph->AdvanceX;
+}
- for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2)
- for (unsigned int codepoint = src_range[0]; codepoint <= src_range[1]; codepoint++)
+static void ImFontAtlasBuildSetupFontBakedBlanks(ImFontAtlas* atlas, ImFontBaked* baked)
+{
+ // Mark space as always hidden (not strictly correct/necessary. but some e.g. icons fonts don't have a space. it tends to look neater in previews)
+ ImFontGlyph* space_glyph = baked->FindGlyphNoFallback((ImWchar)' ');
+ if (space_glyph != NULL)
+ space_glyph->Visible = false;
+
+ // Setup Tab character.
+ // FIXME: Needs proper TAB handling but it needs to be contextualized (or we could arbitrary say that each string starts at "column 0" ?)
+ if (baked->FindGlyphNoFallback('\t') == NULL && space_glyph != NULL)
+ {
+ ImFontGlyph tab_glyph;
+ tab_glyph.Codepoint = '\t';
+ tab_glyph.AdvanceX = space_glyph->AdvanceX * IM_TABSIZE;
+ ImFontAtlasBakedAddFontGlyph(atlas, baked, NULL, &tab_glyph);
+ }
+}
+
+// Load/identify special glyphs
+// (note that this is called again for fonts with MergeMode)
+void ImFontAtlasBuildSetupFontSpecialGlyphs(ImFontAtlas* atlas, ImFont* font, ImFontConfig* src)
+{
+ IM_UNUSED(atlas);
+ IM_ASSERT(font->Sources.contains(src));
+
+ // Find Fallback character. Actual glyph loaded in GetFontBaked().
+ const ImWchar fallback_chars[] = { font->FallbackChar, (ImWchar)IM_UNICODE_CODEPOINT_INVALID, (ImWchar)'?', (ImWchar)' ' };
+ if (font->FallbackChar == 0)
+ for (ImWchar candidate_char : fallback_chars)
+ if (candidate_char != 0 && font->IsGlyphInFont(candidate_char))
{
- if (dst_tmp.GlyphsSet.TestBit(codepoint)) // Don't overwrite existing glyphs. We could make this an option for MergeMode (e.g. MergeOverwrite==true)
- continue;
- if (!stbtt_FindGlyphIndex(&src_tmp.FontInfo, codepoint)) // It is actually in the font?
- continue;
+ font->FallbackChar = (ImWchar)candidate_char;
+ break;
+ }
- // Add to avail set/counters
- src_tmp.GlyphsCount++;
- dst_tmp.GlyphsCount++;
- src_tmp.GlyphsSet.SetBit(codepoint);
- dst_tmp.GlyphsSet.SetBit(codepoint);
- total_glyphs_count++;
+ // Setup Ellipsis character. It is required for rendering elided text. We prefer using U+2026 (horizontal ellipsis).
+ // However some old fonts may contain ellipsis at U+0085. Here we auto-detect most suitable ellipsis character.
+ // FIXME: Note that 0x2026 is rarely included in our font ranges. Because of this we are more likely to use three individual dots.
+ const ImWchar ellipsis_chars[] = { src->EllipsisChar, (ImWchar)0x2026, (ImWchar)0x0085 };
+ if (font->EllipsisChar == 0)
+ for (ImWchar candidate_char : ellipsis_chars)
+ if (candidate_char != 0 && font->IsGlyphInFont(candidate_char))
+ {
+ font->EllipsisChar = candidate_char;
+ break;
}
+ if (font->EllipsisChar == 0)
+ {
+ font->EllipsisChar = 0x0085;
+ font->EllipsisAutoBake = true;
}
+}
- // 3. Unpack our bit map into a flat list (we now have all the Unicode points that we know are requested _and_ available _and_ not overlapping another)
- for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
- {
- ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];
- src_tmp.GlyphsList.reserve(src_tmp.GlyphsCount);
- UnpackBitVectorToFlatIndexList(&src_tmp.GlyphsSet, &src_tmp.GlyphsList);
- src_tmp.GlyphsSet.Clear();
- IM_ASSERT(src_tmp.GlyphsList.Size == src_tmp.GlyphsCount);
- }
- for (int dst_i = 0; dst_i < dst_tmp_array.Size; dst_i++)
- dst_tmp_array[dst_i].GlyphsSet.Clear();
- dst_tmp_array.clear();
-
- // Allocate packing character data and flag packed characters buffer as non-packed (x0=y0=x1=y1=0)
- // (We technically don't need to zero-clear buf_rects, but let's do it for the sake of sanity)
- ImVector buf_rects;
- ImVector buf_packedchars;
- buf_rects.resize(total_glyphs_count);
- buf_packedchars.resize(total_glyphs_count);
- memset(buf_rects.Data, 0, (size_t)buf_rects.size_in_bytes());
- memset(buf_packedchars.Data, 0, (size_t)buf_packedchars.size_in_bytes());
-
- // 4. Gather glyphs sizes so we can pack them in our virtual canvas.
- int total_surface = 0;
- int buf_rects_out_n = 0;
- int buf_packedchars_out_n = 0;
- for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
- {
- ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];
- if (src_tmp.GlyphsCount == 0)
- continue;
+void ImFontAtlasBakedDiscardFontGlyph(ImFontAtlas* atlas, ImFont* font, ImFontBaked* baked, ImFontGlyph* glyph)
+{
+ if (glyph->PackId != ImFontAtlasRectId_Invalid)
+ {
+ ImFontAtlasPackDiscardRect(atlas, glyph->PackId);
+ glyph->PackId = ImFontAtlasRectId_Invalid;
+ }
+ ImWchar c = (ImWchar)glyph->Codepoint;
+ IM_ASSERT(font->FallbackChar != c && font->EllipsisChar != c); // Unsupported for simplicity
+ IM_ASSERT(glyph >= baked->Glyphs.Data && glyph < baked->Glyphs.Data + baked->Glyphs.Size);
+ IM_UNUSED(font);
+ baked->IndexLookup[c] = IM_FONTGLYPH_INDEX_UNUSED;
+ baked->IndexAdvanceX[c] = baked->FallbackAdvanceX;
+}
+
+ImFontBaked* ImFontAtlasBakedAdd(ImFontAtlas* atlas, ImFont* font, float font_size, float font_rasterizer_density, ImGuiID baked_id)
+{
+ IMGUI_DEBUG_LOG_FONT("[font] Created baked %.2fpx\n", font_size);
+ ImFontBaked* baked = atlas->Builder->BakedPool.push_back(ImFontBaked());
+ baked->Size = font_size;
+ baked->RasterizerDensity = font_rasterizer_density;
+ baked->BakedId = baked_id;
+ baked->ContainerFont = font;
+ baked->LastUsedFrame = atlas->Builder->FrameCount;
+
+ // Initialize backend data
+ size_t loader_data_size = 0;
+ for (ImFontConfig* src : font->Sources) // Cannot easily be cached as we allow changing backend
+ {
+ const ImFontLoader* loader = src->FontLoader ? src->FontLoader : atlas->FontLoader;
+ loader_data_size += loader->FontBakedSrcLoaderDataSize;
+ }
+ baked->FontLoaderDatas = (loader_data_size > 0) ? IM_ALLOC(loader_data_size) : NULL;
+ char* loader_data_p = (char*)baked->FontLoaderDatas;
+ for (ImFontConfig* src : font->Sources)
+ {
+ const ImFontLoader* loader = src->FontLoader ? src->FontLoader : atlas->FontLoader;
+ if (loader->FontBakedInit)
+ loader->FontBakedInit(atlas, src, baked, loader_data_p);
+ loader_data_p += loader->FontBakedSrcLoaderDataSize;
+ }
- src_tmp.Rects = &buf_rects[buf_rects_out_n];
- src_tmp.PackedChars = &buf_packedchars[buf_packedchars_out_n];
- buf_rects_out_n += src_tmp.GlyphsCount;
- buf_packedchars_out_n += src_tmp.GlyphsCount;
-
- // Convert our ranges in the format stb_truetype wants
- ImFontConfig& cfg = atlas->ConfigData[src_i];
- src_tmp.PackRange.font_size = cfg.SizePixels * cfg.RasterizerDensity;
- src_tmp.PackRange.first_unicode_codepoint_in_range = 0;
- src_tmp.PackRange.array_of_unicode_codepoints = src_tmp.GlyphsList.Data;
- src_tmp.PackRange.num_chars = src_tmp.GlyphsList.Size;
- src_tmp.PackRange.chardata_for_range = src_tmp.PackedChars;
- src_tmp.PackRange.h_oversample = (unsigned char)cfg.OversampleH;
- src_tmp.PackRange.v_oversample = (unsigned char)cfg.OversampleV;
-
- // Gather the sizes of all rectangles we will need to pack (this loop is based on stbtt_PackFontRangesGatherRects)
- const float scale = (cfg.SizePixels > 0.0f) ? stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, cfg.SizePixels * cfg.RasterizerDensity) : stbtt_ScaleForMappingEmToPixels(&src_tmp.FontInfo, -cfg.SizePixels * cfg.RasterizerDensity);
- const int padding = atlas->TexGlyphPadding;
- for (int glyph_i = 0; glyph_i < src_tmp.GlyphsList.Size; glyph_i++)
+ ImFontAtlasBuildSetupFontBakedBlanks(atlas, baked);
+ return baked;
+}
+
+// FIXME-OPT: This is not a fast query. Adding a BakedCount field in Font might allow to take a shortcut for the most common case.
+ImFontBaked* ImFontAtlasBakedGetClosestMatch(ImFontAtlas* atlas, ImFont* font, float font_size, float font_rasterizer_density)
+{
+ ImFontAtlasBuilder* builder = atlas->Builder;
+ for (int step_n = 0; step_n < 2; step_n++)
+ {
+ ImFontBaked* closest_larger_match = NULL;
+ ImFontBaked* closest_smaller_match = NULL;
+ for (int baked_n = 0; baked_n < builder->BakedPool.Size; baked_n++)
{
- int x0, y0, x1, y1;
- const int glyph_index_in_font = stbtt_FindGlyphIndex(&src_tmp.FontInfo, src_tmp.GlyphsList[glyph_i]);
- IM_ASSERT(glyph_index_in_font != 0);
- stbtt_GetGlyphBitmapBoxSubpixel(&src_tmp.FontInfo, glyph_index_in_font, scale * cfg.OversampleH, scale * cfg.OversampleV, 0, 0, &x0, &y0, &x1, &y1);
- src_tmp.Rects[glyph_i].w = (stbrp_coord)(x1 - x0 + padding + cfg.OversampleH - 1);
- src_tmp.Rects[glyph_i].h = (stbrp_coord)(y1 - y0 + padding + cfg.OversampleV - 1);
- total_surface += src_tmp.Rects[glyph_i].w * src_tmp.Rects[glyph_i].h;
+ ImFontBaked* baked = &builder->BakedPool[baked_n];
+ if (baked->ContainerFont != font || baked->WantDestroy)
+ continue;
+ if (step_n == 0 && baked->RasterizerDensity != font_rasterizer_density) // First try with same density
+ continue;
+ if (baked->Size > font_size && (closest_larger_match == NULL || baked->Size < closest_larger_match->Size))
+ closest_larger_match = baked;
+ if (baked->Size < font_size && (closest_smaller_match == NULL || baked->Size > closest_smaller_match->Size))
+ closest_smaller_match = baked;
}
+ if (closest_larger_match)
+ if (closest_smaller_match == NULL || (closest_larger_match->Size >= font_size * 2.0f && closest_smaller_match->Size > font_size * 0.5f))
+ return closest_larger_match;
+ if (closest_smaller_match)
+ return closest_smaller_match;
}
+ return NULL;
+}
- // We need a width for the skyline algorithm, any width!
- // The exact width doesn't really matter much, but some API/GPU have texture size limitations and increasing width can decrease height.
- // User can override TexDesiredWidth and TexGlyphPadding if they wish, otherwise we use a simple heuristic to select the width based on expected surface.
- const int surface_sqrt = (int)ImSqrt((float)total_surface) + 1;
- atlas->TexHeight = 0;
- if (atlas->TexDesiredWidth > 0)
- atlas->TexWidth = atlas->TexDesiredWidth;
- else
- atlas->TexWidth = (surface_sqrt >= 4096 * 0.7f) ? 4096 : (surface_sqrt >= 2048 * 0.7f) ? 2048 : (surface_sqrt >= 1024 * 0.7f) ? 1024 : 512;
+void ImFontAtlasBakedDiscard(ImFontAtlas* atlas, ImFont* font, ImFontBaked* baked)
+{
+ ImFontAtlasBuilder* builder = atlas->Builder;
+ IMGUI_DEBUG_LOG_FONT("[font] Discard baked %.2f for \"%s\"\n", baked->Size, font->GetDebugName());
- // 5. Start packing
- // Pack our extra data rectangles first, so it will be on the upper-left corner of our texture (UV will have small values).
- const int TEX_HEIGHT_MAX = 1024 * 32;
- stbtt_pack_context spc = {};
- stbtt_PackBegin(&spc, NULL, atlas->TexWidth, TEX_HEIGHT_MAX, 0, atlas->TexGlyphPadding, NULL);
- ImFontAtlasBuildPackCustomRects(atlas, spc.pack_info);
+ for (ImFontGlyph& glyph : baked->Glyphs)
+ if (glyph.PackId != ImFontAtlasRectId_Invalid)
+ ImFontAtlasPackDiscardRect(atlas, glyph.PackId);
- // 6. Pack each source font. No rendering yet, we are working with rectangles in an infinitely tall texture at this point.
- for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
+ char* loader_data_p = (char*)baked->FontLoaderDatas;
+ for (ImFontConfig* src : font->Sources)
{
- ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];
- if (src_tmp.GlyphsCount == 0)
+ const ImFontLoader* loader = src->FontLoader ? src->FontLoader : atlas->FontLoader;
+ if (loader->FontBakedDestroy)
+ loader->FontBakedDestroy(atlas, src, baked, loader_data_p);
+ loader_data_p += loader->FontBakedSrcLoaderDataSize;
+ }
+ if (baked->FontLoaderDatas)
+ {
+ IM_FREE(baked->FontLoaderDatas);
+ baked->FontLoaderDatas = NULL;
+ }
+ builder->BakedMap.SetVoidPtr(baked->BakedId, NULL);
+ builder->BakedDiscardedCount++;
+ baked->ClearOutputData();
+ baked->WantDestroy = true;
+ font->LastBaked = NULL;
+}
+
+// use unused_frames==0 to discard everything.
+void ImFontAtlasFontDiscardBakes(ImFontAtlas* atlas, ImFont* font, int unused_frames)
+{
+ if (ImFontAtlasBuilder* builder = atlas->Builder) // This can be called from font destructor
+ for (int baked_n = 0; baked_n < builder->BakedPool.Size; baked_n++)
+ {
+ ImFontBaked* baked = &builder->BakedPool[baked_n];
+ if (baked->LastUsedFrame + unused_frames > atlas->Builder->FrameCount)
+ continue;
+ if (baked->ContainerFont != font || baked->WantDestroy)
+ continue;
+ ImFontAtlasBakedDiscard(atlas, font, baked);
+ }
+}
+
+// use unused_frames==0 to discard everything.
+void ImFontAtlasBuildDiscardBakes(ImFontAtlas* atlas, int unused_frames)
+{
+ ImFontAtlasBuilder* builder = atlas->Builder;
+ for (int baked_n = 0; baked_n < builder->BakedPool.Size; baked_n++)
+ {
+ ImFontBaked* baked = &builder->BakedPool[baked_n];
+ if (baked->LastUsedFrame + unused_frames > atlas->Builder->FrameCount)
+ continue;
+ if (baked->WantDestroy || (baked->ContainerFont->Flags & ImFontFlags_LockBakedSizes))
continue;
+ ImFontAtlasBakedDiscard(atlas, baked->ContainerFont, baked);
+ }
+}
- stbrp_pack_rects((stbrp_context*)spc.pack_info, src_tmp.Rects, src_tmp.GlyphsCount);
+// Those functions are designed to facilitate changing the underlying structures for ImFontAtlas to store an array of ImDrawListSharedData*
+void ImFontAtlasAddDrawListSharedData(ImFontAtlas* atlas, ImDrawListSharedData* data)
+{
+ IM_ASSERT(!atlas->DrawListSharedDatas.contains(data));
+ atlas->DrawListSharedDatas.push_back(data);
+}
- // Extend texture height and mark missing glyphs as non-packed so we won't render them.
- // FIXME: We are not handling packing failure here (would happen if we got off TEX_HEIGHT_MAX or if a single if larger than TexWidth?)
- for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++)
- if (src_tmp.Rects[glyph_i].was_packed)
- atlas->TexHeight = ImMax(atlas->TexHeight, src_tmp.Rects[glyph_i].y + src_tmp.Rects[glyph_i].h);
+void ImFontAtlasRemoveDrawListSharedData(ImFontAtlas* atlas, ImDrawListSharedData* data)
+{
+ IM_ASSERT(atlas->DrawListSharedDatas.contains(data));
+ atlas->DrawListSharedDatas.find_erase(data);
+}
+
+// Update texture identifier in all active draw lists
+void ImFontAtlasUpdateDrawListsTextures(ImFontAtlas* atlas, ImTextureRef old_tex, ImTextureRef new_tex)
+{
+ for (ImDrawListSharedData* shared_data : atlas->DrawListSharedDatas)
+ for (ImDrawList* draw_list : shared_data->DrawLists)
+ {
+ // Replace in command-buffer
+ // (there is not need to replace in ImDrawListSplitter: current channel is in ImDrawList's CmdBuffer[],
+ // other channels will be on SetCurrentChannel() which already needs to compare CmdHeader anyhow)
+ if (draw_list->CmdBuffer.Size > 0 && draw_list->_CmdHeader.TexRef == old_tex)
+ draw_list->_SetTexture(new_tex);
+
+ // Replace in stack
+ for (ImTextureRef& stacked_tex : draw_list->_TextureStack)
+ if (stacked_tex == old_tex)
+ stacked_tex = new_tex;
+ }
+}
+
+// Update texture coordinates in all draw list shared context
+// FIXME-NEWATLAS FIXME-OPT: Doesn't seem necessary to update for all, only one bound to current context?
+void ImFontAtlasUpdateDrawListsSharedData(ImFontAtlas* atlas)
+{
+ for (ImDrawListSharedData* shared_data : atlas->DrawListSharedDatas)
+ if (shared_data->FontAtlas == atlas)
+ {
+ shared_data->TexUvWhitePixel = atlas->TexUvWhitePixel;
+ shared_data->TexUvLines = atlas->TexUvLines;
+ }
+}
+
+// Set current texture. This is mostly called from AddTexture() + to handle a failed resize.
+static void ImFontAtlasBuildSetTexture(ImFontAtlas* atlas, ImTextureData* tex)
+{
+ ImTextureRef old_tex_ref = atlas->TexRef;
+ atlas->TexData = tex;
+ atlas->TexUvScale = ImVec2(1.0f / tex->Width, 1.0f / tex->Height);
+ atlas->TexRef._TexData = tex;
+ //atlas->TexRef._TexID = tex->TexID; // <-- We intentionally don't do that. It would be misleading and betray promise that both fields aren't set.
+ ImFontAtlasUpdateDrawListsTextures(atlas, old_tex_ref, atlas->TexRef);
+}
+
+// Create a new texture, discard previous one
+ImTextureData* ImFontAtlasTextureAdd(ImFontAtlas* atlas, int w, int h)
+{
+ ImTextureData* old_tex = atlas->TexData;
+ ImTextureData* new_tex;
+
+ // FIXME: Cannot reuse texture because old UV may have been used already (unless we remap UV).
+ /*if (old_tex != NULL && old_tex->Status == ImTextureStatus_WantCreate)
+ {
+ // Reuse texture not yet used by backend.
+ IM_ASSERT(old_tex->TexID == ImTextureID_Invalid && old_tex->BackendUserData == NULL);
+ old_tex->DestroyPixels();
+ old_tex->Updates.clear();
+ new_tex = old_tex;
+ old_tex = NULL;
}
+ else*/
+ {
+ // Add new
+ new_tex = IM_NEW(ImTextureData)();
+ new_tex->UniqueID = atlas->TexNextUniqueID++;
+ atlas->TexList.push_back(new_tex);
+ }
+ if (old_tex != NULL)
+ {
+ // Queue old as to destroy next frame
+ old_tex->WantDestroyNextFrame = true;
+ IM_ASSERT(old_tex->Status == ImTextureStatus_OK || old_tex->Status == ImTextureStatus_WantCreate || old_tex->Status == ImTextureStatus_WantUpdates);
+ }
+
+ new_tex->Create(atlas->TexDesiredFormat, w, h);
+ atlas->TexIsBuilt = false;
- // 7. Allocate texture
- atlas->TexHeight = (atlas->Flags & ImFontAtlasFlags_NoPowerOfTwoHeight) ? (atlas->TexHeight + 1) : ImUpperPowerOfTwo(atlas->TexHeight);
- atlas->TexUvScale = ImVec2(1.0f / atlas->TexWidth, 1.0f / atlas->TexHeight);
- atlas->TexPixelsAlpha8 = (unsigned char*)IM_ALLOC(atlas->TexWidth * atlas->TexHeight);
- memset(atlas->TexPixelsAlpha8, 0, atlas->TexWidth * atlas->TexHeight);
- spc.pixels = atlas->TexPixelsAlpha8;
- spc.height = atlas->TexHeight;
+ ImFontAtlasBuildSetTexture(atlas, new_tex);
+
+ return new_tex;
+}
+
+#if 0
+#define STB_IMAGE_WRITE_IMPLEMENTATION
+#include "../stb/stb_image_write.h"
+static void ImFontAtlasDebugWriteTexToDisk(ImTextureData* tex, const char* description)
+{
+ ImGuiContext& g = *GImGui;
+ char buf[128];
+ ImFormatString(buf, IM_ARRAYSIZE(buf), "[%05d] Texture #%03d - %s.png", g.FrameCount, tex->UniqueID, description);
+ stbi_write_png(buf, tex->Width, tex->Height, tex->BytesPerPixel, tex->Pixels, tex->GetPitch()); // tex->BytesPerPixel is technically not component, but ok for the formats we support.
+}
+#endif
- // 8. Render/rasterize font characters into the texture
- for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
+void ImFontAtlasTextureRepack(ImFontAtlas* atlas, int w, int h)
+{
+ ImFontAtlasBuilder* builder = atlas->Builder;
+ builder->LockDisableResize = true;
+
+ ImTextureData* old_tex = atlas->TexData;
+ ImTextureData* new_tex = ImFontAtlasTextureAdd(atlas, w, h);
+ new_tex->UseColors = old_tex->UseColors;
+ IMGUI_DEBUG_LOG_FONT("[font] Texture #%03d: resize+repack %dx%d => Texture #%03d: %dx%d\n", old_tex->UniqueID, old_tex->Width, old_tex->Height, new_tex->UniqueID, new_tex->Width, new_tex->Height);
+ //for (int baked_n = 0; baked_n < builder->BakedPool.Size; baked_n++)
+ // IMGUI_DEBUG_LOG_FONT("[font] - Baked %.2fpx, %d glyphs, want_destroy=%d\n", builder->BakedPool[baked_n].FontSize, builder->BakedPool[baked_n].Glyphs.Size, builder->BakedPool[baked_n].WantDestroy);
+ //IMGUI_DEBUG_LOG_FONT("[font] - Old packed rects: %d, area %d px\n", builder->RectsPackedCount, builder->RectsPackedSurface);
+ //ImFontAtlasDebugWriteTexToDisk(old_tex, "Before Pack");
+
+ // Repack, lose discarded rectangle, copy pixels
+ // FIXME-NEWATLAS: This is unstable because packing order is based on RectsIndex
+ // FIXME-NEWATLAS-V2: Repacking in batch would be beneficial to packing heuristic, and fix stability.
+ // FIXME-NEWATLAS-TESTS: Test calling RepackTexture with size too small to fits existing rects.
+ ImFontAtlasPackInit(atlas);
+ ImVector old_rects;
+ ImVector old_index = builder->RectsIndex;
+ old_rects.swap(builder->Rects);
+
+ for (ImFontAtlasRectEntry& index_entry : builder->RectsIndex)
{
- ImFontConfig& cfg = atlas->ConfigData[src_i];
- ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];
- if (src_tmp.GlyphsCount == 0)
+ if (index_entry.IsUsed == false)
+ continue;
+ ImTextureRect& old_r = old_rects[index_entry.TargetIndex];
+ if (old_r.w == 0 && old_r.h == 0)
continue;
+ ImFontAtlasRectId new_r_id = ImFontAtlasPackAddRect(atlas, old_r.w, old_r.h, &index_entry);
+ if (new_r_id == ImFontAtlasRectId_Invalid)
+ {
+ // Undo, grow texture and try repacking again.
+ // FIXME-NEWATLAS-TESTS: This is a very rarely exercised path! It needs to be automatically tested properly.
+ IMGUI_DEBUG_LOG_FONT("[font] Texture #%03d: resize failed. Will grow.\n", new_tex->UniqueID);
+ new_tex->WantDestroyNextFrame = true;
+ builder->Rects.swap(old_rects);
+ builder->RectsIndex = old_index;
+ ImFontAtlasBuildSetTexture(atlas, old_tex);
+ ImFontAtlasTextureGrow(atlas, w, h); // Recurse
+ return;
+ }
+ IM_ASSERT(ImFontAtlasRectId_GetIndex(new_r_id) == builder->RectsIndex.index_from_ptr(&index_entry));
+ ImTextureRect* new_r = ImFontAtlasPackGetRect(atlas, new_r_id);
+ ImFontAtlasTextureBlockCopy(old_tex, old_r.x, old_r.y, new_tex, new_r->x, new_r->y, new_r->w, new_r->h);
+ }
+ IM_ASSERT(old_rects.Size == builder->Rects.Size + builder->RectsDiscardedCount);
+ builder->RectsDiscardedCount = 0;
+ builder->RectsDiscardedSurface = 0;
+
+ // Patch glyphs UV
+ for (int baked_n = 0; baked_n < builder->BakedPool.Size; baked_n++)
+ for (ImFontGlyph& glyph : builder->BakedPool[baked_n].Glyphs)
+ if (glyph.PackId != ImFontAtlasRectId_Invalid)
+ {
+ ImTextureRect* r = ImFontAtlasPackGetRect(atlas, glyph.PackId);
+ glyph.U0 = (r->x) * atlas->TexUvScale.x;
+ glyph.V0 = (r->y) * atlas->TexUvScale.y;
+ glyph.U1 = (r->x + r->w) * atlas->TexUvScale.x;
+ glyph.V1 = (r->y + r->h) * atlas->TexUvScale.y;
+ }
+
+ // Update other cached UV
+ ImFontAtlasBuildUpdateLinesTexData(atlas);
+ ImFontAtlasBuildUpdateBasicTexData(atlas);
+
+ builder->LockDisableResize = false;
+ ImFontAtlasUpdateDrawListsSharedData(atlas);
+ //ImFontAtlasDebugWriteTexToDisk(new_tex, "After Pack");
+}
+
+void ImFontAtlasTextureGrow(ImFontAtlas* atlas, int old_tex_w, int old_tex_h)
+{
+ //ImFontAtlasDebugWriteTexToDisk(atlas->TexData, "Before Grow");
+ ImFontAtlasBuilder* builder = atlas->Builder;
+ if (old_tex_w == -1)
+ old_tex_w = atlas->TexData->Width;
+ if (old_tex_h == -1)
+ old_tex_h = atlas->TexData->Height;
+
+ // FIXME-NEWATLAS-V2: What to do when reaching limits exposed by backend?
+ // FIXME-NEWATLAS-V2: Does ImFontAtlasFlags_NoPowerOfTwoHeight makes sense now? Allow 'lock' and 'compact' operations?
+ IM_ASSERT(ImIsPowerOfTwo(old_tex_w) && ImIsPowerOfTwo(old_tex_h));
+ IM_ASSERT(ImIsPowerOfTwo(atlas->TexMinWidth) && ImIsPowerOfTwo(atlas->TexMaxWidth) && ImIsPowerOfTwo(atlas->TexMinHeight) && ImIsPowerOfTwo(atlas->TexMaxHeight));
+
+ // Grow texture so it follows roughly a square.
+ // - Grow height before width, as width imply more packing nodes.
+ // - Caller should be taking account of RectsDiscardedSurface and may not need to grow.
+ int new_tex_w = (old_tex_h <= old_tex_w) ? old_tex_w : old_tex_w * 2;
+ int new_tex_h = (old_tex_h <= old_tex_w) ? old_tex_h * 2 : old_tex_h;
+
+ // Handle minimum size first (for pathologically large packed rects)
+ const int pack_padding = atlas->TexGlyphPadding;
+ new_tex_w = ImMax(new_tex_w, ImUpperPowerOfTwo(builder->MaxRectSize.x + pack_padding));
+ new_tex_h = ImMax(new_tex_h, ImUpperPowerOfTwo(builder->MaxRectSize.y + pack_padding));
+ new_tex_w = ImClamp(new_tex_w, atlas->TexMinWidth, atlas->TexMaxWidth);
+ new_tex_h = ImClamp(new_tex_h, atlas->TexMinHeight, atlas->TexMaxHeight);
+ if (new_tex_w == old_tex_w && new_tex_h == old_tex_h)
+ return;
+
+ ImFontAtlasTextureRepack(atlas, new_tex_w, new_tex_h);
+}
+
+void ImFontAtlasTextureMakeSpace(ImFontAtlas* atlas)
+{
+ // Can some baked contents be ditched?
+ //IMGUI_DEBUG_LOG_FONT("[font] ImFontAtlasBuildMakeSpace()\n");
+ ImFontAtlasBuilder* builder = atlas->Builder;
+ ImFontAtlasBuildDiscardBakes(atlas, 2);
+
+ // Currently using a heuristic for repack without growing.
+ if (builder->RectsDiscardedSurface < builder->RectsPackedSurface * 0.20f)
+ ImFontAtlasTextureGrow(atlas);
+ else
+ ImFontAtlasTextureRepack(atlas, atlas->TexData->Width, atlas->TexData->Height);
+}
+
+ImVec2i ImFontAtlasTextureGetSizeEstimate(ImFontAtlas* atlas)
+{
+ int min_w = ImUpperPowerOfTwo(atlas->TexMinWidth);
+ int min_h = ImUpperPowerOfTwo(atlas->TexMinHeight);
+ if (atlas->Builder == NULL || atlas->TexData == NULL || atlas->TexData->Status == ImTextureStatus_WantDestroy)
+ return ImVec2i(min_w, min_h);
- stbtt_PackFontRangesRenderIntoRects(&spc, &src_tmp.FontInfo, &src_tmp.PackRange, 1, src_tmp.Rects);
+ ImFontAtlasBuilder* builder = atlas->Builder;
+ min_w = ImMax(ImUpperPowerOfTwo(builder->MaxRectSize.x), min_w);
+ min_h = ImMax(ImUpperPowerOfTwo(builder->MaxRectSize.y), min_h);
+ const int surface_approx = builder->RectsPackedSurface - builder->RectsDiscardedSurface; // Expected surface after repack
+ const int surface_sqrt = (int)sqrtf((float)surface_approx);
- // Apply multiply operator
- if (cfg.RasterizerMultiply != 1.0f)
+ int new_tex_w;
+ int new_tex_h;
+ if (min_w >= min_h)
+ {
+ new_tex_w = ImMax(min_w, ImUpperPowerOfTwo(surface_sqrt));
+ new_tex_h = ImMax(min_h, (int)((surface_approx + new_tex_w - 1) / new_tex_w));
+ if ((atlas->Flags & ImFontAtlasFlags_NoPowerOfTwoHeight) == 0)
+ new_tex_h = ImUpperPowerOfTwo(new_tex_h);
+ }
+ else
+ {
+ new_tex_h = ImMax(min_h, ImUpperPowerOfTwo(surface_sqrt));
+ if ((atlas->Flags & ImFontAtlasFlags_NoPowerOfTwoHeight) == 0)
+ new_tex_h = ImUpperPowerOfTwo(new_tex_h);
+ new_tex_w = ImMax(min_w, (int)((surface_approx + new_tex_h - 1) / new_tex_h));
+ }
+
+ IM_ASSERT(ImIsPowerOfTwo(new_tex_w) && ImIsPowerOfTwo(new_tex_h));
+ return ImVec2i(new_tex_w, new_tex_h);
+}
+
+// Clear all output. Invalidates all AddCustomRect() return values!
+void ImFontAtlasBuildClear(ImFontAtlas* atlas)
+{
+ ImVec2i new_tex_size = ImFontAtlasTextureGetSizeEstimate(atlas);
+ ImFontAtlasBuildDestroy(atlas);
+ ImFontAtlasTextureAdd(atlas, new_tex_size.x, new_tex_size.y);
+ ImFontAtlasBuildInit(atlas);
+ for (ImFontConfig& src : atlas->Sources)
+ ImFontAtlasFontSourceInit(atlas, &src);
+ for (ImFont* font : atlas->Fonts)
+ for (ImFontConfig* src : font->Sources)
+ ImFontAtlasFontSourceAddToFont(atlas, font, src);
+}
+
+// You should not need to call this manually!
+// If you think you do, let us know and we can advise about policies auto-compact.
+void ImFontAtlasTextureCompact(ImFontAtlas* atlas)
+{
+ ImFontAtlasBuilder* builder = atlas->Builder;
+ ImFontAtlasBuildDiscardBakes(atlas, 1);
+
+ ImTextureData* old_tex = atlas->TexData;
+ ImVec2i old_tex_size = ImVec2i(old_tex->Width, old_tex->Height);
+ ImVec2i new_tex_size = ImFontAtlasTextureGetSizeEstimate(atlas);
+ if (builder->RectsDiscardedCount == 0 && new_tex_size.x == old_tex_size.x && new_tex_size.y == old_tex_size.y)
+ return;
+
+ ImFontAtlasTextureRepack(atlas, new_tex_size.x, new_tex_size.y);
+}
+
+// Start packing over current empty texture
+void ImFontAtlasBuildInit(ImFontAtlas* atlas)
+{
+ // Select Backend
+ // - Note that we do not reassign to atlas->FontLoader, since it is likely to point to static data which
+ // may mess with some hot-reloading schemes. If you need to assign to this (for dynamic selection) AND are
+ // using a hot-reloading scheme that messes up static data, store your own instance of FontLoader somewhere
+ // and point to it instead of pointing directly to return value of the GetFontLoaderXXX functions.
+ if (atlas->FontLoader == NULL)
+ {
+#ifdef IMGUI_ENABLE_FREETYPE
+ atlas->SetFontLoader(ImGuiFreeType::GetFontLoader());
+#elif defined(IMGUI_ENABLE_STB_TRUETYPE)
+ atlas->SetFontLoader(ImFontAtlasGetFontLoaderForStbTruetype());
+#else
+ IM_ASSERT(0); // Invalid Build function
+#endif
+ }
+
+ // Create initial texture size
+ if (atlas->TexData == NULL || atlas->TexData->Pixels == NULL)
+ ImFontAtlasTextureAdd(atlas, ImUpperPowerOfTwo(atlas->TexMinWidth), ImUpperPowerOfTwo(atlas->TexMinHeight));
+
+ atlas->Builder = IM_NEW(ImFontAtlasBuilder)();
+ if (atlas->FontLoader->LoaderInit)
+ atlas->FontLoader->LoaderInit(atlas);
+
+ ImFontAtlasBuildUpdateRendererHasTexturesFromContext(atlas);
+
+ ImFontAtlasPackInit(atlas);
+
+ // Add required texture data
+ ImFontAtlasBuildUpdateLinesTexData(atlas);
+ ImFontAtlasBuildUpdateBasicTexData(atlas);
+
+ // Register fonts
+ ImFontAtlasBuildUpdatePointers(atlas);
+
+ // Update UV coordinates etc. stored in bound ImDrawListSharedData instance
+ ImFontAtlasUpdateDrawListsSharedData(atlas);
+
+ //atlas->TexIsBuilt = true;
+}
+
+// Destroy builder and all cached glyphs. Do not destroy actual fonts.
+void ImFontAtlasBuildDestroy(ImFontAtlas* atlas)
+{
+ for (ImFont* font : atlas->Fonts)
+ ImFontAtlasFontDestroyOutput(atlas, font);
+ if (atlas->Builder && atlas->FontLoader && atlas->FontLoader->LoaderShutdown)
+ {
+ atlas->FontLoader->LoaderShutdown(atlas);
+ IM_ASSERT(atlas->FontLoaderData == NULL);
+ }
+ IM_DELETE(atlas->Builder);
+ atlas->Builder = NULL;
+}
+
+void ImFontAtlasPackInit(ImFontAtlas * atlas)
+{
+ ImTextureData* tex = atlas->TexData;
+ ImFontAtlasBuilder* builder = atlas->Builder;
+
+ // In theory we could decide to reduce the number of nodes, e.g. halve them, and waste a little texture space, but it doesn't seem worth it.
+ const int pack_node_count = tex->Width / 2;
+ builder->PackNodes.resize(pack_node_count);
+ IM_STATIC_ASSERT(sizeof(stbrp_context) <= sizeof(stbrp_context_opaque));
+ stbrp_init_target((stbrp_context*)(void*)&builder->PackContext, tex->Width, tex->Height, builder->PackNodes.Data, builder->PackNodes.Size);
+ builder->RectsPackedSurface = builder->RectsPackedCount = 0;
+ builder->MaxRectSize = ImVec2i(0, 0);
+ builder->MaxRectBounds = ImVec2i(0, 0);
+}
+
+// This is essentially a free-list pattern, it may be nice to wrap it into a dedicated type.
+static ImFontAtlasRectId ImFontAtlasPackAllocRectEntry(ImFontAtlas* atlas, int rect_idx)
+{
+ ImFontAtlasBuilder* builder = (ImFontAtlasBuilder*)atlas->Builder;
+ int index_idx;
+ ImFontAtlasRectEntry* index_entry;
+ if (builder->RectsIndexFreeListStart < 0)
+ {
+ builder->RectsIndex.resize(builder->RectsIndex.Size + 1);
+ index_idx = builder->RectsIndex.Size - 1;
+ index_entry = &builder->RectsIndex[index_idx];
+ memset(index_entry, 0, sizeof(*index_entry));
+ }
+ else
+ {
+ index_idx = builder->RectsIndexFreeListStart;
+ index_entry = &builder->RectsIndex[index_idx];
+ IM_ASSERT(index_entry->IsUsed == false && index_entry->Generation > 0); // Generation is incremented during DiscardRect
+ builder->RectsIndexFreeListStart = index_entry->TargetIndex;
+ }
+ index_entry->TargetIndex = rect_idx;
+ index_entry->IsUsed = 1;
+ return ImFontAtlasRectId_Make(index_idx, index_entry->Generation);
+}
+
+// Overwrite existing entry
+static ImFontAtlasRectId ImFontAtlasPackReuseRectEntry(ImFontAtlas* atlas, ImFontAtlasRectEntry* index_entry)
+{
+ IM_ASSERT(index_entry->IsUsed);
+ index_entry->TargetIndex = atlas->Builder->Rects.Size - 1;
+ int index_idx = atlas->Builder->RectsIndex.index_from_ptr(index_entry);
+ return ImFontAtlasRectId_Make(index_idx, index_entry->Generation);
+}
+
+// This is expected to be called in batches and followed by a repack
+void ImFontAtlasPackDiscardRect(ImFontAtlas* atlas, ImFontAtlasRectId id)
+{
+ IM_ASSERT(id != ImFontAtlasRectId_Invalid);
+
+ ImTextureRect* rect = ImFontAtlasPackGetRect(atlas, id);
+ if (rect == NULL)
+ return;
+
+ ImFontAtlasBuilder* builder = atlas->Builder;
+ int index_idx = ImFontAtlasRectId_GetIndex(id);
+ ImFontAtlasRectEntry* index_entry = &builder->RectsIndex[index_idx];
+ IM_ASSERT(index_entry->IsUsed && index_entry->TargetIndex >= 0);
+ index_entry->IsUsed = false;
+ index_entry->TargetIndex = builder->RectsIndexFreeListStart;
+ index_entry->Generation++;
+
+ const int pack_padding = atlas->TexGlyphPadding;
+ builder->RectsIndexFreeListStart = index_idx;
+ builder->RectsDiscardedCount++;
+ builder->RectsDiscardedSurface += (rect->w + pack_padding) * (rect->h + pack_padding);
+ rect->w = rect->h = 0; // Clear rectangle so it won't be packed again
+}
+
+// Important: Calling this may recreate a new texture and therefore change atlas->TexData
+// FIXME-NEWFONTS: Expose other glyph padding settings for custom alteration (e.g. drop shadows). See #7962
+ImFontAtlasRectId ImFontAtlasPackAddRect(ImFontAtlas* atlas, int w, int h, ImFontAtlasRectEntry* overwrite_entry)
+{
+ IM_ASSERT(w > 0 && w <= 0xFFFF);
+ IM_ASSERT(h > 0 && h <= 0xFFFF);
+
+ ImFontAtlasBuilder* builder = (ImFontAtlasBuilder*)atlas->Builder;
+ const int pack_padding = atlas->TexGlyphPadding;
+ builder->MaxRectSize.x = ImMax(builder->MaxRectSize.x, w);
+ builder->MaxRectSize.y = ImMax(builder->MaxRectSize.y, h);
+
+ // Pack
+ ImTextureRect r = { 0, 0, (unsigned short)w, (unsigned short)h };
+ for (int attempts_remaining = 3; attempts_remaining >= 0; attempts_remaining--)
+ {
+ // Try packing
+ stbrp_rect pack_r = {};
+ pack_r.w = w + pack_padding;
+ pack_r.h = h + pack_padding;
+ stbrp_pack_rects((stbrp_context*)(void*)&builder->PackContext, &pack_r, 1);
+ r.x = (unsigned short)pack_r.x;
+ r.y = (unsigned short)pack_r.y;
+ if (pack_r.was_packed)
+ break;
+
+ // If we ran out of attempts, return fallback
+ if (attempts_remaining == 0 || builder->LockDisableResize)
{
- unsigned char multiply_table[256];
- ImFontAtlasBuildMultiplyCalcLookupTable(multiply_table, cfg.RasterizerMultiply);
- stbrp_rect* r = &src_tmp.Rects[0];
- for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++, r++)
- if (r->was_packed)
- ImFontAtlasBuildMultiplyRectAlpha8(multiply_table, atlas->TexPixelsAlpha8, r->x, r->y, r->w, r->h, atlas->TexWidth * 1);
+ IMGUI_DEBUG_LOG_FONT("[font] Failed packing %dx%d rectangle. Returning fallback.\n", w, h);
+ return ImFontAtlasRectId_Invalid;
}
- src_tmp.Rects = NULL;
+
+ // Resize or repack atlas! (this should be a rare event)
+ ImFontAtlasTextureMakeSpace(atlas);
}
- // End packing
- stbtt_PackEnd(&spc);
- buf_rects.clear();
+ builder->MaxRectBounds.x = ImMax(builder->MaxRectBounds.x, r.x + r.w + pack_padding);
+ builder->MaxRectBounds.y = ImMax(builder->MaxRectBounds.y, r.y + r.h + pack_padding);
+ builder->RectsPackedCount++;
+ builder->RectsPackedSurface += (w + pack_padding) * (h + pack_padding);
+
+ builder->Rects.push_back(r);
+ if (overwrite_entry != NULL)
+ return ImFontAtlasPackReuseRectEntry(atlas, overwrite_entry); // Write into an existing entry instead of adding one (used during repack)
+ else
+ return ImFontAtlasPackAllocRectEntry(atlas, builder->Rects.Size - 1);
+}
+
+// Generally for non-user facing functions: assert on invalid ID.
+ImTextureRect* ImFontAtlasPackGetRect(ImFontAtlas* atlas, ImFontAtlasRectId id)
+{
+ IM_ASSERT(id != ImFontAtlasRectId_Invalid);
+ int index_idx = ImFontAtlasRectId_GetIndex(id);
+ ImFontAtlasBuilder* builder = (ImFontAtlasBuilder*)atlas->Builder;
+ ImFontAtlasRectEntry* index_entry = &builder->RectsIndex[index_idx];
+ IM_ASSERT(index_entry->Generation == ImFontAtlasRectId_GetGeneration(id));
+ IM_ASSERT(index_entry->IsUsed);
+ return &builder->Rects[index_entry->TargetIndex];
+}
+
+// For user-facing functions: return NULL on invalid ID.
+// Important: return pointer is valid until next call to AddRect(), e.g. FindGlyph(), CalcTextSize() can all potentially invalidate previous pointers.
+ImTextureRect* ImFontAtlasPackGetRectSafe(ImFontAtlas* atlas, ImFontAtlasRectId id)
+{
+ if (id == ImFontAtlasRectId_Invalid)
+ return NULL;
+ int index_idx = ImFontAtlasRectId_GetIndex(id);
+ if (atlas->Builder == NULL)
+ ImFontAtlasBuildInit(atlas);
+ ImFontAtlasBuilder* builder = (ImFontAtlasBuilder*)atlas->Builder;
+ if (index_idx >= builder->RectsIndex.Size)
+ return NULL;
+ ImFontAtlasRectEntry* index_entry = &builder->RectsIndex[index_idx];
+ if (index_entry->Generation != ImFontAtlasRectId_GetGeneration(id) || !index_entry->IsUsed)
+ return NULL;
+ return &builder->Rects[index_entry->TargetIndex];
+}
+
+// Important! This assume by ImFontConfig::GlyphExcludeRanges[] is a SMALL ARRAY (e.g. <10 entries)
+// Use "Input Glyphs Overlap Detection Tool" to display a list of glyphs provided by multiple sources in order to set this array up.
+static bool ImFontAtlasBuildAcceptCodepointForSource(ImFontConfig* src, ImWchar codepoint)
+{
+ if (const ImWchar* exclude_list = src->GlyphExcludeRanges)
+ for (; exclude_list[0] != 0; exclude_list += 2)
+ if (codepoint >= exclude_list[0] && codepoint <= exclude_list[1])
+ return false;
+ return true;
+}
+
+static void ImFontBaked_BuildGrowIndex(ImFontBaked* baked, int new_size)
+{
+ IM_ASSERT(baked->IndexAdvanceX.Size == baked->IndexLookup.Size);
+ if (new_size <= baked->IndexLookup.Size)
+ return;
+ baked->IndexAdvanceX.resize(new_size, -1.0f);
+ baked->IndexLookup.resize(new_size, IM_FONTGLYPH_INDEX_UNUSED);
+}
- // 9. Setup ImFont and glyphs for runtime
- for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
+static void ImFontAtlas_FontHookRemapCodepoint(ImFontAtlas* atlas, ImFont* font, ImWchar* c)
+{
+ IM_UNUSED(atlas);
+ if (font->RemapPairs.Data.Size != 0)
+ *c = (ImWchar)font->RemapPairs.GetInt((ImGuiID)*c, (int)*c);
+}
+
+static ImFontGlyph* ImFontBaked_BuildLoadGlyph(ImFontBaked* baked, ImWchar codepoint, float* only_load_advance_x)
+{
+ ImFont* font = baked->ContainerFont;
+ ImFontAtlas* atlas = font->ContainerAtlas;
+ if (atlas->Locked || (font->Flags & ImFontFlags_NoLoadGlyphs))
{
- // When merging fonts with MergeMode=true:
- // - We can have multiple input fonts writing into a same destination font.
- // - dst_font->ConfigData is != from cfg which is our source configuration.
- ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];
- ImFontConfig& cfg = atlas->ConfigData[src_i];
- ImFont* dst_font = cfg.DstFont;
+ // Lazily load fallback glyph
+ if (baked->FallbackGlyphIndex == -1 && baked->LockLoadingFallback == 0)
+ ImFontAtlasBuildSetupFontBakedFallback(baked);
+ return NULL;
+ }
- const float font_scale = stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, cfg.SizePixels);
- int unscaled_ascent, unscaled_descent, unscaled_line_gap;
- stbtt_GetFontVMetrics(&src_tmp.FontInfo, &unscaled_ascent, &unscaled_descent, &unscaled_line_gap);
+ // User remapping hooks
+ ImWchar src_codepoint = codepoint;
+ ImFontAtlas_FontHookRemapCodepoint(atlas, font, &codepoint);
- const float ascent = ImCeil(unscaled_ascent * font_scale);
- const float descent = ImFloor(unscaled_descent * font_scale);
- ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent);
- const float font_off_x = cfg.GlyphOffset.x;
- const float font_off_y = cfg.GlyphOffset.y + IM_ROUND(dst_font->Ascent);
+ //char utf8_buf[5];
+ //IMGUI_DEBUG_LOG("[font] BuildLoadGlyph U+%04X (%s)\n", (unsigned int)codepoint, ImTextCharToUtf8(utf8_buf, (unsigned int)codepoint));
- const float inv_rasterization_scale = 1.0f / cfg.RasterizerDensity;
+ // Special hook
+ // FIXME-NEWATLAS: it would be nicer if this used a more standardized way of hooking
+ if (codepoint == font->EllipsisChar && font->EllipsisAutoBake)
+ if (ImFontGlyph* glyph = ImFontAtlasBuildSetupFontBakedEllipsis(atlas, baked))
+ return glyph;
- for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++)
+ // Call backend
+ char* loader_user_data_p = (char*)baked->FontLoaderDatas;
+ int src_n = 0;
+ for (ImFontConfig* src : font->Sources)
+ {
+ const ImFontLoader* loader = src->FontLoader ? src->FontLoader : atlas->FontLoader;
+ if (!src->GlyphExcludeRanges || ImFontAtlasBuildAcceptCodepointForSource(src, codepoint))
{
- // Register glyph
- const int codepoint = src_tmp.GlyphsList[glyph_i];
- const stbtt_packedchar& pc = src_tmp.PackedChars[glyph_i];
- stbtt_aligned_quad q;
- float unused_x = 0.0f, unused_y = 0.0f;
- stbtt_GetPackedQuad(src_tmp.PackedChars, atlas->TexWidth, atlas->TexHeight, glyph_i, &unused_x, &unused_y, &q, 0);
- float x0 = q.x0 * inv_rasterization_scale + font_off_x;
- float y0 = q.y0 * inv_rasterization_scale + font_off_y;
- float x1 = q.x1 * inv_rasterization_scale + font_off_x;
- float y1 = q.y1 * inv_rasterization_scale + font_off_y;
- dst_font->AddGlyph(&cfg, (ImWchar)codepoint, x0, y0, x1, y1, q.s0, q.t0, q.s1, q.t1, pc.xadvance * inv_rasterization_scale);
+ if (only_load_advance_x == NULL)
+ {
+ ImFontGlyph glyph_buf;
+ if (loader->FontBakedLoadGlyph(atlas, src, baked, loader_user_data_p, codepoint, &glyph_buf, NULL))
+ {
+ // FIXME: Add hooks for e.g. #7962
+ glyph_buf.Codepoint = src_codepoint;
+ glyph_buf.SourceIdx = src_n;
+ return ImFontAtlasBakedAddFontGlyph(atlas, baked, src, &glyph_buf);
+ }
+ }
+ else
+ {
+ // Special mode but only loading glyphs metrics. Will rasterize and pack later.
+ if (loader->FontBakedLoadGlyph(atlas, src, baked, loader_user_data_p, codepoint, NULL, only_load_advance_x))
+ {
+ ImFontAtlasBakedAddFontGlyphAdvancedX(atlas, baked, src, codepoint, *only_load_advance_x);
+ return NULL;
+ }
+ }
}
+ loader_user_data_p += loader->FontBakedSrcLoaderDataSize;
+ src_n++;
}
- // Cleanup
- src_tmp_array.clear_destruct();
-
- ImFontAtlasBuildFinish(atlas);
- return true;
-}
+ // Lazily load fallback glyph
+ if (baked->LockLoadingFallback)
+ return NULL;
+ if (baked->FallbackGlyphIndex == -1)
+ ImFontAtlasBuildSetupFontBakedFallback(baked);
-const ImFontBuilderIO* ImFontAtlasGetBuilderForStbTruetype()
-{
- static ImFontBuilderIO io;
- io.FontBuilder_Build = ImFontAtlasBuildWithStbTruetype;
- return &io;
+ // Mark index as not found, so we don't attempt the search twice
+ ImFontBaked_BuildGrowIndex(baked, codepoint + 1);
+ baked->IndexAdvanceX[codepoint] = baked->FallbackAdvanceX;
+ baked->IndexLookup[codepoint] = IM_FONTGLYPH_INDEX_NOT_FOUND;
+ return NULL;
}
-#endif // IMGUI_ENABLE_STB_TRUETYPE
-
-void ImFontAtlasUpdateConfigDataPointers(ImFontAtlas* atlas)
+static float ImFontBaked_BuildLoadGlyphAdvanceX(ImFontBaked* baked, ImWchar codepoint)
{
- for (ImFontConfig& font_cfg : atlas->ConfigData)
+ if (baked->Size >= IMGUI_FONT_SIZE_THRESHOLD_FOR_LOADADVANCEXONLYMODE)
{
- ImFont* font = font_cfg.DstFont;
- if (!font_cfg.MergeMode)
- {
- font->ConfigData = &font_cfg;
- font->ConfigDataCount = 0;
- }
- font->ConfigDataCount++;
+ // First load AdvanceX value used by CalcTextSize() API then load the rest when loaded by drawing API.
+ float only_advance_x = 0.0f;
+ ImFontGlyph* glyph = ImFontBaked_BuildLoadGlyph(baked, (ImWchar)codepoint, &only_advance_x);
+ return glyph ? glyph->AdvanceX : only_advance_x;
}
-}
-
-void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent)
-{
- if (!font_config->MergeMode)
+ else
{
- font->ClearOutputData();
- font->FontSize = font_config->SizePixels;
- IM_ASSERT(font->ConfigData == font_config);
- font->ContainerAtlas = atlas;
- font->Ascent = ascent;
- font->Descent = descent;
+ ImFontGlyph* glyph = ImFontBaked_BuildLoadGlyph(baked, (ImWchar)codepoint, NULL);
+ return glyph ? glyph->AdvanceX : baked->FallbackAdvanceX;
}
}
-void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque)
+// The point of this indirection is to not be inlined in debug mode in order to not bloat inner loop.b
+IM_MSVC_RUNTIME_CHECKS_OFF
+static float BuildLoadGlyphGetAdvanceOrFallback(ImFontBaked* baked, unsigned int codepoint)
{
- stbrp_context* pack_context = (stbrp_context*)stbrp_context_opaque;
- IM_ASSERT(pack_context != NULL);
-
- ImVector& user_rects = atlas->CustomRects;
- IM_ASSERT(user_rects.Size >= 1); // We expect at least the default custom rects to be registered, else something went wrong.
-#ifdef __GNUC__
- if (user_rects.Size < 1) { __builtin_unreachable(); } // Workaround for GCC bug if IM_ASSERT() is defined to conditionally throw (see #5343)
-#endif
+ return ImFontBaked_BuildLoadGlyphAdvanceX(baked, (ImWchar)codepoint);
+}
+IM_MSVC_RUNTIME_CHECKS_RESTORE
- ImVector pack_rects;
- pack_rects.resize(user_rects.Size);
- memset(pack_rects.Data, 0, (size_t)pack_rects.size_in_bytes());
- for (int i = 0; i < user_rects.Size; i++)
+#ifndef IMGUI_DISABLE_DEBUG_TOOLS
+void ImFontAtlasDebugLogTextureRequests(ImFontAtlas* atlas)
+{
+ // [DEBUG] Log texture update requests
+ ImGuiContext& g = *GImGui;
+ IM_UNUSED(g);
+ for (ImTextureData* tex : atlas->TexList)
{
- pack_rects[i].w = user_rects[i].Width;
- pack_rects[i].h = user_rects[i].Height;
- }
- stbrp_pack_rects(pack_context, &pack_rects[0], pack_rects.Size);
- for (int i = 0; i < pack_rects.Size; i++)
- if (pack_rects[i].was_packed)
+ if ((g.IO.BackendFlags & ImGuiBackendFlags_RendererHasTextures) == 0)
+ IM_ASSERT(tex->Updates.Size == 0);
+ if (tex->Status == ImTextureStatus_WantCreate)
+ IMGUI_DEBUG_LOG_FONT("[font] Texture #%03d: create %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
+ else if (tex->Status == ImTextureStatus_WantDestroy)
+ IMGUI_DEBUG_LOG_FONT("[font] Texture #%03d: destroy %dx%d, texid=0x%" IM_PRIX64 ", backend_data=%p\n", tex->UniqueID, tex->Width, tex->Height, tex->TexID, tex->BackendUserData);
+ else if (tex->Status == ImTextureStatus_WantUpdates)
{
- user_rects[i].X = (unsigned short)pack_rects[i].x;
- user_rects[i].Y = (unsigned short)pack_rects[i].y;
- IM_ASSERT(pack_rects[i].w == user_rects[i].Width && pack_rects[i].h == user_rects[i].Height);
- atlas->TexHeight = ImMax(atlas->TexHeight, pack_rects[i].y + pack_rects[i].h);
+ IMGUI_DEBUG_LOG_FONT("[font] Texture #%03d: update %d regions, texid=0x%" IM_PRIX64 ", backend_data=0x%" IM_PRIX64 "\n", tex->UniqueID, tex->Updates.Size, tex->TexID, (ImU64)(intptr_t)tex->BackendUserData);
+ for (const ImTextureRect& r : tex->Updates)
+ {
+ IM_UNUSED(r);
+ IM_ASSERT(r.x >= 0 && r.y >= 0);
+ IM_ASSERT(r.x + r.w <= tex->Width && r.y + r.h <= tex->Height); // In theory should subtract PackPadding but it's currently part of atlas and mid-frame change would wreck assert.
+ //IMGUI_DEBUG_LOG_FONT("[font] Texture #%03d: update (% 4d..%-4d)->(% 4d..%-4d), texid=0x%" IM_PRIX64 ", backend_data=0x%" IM_PRIX64 "\n", tex->UniqueID, r.x, r.y, r.x + r.w, r.y + r.h, tex->TexID, (ImU64)(intptr_t)tex->BackendUserData);
+ }
}
+ }
}
+#endif
-void ImFontAtlasBuildRender8bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned char in_marker_pixel_value)
-{
- IM_ASSERT(x >= 0 && x + w <= atlas->TexWidth);
- IM_ASSERT(y >= 0 && y + h <= atlas->TexHeight);
- unsigned char* out_pixel = atlas->TexPixelsAlpha8 + x + (y * atlas->TexWidth);
- for (int off_y = 0; off_y < h; off_y++, out_pixel += atlas->TexWidth, in_str += w)
- for (int off_x = 0; off_x < w; off_x++)
- out_pixel[off_x] = (in_str[off_x] == in_marker_char) ? in_marker_pixel_value : 0x00;
-}
+//-------------------------------------------------------------------------
+// [SECTION] ImFontAtlas: backend for stb_truetype
+//-------------------------------------------------------------------------
+// (imstb_truetype.h in included near the top of this file, when IMGUI_ENABLE_STB_TRUETYPE is set)
+//-------------------------------------------------------------------------
+
+#ifdef IMGUI_ENABLE_STB_TRUETYPE
-void ImFontAtlasBuildRender32bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned int in_marker_pixel_value)
+// One for each ConfigData
+struct ImGui_ImplStbTrueType_FontSrcData
{
- IM_ASSERT(x >= 0 && x + w <= atlas->TexWidth);
- IM_ASSERT(y >= 0 && y + h <= atlas->TexHeight);
- unsigned int* out_pixel = atlas->TexPixelsRGBA32 + x + (y * atlas->TexWidth);
- for (int off_y = 0; off_y < h; off_y++, out_pixel += atlas->TexWidth, in_str += w)
- for (int off_x = 0; off_x < w; off_x++)
- out_pixel[off_x] = (in_str[off_x] == in_marker_char) ? in_marker_pixel_value : IM_COL32_BLACK_TRANS;
-}
+ stbtt_fontinfo FontInfo;
+ float ScaleFactor;
+};
-static void ImFontAtlasBuildRenderDefaultTexData(ImFontAtlas* atlas)
+static bool ImGui_ImplStbTrueType_FontSrcInit(ImFontAtlas* atlas, ImFontConfig* src)
{
- ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(atlas->PackIdMouseCursors);
- IM_ASSERT(r->IsPacked());
+ IM_UNUSED(atlas);
+
+ ImGui_ImplStbTrueType_FontSrcData* bd_font_data = IM_NEW(ImGui_ImplStbTrueType_FontSrcData);
+ IM_ASSERT(src->FontLoaderData == NULL);
- const int w = atlas->TexWidth;
- if (!(atlas->Flags & ImFontAtlasFlags_NoMouseCursors))
+ // Initialize helper structure for font loading and verify that the TTF/OTF data is correct
+ const int font_offset = stbtt_GetFontOffsetForIndex((unsigned char*)src->FontData, src->FontNo);
+ if (font_offset < 0)
{
- // Render/copy pixels
- IM_ASSERT(r->Width == FONT_ATLAS_DEFAULT_TEX_DATA_W * 2 + 1 && r->Height == FONT_ATLAS_DEFAULT_TEX_DATA_H);
- const int x_for_white = r->X;
- const int x_for_black = r->X + FONT_ATLAS_DEFAULT_TEX_DATA_W + 1;
- if (atlas->TexPixelsAlpha8 != NULL)
- {
- ImFontAtlasBuildRender8bppRectFromString(atlas, x_for_white, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, '.', 0xFF);
- ImFontAtlasBuildRender8bppRectFromString(atlas, x_for_black, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, 'X', 0xFF);
- }
- else
- {
- ImFontAtlasBuildRender32bppRectFromString(atlas, x_for_white, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, '.', IM_COL32_WHITE);
- ImFontAtlasBuildRender32bppRectFromString(atlas, x_for_black, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, 'X', IM_COL32_WHITE);
- }
+ IM_DELETE(bd_font_data);
+ IM_ASSERT_USER_ERROR(0, "stbtt_GetFontOffsetForIndex(): FontData is incorrect, or FontNo cannot be found.");
+ return false;
}
- else
+ if (!stbtt_InitFont(&bd_font_data->FontInfo, (unsigned char*)src->FontData, font_offset))
{
- // Render 4 white pixels
- IM_ASSERT(r->Width == 2 && r->Height == 2);
- const int offset = (int)r->X + (int)r->Y * w;
- if (atlas->TexPixelsAlpha8 != NULL)
- {
- atlas->TexPixelsAlpha8[offset] = atlas->TexPixelsAlpha8[offset + 1] = atlas->TexPixelsAlpha8[offset + w] = atlas->TexPixelsAlpha8[offset + w + 1] = 0xFF;
- }
- else
- {
- atlas->TexPixelsRGBA32[offset] = atlas->TexPixelsRGBA32[offset + 1] = atlas->TexPixelsRGBA32[offset + w] = atlas->TexPixelsRGBA32[offset + w + 1] = IM_COL32_WHITE;
- }
+ IM_DELETE(bd_font_data);
+ IM_ASSERT_USER_ERROR(0, "stbtt_InitFont(): failed to parse FontData. It is correct and complete? Check FontDataSize.");
+ return false;
}
- atlas->TexUvWhitePixel = ImVec2((r->X + 0.5f) * atlas->TexUvScale.x, (r->Y + 0.5f) * atlas->TexUvScale.y);
-}
-
-static void ImFontAtlasBuildRenderLinesTexData(ImFontAtlas* atlas)
-{
- if (atlas->Flags & ImFontAtlasFlags_NoBakedLines)
- return;
+ src->FontLoaderData = bd_font_data;
- // This generates a triangular shape in the texture, with the various line widths stacked on top of each other to allow interpolation between them
- ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(atlas->PackIdLines);
- IM_ASSERT(r->IsPacked());
- for (unsigned int n = 0; n < IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1; n++) // +1 because of the zero-width row
- {
- // Each line consists of at least two empty pixels at the ends, with a line of solid pixels in the middle
- unsigned int y = n;
- unsigned int line_width = n;
- unsigned int pad_left = (r->Width - line_width) / 2;
- unsigned int pad_right = r->Width - (pad_left + line_width);
+ if (src->MergeMode && src->SizePixels == 0.0f)
+ src->SizePixels = src->DstFont->Sources[0]->SizePixels;
- // Write each slice
- IM_ASSERT(pad_left + line_width + pad_right == r->Width && y < r->Height); // Make sure we're inside the texture bounds before we start writing pixels
- if (atlas->TexPixelsAlpha8 != NULL)
- {
- unsigned char* write_ptr = &atlas->TexPixelsAlpha8[r->X + ((r->Y + y) * atlas->TexWidth)];
- for (unsigned int i = 0; i < pad_left; i++)
- *(write_ptr + i) = 0x00;
+ if (src->SizePixels >= 0.0f)
+ bd_font_data->ScaleFactor = stbtt_ScaleForPixelHeight(&bd_font_data->FontInfo, 1.0f);
+ else
+ bd_font_data->ScaleFactor = stbtt_ScaleForMappingEmToPixels(&bd_font_data->FontInfo, 1.0f);
+ if (src->MergeMode && src->SizePixels != 0.0f)
+ bd_font_data->ScaleFactor *= src->SizePixels / src->DstFont->Sources[0]->SizePixels; // FIXME-NEWATLAS: Should tidy up that a bit
- for (unsigned int i = 0; i < line_width; i++)
- *(write_ptr + pad_left + i) = 0xFF;
+ return true;
+}
- for (unsigned int i = 0; i < pad_right; i++)
- *(write_ptr + pad_left + line_width + i) = 0x00;
- }
- else
- {
- unsigned int* write_ptr = &atlas->TexPixelsRGBA32[r->X + ((r->Y + y) * atlas->TexWidth)];
- for (unsigned int i = 0; i < pad_left; i++)
- *(write_ptr + i) = IM_COL32(255, 255, 255, 0);
+static void ImGui_ImplStbTrueType_FontSrcDestroy(ImFontAtlas* atlas, ImFontConfig* src)
+{
+ IM_UNUSED(atlas);
+ ImGui_ImplStbTrueType_FontSrcData* bd_font_data = (ImGui_ImplStbTrueType_FontSrcData*)src->FontLoaderData;
+ IM_DELETE(bd_font_data);
+ src->FontLoaderData = NULL;
+}
- for (unsigned int i = 0; i < line_width; i++)
- *(write_ptr + pad_left + i) = IM_COL32_WHITE;
+static bool ImGui_ImplStbTrueType_FontSrcContainsGlyph(ImFontAtlas* atlas, ImFontConfig* src, ImWchar codepoint)
+{
+ IM_UNUSED(atlas);
- for (unsigned int i = 0; i < pad_right; i++)
- *(write_ptr + pad_left + line_width + i) = IM_COL32(255, 255, 255, 0);
- }
+ ImGui_ImplStbTrueType_FontSrcData* bd_font_data = (ImGui_ImplStbTrueType_FontSrcData*)src->FontLoaderData;
+ IM_ASSERT(bd_font_data != NULL);
- // Calculate UVs for this line
- ImVec2 uv0 = ImVec2((float)(r->X + pad_left - 1), (float)(r->Y + y)) * atlas->TexUvScale;
- ImVec2 uv1 = ImVec2((float)(r->X + pad_left + line_width + 1), (float)(r->Y + y + 1)) * atlas->TexUvScale;
- float half_v = (uv0.y + uv1.y) * 0.5f; // Calculate a constant V in the middle of the row to avoid sampling artifacts
- atlas->TexUvLines[n] = ImVec4(uv0.x, half_v, uv1.x, half_v);
- }
+ int glyph_index = stbtt_FindGlyphIndex(&bd_font_data->FontInfo, (int)codepoint);
+ return glyph_index != 0;
}
-// Note: this is called / shared by both the stb_truetype and the FreeType builder
-void ImFontAtlasBuildInit(ImFontAtlas* atlas)
+static bool ImGui_ImplStbTrueType_FontBakedInit(ImFontAtlas* atlas, ImFontConfig* src, ImFontBaked* baked, void*)
{
- // Round font size
- // - We started rounding in 1.90 WIP (18991) as our layout system currently doesn't support non-rounded font size well yet.
- // - Note that using io.FontGlobalScale or SetWindowFontScale(), with are legacy-ish, partially supported features, can still lead to unrounded sizes.
- // - We may support it better later and remove this rounding.
- for (ImFontConfig& cfg : atlas->ConfigData)
- cfg.SizePixels = ImTrunc(cfg.SizePixels);
-
- // Register texture region for mouse cursors or standard white pixels
- if (atlas->PackIdMouseCursors < 0)
- {
- if (!(atlas->Flags & ImFontAtlasFlags_NoMouseCursors))
- atlas->PackIdMouseCursors = atlas->AddCustomRectRegular(FONT_ATLAS_DEFAULT_TEX_DATA_W * 2 + 1, FONT_ATLAS_DEFAULT_TEX_DATA_H);
- else
- atlas->PackIdMouseCursors = atlas->AddCustomRectRegular(2, 2);
- }
+ IM_UNUSED(atlas);
- // Register texture region for thick lines
- // The +2 here is to give space for the end caps, whilst height +1 is to accommodate the fact we have a zero-width row
- if (atlas->PackIdLines < 0)
+ ImGui_ImplStbTrueType_FontSrcData* bd_font_data = (ImGui_ImplStbTrueType_FontSrcData*)src->FontLoaderData;
+ if (src->MergeMode == false)
{
- if (!(atlas->Flags & ImFontAtlasFlags_NoBakedLines))
- atlas->PackIdLines = atlas->AddCustomRectRegular(IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 2, IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1);
+ // FIXME-NEWFONTS: reevaluate how to use sizing metrics
+ // FIXME-NEWFONTS: make use of line gap value
+ float scale_for_layout = bd_font_data->ScaleFactor * baked->Size;
+ int unscaled_ascent, unscaled_descent, unscaled_line_gap;
+ stbtt_GetFontVMetrics(&bd_font_data->FontInfo, &unscaled_ascent, &unscaled_descent, &unscaled_line_gap);
+ baked->Ascent = ImCeil(unscaled_ascent * scale_for_layout);
+ baked->Descent = ImFloor(unscaled_descent * scale_for_layout);
}
+ return true;
}
-// This is called/shared by both the stb_truetype and the FreeType builder.
-void ImFontAtlasBuildFinish(ImFontAtlas* atlas)
+static bool ImGui_ImplStbTrueType_FontBakedLoadGlyph(ImFontAtlas* atlas, ImFontConfig* src, ImFontBaked* baked, void*, ImWchar codepoint, ImFontGlyph* out_glyph, float* out_advance_x)
{
- // Render into our custom data blocks
- IM_ASSERT(atlas->TexPixelsAlpha8 != NULL || atlas->TexPixelsRGBA32 != NULL);
- ImFontAtlasBuildRenderDefaultTexData(atlas);
- ImFontAtlasBuildRenderLinesTexData(atlas);
+ // Search for first font which has the glyph
+ ImGui_ImplStbTrueType_FontSrcData* bd_font_data = (ImGui_ImplStbTrueType_FontSrcData*)src->FontLoaderData;
+ IM_ASSERT(bd_font_data);
+ int glyph_index = stbtt_FindGlyphIndex(&bd_font_data->FontInfo, (int)codepoint);
+ if (glyph_index == 0)
+ return false;
- // Register custom rectangle glyphs
- for (int i = 0; i < atlas->CustomRects.Size; i++)
+ // Fonts unit to pixels
+ int oversample_h, oversample_v;
+ ImFontAtlasBuildGetOversampleFactors(src, baked, &oversample_h, &oversample_v);
+ const float scale_for_layout = bd_font_data->ScaleFactor * baked->Size;
+ const float rasterizer_density = src->RasterizerDensity * baked->RasterizerDensity;
+ const float scale_for_raster_x = bd_font_data->ScaleFactor * baked->Size * rasterizer_density * oversample_h;
+ const float scale_for_raster_y = bd_font_data->ScaleFactor * baked->Size * rasterizer_density * oversample_v;
+
+ // Obtain size and advance
+ int x0, y0, x1, y1;
+ int advance, lsb;
+ stbtt_GetGlyphBitmapBoxSubpixel(&bd_font_data->FontInfo, glyph_index, scale_for_raster_x, scale_for_raster_y, 0, 0, &x0, &y0, &x1, &y1);
+ stbtt_GetGlyphHMetrics(&bd_font_data->FontInfo, glyph_index, &advance, &lsb);
+
+ // Load metrics only mode
+ if (out_advance_x != NULL)
{
- const ImFontAtlasCustomRect* r = &atlas->CustomRects[i];
- if (r->Font == NULL || r->GlyphID == 0)
- continue;
+ IM_ASSERT(out_glyph == NULL);
+ *out_advance_x = advance * scale_for_layout;
+ return true;
+ }
+
+ // Prepare glyph
+ out_glyph->Codepoint = codepoint;
+ out_glyph->AdvanceX = advance * scale_for_layout;
- // Will ignore ImFontConfig settings: GlyphMinAdvanceX, GlyphMinAdvanceY, GlyphExtraSpacing, PixelSnapH
- IM_ASSERT(r->Font->ContainerAtlas == atlas);
- ImVec2 uv0, uv1;
- atlas->CalcCustomRectUV(r, &uv0, &uv1);
- r->Font->AddGlyph(NULL, (ImWchar)r->GlyphID, r->GlyphOffset.x, r->GlyphOffset.y, r->GlyphOffset.x + r->Width, r->GlyphOffset.y + r->Height, uv0.x, uv0.y, uv1.x, uv1.y, r->GlyphAdvanceX);
+ // Pack and retrieve position inside texture atlas
+ // (generally based on stbtt_PackFontRangesRenderIntoRects)
+ const bool is_visible = (x0 != x1 && y0 != y1);
+ if (is_visible)
+ {
+ const int w = (x1 - x0 + oversample_h - 1);
+ const int h = (y1 - y0 + oversample_v - 1);
+ ImFontAtlasRectId pack_id = ImFontAtlasPackAddRect(atlas, w, h);
+ if (pack_id == ImFontAtlasRectId_Invalid)
+ {
+ // Pathological out of memory case (TexMaxWidth/TexMaxHeight set too small?)
+ IM_ASSERT(pack_id != ImFontAtlasRectId_Invalid && "Out of texture memory.");
+ return false;
+ }
+ ImTextureRect* r = ImFontAtlasPackGetRect(atlas, pack_id);
+
+ // Render
+ stbtt_GetGlyphBitmapBox(&bd_font_data->FontInfo, glyph_index, scale_for_raster_x, scale_for_raster_y, &x0, &y0, &x1, &y1);
+ ImFontAtlasBuilder* builder = atlas->Builder;
+ builder->TempBuffer.resize(w * h * 1);
+ unsigned char* bitmap_pixels = builder->TempBuffer.Data;
+ memset(bitmap_pixels, 0, w * h * 1);
+ stbtt_MakeGlyphBitmapSubpixel(&bd_font_data->FontInfo, bitmap_pixels, r->w - oversample_h + 1, r->h - oversample_v + 1, w,
+ scale_for_raster_x, scale_for_raster_y, 0, 0, glyph_index);
+
+ // Oversampling
+ // (those functions conveniently assert if pixels are not cleared, which is another safety layer)
+ if (oversample_h > 1)
+ stbtt__h_prefilter(bitmap_pixels, r->w, r->h, r->w, oversample_h);
+ if (oversample_v > 1)
+ stbtt__v_prefilter(bitmap_pixels, r->w, r->h, r->w, oversample_v);
+
+ const float ref_size = baked->ContainerFont->Sources[0]->SizePixels;
+ const float offsets_scale = (ref_size != 0.0f) ? (baked->Size / ref_size) : 1.0f;
+ float font_off_x = (src->GlyphOffset.x * offsets_scale);
+ float font_off_y = (src->GlyphOffset.y * offsets_scale);
+ if (src->PixelSnapH) // Snap scaled offset. This is to mitigate backward compatibility issues for GlyphOffset, but a better design would be welcome.
+ font_off_x = IM_ROUND(font_off_x);
+ if (src->PixelSnapV)
+ font_off_y = IM_ROUND(font_off_y);
+ font_off_x += stbtt__oversample_shift(oversample_h);
+ font_off_y += stbtt__oversample_shift(oversample_v) + IM_ROUND(baked->Ascent);
+ float recip_h = 1.0f / (oversample_h * rasterizer_density);
+ float recip_v = 1.0f / (oversample_v * rasterizer_density);
+
+ // Register glyph
+ // r->x r->y are coordinates inside texture (in pixels)
+ // glyph.X0, glyph.Y0 are drawing coordinates from base text position, and accounting for oversampling.
+ out_glyph->X0 = x0 * recip_h + font_off_x;
+ out_glyph->Y0 = y0 * recip_v + font_off_y;
+ out_glyph->X1 = (x0 + (int)r->w) * recip_h + font_off_x;
+ out_glyph->Y1 = (y0 + (int)r->h) * recip_v + font_off_y;
+ out_glyph->Visible = true;
+ out_glyph->PackId = pack_id;
+ ImFontAtlasBakedSetFontGlyphBitmap(atlas, baked, src, out_glyph, r, bitmap_pixels, ImTextureFormat_Alpha8, w);
}
- // Build all fonts lookup tables
- for (ImFont* font : atlas->Fonts)
- if (font->DirtyLookupTables)
- font->BuildLookupTable();
+ return true;
+}
- atlas->TexReady = true;
+const ImFontLoader* ImFontAtlasGetFontLoaderForStbTruetype()
+{
+ static ImFontLoader loader;
+ loader.Name = "stb_truetype";
+ loader.FontSrcInit = ImGui_ImplStbTrueType_FontSrcInit;
+ loader.FontSrcDestroy = ImGui_ImplStbTrueType_FontSrcDestroy;
+ loader.FontSrcContainsGlyph = ImGui_ImplStbTrueType_FontSrcContainsGlyph;
+ loader.FontBakedInit = ImGui_ImplStbTrueType_FontBakedInit;
+ loader.FontBakedDestroy = NULL;
+ loader.FontBakedLoadGlyph = ImGui_ImplStbTrueType_FontBakedLoadGlyph;
+ return &loader;
}
+#endif // IMGUI_ENABLE_STB_TRUETYPE
+
+//-------------------------------------------------------------------------
+// [SECTION] ImFontAtlas: glyph ranges helpers
+//-------------------------------------------------------------------------
+// - GetGlyphRangesDefault()
+// Obsolete functions since 1.92:
+// - GetGlyphRangesGreek()
+// - GetGlyphRangesKorean()
+// - GetGlyphRangesChineseFull()
+// - GetGlyphRangesChineseSimplifiedCommon()
+// - GetGlyphRangesJapanese()
+// - GetGlyphRangesCyrillic()
+// - GetGlyphRangesThai()
+// - GetGlyphRangesVietnamese()
+//-----------------------------------------------------------------------------
+
// Retrieve list of range (2 int per range, values are inclusive)
const ImWchar* ImFontAtlas::GetGlyphRangesDefault()
{
@@ -3306,6 +4758,7 @@ const ImWchar* ImFontAtlas::GetGlyphRangesDefault()
return &ranges[0];
}
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
const ImWchar* ImFontAtlas::GetGlyphRangesGreek()
{
static const ImWchar ranges[] =
@@ -3356,10 +4809,6 @@ static void UnpackAccumulativeOffsetsIntoRanges(int base_codepoint, const short*
out_ranges[0] = 0;
}
-//-------------------------------------------------------------------------
-// [SECTION] ImFontAtlas glyph ranges helpers
-//-------------------------------------------------------------------------
-
const ImWchar* ImFontAtlas::GetGlyphRangesChineseSimplifiedCommon()
{
// Store 2500 regularly used characters for Simplified Chinese.
@@ -3559,6 +5008,7 @@ const ImWchar* ImFontAtlas::GetGlyphRangesVietnamese()
};
return &ranges[0];
}
+#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
//-----------------------------------------------------------------------------
// [SECTION] ImFontGlyphRangesBuilder
@@ -3602,247 +5052,296 @@ void ImFontGlyphRangesBuilder::BuildRanges(ImVector* out_ranges)
// [SECTION] ImFont
//-----------------------------------------------------------------------------
-ImFont::ImFont()
-{
- FontSize = 0.0f;
- FallbackAdvanceX = 0.0f;
- FallbackChar = (ImWchar)-1;
- EllipsisChar = (ImWchar)-1;
- EllipsisWidth = EllipsisCharStep = 0.0f;
- EllipsisCharCount = 0;
- FallbackGlyph = NULL;
- ContainerAtlas = NULL;
- ConfigData = NULL;
- ConfigDataCount = 0;
- DirtyLookupTables = false;
- Scale = 1.0f;
- Ascent = Descent = 0.0f;
- MetricsTotalSurface = 0;
- memset(Used4kPagesMap, 0, sizeof(Used4kPagesMap));
-}
-
-ImFont::~ImFont()
+ImFontBaked::ImFontBaked()
{
- ClearOutputData();
+ memset(this, 0, sizeof(*this));
+ FallbackGlyphIndex = -1;
}
-void ImFont::ClearOutputData()
+void ImFontBaked::ClearOutputData()
{
- FontSize = 0.0f;
FallbackAdvanceX = 0.0f;
Glyphs.clear();
IndexAdvanceX.clear();
IndexLookup.clear();
- FallbackGlyph = NULL;
- ContainerAtlas = NULL;
- DirtyLookupTables = true;
+ FallbackGlyphIndex = -1;
Ascent = Descent = 0.0f;
MetricsTotalSurface = 0;
}
-static ImWchar FindFirstExistingGlyph(ImFont* font, const ImWchar* candidate_chars, int candidate_chars_count)
+ImFont::ImFont()
{
- for (int n = 0; n < candidate_chars_count; n++)
- if (font->FindGlyphNoFallback(candidate_chars[n]) != NULL)
- return candidate_chars[n];
- return (ImWchar)-1;
+ memset(this, 0, sizeof(*this));
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+ Scale = 1.0f;
+#endif
}
-void ImFont::BuildLookupTable()
+ImFont::~ImFont()
{
- int max_codepoint = 0;
- for (int i = 0; i != Glyphs.Size; i++)
- max_codepoint = ImMax(max_codepoint, (int)Glyphs[i].Codepoint);
+ ClearOutputData();
+}
- // Build lookup table
- IM_ASSERT(Glyphs.Size > 0 && "Font has not loaded glyph!");
- IM_ASSERT(Glyphs.Size < 0xFFFF); // -1 is reserved
- IndexAdvanceX.clear();
- IndexLookup.clear();
- DirtyLookupTables = false;
- memset(Used4kPagesMap, 0, sizeof(Used4kPagesMap));
- GrowIndex(max_codepoint + 1);
- for (int i = 0; i < Glyphs.Size; i++)
- {
- int codepoint = (int)Glyphs[i].Codepoint;
- IndexAdvanceX[codepoint] = Glyphs[i].AdvanceX;
- IndexLookup[codepoint] = (ImWchar)i;
+void ImFont::ClearOutputData()
+{
+ if (ImFontAtlas* atlas = ContainerAtlas)
+ ImFontAtlasFontDiscardBakes(atlas, this, 0);
+ FallbackChar = EllipsisChar = 0;
+ memset(Used8kPagesMap, 0, sizeof(Used8kPagesMap));
+ LastBaked = NULL;
+}
- // Mark 4K page as used
- const int page_n = codepoint / 4096;
- Used4kPagesMap[page_n >> 3] |= 1 << (page_n & 7);
- }
+// API is designed this way to avoid exposing the 8K page size
+// e.g. use with IsGlyphRangeUnused(0, 255)
+bool ImFont::IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last)
+{
+ unsigned int page_begin = (c_begin / 8192);
+ unsigned int page_last = (c_last / 8192);
+ for (unsigned int page_n = page_begin; page_n <= page_last; page_n++)
+ if ((page_n >> 3) < sizeof(Used8kPagesMap))
+ if (Used8kPagesMap[page_n >> 3] & (1 << (page_n & 7)))
+ return false;
+ return true;
+}
- // Create a glyph to handle TAB
- // FIXME: Needs proper TAB handling but it needs to be contextualized (or we could arbitrary say that each string starts at "column 0" ?)
- if (FindGlyph((ImWchar)' '))
+// x0/y0/x1/y1 are offset from the character upper-left layout position, in pixels. Therefore x0/y0 are often fairly close to zero.
+// Not to be mistaken with texture coordinates, which are held by u0/v0/u1/v1 in normalized format (0.0..1.0 on each texture axis).
+// - 'src' is not necessarily == 'this->Sources' because multiple source fonts+configs can be used to build one target font.
+ImFontGlyph* ImFontAtlasBakedAddFontGlyph(ImFontAtlas* atlas, ImFontBaked* baked, ImFontConfig* src, const ImFontGlyph* in_glyph)
+{
+ int glyph_idx = baked->Glyphs.Size;
+ baked->Glyphs.push_back(*in_glyph);
+ ImFontGlyph* glyph = &baked->Glyphs[glyph_idx];
+ IM_ASSERT(baked->Glyphs.Size < 0xFFFE); // IndexLookup[] hold 16-bit values and -1/-2 are reserved.
+
+ // Set UV from packed rectangle
+ if (glyph->PackId != ImFontAtlasRectId_Invalid)
{
- if (Glyphs.back().Codepoint != '\t') // So we can call this function multiple times (FIXME: Flaky)
- Glyphs.resize(Glyphs.Size + 1);
- ImFontGlyph& tab_glyph = Glyphs.back();
- tab_glyph = *FindGlyph((ImWchar)' ');
- tab_glyph.Codepoint = '\t';
- tab_glyph.AdvanceX *= IM_TABSIZE;
- IndexAdvanceX[(int)tab_glyph.Codepoint] = (float)tab_glyph.AdvanceX;
- IndexLookup[(int)tab_glyph.Codepoint] = (ImWchar)(Glyphs.Size - 1);
+ ImTextureRect* r = ImFontAtlasPackGetRect(atlas, glyph->PackId);
+ IM_ASSERT(glyph->U0 == 0.0f && glyph->V0 == 0.0f && glyph->U1 == 0.0f && glyph->V1 == 0.0f);
+ glyph->U0 = (r->x) * atlas->TexUvScale.x;
+ glyph->V0 = (r->y) * atlas->TexUvScale.y;
+ glyph->U1 = (r->x + r->w) * atlas->TexUvScale.x;
+ glyph->V1 = (r->y + r->h) * atlas->TexUvScale.y;
+ baked->MetricsTotalSurface += r->w * r->h;
}
- // Mark special glyphs as not visible (note that AddGlyph already mark as non-visible glyphs with zero-size polygons)
- SetGlyphVisible((ImWchar)' ', false);
- SetGlyphVisible((ImWchar)'\t', false);
-
- // Setup Fallback character
- const ImWchar fallback_chars[] = { (ImWchar)IM_UNICODE_CODEPOINT_INVALID, (ImWchar)'?', (ImWchar)' ' };
- FallbackGlyph = FindGlyphNoFallback(FallbackChar);
- if (FallbackGlyph == NULL)
+ if (src != NULL)
{
- FallbackChar = FindFirstExistingGlyph(this, fallback_chars, IM_ARRAYSIZE(fallback_chars));
- FallbackGlyph = FindGlyphNoFallback(FallbackChar);
- if (FallbackGlyph == NULL)
+ // Clamp & recenter if needed
+ const float ref_size = baked->ContainerFont->Sources[0]->SizePixels;
+ const float offsets_scale = (ref_size != 0.0f) ? (baked->Size / ref_size) : 1.0f;
+ float advance_x = ImClamp(glyph->AdvanceX, src->GlyphMinAdvanceX * offsets_scale, src->GlyphMaxAdvanceX * offsets_scale);
+ if (advance_x != glyph->AdvanceX)
{
- FallbackGlyph = &Glyphs.back();
- FallbackChar = (ImWchar)FallbackGlyph->Codepoint;
+ float char_off_x = src->PixelSnapH ? ImTrunc((advance_x - glyph->AdvanceX) * 0.5f) : (advance_x - glyph->AdvanceX) * 0.5f;
+ glyph->X0 += char_off_x;
+ glyph->X1 += char_off_x;
}
- }
- FallbackAdvanceX = FallbackGlyph->AdvanceX;
- for (int i = 0; i < max_codepoint + 1; i++)
- if (IndexAdvanceX[i] < 0.0f)
- IndexAdvanceX[i] = FallbackAdvanceX;
- // Setup Ellipsis character. It is required for rendering elided text. We prefer using U+2026 (horizontal ellipsis).
- // However some old fonts may contain ellipsis at U+0085. Here we auto-detect most suitable ellipsis character.
- // FIXME: Note that 0x2026 is rarely included in our font ranges. Because of this we are more likely to use three individual dots.
- const ImWchar ellipsis_chars[] = { (ImWchar)0x2026, (ImWchar)0x0085 };
- const ImWchar dots_chars[] = { (ImWchar)'.', (ImWchar)0xFF0E };
- if (EllipsisChar == (ImWchar)-1)
- EllipsisChar = FindFirstExistingGlyph(this, ellipsis_chars, IM_ARRAYSIZE(ellipsis_chars));
- const ImWchar dot_char = FindFirstExistingGlyph(this, dots_chars, IM_ARRAYSIZE(dots_chars));
- if (EllipsisChar != (ImWchar)-1)
- {
- EllipsisCharCount = 1;
- EllipsisWidth = EllipsisCharStep = FindGlyph(EllipsisChar)->X1;
+ // Snap to pixel
+ if (src->PixelSnapH)
+ advance_x = IM_ROUND(advance_x);
+
+ // Bake spacing
+ glyph->AdvanceX = advance_x + src->GlyphExtraAdvanceX;
}
- else if (dot_char != (ImWchar)-1)
+ if (glyph->Colored)
+ atlas->TexPixelsUseColors = atlas->TexData->UseColors = true;
+
+ // Update lookup tables
+ const int codepoint = glyph->Codepoint;
+ ImFontBaked_BuildGrowIndex(baked, codepoint + 1);
+ baked->IndexAdvanceX[codepoint] = glyph->AdvanceX;
+ baked->IndexLookup[codepoint] = (ImU16)glyph_idx;
+ const int page_n = codepoint / 8192;
+ baked->ContainerFont->Used8kPagesMap[page_n >> 3] |= 1 << (page_n & 7);
+
+ return glyph;
+}
+
+// FIXME: Code is duplicated with code above.
+void ImFontAtlasBakedAddFontGlyphAdvancedX(ImFontAtlas* atlas, ImFontBaked* baked, ImFontConfig* src, ImWchar codepoint, float advance_x)
+{
+ IM_UNUSED(atlas);
+ if (src != NULL)
{
- const ImFontGlyph* glyph = FindGlyph(dot_char);
- EllipsisChar = dot_char;
- EllipsisCharCount = 3;
- EllipsisCharStep = (glyph->X1 - glyph->X0) + 1.0f;
- EllipsisWidth = EllipsisCharStep * 3.0f - 1.0f;
+ // Clamp & recenter if needed
+ const float ref_size = baked->ContainerFont->Sources[0]->SizePixels;
+ const float offsets_scale = (ref_size != 0.0f) ? (baked->Size / ref_size) : 1.0f;
+ advance_x = ImClamp(advance_x, src->GlyphMinAdvanceX * offsets_scale, src->GlyphMaxAdvanceX * offsets_scale);
+
+ // Snap to pixel
+ if (src->PixelSnapH)
+ advance_x = IM_ROUND(advance_x);
+
+ // Bake spacing
+ advance_x += src->GlyphExtraAdvanceX;
}
+
+ ImFontBaked_BuildGrowIndex(baked, codepoint + 1);
+ baked->IndexAdvanceX[codepoint] = advance_x;
}
-// API is designed this way to avoid exposing the 4K page size
-// e.g. use with IsGlyphRangeUnused(0, 255)
-bool ImFont::IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last)
+// Copy to texture, post-process and queue update for backend
+void ImFontAtlasBakedSetFontGlyphBitmap(ImFontAtlas* atlas, ImFontBaked* baked, ImFontConfig* src, ImFontGlyph* glyph, ImTextureRect* r, const unsigned char* src_pixels, ImTextureFormat src_fmt, int src_pitch)
{
- unsigned int page_begin = (c_begin / 4096);
- unsigned int page_last = (c_last / 4096);
- for (unsigned int page_n = page_begin; page_n <= page_last; page_n++)
- if ((page_n >> 3) < sizeof(Used4kPagesMap))
- if (Used4kPagesMap[page_n >> 3] & (1 << (page_n & 7)))
- return false;
- return true;
+ ImTextureData* tex = atlas->TexData;
+ IM_ASSERT(r->x + r->w <= tex->Width && r->y + r->h <= tex->Height);
+ ImFontAtlasTextureBlockConvert(src_pixels, src_fmt, src_pitch, (unsigned char*)tex->GetPixelsAt(r->x, r->y), tex->Format, tex->GetPitch(), r->w, r->h);
+ ImFontAtlasPostProcessData pp_data = { atlas, baked->ContainerFont, src, baked, glyph, tex->GetPixelsAt(r->x, r->y), tex->Format, tex->GetPitch(), r->w, r->h };
+ ImFontAtlasTextureBlockPostProcess(&pp_data);
+ ImFontAtlasTextureBlockQueueUpload(atlas, tex, r->x, r->y, r->w, r->h);
}
-void ImFont::SetGlyphVisible(ImWchar c, bool visible)
+void ImFont::AddRemapChar(ImWchar from_codepoint, ImWchar to_codepoint)
{
- if (ImFontGlyph* glyph = (ImFontGlyph*)(void*)FindGlyph((ImWchar)c))
- glyph->Visible = visible ? 1 : 0;
+ RemapPairs.SetInt((ImGuiID)from_codepoint, (int)to_codepoint);
}
-void ImFont::GrowIndex(int new_size)
+// Find glyph, load if necessary, return fallback if missing
+ImFontGlyph* ImFontBaked::FindGlyph(ImWchar c)
{
- IM_ASSERT(IndexAdvanceX.Size == IndexLookup.Size);
- if (new_size <= IndexLookup.Size)
- return;
- IndexAdvanceX.resize(new_size, -1.0f);
- IndexLookup.resize(new_size, (ImWchar)-1);
+ if (c < (size_t)IndexLookup.Size) IM_LIKELY
+ {
+ const int i = (int)IndexLookup.Data[c];
+ if (i == IM_FONTGLYPH_INDEX_NOT_FOUND)
+ return &Glyphs.Data[FallbackGlyphIndex];
+ if (i != IM_FONTGLYPH_INDEX_UNUSED)
+ return &Glyphs.Data[i];
+ }
+ ImFontGlyph* glyph = ImFontBaked_BuildLoadGlyph(this, c, NULL);
+ return glyph ? glyph : &Glyphs.Data[FallbackGlyphIndex];
}
-// x0/y0/x1/y1 are offset from the character upper-left layout position, in pixels. Therefore x0/y0 are often fairly close to zero.
-// Not to be mistaken with texture coordinates, which are held by u0/v0/u1/v1 in normalized format (0.0..1.0 on each texture axis).
-// 'cfg' is not necessarily == 'this->ConfigData' because multiple source fonts+configs can be used to build one target font.
-void ImFont::AddGlyph(const ImFontConfig* cfg, ImWchar codepoint, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x)
+// Attempt to load but when missing, return NULL instead of FallbackGlyph
+ImFontGlyph* ImFontBaked::FindGlyphNoFallback(ImWchar c)
{
- if (cfg != NULL)
+ if (c < (size_t)IndexLookup.Size) IM_LIKELY
{
- // Clamp & recenter if needed
- const float advance_x_original = advance_x;
- advance_x = ImClamp(advance_x, cfg->GlyphMinAdvanceX, cfg->GlyphMaxAdvanceX);
- if (advance_x != advance_x_original)
- {
- float char_off_x = cfg->PixelSnapH ? ImTrunc((advance_x - advance_x_original) * 0.5f) : (advance_x - advance_x_original) * 0.5f;
- x0 += char_off_x;
- x1 += char_off_x;
- }
-
- // Snap to pixel
- if (cfg->PixelSnapH)
- advance_x = IM_ROUND(advance_x);
-
- // Bake spacing
- advance_x += cfg->GlyphExtraSpacing.x;
- }
-
- Glyphs.resize(Glyphs.Size + 1);
- ImFontGlyph& glyph = Glyphs.back();
- glyph.Codepoint = (unsigned int)codepoint;
- glyph.Visible = (x0 != x1) && (y0 != y1);
- glyph.Colored = false;
- glyph.X0 = x0;
- glyph.Y0 = y0;
- glyph.X1 = x1;
- glyph.Y1 = y1;
- glyph.U0 = u0;
- glyph.V0 = v0;
- glyph.U1 = u1;
- glyph.V1 = v1;
- glyph.AdvanceX = advance_x;
-
- // Compute rough surface usage metrics (+1 to account for average padding, +0.99 to round)
- // We use (U1-U0)*TexWidth instead of X1-X0 to account for oversampling.
- float pad = ContainerAtlas->TexGlyphPadding + 0.99f;
- DirtyLookupTables = true;
- MetricsTotalSurface += (int)((glyph.U1 - glyph.U0) * ContainerAtlas->TexWidth + pad) * (int)((glyph.V1 - glyph.V0) * ContainerAtlas->TexHeight + pad);
+ const int i = (int)IndexLookup.Data[c];
+ if (i == IM_FONTGLYPH_INDEX_NOT_FOUND)
+ return NULL;
+ if (i != IM_FONTGLYPH_INDEX_UNUSED)
+ return &Glyphs.Data[i];
+ }
+ LockLoadingFallback = true; // This is actually a rare call, not done in hot-loop, so we prioritize not adding extra cruft to ImFontBaked_BuildLoadGlyph() call sites.
+ ImFontGlyph* glyph = ImFontBaked_BuildLoadGlyph(this, c, NULL);
+ LockLoadingFallback = false;
+ return glyph;
}
-void ImFont::AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst)
+bool ImFontBaked::IsGlyphLoaded(ImWchar c)
{
- IM_ASSERT(IndexLookup.Size > 0); // Currently this can only be called AFTER the font has been built, aka after calling ImFontAtlas::GetTexDataAs*() function.
- unsigned int index_size = (unsigned int)IndexLookup.Size;
+ if (c < (size_t)IndexLookup.Size) IM_LIKELY
+ {
+ const int i = (int)IndexLookup.Data[c];
+ if (i == IM_FONTGLYPH_INDEX_NOT_FOUND)
+ return false;
+ if (i != IM_FONTGLYPH_INDEX_UNUSED)
+ return true;
+ }
+ return false;
+}
- if (dst < index_size && IndexLookup.Data[dst] == (ImWchar)-1 && !overwrite_dst) // 'dst' already exists
- return;
- if (src >= index_size && dst >= index_size) // both 'dst' and 'src' don't exist -> no-op
- return;
+// This is not fast query
+bool ImFont::IsGlyphInFont(ImWchar c)
+{
+ ImFontAtlas* atlas = ContainerAtlas;
+ ImFontAtlas_FontHookRemapCodepoint(atlas, this, &c);
+ for (ImFontConfig* src : Sources)
+ {
+ const ImFontLoader* loader = src->FontLoader ? src->FontLoader : atlas->FontLoader;
+ if (loader->FontSrcContainsGlyph != NULL && loader->FontSrcContainsGlyph(atlas, src, c))
+ return true;
+ }
+ return false;
+}
- GrowIndex(dst + 1);
- IndexLookup[dst] = (src < index_size) ? IndexLookup.Data[src] : (ImWchar)-1;
- IndexAdvanceX[dst] = (src < index_size) ? IndexAdvanceX.Data[src] : 1.0f;
+// This is manually inlined in CalcTextSizeA() and CalcWordWrapPosition(), with a non-inline call to BuildLoadGlyphGetAdvanceOrFallback().
+IM_MSVC_RUNTIME_CHECKS_OFF
+float ImFontBaked::GetCharAdvance(ImWchar c)
+{
+ if ((int)c < IndexAdvanceX.Size)
+ {
+ // Missing glyphs fitting inside index will have stored FallbackAdvanceX already.
+ const float x = IndexAdvanceX.Data[c];
+ if (x >= 0.0f)
+ return x;
+ }
+ return ImFontBaked_BuildLoadGlyphAdvanceX(this, c);
}
+IM_MSVC_RUNTIME_CHECKS_RESTORE
-const ImFontGlyph* ImFont::FindGlyph(ImWchar c) const
+ImGuiID ImFontAtlasBakedGetId(ImGuiID font_id, float baked_size, float rasterizer_density)
{
- if (c >= (size_t)IndexLookup.Size)
- return FallbackGlyph;
- const ImWchar i = IndexLookup.Data[c];
- if (i == (ImWchar)-1)
- return FallbackGlyph;
- return &Glyphs.Data[i];
+ struct { ImGuiID FontId; float BakedSize; float RasterizerDensity; } hashed_data;
+ hashed_data.FontId = font_id;
+ hashed_data.BakedSize = baked_size;
+ hashed_data.RasterizerDensity = rasterizer_density;
+ return ImHashData(&hashed_data, sizeof(hashed_data));
}
-const ImFontGlyph* ImFont::FindGlyphNoFallback(ImWchar c) const
+// ImFontBaked pointers are valid for the entire frame but shall never be kept between frames.
+ImFontBaked* ImFont::GetFontBaked(float size, float density)
{
- if (c >= (size_t)IndexLookup.Size)
- return NULL;
- const ImWchar i = IndexLookup.Data[c];
- if (i == (ImWchar)-1)
+ ImFontBaked* baked = LastBaked;
+
+ // Round font size
+ // - ImGui::PushFont() will already round, but other paths calling GetFontBaked() directly also needs it (e.g. ImFontAtlasBuildPreloadAllGlyphRanges)
+ size = ImGui::GetRoundedFontSize(size);
+
+ if (density < 0.0f)
+ density = CurrentRasterizerDensity;
+ if (baked && baked->Size == size && baked->RasterizerDensity == density)
+ return baked;
+
+ ImFontAtlas* atlas = ContainerAtlas;
+ ImFontAtlasBuilder* builder = atlas->Builder;
+ baked = ImFontAtlasBakedGetOrAdd(atlas, this, size, density);
+ if (baked == NULL)
return NULL;
- return &Glyphs.Data[i];
+ baked->LastUsedFrame = builder->FrameCount;
+ LastBaked = baked;
+ return baked;
+}
+
+ImFontBaked* ImFontAtlasBakedGetOrAdd(ImFontAtlas* atlas, ImFont* font, float font_size, float font_rasterizer_density)
+{
+ // FIXME-NEWATLAS: Design for picking a nearest size based on some criteria?
+ // FIXME-NEWATLAS: Altering font density won't work right away.
+ IM_ASSERT(font_size > 0.0f && font_rasterizer_density > 0.0f);
+ ImGuiID baked_id = ImFontAtlasBakedGetId(font->FontId, font_size, font_rasterizer_density);
+ ImFontAtlasBuilder* builder = atlas->Builder;
+ ImFontBaked** p_baked_in_map = (ImFontBaked**)builder->BakedMap.GetVoidPtrRef(baked_id);
+ ImFontBaked* baked = *p_baked_in_map;
+ if (baked != NULL)
+ {
+ IM_ASSERT(baked->Size == font_size && baked->ContainerFont == font && baked->BakedId == baked_id);
+ return baked;
+ }
+
+ // If atlas is locked, find closest match
+ // FIXME-OPT: This is not an optimal query.
+ if ((font->Flags & ImFontFlags_LockBakedSizes) || atlas->Locked)
+ {
+ baked = ImFontAtlasBakedGetClosestMatch(atlas, font, font_size, font_rasterizer_density);
+ if (baked != NULL)
+ return baked;
+ if (atlas->Locked)
+ {
+ IM_ASSERT(!atlas->Locked && "Cannot use dynamic font size with a locked ImFontAtlas!"); // Locked because rendering backend does not support ImGuiBackendFlags_RendererHasTextures!
+ return NULL;
+ }
+ }
+
+ // Create new
+ baked = ImFontAtlasBakedAdd(atlas, font, font_size, font_rasterizer_density, baked_id);
+ *p_baked_in_map = baked; // To avoid 'builder->BakedMap.SetVoidPtr(baked_id, baked);' while we can.
+ return baked;
}
-// Wrapping skips upcoming blanks
+// Trim trailing space and find beginning of next line
static inline const char* CalcWordWrapNextLineStartA(const char* text, const char* text_end)
{
while (text < text_end && ImCharIsBlankA(*text))
@@ -3855,7 +5354,7 @@ static inline const char* CalcWordWrapNextLineStartA(const char* text, const cha
// Simple word-wrapping for English, not full-featured. Please submit failing cases!
// This will return the next location to wrap from. If no wrapping if necessary, this will fast-forward to e.g. text_end.
// FIXME: Much possible improvements (don't cut things like "word !", "word!!!" but cut within "word,,,,", more sensible support for punctuations, support for Unicode punctuations, etc.)
-const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const
+const char* ImFont::CalcWordWrapPosition(float size, const char* text, const char* text_end, float wrap_width)
{
// For references, possible wrap point marked with ^
// "aaa bbb, ccc,ddd. eee fff. ggg!"
@@ -3868,6 +5367,10 @@ const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const c
// Cut words that cannot possibly fit within one line.
// e.g.: "The tropical fish" with ~5 characters worth of width --> "The tr" "opical" "fish"
+
+ ImFontBaked* baked = GetFontBaked(size);
+ const float scale = size / baked->Size;
+
float line_width = 0.0f;
float word_width = 0.0f;
float blank_width = 0.0f;
@@ -3904,7 +5407,11 @@ const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const c
}
}
- const float char_width = ((int)c < IndexAdvanceX.Size ? IndexAdvanceX.Data[c] : FallbackAdvanceX);
+ // Optimized inline version of 'float char_width = GetCharAdvance((ImWchar)c);'
+ float char_width = (c < (unsigned int)baked->IndexAdvanceX.Size) ? baked->IndexAdvanceX.Data[c] : -1.0f;
+ if (char_width < 0.0f)
+ char_width = BuildLoadGlyphGetAdvanceOrFallback(baked, c);
+
if (ImCharIsBlankW(c))
{
if (inside_word)
@@ -3931,7 +5438,7 @@ const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const c
}
// Allow wrapping after punctuation.
- inside_word = (c != '.' && c != ',' && c != ';' && c != '!' && c != '?' && c != '\"');
+ inside_word = (c != '.' && c != ',' && c != ';' && c != '!' && c != '?' && c != '\"' && c != 0x3001 && c != 0x3002);
}
// We ignore blank width at the end of the line (they can be skipped)
@@ -3949,17 +5456,18 @@ const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const c
// Wrap_width is too small to fit anything. Force displaying 1 character to minimize the height discontinuity.
// +1 may not be a character start point in UTF-8 but it's ok because caller loops use (text >= word_wrap_eol).
if (s == text && text < text_end)
- return s + 1;
+ return s + ImTextCountUtf8BytesFromChar(s, text_end);
return s;
}
-ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end, const char** remaining) const
+ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end, const char** remaining)
{
if (!text_end)
- text_end = text_begin + strlen(text_begin); // FIXME-OPT: Need to avoid this.
+ text_end = text_begin + ImStrlen(text_begin); // FIXME-OPT: Need to avoid this.
const float line_height = size;
- const float scale = size / FontSize;
+ ImFontBaked* baked = GetFontBaked(size);
+ const float scale = size / baked->Size;
ImVec2 text_size = ImVec2(0, 0);
float line_width = 0.0f;
@@ -3974,7 +5482,7 @@ ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, cons
{
// Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature.
if (!word_wrap_eol)
- word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - line_width);
+ word_wrap_eol = CalcWordWrapPosition(size, s, text_end, wrap_width - line_width);
if (s >= word_wrap_eol)
{
@@ -4009,7 +5517,12 @@ ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, cons
continue;
}
- const float char_width = ((int)c < IndexAdvanceX.Size ? IndexAdvanceX.Data[c] : FallbackAdvanceX) * scale;
+ // Optimized inline version of 'float char_width = GetCharAdvance((ImWchar)c);'
+ float char_width = (c < (unsigned int)baked->IndexAdvanceX.Size) ? baked->IndexAdvanceX.Data[c] : -1.0f;
+ if (char_width < 0.0f)
+ char_width = BuildLoadGlyphGetAdvanceOrFallback(baked, c);
+ char_width *= scale;
+
if (line_width + char_width >= max_width)
{
s = prev_s;
@@ -4032,35 +5545,62 @@ ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, cons
}
// Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound.
-void ImFont::RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c) const
+void ImFont::RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c, const ImVec4* cpu_fine_clip)
{
- const ImFontGlyph* glyph = FindGlyph(c);
+ ImFontBaked* baked = GetFontBaked(size);
+ const ImFontGlyph* glyph = baked->FindGlyph(c);
if (!glyph || !glyph->Visible)
return;
if (glyph->Colored)
col |= ~IM_COL32_A_MASK;
- float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f;
+ float scale = (size >= 0.0f) ? (size / baked->Size) : 1.0f;
float x = IM_TRUNC(pos.x);
float y = IM_TRUNC(pos.y);
+
+ float x1 = x + glyph->X0 * scale;
+ float x2 = x + glyph->X1 * scale;
+ if (cpu_fine_clip && (x1 > cpu_fine_clip->z || x2 < cpu_fine_clip->x))
+ return;
+ float y1 = y + glyph->Y0 * scale;
+ float y2 = y + glyph->Y1 * scale;
+ float u1 = glyph->U0;
+ float v1 = glyph->V0;
+ float u2 = glyph->U1;
+ float v2 = glyph->V1;
+
+ // Always CPU fine clip. Code extracted from RenderText().
+ // CPU side clipping used to fit text in their frame when the frame is too small. Only does clipping for axis aligned quads.
+ if (cpu_fine_clip != NULL)
+ {
+ if (x1 < cpu_fine_clip->x) { u1 = u1 + (1.0f - (x2 - cpu_fine_clip->x) / (x2 - x1)) * (u2 - u1); x1 = cpu_fine_clip->x; }
+ if (y1 < cpu_fine_clip->y) { v1 = v1 + (1.0f - (y2 - cpu_fine_clip->y) / (y2 - y1)) * (v2 - v1); y1 = cpu_fine_clip->y; }
+ if (x2 > cpu_fine_clip->z) { u2 = u1 + ((cpu_fine_clip->z - x1) / (x2 - x1)) * (u2 - u1); x2 = cpu_fine_clip->z; }
+ if (y2 > cpu_fine_clip->w) { v2 = v1 + ((cpu_fine_clip->w - y1) / (y2 - y1)) * (v2 - v1); y2 = cpu_fine_clip->w; }
+ if (y1 >= y2)
+ return;
+ }
draw_list->PrimReserve(6, 4);
- draw_list->PrimRectUV(ImVec2(x + glyph->X0 * scale, y + glyph->Y0 * scale), ImVec2(x + glyph->X1 * scale, y + glyph->Y1 * scale), ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col);
+ draw_list->PrimRectUV(ImVec2(x1, y1), ImVec2(x2, y2), ImVec2(u1, v1), ImVec2(u2, v2), col);
}
// Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound.
-void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width, bool cpu_fine_clip) const
+void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width, bool cpu_fine_clip)
{
- if (!text_end)
- text_end = text_begin + strlen(text_begin); // ImGui:: functions generally already provides a valid text_end, so this is merely to handle direct calls.
-
// Align to be pixel perfect
+begin:
float x = IM_TRUNC(pos.x);
float y = IM_TRUNC(pos.y);
if (y > clip_rect.w)
return;
- const float start_x = x;
- const float scale = size / FontSize;
- const float line_height = FontSize * scale;
+ if (!text_end)
+ text_end = text_begin + ImStrlen(text_begin); // ImGui:: functions generally already provides a valid text_end, so this is merely to handle direct calls.
+
+ const float line_height = size;
+ ImFontBaked* baked = GetFontBaked(size);
+
+ const float scale = size / baked->Size;
+ const float origin_x = x;
const bool word_wrap_enabled = (wrap_width > 0.0f);
// Fast-forward to first visible line
@@ -4068,13 +5608,13 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, Im
if (y + line_height < clip_rect.y)
while (y + line_height < clip_rect.y && s < text_end)
{
- const char* line_end = (const char*)memchr(s, '\n', text_end - s);
+ const char* line_end = (const char*)ImMemchr(s, '\n', text_end - s);
if (word_wrap_enabled)
{
- // FIXME-OPT: This is not optimal as do first do a search for \n before calling CalcWordWrapPositionA().
- // If the specs for CalcWordWrapPositionA() were reworked to optionally return on \n we could combine both.
+ // FIXME-OPT: This is not optimal as do first do a search for \n before calling CalcWordWrapPosition().
+ // If the specs for CalcWordWrapPosition() were reworked to optionally return on \n we could combine both.
// However it is still better than nothing performing the fast-forward!
- s = CalcWordWrapPositionA(scale, s, line_end ? line_end : text_end, wrap_width);
+ s = CalcWordWrapPosition(size, s, line_end ? line_end : text_end, wrap_width);
s = CalcWordWrapNextLineStartA(s, text_end);
}
else
@@ -4092,7 +5632,7 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, Im
float y_end = y;
while (y_end < clip_rect.w && s_end < text_end)
{
- s_end = (const char*)memchr(s_end, '\n', text_end - s_end);
+ s_end = (const char*)ImMemchr(s_end, '\n', text_end - s_end);
s_end = s_end ? s_end + 1 : text_end;
y_end += line_height;
}
@@ -4109,6 +5649,7 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, Im
ImDrawVert* vtx_write = draw_list->_VtxWritePtr;
ImDrawIdx* idx_write = draw_list->_IdxWritePtr;
unsigned int vtx_index = draw_list->_VtxCurrentIdx;
+ const int cmd_count = draw_list->CmdBuffer.Size;
const ImU32 col_untinted = col | ~IM_COL32_A_MASK;
const char* word_wrap_eol = NULL;
@@ -4119,11 +5660,11 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, Im
{
// Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature.
if (!word_wrap_eol)
- word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - (x - start_x));
+ word_wrap_eol = CalcWordWrapPosition(size, s, text_end, wrap_width - (x - origin_x));
if (s >= word_wrap_eol)
{
- x = start_x;
+ x = origin_x;
y += line_height;
if (y > clip_rect.w)
break; // break out of main loop
@@ -4144,7 +5685,7 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, Im
{
if (c == '\n')
{
- x = start_x;
+ x = origin_x;
y += line_height;
if (y > clip_rect.w)
break; // break out of main loop
@@ -4154,9 +5695,9 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, Im
continue;
}
- const ImFontGlyph* glyph = FindGlyph((ImWchar)c);
- if (glyph == NULL)
- continue;
+ const ImFontGlyph* glyph = baked->FindGlyph((ImWchar)c);
+ //if (glyph == NULL)
+ // continue;
float char_width = glyph->AdvanceX * scale;
if (glyph->Visible)
@@ -4224,6 +5765,20 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, Im
x += char_width;
}
+ // Edge case: calling RenderText() with unloaded glyphs triggering texture change. It doesn't happen via ImGui:: calls because CalcTextSize() is always used.
+ if (cmd_count != draw_list->CmdBuffer.Size) //-V547
+ {
+ IM_ASSERT(draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 1].ElemCount == 0);
+ draw_list->CmdBuffer.pop_back();
+ draw_list->PrimUnreserve(idx_count_max, vtx_count_max);
+ draw_list->AddDrawCmd();
+ //IMGUI_DEBUG_LOG("RenderText: cancel and retry to missing glyphs.\n"); // [DEBUG]
+ //draw_list->AddRectFilled(pos, pos + ImVec2(10, 10), IM_COL32(255, 0, 0, 255)); // [DEBUG]
+ goto begin;
+ //RenderText(draw_list, size, pos, col, clip_rect, text_begin, text_end, wrap_width, cpu_fine_clip); // FIXME-OPT: Would a 'goto begin' be better for code-gen?
+ //return;
+ }
+
// Give back unused vertices (clipped ones, blanks) ~ this is essentially a PrimUnreserve() action.
draw_list->VtxBuffer.Size = (int)(vtx_write - draw_list->VtxBuffer.Data); // Same as calling shrink()
draw_list->IdxBuffer.Size = (int)(idx_write - draw_list->IdxBuffer.Data);
@@ -4567,101 +6122,187 @@ static unsigned int stb_decompress(unsigned char *output, const unsigned char *i
// MIT license (see License.txt in http://www.proggyfonts.net/index.php?menu=download)
// Download and more information at http://www.proggyfonts.net or http://upperboundsinteractive.com/fonts.php
//-----------------------------------------------------------------------------
+
+#ifndef IMGUI_DISABLE_DEFAULT_FONT
+
// File: 'ProggyClean.ttf' (41208 bytes)
-// Exported using misc/fonts/binary_to_compressed_c.cpp (with compression + base85 string encoding).
-// The purpose of encoding as base85 instead of "0x00,0x01,..." style is only save on _source code_ size.
-//-----------------------------------------------------------------------------
-static const char proggy_clean_ttf_compressed_data_base85[11980 + 1] =
- "7])#######hV0qs'/###[),##/l:$#Q6>##5[n42>c-TH`->>#/e>11NNV=Bv(*:.F?uu#(gRU.o0XGH`$vhLG1hxt9?W`#,5LsCp#-i>.r$<$6pD>Lb';9Crc6tgXmKVeU2cD4Eo3R/"
- "2*>]b(MC;$jPfY.;h^`IWM9Qo#t'X#(v#Y9w0#1D$CIf;W'#pWUPXOuxXuU(H9M(1=Ke$$'5F%)]0^#0X@U.a$FBjVQTSDgEKnIS7EM9>ZY9w0#L;>>#Mx&4Mvt//L[MkA#W@lK.N'[0#7RL_w+F%HtG9M#XL`N&.,GM4Pg;--VsM.M0rJfLH2eTM`*oJMHRC`N"
- "kfimM2J,W-jXS:)r0wK#@Fge$U>`w'N7G#$#fB#$E^$#:9:hk+eOe--6x)F7*E%?76%^GMHePW-Z5l'&GiF#$956:rS?dA#fiK:)Yr+`j@'DbG^$PG.Ll+DNa&VZ>1i%h1S9u5o@YaaW$e+bROPOpxTO7Stwi1::iB1q)C_=dV26J;2,]7op$]uQr@_V7$q^%lQwtuHY]=DX,n3L#0PHDO4f9>dC@O>HBuKPpP*E,N+b3L#lpR/MrTEH.IAQk.a>D[.e;mc."
- "x]Ip.PH^'/aqUO/$1WxLoW0[iLAw=4h(9.`G"
- "CRUxHPeR`5Mjol(dUWxZa(>STrPkrJiWx`5U7F#.g*jrohGg`cg:lSTvEY/EV_7H4Q9[Z%cnv;JQYZ5q.l7Zeas:HOIZOB?Ggv:[7MI2k).'2($5FNP&EQ(,)"
- "U]W]+fh18.vsai00);D3@4ku5P?DP8aJt+;qUM]=+b'8@;mViBKx0DE[-auGl8:PJ&Dj+M6OC]O^((##]`0i)drT;-7X`=-H3[igUnPG-NZlo.#k@h#=Ork$m>a>$-?Tm$UV(?#P6YY#"
- "'/###xe7q.73rI3*pP/$1>s9)W,JrM7SN]'/4C#v$U`0#V.[0>xQsH$fEmPMgY2u7Kh(G%siIfLSoS+MK2eTM$=5,M8p`A.;_R%#u[K#$x4AG8.kK/HSB==-'Ie/QTtG?-.*^N-4B/ZM"
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- "/oL?#h7gl85[qW/NDOk%16ij;+:1a'iNIdb-ou8.P*w,v5#EI$TWS>Pot-R*H'-SEpA:g)f+O$%%`kA#G=8RMmG1&O`>to8bC]T&$,n.LoO>29sp3dt-52U%VM#q7'DHpg+#Z9%H[Ket`e;)f#Km8&+DC$I46>#Kr]]u-[=99tts1.qb#q72g1WJO81q+eN'03'eM>&1XxY-caEnO"
- "j%2n8)),?ILR5^.Ibn<-X-Mq7[a82Lq:Fce+S9wsCK*x`569E8ew'He]h:sI[2LM$[guka3ZRd6:t%IG:;$%YiJ:Nq=?eAw;/:nnDq0(CYcMpG)qLN4$##&J-XTt,%OVU4)S1+R-#dg0/Nn?Ku1^0f$B*P:Rowwm-`0PKjYDDM'3]d39VZHEl4,.j']Pk-M.h^&:0FACm$maq-&sgw0t7/6(^xtk%"
- "LuH88Fj-ekm>GA#_>568x6(OFRl-IZp`&b,_P'$MhLbxfc$mj`,O;&%W2m`Zh:/)Uetw:aJ%]K9h:TcF]u_-Sj9,VK3M.*'&0D[Ca]J9gp8,kAW]"
- "%(?A%R$f<->Zts'^kn=-^@c4%-pY6qI%J%1IGxfLU9CP8cbPlXv);C=b),<2mOvP8up,UVf3839acAWAW-W?#ao/^#%KYo8fRULNd2.>%m]UK:n%r$'sw]J;5pAoO_#2mO3n,'=H5(et"
- "Hg*`+RLgv>=4U8guD$I%D:W>-r5V*%j*W:Kvej.Lp$'?;++O'>()jLR-^u68PHm8ZFWe+ej8h:9r6L*0//c&iH&R8pRbA#Kjm%upV1g:"
- "a_#Ur7FuA#(tRh#.Y5K+@?3<-8m0$PEn;J:rh6?I6uG<-`wMU'ircp0LaE_OtlMb&1#6T.#FDKu#1Lw%u%+GM+X'e?YLfjM[VO0MbuFp7;>QWIo)0@F%q7c#4XAXN-U&VBpqB>0ie&jhZ[?iLR@@_AvA-iQC(=ksRZRVp7`.=+NpBC%rh&3]R:8XDmE5^V8O(x<-+k?'(^](H.aREZSi,#1:[IXaZFOm<-ui#qUq2$##Ri;u75OK#(RtaW-K-F`S+cF]uN`-KMQ%rP/Xri.LRcB##=YL3BgM/3M"
- "D?@f&1'BW-)Ju#bmmWCMkkTR`C,5d>g)F;t,4:@_l8G/5h4vUd%&%950:VXD'QdWoY-F$BtUwmfe$YqL'8(PWX("
- "P?^@Po3$##`MSs?DWBZ/S>+4%>fX,VWv/w'KD`LP5IbH;rTV>n3cEK8U#bX]l-/V+^lj3;vlMb&[5YQ8#pekX9JP3XUC72L,,?+Ni&co7ApnO*5NK,((W-i:$,kp'UDAO(G0Sq7MVjJs"
- "bIu)'Z,*[>br5fX^:FPAWr-m2KgLQ_nN6'8uTGT5g)uLv:873UpTLgH+#FgpH'_o1780Ph8KmxQJ8#H72L4@768@Tm&Q"
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- ".m7jilQ02'0-VWAgTlGW'b)Tq7VT9q^*^$$.:&N@@"
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- "@-W$U%VEQ/,,>>#)D#%8cY#YZ?=,`Wdxu/ae"
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