diff --git a/3rdparty/imgui/.editorconfig b/3rdparty/imgui/.editorconfig
index 284ba13..5adfefa 100644
--- a/3rdparty/imgui/.editorconfig
+++ b/3rdparty/imgui/.editorconfig
@@ -1,6 +1,12 @@
# See http://editorconfig.org to read about the EditorConfig format.
-# - Automatically supported by VS2017+ and most common IDE or text editors.
-# - For older VS2010 to VS2015, install https://marketplace.visualstudio.com/items?itemName=EditorConfigTeam.EditorConfig
+# - In theory automatically supported by VS2017+ and most common IDE or text editors.
+# - In practice VS2019-VS2022 stills don't trim trailing whitespaces correctly :(
+# - Suggest installing this to trim whitespaces:
+# GitHub https://github.com/madskristensen/TrailingWhitespace
+# VS2019 https://marketplace.visualstudio.com/items?itemName=MadsKristensen.TrailingWhitespaceVisualizer
+# VS2022 https://marketplace.visualstudio.com/items?itemName=MadsKristensen.TrailingWhitespace64
+# (in spite of its name doesn't only visualize but also trims)
+# - Alternative for older VS2010 to VS2015: https://marketplace.visualstudio.com/items?itemName=EditorConfigTeam.EditorConfig
# top-most EditorConfig file
root = true
diff --git a/3rdparty/imgui/.github/issue_template.md b/3rdparty/imgui/.github/issue_template.md
index 3812ad0..5d2f1ea 100644
--- a/3rdparty/imgui/.github/issue_template.md
+++ b/3rdparty/imgui/.github/issue_template.md
@@ -1,12 +1,12 @@
(Click "Preview" above ^ to turn URL into clickable links)
-1. PLEASE CAREFULLY READ: [FAQ](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md)
+1. FOR FIRST-TIME USERS ISSUES COMPILING/LINKING/RUNNING or LOADING FONTS, please use [GitHub Discussions](https://github.com/ocornut/imgui/discussions).
-2. PLEASE CAREFULLY READ: [Issue Submitting Guidelines](https://github.com/ocornut/imgui/issues/2261)
+2. PLEASE CAREFULLY READ: [FAQ](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md)
-3. FOR FIRST-TIME USERS ISSUES COMPILING/LINKING/RUNNING/LOADING FONTS, please use the [Discord server](http://discord.dearimgui.org).
+3. PLEASE CAREFULLY READ: [Contributing Guidelines](https://github.com/ocornut/imgui/blob/master/docs/CONTRIBUTING.md)
-4. PLEASE MAKE SURE that you have: read the FAQ; explored the contents of `ShowDemoWindow()` including the Examples menu; searched among Issues; used your IDE to search for keywords in all sources and text files; and read the link provided in (1) (2).
+4. PLEASE MAKE SURE that you have: read the FAQ; explored the contents of `ShowDemoWindow()` including the Examples menu; searched among Issues; used your IDE to search for keywords in all sources and text files; and read the links above.
5. 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.
diff --git a/3rdparty/imgui/.github/pull_request_template.md b/3rdparty/imgui/.github/pull_request_template.md
index 533027c..638545b 100644
--- a/3rdparty/imgui/.github/pull_request_template.md
+++ b/3rdparty/imgui/.github/pull_request_template.md
@@ -1,6 +1,6 @@
(Click "Preview" to turn any http URL into a clickable link)
-PLEASE CAREFULLY READ:
-https://github.com/ocornut/imgui/issues/2261
+1. PLEASE CAREFULLY READ: [Contributing Guidelines](https://github.com/ocornut/imgui/blob/master/docs/CONTRIBUTING.md)
+
+2. Clear this template before submitting your PR.
-(Clear this template before submitting your PR)
diff --git a/3rdparty/imgui/.github/workflows/build.yml b/3rdparty/imgui/.github/workflows/build.yml
index a8db319..45688c4 100644
--- a/3rdparty/imgui/.github/workflows/build.yml
+++ b/3rdparty/imgui/.github/workflows/build.yml
@@ -1,10 +1,18 @@
name: build
on:
- push: {}
- pull_request: {}
- schedule:
- - cron: '0 9 * * *'
+ push:
+ pull_request:
+ workflow_run:
+ # Use a workflow as a trigger of scheduled builds. Forked repositories can disable scheduled builds by disabling
+ # "scheduled" workflow, while maintaining ability to perform local CI builds.
+ workflows:
+ - scheduled
+ branches:
+ - master
+ - docking
+ types:
+ - requested
jobs:
Windows:
@@ -12,66 +20,36 @@ jobs:
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\
- # Until gh-actions allow us to use env variables inside other env variables (because we need %GITHUB_WORKSPACE%) we have to use relative path to imgui/examples/example_name directory.
- SDL2_DIR: ..\..\SDL2-devel-2.0.10-VC\SDL2-2.0.10\
- VULKAN_SDK: ..\..\vulkan-sdk-1.1.121.2\
steps:
- - uses: actions/checkout@v1
- with:
- fetch-depth: 1
+ - uses: actions/checkout@v3
- name: Install Dependencies
shell: powershell
run: |
- Invoke-WebRequest -Uri "https://www.libsdl.org/release/SDL2-devel-2.0.10-VC.zip" -OutFile "SDL2-devel-2.0.10-VC.zip"
- Expand-Archive -Path SDL2-devel-2.0.10-VC.zip
+ Invoke-WebRequest -Uri "https://www.libsdl.org/release/SDL2-devel-2.26.3-VC.zip" -OutFile "SDL2-devel-2.26.3-VC.zip"
+ Expand-Archive -Path SDL2-devel-2.26.3-VC.zip
+ echo "SDL2_DIR=$(pwd)\SDL2-devel-2.26.3-VC\SDL2-2.26.3\" >>${env:GITHUB_ENV}
+
Invoke-WebRequest -Uri "https://github.com/ocornut/imgui/files/3789205/vulkan-sdk-1.1.121.2.zip" -OutFile vulkan-sdk-1.1.121.2.zip
Expand-Archive -Path vulkan-sdk-1.1.121.2.zip
+ echo "VULKAN_SDK=$(pwd)\vulkan-sdk-1.1.121.2\" >>${env:GITHUB_ENV}
- name: Fix Projects
shell: powershell
run: |
- # WARNING: This will need updating if toolset/sdk change in project files!
+ # CI workers do not supporter older Visual Studio versions. Fix projects to target newer available version.
gci -recurse -filter "*.vcxproj" | ForEach-Object {
- # Fix SDK and toolset for most samples.
- (Get-Content $_.FullName) -Replace "v110","v142" | Set-Content -Path $_.FullName
- (Get-Content $_.FullName) -Replace "8.1","10.0.18362.0" | Set-Content -Path $_.FullName
- # Fix SDK and toolset for samples that require newer SDK/toolset. At the moment it is only dx12.
- (Get-Content $_.FullName) -Replace "v140","v142" | Set-Content -Path $_.FullName
- (Get-Content $_.FullName) -Replace "10.0.14393.0","10.0.18362.0" | Set-Content -Path $_.FullName
+ (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
}
# 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.
- name: Build example_null (extra warnings, mingw 64-bit)
run: mingw32-make -C examples/example_null WITH_EXTRA_WARNINGS=1
- - name: Build example_null (extra warnings, msvc 64-bit)
- shell: cmd
- run: |
- cd examples\example_null
- "%VS_PATH%\VC\Auxiliary\Build\vcvarsall.bat" x64 && .\build_win32.bat /W4
-
- - name: Build example_null (single file build)
+ - name: Build example_null (mingw 64-bit, as DLL)
shell: bash
run: |
- echo '#define IMGUI_IMPLEMENTATION' > example_single_file.cpp
- echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp
- echo '#include "examples/example_null/main.cpp"' >> example_single_file.cpp
- g++ -I. -Wall -Wformat -o example_single_file.exe example_single_file.cpp
-
- - name: Build example_null (with IMGUI_DISABLE_WIN32_FUNCTIONS)
- shell: bash
- run: |
- echo '#define IMGUI_DISABLE_WIN32_FUNCTIONS' > example_single_file.cpp
- echo '#define IMGUI_IMPLEMENTATION' >> example_single_file.cpp
- echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp
- echo '#include "examples/example_null/main.cpp"' >> example_single_file.cpp
- g++ -I. -Wall -Wformat -o example_single_file.exe example_single_file.cpp
-
- - name: Build example_null (as DLL)
- shell: cmd
- run: |
- "%VS_PATH%\VC\Auxiliary\Build\vcvarsall.bat" x64
echo '#ifdef _EXPORT' > example_single_file.cpp
echo '# define IMGUI_API __declspec(dllexport)' >> example_single_file.cpp
echo '#else' >> example_single_file.cpp
@@ -79,6 +57,55 @@ jobs:
echo '#endif' >> 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
+ rm -f example_null.exe libimgui.* example_single_file.*
+
+ - name: Build example_null (extra warnings, msvc 64-bit)
+ shell: cmd
+ run: |
+ cd examples\example_null
+ call "%VS_PATH%\VC\Auxiliary\Build\vcvars64.bat"
+ .\build_win32.bat /W4
+
+ - name: Build example_null (single file build)
+ shell: bash
+ run: |
+ cat > example_single_file.cpp <<'EOF'
+
+ #define IMGUI_IMPLEMENTATION
+ #include "misc/single_file/imgui_single_file.h"
+ #include "examples/example_null/main.cpp"
+
+ EOF
+ g++ -I. -Wall -Wformat -o example_single_file.exe example_single_file.cpp -limm32
+
+ - name: Build example_null (with IMGUI_DISABLE_WIN32_FUNCTIONS)
+ shell: bash
+ run: |
+ cat > example_single_file.cpp <<'EOF'
+
+ #define IMGUI_DISABLE_WIN32_FUNCTIONS
+ #define IMGUI_IMPLEMENTATION
+ #include "misc/single_file/imgui_single_file.h"
+ #include "examples/example_null/main.cpp"
+
+ EOF
+ g++ -I. -Wall -Wformat -o example_single_file.exe example_single_file.cpp -limm32
+
+ - name: Build example_null (as DLL)
+ shell: cmd
+ 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_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
@@ -89,31 +116,31 @@ jobs:
- name: Build Win32 example_glfw_opengl3
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_opengl3/example_glfw_opengl3.vcxproj /p:Platform=Win32 /p:Configuration=Release'
- if: github.event_name == 'schedule'
+ if: github.event_name == 'workflow_run'
- name: Build Win32 example_glfw_vulkan
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj /p:Platform=Win32 /p:Configuration=Release'
- if: github.event_name == 'schedule'
+ if: github.event_name == 'workflow_run'
- - name: Build Win32 example_sdl_vulkan
+ - name: Build Win32 example_sdl2_vulkan
shell: cmd
- run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_vulkan/example_sdl_vulkan.vcxproj /p:Platform=Win32 /p:Configuration=Release'
- if: github.event_name == 'schedule'
+ run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_vulkan/example_sdl2_vulkan.vcxproj /p:Platform=Win32 /p:Configuration=Release'
+ if: github.event_name == 'workflow_run'
- - name: Build Win32 example_sdl_opengl2
+ - name: Build Win32 example_sdl2_opengl2
shell: cmd
- run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj /p:Platform=Win32 /p:Configuration=Release'
- if: github.event_name == 'schedule'
+ run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_opengl2/example_sdl2_opengl2.vcxproj /p:Platform=Win32 /p:Configuration=Release'
+ if: github.event_name == 'workflow_run'
- - name: Build Win32 example_sdl_opengl3
+ - name: Build Win32 example_sdl2_opengl3
shell: cmd
- run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_opengl3/example_sdl_opengl3.vcxproj /p:Platform=Win32 /p:Configuration=Release'
+ run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_opengl3/example_sdl2_opengl3.vcxproj /p:Platform=Win32 /p:Configuration=Release'
- - name: Build Win32 example_sdl_directx11
+ - name: Build Win32 example_sdl2_directx11
shell: cmd
- run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_directx11/example_sdl_directx11.vcxproj /p:Platform=Win32 /p:Configuration=Release'
- if: github.event_name == 'schedule'
+ run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_directx11/example_sdl2_directx11.vcxproj /p:Platform=Win32 /p:Configuration=Release'
+ if: github.event_name == 'workflow_run'
- name: Build Win32 example_win32_directx9
shell: cmd
@@ -126,12 +153,12 @@ jobs:
- name: Build Win32 example_win32_directx11
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx11/example_win32_directx11.vcxproj /p:Platform=Win32 /p:Configuration=Release'
- if: github.event_name == 'schedule'
+ if: github.event_name == 'workflow_run'
- name: Build x64 example_glfw_opengl2
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj /p:Platform=x64 /p:Configuration=Release'
- if: github.event_name == 'schedule'
+ if: github.event_name == 'workflow_run'
- name: Build x64 example_glfw_opengl3
shell: cmd
@@ -141,55 +168,53 @@ jobs:
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj /p:Platform=x64 /p:Configuration=Release'
- - name: Build x64 example_sdl_vulkan
+ - name: Build x64 example_sdl2_vulkan
shell: cmd
- run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_vulkan/example_sdl_vulkan.vcxproj /p:Platform=x64 /p:Configuration=Release'
- if: github.event_name == 'schedule'
+ run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_vulkan/example_sdl2_vulkan.vcxproj /p:Platform=x64 /p:Configuration=Release'
+ if: github.event_name == 'workflow_run'
- - name: Build x64 example_sdl_opengl2
+ - name: Build x64 example_sdl2_opengl2
shell: cmd
- run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj /p:Platform=x64 /p:Configuration=Release'
- if: github.event_name == 'schedule'
+ run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_opengl2/example_sdl2_opengl2.vcxproj /p:Platform=x64 /p:Configuration=Release'
+ if: github.event_name == 'workflow_run'
- - name: Build x64 example_sdl_opengl3
+ - name: Build x64 example_sdl2_opengl3
shell: cmd
- run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_opengl3/example_sdl_opengl3.vcxproj /p:Platform=x64 /p:Configuration=Release'
- if: github.event_name == 'schedule'
+ run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_opengl3/example_sdl2_opengl3.vcxproj /p:Platform=x64 /p:Configuration=Release'
+ if: github.event_name == 'workflow_run'
- - name: Build x64 example_sdl_directx11
+ - name: Build x64 example_sdl2_directx11
shell: cmd
- run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_directx11/example_sdl_directx11.vcxproj /p:Platform=x64 /p:Configuration=Release'
+ run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_directx11/example_sdl2_directx11.vcxproj /p:Platform=x64 /p:Configuration=Release'
- name: Build x64 example_win32_directx9
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx9/example_win32_directx9.vcxproj /p:Platform=x64 /p:Configuration=Release'
- if: github.event_name == 'schedule'
+ if: github.event_name == 'workflow_run'
- name: Build x64 example_win32_directx10
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx10/example_win32_directx10.vcxproj /p:Platform=x64 /p:Configuration=Release'
- if: github.event_name == 'schedule'
+ if: github.event_name == 'workflow_run'
- name: Build x64 example_win32_directx11
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx11/example_win32_directx11.vcxproj /p:Platform=x64 /p:Configuration=Release'
- if: github.event_name == 'schedule'
+ if: github.event_name == 'workflow_run'
- name: Build x64 example_win32_directx12
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx12/example_win32_directx12.vcxproj /p:Platform=x64 /p:Configuration=Release'
Linux:
- runs-on: ubuntu-20.04
+ runs-on: ubuntu-22.04
steps:
- - uses: actions/checkout@v1
- with:
- fetch-depth: 1
+ - uses: actions/checkout@v3
- name: Install Dependencies
run: |
sudo apt-get update
- sudo apt-get install -y libglfw3-dev libsdl2-dev gcc-multilib g++-multilib libfreetype6-dev
+ sudo apt-get install -y libglfw3-dev libsdl2-dev gcc-multilib g++-multilib libfreetype6-dev libvulkan-dev
- name: Build example_null (extra warnings, gcc 32-bit)
run: |
@@ -211,6 +236,18 @@ jobs:
make -C examples/example_null clean
CXXFLAGS="$CXXFLAGS -m64 -Werror" CXX=clang++ make -C examples/example_null WITH_EXTRA_WARNINGS=1
+ - name: Build example_null (extra warnings, empty IM_ASSERT)
+ run: |
+ cat > example_single_file.cpp <<'EOF'
+
+ #define IM_ASSERT(x)
+ #define IMGUI_IMPLEMENTATION
+ #include "misc/single_file/imgui_single_file.h"
+ #include "examples/example_null/main.cpp"
+
+ EOF
+ g++ -I. -std=c++11 -Wall -Wformat -Wextra -Werror -Wno-zero-as-null-pointer-constant -Wno-double-promotion -Wno-variadic-macros -Wno-empty-body -o example_single_file example_single_file.cpp
+
- name: Build example_null (freetype)
run: |
make -C examples/example_null clean
@@ -218,146 +255,203 @@ jobs:
- name: Build example_null (single file build)
run: |
- echo '#define IMGUI_IMPLEMENTATION' > example_single_file.cpp
- echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp
- echo '#include "examples/example_null/main.cpp"' >> example_single_file.cpp
- g++ -I. -Wall -Wformat -o example_single_file example_single_file.cpp
+ cat > example_single_file.cpp <<'EOF'
+
+ #define IMGUI_IMPLEMENTATION
+ #include "misc/single_file/imgui_single_file.h"
+ #include "examples/example_null/main.cpp"
+
+ EOF
+ g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_null (with ImWchar32)
run: |
- echo '#define IMGUI_USE_WCHAR32' > example_single_file.cpp
- echo '#define IMGUI_IMPLEMENTATION' >> example_single_file.cpp
- echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp
- echo '#include "examples/example_null/main.cpp"' >> example_single_file.cpp
- g++ -I. -Wall -Wformat -o example_single_file example_single_file.cpp
+ cat > example_single_file.cpp <<'EOF'
- - name: Build example_null (with large ImDrawIdx)
+ #define IMGUI_USE_WCHAR32
+ #define IMGUI_IMPLEMENTATION
+ #include "misc/single_file/imgui_single_file.h"
+ #include "examples/example_null/main.cpp"
+
+ EOF
+ g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp
+
+ - name: Build example_null (with large ImDrawIdx + pointer ImTextureID)
run: |
- echo '#define ImDrawIdx unsigned int' > example_single_file.cpp
- echo '#define IMGUI_IMPLEMENTATION' >> example_single_file.cpp
- echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp
- echo '#include "examples/example_null/main.cpp"' >> example_single_file.cpp
- g++ -I. -Wall -Wformat -o example_single_file example_single_file.cpp
+ cat > example_single_file.cpp <<'EOF'
+
+ #define ImTextureID void*
+ #define ImDrawIdx unsigned int
+ #define IMGUI_IMPLEMENTATION
+ #include "misc/single_file/imgui_single_file.h"
+ #include "examples/example_null/main.cpp"
+
+ EOF
+ g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_null (with IMGUI_DISABLE_OBSOLETE_FUNCTIONS)
run: |
- echo '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' > example_single_file.cpp
- echo '#define IMGUI_IMPLEMENTATION' >> example_single_file.cpp
- echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp
- echo '#include "examples/example_null/main.cpp"' >> example_single_file.cpp
- g++ -I. -Wall -Wformat -o example_single_file example_single_file.cpp
+ cat > example_single_file.cpp <<'EOF'
- - name: Build example_null (with IMGUI_DISABLE_DEMO_WINDOWS and IMGUI_DISABLE_METRICS_WINDOW)
+ #define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+ #define IMGUI_IMPLEMENTATION
+ #include "misc/single_file/imgui_single_file.h"
+ #include "examples/example_null/main.cpp"
+
+ EOF
+ g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp
+
+ - name: Build example_null (with IMGUI_DISABLE_OBSOLETE_KEYIO)
run: |
- echo '#define IMGUI_DISABLE_DEMO_WINDOWS' > example_single_file.cpp
- echo '#define IMGUI_DISABLE_METRICS_WINDOW' >> example_single_file.cpp
- echo '#define IMGUI_IMPLEMENTATION' >> example_single_file.cpp
- echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp
- echo '#include "examples/example_null/main.cpp"' >> example_single_file.cpp
- g++ -I. -Wall -Wformat -o example_single_file example_single_file.cpp
+ cat > example_single_file.cpp <<'EOF'
+
+ #define IMGUI_DISABLE_OBSOLETE_KEYIO
+ #define IMGUI_IMPLEMENTATION
+ #include "misc/single_file/imgui_single_file.h"
+ #include "examples/example_null/main.cpp"
+
+ EOF
+ g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp
+
+ - name: Build example_null (with IMGUI_DISABLE_DEMO_WINDOWS and IMGUI_DISABLE_DEBUG_TOOLS)
+ run: |
+ cat > example_single_file.cpp <<'EOF'
+
+ #define IMGUI_DISABLE_DEMO_WINDOWS
+ #define IMGUI_DISABLE_DEBUG_TOOLS
+ #define IMGUI_IMPLEMENTATION
+ #include "misc/single_file/imgui_single_file.h"
+ #include "examples/example_null/main.cpp"
+
+ EOF
+ g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_null (with IMGUI_DISABLE_FILE_FUNCTIONS)
run: |
- echo '#define IMGUI_DISABLE_FILE_FUNCTIONS' > example_single_file.cpp
- echo '#define IMGUI_IMPLEMENTATION' >> example_single_file.cpp
- echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp
- echo '#include "examples/example_null/main.cpp"' >> example_single_file.cpp
- g++ -I. -Wall -Wformat -o example_single_file example_single_file.cpp
+ cat > example_single_file.cpp <<'EOF'
+
+ #define IMGUI_DISABLE_FILE_FUNCTIONS
+ #define IMGUI_IMPLEMENTATION
+ #include "misc/single_file/imgui_single_file.h"
+ #include "examples/example_null/main.cpp"
+
+ EOF
+ g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_null (with IMGUI_USE_BGRA_PACKED_COLOR)
run: |
- echo '#define IMGUI_USE_BGRA_PACKED_COLOR' > example_single_file.cpp
- echo '#define IMGUI_IMPLEMENTATION' >> example_single_file.cpp
- echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp
- echo '#include "examples/example_null/main.cpp"' >> example_single_file.cpp
- g++ -I. -Wall -Wformat -o example_single_file example_single_file.cpp
+ cat > example_single_file.cpp <<'EOF'
+
+ #define IMGUI_USE_BGRA_PACKED_COLOR
+ #define IMGUI_IMPLEMENTATION
+ #include "misc/single_file/imgui_single_file.h"
+ #include "examples/example_null/main.cpp"
+
+ EOF
+ g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_null (with IM_VEC2_CLASS_EXTRA and IM_VEC4_CLASS_EXTRA)
run: |
- echo 'struct MyVec2 { float x; float y; MyVec2(float x, float y) : x(x), y(y) { } };' > example_single_file.cpp
- echo 'struct MyVec4 { float x; float y; float z; float w;' >> example_single_file.cpp
- echo 'MyVec4(float x, float y, float z, float w) : x(x), y(y), z(z), w(w) { } };' >> example_single_file.cpp
- echo '#define IM_VEC2_CLASS_EXTRA \' >> example_single_file.cpp
- echo ' ImVec2(const MyVec2& f) { x = f.x; y = f.y; } \' >> example_single_file.cpp
- echo ' operator MyVec2() const { return MyVec2(x, y); }' >> example_single_file.cpp
- echo '#define IM_VEC4_CLASS_EXTRA \' >> example_single_file.cpp
- echo ' ImVec4(const MyVec4& f) { x = f.x; y = f.y; z = f.z; w = f.w; } \' >> example_single_file.cpp
- echo ' operator MyVec4() const { return MyVec4(x, y, z, w); }' >> example_single_file.cpp
- echo '#define IMGUI_IMPLEMENTATION' >> example_single_file.cpp
- echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp
- echo '#include "examples/example_null/main.cpp"' >> example_single_file.cpp
- g++ -I. -Wall -Wformat -o example_single_file example_single_file.cpp
+ cat > example_single_file.cpp <<'EOF'
+
+ struct MyVec2 { float x; float y; MyVec2(float x, float y) : x(x), y(y) { } };
+ struct MyVec4 { float x; float y; float z; float w;
+ MyVec4(float x, float y, float z, float w) : x(x), y(y), z(z), w(w) { } };
+ #define IM_VEC2_CLASS_EXTRA \
+ ImVec2(const MyVec2& f) { x = f.x; y = f.y; } \
+ operator MyVec2() const { return MyVec2(x, y); }
+ #define IM_VEC4_CLASS_EXTRA \
+ ImVec4(const MyVec4& f) { x = f.x; y = f.y; z = f.z; w = f.w; } \
+ operator MyVec4() const { return MyVec4(x, y, z, w); }
+ #define IMGUI_IMPLEMENTATION
+ #include "misc/single_file/imgui_single_file.h"
+ #include "examples/example_null/main.cpp"
+
+ EOF
+ g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_null (without c++ runtime, Clang)
run: |
- echo '#define IMGUI_IMPLEMENTATION' > example_single_file.cpp
- echo '#define IMGUI_DISABLE_DEMO_WINDOWS' >> example_single_file.cpp
- echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp
- echo '#include "examples/example_null/main.cpp"' >> example_single_file.cpp
- clang++ -I. -Wall -Wformat -nodefaultlibs -fno-rtti -fno-exceptions -fno-threadsafe-statics -lc -lm -o example_single_file example_single_file.cpp
+ cat > example_single_file.cpp <<'EOF'
+
+ #define IMGUI_IMPLEMENTATION
+ #define IMGUI_DISABLE_DEMO_WINDOWS
+ #include "misc/single_file/imgui_single_file.h"
+ #include "examples/example_null/main.cpp"
+
+ EOF
+ clang++ -I. -std=c++11 -Wall -Wformat -nodefaultlibs -fno-rtti -fno-exceptions -fno-threadsafe-statics -lc -lm -o example_single_file example_single_file.cpp
- name: Build example_glfw_opengl2
run: make -C examples/example_glfw_opengl2
- name: Build example_glfw_opengl3
run: make -C examples/example_glfw_opengl3
- if: github.event_name == 'schedule'
+ if: github.event_name == 'workflow_run'
- - name: Build example_sdl_opengl2
- run: make -C examples/example_sdl_opengl2
- if: github.event_name == 'schedule'
+ - name: Build example_sdl2_opengl2
+ run: make -C examples/example_sdl2_opengl2
+ if: github.event_name == 'workflow_run'
- - name: Build example_sdl_opengl3
- run: make -C examples/example_sdl_opengl3
+ - name: Build example_sdl2_opengl3
+ run: make -C examples/example_sdl2_opengl3
+
+ - name: Build with IMGUI_IMPL_VULKAN_NO_PROTOTYPES
+ run: g++ -c -I. -std=c++11 -DIMGUI_IMPL_VULKAN_NO_PROTOTYPES=1 backends/imgui_impl_vulkan.cpp
MacOS:
- runs-on: macOS-latest
+ runs-on: macos-latest
steps:
- - uses: actions/checkout@v1
- with:
- fetch-depth: 1
+ - uses: actions/checkout@v3
- name: Install Dependencies
run: |
- brew install glfw3
- brew install sdl2
+ brew install glfw3 sdl2
- name: Build example_null (extra warnings, clang 64-bit)
run: make -C examples/example_null WITH_EXTRA_WARNINGS=1
- name: Build example_null (single file build)
run: |
- echo '#define IMGUI_IMPLEMENTATION' > example_single_file.cpp
- echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp
- echo '#include "examples/example_null/main.cpp"' >> example_single_file.cpp
- clang++ -I. -Wall -Wformat -o example_single_file example_single_file.cpp
+ cat > example_single_file.cpp <<'EOF'
+
+ #define IMGUI_IMPLEMENTATION
+ #include "misc/single_file/imgui_single_file.h"
+ #include "examples/example_null/main.cpp"
+
+ EOF
+ clang++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_null (without c++ runtime)
run: |
- echo '#define IMGUI_IMPLEMENTATION' > example_single_file.cpp
- echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp
- echo '#include "examples/example_null/main.cpp"' >> example_single_file.cpp
- clang++ -I. -Wall -Wformat -nodefaultlibs -fno-rtti -fno-exceptions -fno-threadsafe-statics -lc -lm -o example_single_file example_single_file.cpp
+ cat > example_single_file.cpp <<'EOF'
+
+ #define IMGUI_IMPLEMENTATION
+ #include "misc/single_file/imgui_single_file.h"
+ #include "examples/example_null/main.cpp"
+
+ EOF
+ clang++ -I. -std=c++11 -Wall -Wformat -nodefaultlibs -fno-rtti -fno-exceptions -fno-threadsafe-statics -lc -lm -o example_single_file example_single_file.cpp
- name: Build example_glfw_opengl2
run: make -C examples/example_glfw_opengl2
- name: Build example_glfw_opengl3
run: make -C examples/example_glfw_opengl3
- if: github.event_name == 'schedule'
+ if: github.event_name == 'workflow_run'
- name: Build example_glfw_metal
run: make -C examples/example_glfw_metal
- - name: Build example_sdl_metal
- run: make -C examples/example_sdl_metal
+ - name: Build example_sdl2_metal
+ run: make -C examples/example_sdl2_metal
- - name: Build example_sdl_opengl2
- run: make -C examples/example_sdl_opengl2
- if: github.event_name == 'schedule'
+ - name: Build example_sdl2_opengl2
+ run: make -C examples/example_sdl2_opengl2
+ if: github.event_name == 'workflow_run'
- - name: Build example_sdl_opengl3
- run: make -C examples/example_sdl_opengl3
+ - name: Build example_sdl2_opengl3
+ run: make -C examples/example_sdl2_opengl3
- name: Build example_apple_metal
run: xcodebuild -project examples/example_apple_metal/example_apple_metal.xcodeproj -target example_apple_metal_macos
@@ -366,11 +460,9 @@ jobs:
run: xcodebuild -project examples/example_apple_opengl2/example_apple_opengl2.xcodeproj -target example_osx_opengl2
iOS:
- runs-on: macOS-latest
+ runs-on: macos-latest
steps:
- - uses: actions/checkout@v1
- with:
- fetch-depth: 1
+ - uses: actions/checkout@v3
- name: Build example_apple_metal
run: |
@@ -378,11 +470,9 @@ 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-18.04
+ runs-on: ubuntu-22.04
steps:
- - uses: actions/checkout@v1
- with:
- fetch-depth: 1
+ - uses: actions/checkout@v3
- name: Install Dependencies
run: |
@@ -392,40 +482,26 @@ jobs:
emsdk-master/emsdk install latest
emsdk-master/emsdk activate latest
- - name: Build example_emscripten
+ - name: Build example_sdl2_opengl3 with Emscripten
run: |
pushd emsdk-master
source ./emsdk_env.sh
popd
- make -C examples/example_emscripten
+ make -C examples/example_sdl2_opengl3 -f Makefile.emscripten
- Discord-CI:
- runs-on: ubuntu-18.04
- if: always()
- needs: [Windows, Linux, MacOS, iOS, Emscripten]
+ - name: Build example_emscripten_wgpu
+ run: |
+ pushd emsdk-master
+ source ./emsdk_env.sh
+ popd
+ make -C examples/example_emscripten_wgpu
+
+ Android:
+ runs-on: ubuntu-22.04
steps:
- - uses: dearimgui/github_discord_notifier@latest
- with:
- discord-webhook: ${{ secrets.DISCORD_CI_WEBHOOK }}
- github-token: ${{ github.token }}
- action-task: discord-jobs
- discord-filter: "'{{ github.branch }}'.match(/master|docking|tables/g) != null && '{{ run.conclusion }}' != '{{ last_run.conclusion }}'"
- discord-username: GitHub Actions
- discord-job-new-failure-message: ''
- discord-job-fixed-failure-message: ''
- discord-job-new-failure-embed: |
- {
- "title": "`{{ job.name }}` job is failing on `{{ github.branch }}`!",
- "description": "Commit [{{ github.context.payload.head_commit.title }}]({{ github.context.payload.head_commit.url }}) pushed to [{{ github.branch }}]({{ github.branch_url }}) broke [{{ job.name }}]({{ job.url }}) build job.\nFailing steps: {{ failing_steps }}",
- "url": "{{ job.url }}",
- "color": "0xFF0000",
- "timestamp": "{{ run.updated_at }}"
- }
- discord-job-fixed-failure-embed: |
- {
- "title": "`{{ github.branch }}` branch is no longer failing!",
- "description": "Build failures were fixed on [{{ github.branch }}]({{ github.branch_url }}) branch.",
- "color": "0x00FF00",
- "url": "{{ github.context.payload.head_commit.url }}",
- "timestamp": "{{ run.completed_at }}"
- }
+ - uses: actions/checkout@v3
+
+ - name: Build example_android_opengl3
+ run: |
+ cd examples/example_android_opengl3/android
+ gradle assembleDebug --stacktrace
diff --git a/3rdparty/imgui/.github/workflows/static-analysis.yml b/3rdparty/imgui/.github/workflows/static-analysis.yml
index 0b7ef36..caa9b3a 100644
--- a/3rdparty/imgui/.github/workflows/static-analysis.yml
+++ b/3rdparty/imgui/.github/workflows/static-analysis.yml
@@ -1,31 +1,34 @@
name: static-analysis
on:
- push: {}
- pull_request: {}
- schedule:
- - cron: '0 9 * * *'
+ workflow_run:
+ # Perform static analysis together with build workflow. Build triggers of "build" workflow do not need to be repeated here.
+ workflows:
+ - build
+ types:
+ - requested
jobs:
PVS-Studio:
- runs-on: ubuntu-18.04
+ runs-on: ubuntu-22.04
steps:
- - uses: actions/checkout@v1
+ - uses: actions/checkout@v3
with:
fetch-depth: 1
- name: Install Dependencies
env:
+ # The Secret variable setup in GitHub must be in format: "name_or_email key", on a single line
PVS_STUDIO_LICENSE: ${{ secrets.PVS_STUDIO_LICENSE }}
run: |
if [[ "$PVS_STUDIO_LICENSE" != "" ]];
then
- echo "$PVS_STUDIO_LICENSE" > pvs-studio.lic
wget -q https://files.viva64.com/etc/pubkey.txt
sudo apt-key add pubkey.txt
sudo wget -O /etc/apt/sources.list.d/viva64.list https://files.viva64.com/etc/viva64.list
sudo apt-get update
sudo apt-get install -y pvs-studio
+ pvs-studio-analyzer credentials -o pvs-studio.lic $PVS_STUDIO_LICENSE
fi
- name: PVS-Studio static analysis
@@ -40,35 +43,4 @@ jobs:
cd examples/example_null
pvs-studio-analyzer trace -- make WITH_EXTRA_WARNINGS=1
pvs-studio-analyzer analyze -e ../../imstb_rectpack.h -e ../../imstb_textedit.h -e ../../imstb_truetype.h -l ../../pvs-studio.lic -o pvs-studio.log
- plog-converter -a 'GA:1,2;OP:1' -t errorfile -w pvs-studio.log
-
- Discord-CI:
- runs-on: ubuntu-18.04
- needs: [PVS-Studio]
- if: always()
- steps:
- - uses: dearimgui/github_discord_notifier@latest
- with:
- discord-webhook: ${{ secrets.DISCORD_CI_WEBHOOK }}
- github-token: ${{ github.token }}
- action-task: discord-jobs
- discord-filter: "'{{ github.branch }}'.match(/master|docking|tables/g) != null && '{{ run.conclusion }}' != '{{ last_run.conclusion }}'"
- discord-username: GitHub Actions
- discord-job-new-failure-message: ''
- discord-job-fixed-failure-message: ''
- discord-job-new-failure-embed: |
- {
- "title": "`{{ job.name }}` job is failing on `{{ github.branch }}`!",
- "description": "Commit [{{ github.context.payload.head_commit.title }}]({{ github.context.payload.head_commit.url }}) pushed to [{{ github.branch }}]({{ github.branch_url }}) broke static analysis [{{ job.name }}]({{ job.url }}) job.\nFailing steps: {{ failing_steps }}",
- "url": "{{ job.url }}",
- "color": "0xFF0000",
- "timestamp": "{{ run.updated_at }}"
- }
- discord-job-fixed-failure-embed: |
- {
- "title": "`{{ github.branch }}` branch is no longer failing!",
- "description": "Static analysis failures were fixed on [{{ github.branch }}]({{ github.branch_url }}) branch.",
- "color": "0x00FF00",
- "url": "{{ github.context.payload.head_commit.url }}",
- "timestamp": "{{ run.completed_at }}"
- }
+ plog-converter -a 'GA:1,2;OP:1' -d V1071 -t errorfile -w pvs-studio.log
diff --git a/3rdparty/imgui/.gitignore b/3rdparty/imgui/.gitignore
index 8401485..dc71646 100644
--- a/3rdparty/imgui/.gitignore
+++ b/3rdparty/imgui/.gitignore
@@ -26,6 +26,12 @@ ipch
*.VC.db
*.VC.VC.opendb
+## Getting files created in JSON/Schemas/Catalog/ from a VS2022 update
+JSON/
+
+## Commonly used CMake directories
+/build*/
+
## Xcode artifacts
project.xcworkspace
xcuserdata
@@ -34,16 +40,21 @@ xcuserdata
examples/*.o.tmp
examples/*.out.js
examples/*.out.wasm
-examples/example_emscripten/example_emscripten.*
+examples/example_glfw_opengl3/web/*
+examples/example_sdl2_opengl3/web/*
+examples/example_emscripten_wgpu/web/*
## JetBrains IDE artifacts
.idea
cmake-build-*
## Unix executables from our example Makefiles
+examples/example_glfw_metal/example_glfw_metal
examples/example_glfw_opengl2/example_glfw_opengl2
examples/example_glfw_opengl3/example_glfw_opengl3
examples/example_glut_opengl2/example_glut_opengl2
examples/example_null/example_null
-examples/example_sdl_opengl2/example_sdl_opengl2
-examples/example_sdl_opengl3/example_sdl_opengl3
+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
diff --git a/3rdparty/imgui/LICENSE.txt b/3rdparty/imgui/LICENSE.txt
index d876399..fb715bd 100644
--- a/3rdparty/imgui/LICENSE.txt
+++ b/3rdparty/imgui/LICENSE.txt
@@ -1,6 +1,6 @@
The MIT License (MIT)
-Copyright (c) 2014-2020 Omar Cornut
+Copyright (c) 2014-2023 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/3rdparty/imgui/backends/imgui_impl_allegro5.cpp b/3rdparty/imgui/backends/imgui_impl_allegro5.cpp
index cadc4b7..b7e7768 100644
--- a/3rdparty/imgui/backends/imgui_impl_allegro5.cpp
+++ b/3rdparty/imgui/backends/imgui_impl_allegro5.cpp
@@ -3,18 +3,32 @@
// 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:
-// [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert vertices manually.
+// [ ] Renderer: The renderer is suboptimal as we need to convert vertices manually.
// [ ] Platform: Missing gamepad support.
-// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
+// 2022-11-30: Renderer: Restoring using al_draw_indexed_prim() when Allegro version is >= 5.2.5.
+// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
+// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
+// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
+// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
+// 2022-01-17: Inputs: always calling io.AddKeyModsEvent() next and before key event (not in NewFrame) to fix input queue with very low framerates.
+// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
+// 2021-12-08: Renderer: Fixed mishandling of the the ImDrawCmd::IdxOffset field! This is an old bug but it never had an effect until some internal rendering changes in 1.86.
+// 2021-08-17: Calling io.AddFocusEvent() on ALLEGRO_EVENT_DISPLAY_SWITCH_OUT/ALLEGRO_EVENT_DISPLAY_SWITCH_IN events.
+// 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).
+// 2021-05-19: Renderer: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
+// 2021-02-18: Change blending equation to preserve alpha in output buffer.
// 2020-08-10: Inputs: Fixed horizontal mouse wheel direction.
// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
@@ -24,6 +38,7 @@
// 2018-11-30: Misc: Setting up io.BackendPlatformName/io.BackendRendererName so they can be displayed in the About Window.
// 2018-06-13: Platform: Added clipboard support (from Allegro 5.1.12).
// 2018-06-13: Renderer: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
+// 2018-06-13: Renderer: Stopped using al_draw_indexed_prim() as it is buggy in Allegro's DX9 backend.
// 2018-06-13: Renderer: Backup/restore transform and clipping rectangle.
// 2018-06-11: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
// 2018-04-18: Misc: Renamed file from imgui_impl_a5.cpp to imgui_impl_allegro5.cpp.
@@ -43,32 +58,52 @@
#ifdef _WIN32
#include
#endif
-#define ALLEGRO_HAS_CLIPBOARD (ALLEGRO_VERSION_INT >= ((5 << 24) | (1 << 16) | (12 << 8))) // Clipboard only supported from Allegro 5.1.12
+#define ALLEGRO_HAS_CLIPBOARD (ALLEGRO_VERSION_INT >= ((5 << 24) | (1 << 16) | (12 << 8))) // Clipboard only supported from Allegro 5.1.12
+#define ALLEGRO_HAS_DRAW_INDEXED_PRIM (ALLEGRO_VERSION_INT >= ((5 << 24) | (2 << 16) | ( 5 << 8))) // DX9 implementation of al_draw_indexed_prim() got fixed in Allegro 5.2.5
// Visual Studio warnings
#ifdef _MSC_VER
#pragma warning (disable: 4127) // condition expression is constant
#endif
-// Data
-static ALLEGRO_DISPLAY* g_Display = NULL;
-static ALLEGRO_BITMAP* g_Texture = NULL;
-static double g_Time = 0.0;
-static ALLEGRO_MOUSE_CURSOR* g_MouseCursorInvisible = NULL;
-static ALLEGRO_VERTEX_DECL* g_VertexDecl = NULL;
-static char* g_ClipboardTextData = NULL;
-
struct ImDrawVertAllegro
{
- ImVec2 pos;
- ImVec2 uv;
- ALLEGRO_COLOR col;
+ ImVec2 pos;
+ ImVec2 uv;
+ ALLEGRO_COLOR col;
};
+// FIXME-OPT: Unfortunately Allegro doesn't support 32-bit packed colors so we have to convert them to 4 float as well..
+// FIXME-OPT: Consider inlining al_map_rgba()?
+// see https://github.com/liballeg/allegro5/blob/master/src/pixels.c#L554
+// and https://github.com/liballeg/allegro5/blob/master/include/allegro5/internal/aintern_pixels.h
+#define DRAW_VERT_IMGUI_TO_ALLEGRO(DST, SRC) { (DST)->pos = (SRC)->pos; (DST)->uv = (SRC)->uv; unsigned char* c = (unsigned char*)&(SRC)->col; (DST)->col = al_map_rgba(c[0], c[1], c[2], c[3]); }
+
+// Allegro Data
+struct ImGui_ImplAllegro5_Data
+{
+ ALLEGRO_DISPLAY* Display;
+ ALLEGRO_BITMAP* Texture;
+ double Time;
+ ALLEGRO_MOUSE_CURSOR* MouseCursorInvisible;
+ ALLEGRO_VERTEX_DECL* VertexDecl;
+ char* ClipboardTextData;
+
+ ImVector BufVertices;
+ ImVector BufIndices;
+
+ ImGui_ImplAllegro5_Data() { memset((void*)this, 0, sizeof(*this)); }
+};
+
+// Backend data stored in io.BackendPlatformUserData 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 is not well tested and probably dysfunctional in this backend.
+static ImGui_ImplAllegro5_Data* ImGui_ImplAllegro5_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplAllegro5_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr; }
+
static void ImGui_ImplAllegro5_SetupRenderState(ImDrawData* draw_data)
{
// Setup blending
- al_set_blender(ALLEGRO_ADD, ALLEGRO_ALPHA, ALLEGRO_INVERSE_ALPHA);
+ al_set_separate_blender(ALLEGRO_ADD, ALLEGRO_ALPHA, ALLEGRO_INVERSE_ALPHA, ALLEGRO_ADD, ALLEGRO_ONE, ALLEGRO_INVERSE_ALPHA);
// Setup orthographic projection matrix
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
@@ -93,6 +128,7 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
return;
// Backup Allegro state that will be modified
+ ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
ALLEGRO_TRANSFORM last_transform = *al_get_current_transform();
ALLEGRO_TRANSFORM last_projection_transform = *al_get_current_projection_transform();
int last_clip_x, last_clip_y, last_clip_w, last_clip_h;
@@ -108,38 +144,42 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
- // Allegro's implementation of al_draw_indexed_prim() for DX9 is completely broken. Unindex our buffers ourselves.
- // FIXME-OPT: Unfortunately Allegro doesn't support 32-bit packed colors so we have to convert them to 4 float as well..
- static ImVector vertices;
- vertices.resize(cmd_list->IdxBuffer.Size);
- for (int i = 0; i < cmd_list->IdxBuffer.Size; i++)
+ ImVector& vertices = bd->BufVertices;
+#if ALLEGRO_HAS_DRAW_INDEXED_PRIM
+ vertices.resize(cmd_list->VtxBuffer.Size);
+ for (int i = 0; i < cmd_list->VtxBuffer.Size; i++)
{
- const ImDrawVert* src_v = &cmd_list->VtxBuffer[cmd_list->IdxBuffer[i]];
+ const ImDrawVert* src_v = &cmd_list->VtxBuffer[i];
ImDrawVertAllegro* dst_v = &vertices[i];
- dst_v->pos = src_v->pos;
- dst_v->uv = src_v->uv;
- unsigned char* c = (unsigned char*)&src_v->col;
- dst_v->col = al_map_rgba(c[0], c[1], c[2], c[3]);
+ DRAW_VERT_IMGUI_TO_ALLEGRO(dst_v, src_v);
}
-
- const int* indices = NULL;
+ const int* indices = nullptr;
if (sizeof(ImDrawIdx) == 2)
{
- // FIXME-OPT: Unfortunately Allegro doesn't support 16-bit indices.. You can '#define ImDrawIdx int' in imconfig.h to request Dear ImGui to output 32-bit indices.
+ // FIXME-OPT: Allegro doesn't support 16-bit indices.
+ // You can '#define ImDrawIdx int' in imconfig.h to request Dear ImGui to output 32-bit indices.
// Otherwise, we convert them from 16-bit to 32-bit at runtime here, which works perfectly but is a little wasteful.
- static ImVector indices_converted;
- indices_converted.resize(cmd_list->IdxBuffer.Size);
+ bd->BufIndices.resize(cmd_list->IdxBuffer.Size);
for (int i = 0; i < cmd_list->IdxBuffer.Size; ++i)
- indices_converted[i] = (int)cmd_list->IdxBuffer.Data[i];
- indices = indices_converted.Data;
+ bd->BufIndices[i] = (int)cmd_list->IdxBuffer.Data[i];
+ indices = bd->BufIndices.Data;
}
else if (sizeof(ImDrawIdx) == 4)
{
indices = (const int*)cmd_list->IdxBuffer.Data;
}
+#else
+ // Allegro's implementation of al_draw_indexed_prim() for DX9 was broken until 5.2.5. Unindex buffers ourselves while converting vertex format.
+ vertices.resize(cmd_list->IdxBuffer.Size);
+ for (int i = 0; i < cmd_list->IdxBuffer.Size; i++)
+ {
+ const ImDrawVert* src_v = &cmd_list->VtxBuffer[cmd_list->IdxBuffer[i]];
+ ImDrawVertAllegro* dst_v = &vertices[i];
+ DRAW_VERT_IMGUI_TO_ALLEGRO(dst_v, src_v);
+ }
+#endif
// Render command lists
- int idx_offset = 0;
ImVec2 clip_off = draw_data->DisplayPos;
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{
@@ -155,12 +195,21 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
}
else
{
- // Draw
- ALLEGRO_BITMAP* texture = (ALLEGRO_BITMAP*)pcmd->TextureId;
- al_set_clipping_rectangle(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y, pcmd->ClipRect.z - pcmd->ClipRect.x, pcmd->ClipRect.w - pcmd->ClipRect.y);
- al_draw_prim(&vertices[0], g_VertexDecl, texture, idx_offset, idx_offset + pcmd->ElemCount, ALLEGRO_PRIM_TRIANGLE_LIST);
+ // 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;
+
+ // Apply scissor/clipping rectangle, Draw
+ ALLEGRO_BITMAP* texture = (ALLEGRO_BITMAP*)pcmd->GetTexID();
+ al_set_clipping_rectangle(clip_min.x, clip_min.y, clip_max.x - clip_min.x, clip_max.y - clip_min.y);
+#if ALLEGRO_HAS_DRAW_INDEXED_PRIM
+ al_draw_indexed_prim(&vertices[0], bd->VertexDecl, texture, &indices[pcmd->IdxOffset], pcmd->ElemCount, ALLEGRO_PRIM_TRIANGLE_LIST);
+#else
+ al_draw_prim(&vertices[0], bd->VertexDecl, texture, pcmd->IdxOffset, pcmd->IdxOffset + pcmd->ElemCount, ALLEGRO_PRIM_TRIANGLE_LIST);
+#endif
}
- idx_offset += pcmd->ElemCount;
}
}
@@ -174,12 +223,14 @@ 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);
@@ -206,13 +257,13 @@ bool ImGui_ImplAllegro5_CreateDeviceObjects()
return false;
// Store our identifier
- io.Fonts->TexID = (void*)cloned_img;
- g_Texture = cloned_img;
+ 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..
ALLEGRO_BITMAP* mouse_cursor = al_create_bitmap(8, 8);
- g_MouseCursorInvisible = al_create_mouse_cursor(mouse_cursor, 0, 0);
+ bd->MouseCursorInvisible = al_create_mouse_cursor(mouse_cursor, 0, 0);
al_destroy_bitmap(mouse_cursor);
return true;
@@ -220,42 +271,163 @@ bool ImGui_ImplAllegro5_CreateDeviceObjects()
void ImGui_ImplAllegro5_InvalidateDeviceObjects()
{
- if (g_Texture)
+ ImGuiIO& io = ImGui::GetIO();
+ ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
+ if (bd->Texture)
{
- al_destroy_bitmap(g_Texture);
- ImGui::GetIO().Fonts->TexID = NULL;
- g_Texture = NULL;
+ io.Fonts->SetTexID(0);
+ al_destroy_bitmap(bd->Texture);
+ bd->Texture = nullptr;
}
- if (g_MouseCursorInvisible)
+ if (bd->MouseCursorInvisible)
{
- al_destroy_mouse_cursor(g_MouseCursorInvisible);
- g_MouseCursorInvisible = NULL;
+ al_destroy_mouse_cursor(bd->MouseCursorInvisible);
+ bd->MouseCursorInvisible = nullptr;
}
}
#if ALLEGRO_HAS_CLIPBOARD
static const char* ImGui_ImplAllegro5_GetClipboardText(void*)
{
- if (g_ClipboardTextData)
- al_free(g_ClipboardTextData);
- g_ClipboardTextData = al_get_clipboard_text(g_Display);
- return g_ClipboardTextData;
+ ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
+ if (bd->ClipboardTextData)
+ al_free(bd->ClipboardTextData);
+ bd->ClipboardTextData = al_get_clipboard_text(bd->Display);
+ return bd->ClipboardTextData;
}
static void ImGui_ImplAllegro5_SetClipboardText(void*, const char* text)
{
- al_set_clipboard_text(g_Display, text);
+ ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
+ al_set_clipboard_text(bd->Display, text);
}
#endif
+static ImGuiKey ImGui_ImplAllegro5_KeyCodeToImGuiKey(int key_code)
+{
+ switch (key_code)
+ {
+ case ALLEGRO_KEY_TAB: return ImGuiKey_Tab;
+ case ALLEGRO_KEY_LEFT: return ImGuiKey_LeftArrow;
+ case ALLEGRO_KEY_RIGHT: return ImGuiKey_RightArrow;
+ case ALLEGRO_KEY_UP: return ImGuiKey_UpArrow;
+ case ALLEGRO_KEY_DOWN: return ImGuiKey_DownArrow;
+ case ALLEGRO_KEY_PGUP: return ImGuiKey_PageUp;
+ case ALLEGRO_KEY_PGDN: return ImGuiKey_PageDown;
+ case ALLEGRO_KEY_HOME: return ImGuiKey_Home;
+ case ALLEGRO_KEY_END: return ImGuiKey_End;
+ case ALLEGRO_KEY_INSERT: return ImGuiKey_Insert;
+ case ALLEGRO_KEY_DELETE: return ImGuiKey_Delete;
+ case ALLEGRO_KEY_BACKSPACE: return ImGuiKey_Backspace;
+ case ALLEGRO_KEY_SPACE: return ImGuiKey_Space;
+ case ALLEGRO_KEY_ENTER: return ImGuiKey_Enter;
+ case ALLEGRO_KEY_ESCAPE: return ImGuiKey_Escape;
+ case ALLEGRO_KEY_QUOTE: return ImGuiKey_Apostrophe;
+ case ALLEGRO_KEY_COMMA: return ImGuiKey_Comma;
+ case ALLEGRO_KEY_MINUS: return ImGuiKey_Minus;
+ case ALLEGRO_KEY_FULLSTOP: return ImGuiKey_Period;
+ case ALLEGRO_KEY_SLASH: return ImGuiKey_Slash;
+ case ALLEGRO_KEY_SEMICOLON: return ImGuiKey_Semicolon;
+ case ALLEGRO_KEY_EQUALS: return ImGuiKey_Equal;
+ case ALLEGRO_KEY_OPENBRACE: return ImGuiKey_LeftBracket;
+ case ALLEGRO_KEY_BACKSLASH: return ImGuiKey_Backslash;
+ case ALLEGRO_KEY_CLOSEBRACE: return ImGuiKey_RightBracket;
+ case ALLEGRO_KEY_TILDE: return ImGuiKey_GraveAccent;
+ case ALLEGRO_KEY_CAPSLOCK: return ImGuiKey_CapsLock;
+ case ALLEGRO_KEY_SCROLLLOCK: return ImGuiKey_ScrollLock;
+ case ALLEGRO_KEY_NUMLOCK: return ImGuiKey_NumLock;
+ case ALLEGRO_KEY_PRINTSCREEN: return ImGuiKey_PrintScreen;
+ case ALLEGRO_KEY_PAUSE: return ImGuiKey_Pause;
+ case ALLEGRO_KEY_PAD_0: return ImGuiKey_Keypad0;
+ case ALLEGRO_KEY_PAD_1: return ImGuiKey_Keypad1;
+ case ALLEGRO_KEY_PAD_2: return ImGuiKey_Keypad2;
+ case ALLEGRO_KEY_PAD_3: return ImGuiKey_Keypad3;
+ case ALLEGRO_KEY_PAD_4: return ImGuiKey_Keypad4;
+ case ALLEGRO_KEY_PAD_5: return ImGuiKey_Keypad5;
+ case ALLEGRO_KEY_PAD_6: return ImGuiKey_Keypad6;
+ case ALLEGRO_KEY_PAD_7: return ImGuiKey_Keypad7;
+ case ALLEGRO_KEY_PAD_8: return ImGuiKey_Keypad8;
+ case ALLEGRO_KEY_PAD_9: return ImGuiKey_Keypad9;
+ case ALLEGRO_KEY_PAD_DELETE: return ImGuiKey_KeypadDecimal;
+ case ALLEGRO_KEY_PAD_SLASH: return ImGuiKey_KeypadDivide;
+ case ALLEGRO_KEY_PAD_ASTERISK: return ImGuiKey_KeypadMultiply;
+ case ALLEGRO_KEY_PAD_MINUS: return ImGuiKey_KeypadSubtract;
+ case ALLEGRO_KEY_PAD_PLUS: return ImGuiKey_KeypadAdd;
+ case ALLEGRO_KEY_PAD_ENTER: return ImGuiKey_KeypadEnter;
+ case ALLEGRO_KEY_PAD_EQUALS: return ImGuiKey_KeypadEqual;
+ case ALLEGRO_KEY_LCTRL: return ImGuiKey_LeftCtrl;
+ case ALLEGRO_KEY_LSHIFT: return ImGuiKey_LeftShift;
+ case ALLEGRO_KEY_ALT: return ImGuiKey_LeftAlt;
+ case ALLEGRO_KEY_LWIN: return ImGuiKey_LeftSuper;
+ case ALLEGRO_KEY_RCTRL: return ImGuiKey_RightCtrl;
+ case ALLEGRO_KEY_RSHIFT: return ImGuiKey_RightShift;
+ case ALLEGRO_KEY_ALTGR: return ImGuiKey_RightAlt;
+ case ALLEGRO_KEY_RWIN: return ImGuiKey_RightSuper;
+ case ALLEGRO_KEY_MENU: return ImGuiKey_Menu;
+ case ALLEGRO_KEY_0: return ImGuiKey_0;
+ case ALLEGRO_KEY_1: return ImGuiKey_1;
+ case ALLEGRO_KEY_2: return ImGuiKey_2;
+ case ALLEGRO_KEY_3: return ImGuiKey_3;
+ case ALLEGRO_KEY_4: return ImGuiKey_4;
+ case ALLEGRO_KEY_5: return ImGuiKey_5;
+ case ALLEGRO_KEY_6: return ImGuiKey_6;
+ case ALLEGRO_KEY_7: return ImGuiKey_7;
+ case ALLEGRO_KEY_8: return ImGuiKey_8;
+ case ALLEGRO_KEY_9: return ImGuiKey_9;
+ case ALLEGRO_KEY_A: return ImGuiKey_A;
+ case ALLEGRO_KEY_B: return ImGuiKey_B;
+ case ALLEGRO_KEY_C: return ImGuiKey_C;
+ case ALLEGRO_KEY_D: return ImGuiKey_D;
+ case ALLEGRO_KEY_E: return ImGuiKey_E;
+ case ALLEGRO_KEY_F: return ImGuiKey_F;
+ case ALLEGRO_KEY_G: return ImGuiKey_G;
+ case ALLEGRO_KEY_H: return ImGuiKey_H;
+ case ALLEGRO_KEY_I: return ImGuiKey_I;
+ case ALLEGRO_KEY_J: return ImGuiKey_J;
+ case ALLEGRO_KEY_K: return ImGuiKey_K;
+ case ALLEGRO_KEY_L: return ImGuiKey_L;
+ case ALLEGRO_KEY_M: return ImGuiKey_M;
+ case ALLEGRO_KEY_N: return ImGuiKey_N;
+ case ALLEGRO_KEY_O: return ImGuiKey_O;
+ case ALLEGRO_KEY_P: return ImGuiKey_P;
+ case ALLEGRO_KEY_Q: return ImGuiKey_Q;
+ case ALLEGRO_KEY_R: return ImGuiKey_R;
+ case ALLEGRO_KEY_S: return ImGuiKey_S;
+ case ALLEGRO_KEY_T: return ImGuiKey_T;
+ case ALLEGRO_KEY_U: return ImGuiKey_U;
+ case ALLEGRO_KEY_V: return ImGuiKey_V;
+ case ALLEGRO_KEY_W: return ImGuiKey_W;
+ case ALLEGRO_KEY_X: return ImGuiKey_X;
+ case ALLEGRO_KEY_Y: return ImGuiKey_Y;
+ case ALLEGRO_KEY_Z: return ImGuiKey_Z;
+ case ALLEGRO_KEY_F1: return ImGuiKey_F1;
+ case ALLEGRO_KEY_F2: return ImGuiKey_F2;
+ case ALLEGRO_KEY_F3: return ImGuiKey_F3;
+ case ALLEGRO_KEY_F4: return ImGuiKey_F4;
+ case ALLEGRO_KEY_F5: return ImGuiKey_F5;
+ case ALLEGRO_KEY_F6: return ImGuiKey_F6;
+ case ALLEGRO_KEY_F7: return ImGuiKey_F7;
+ case ALLEGRO_KEY_F8: return ImGuiKey_F8;
+ case ALLEGRO_KEY_F9: return ImGuiKey_F9;
+ case ALLEGRO_KEY_F10: return ImGuiKey_F10;
+ case ALLEGRO_KEY_F11: return ImGuiKey_F11;
+ case ALLEGRO_KEY_F12: return ImGuiKey_F12;
+ default: return ImGuiKey_None;
+ }
+}
+
bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
{
- g_Display = display;
+ ImGuiIO& io = ImGui::GetIO();
+ IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
// Setup backend capabilities flags
- ImGuiIO& io = ImGui::GetIO();
- io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
+ ImGui_ImplAllegro5_Data* bd = IM_NEW(ImGui_ImplAllegro5_Data)();
+ io.BackendPlatformUserData = (void*)bd;
io.BackendPlatformName = io.BackendRendererName = "imgui_impl_allegro5";
+ io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
+
+ bd->Display = display;
// Create custom vertex declaration.
// Unfortunately Allegro doesn't support 32-bit packed colors so we have to convert them to 4 floats.
@@ -267,36 +439,12 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
{ ALLEGRO_PRIM_COLOR_ATTR, 0, IM_OFFSETOF(ImDrawVertAllegro, col) },
{ 0, 0, 0 }
};
- g_VertexDecl = al_create_vertex_decl(elems, sizeof(ImDrawVertAllegro));
-
- io.KeyMap[ImGuiKey_Tab] = ALLEGRO_KEY_TAB;
- io.KeyMap[ImGuiKey_LeftArrow] = ALLEGRO_KEY_LEFT;
- io.KeyMap[ImGuiKey_RightArrow] = ALLEGRO_KEY_RIGHT;
- io.KeyMap[ImGuiKey_UpArrow] = ALLEGRO_KEY_UP;
- io.KeyMap[ImGuiKey_DownArrow] = ALLEGRO_KEY_DOWN;
- io.KeyMap[ImGuiKey_PageUp] = ALLEGRO_KEY_PGUP;
- io.KeyMap[ImGuiKey_PageDown] = ALLEGRO_KEY_PGDN;
- io.KeyMap[ImGuiKey_Home] = ALLEGRO_KEY_HOME;
- io.KeyMap[ImGuiKey_End] = ALLEGRO_KEY_END;
- io.KeyMap[ImGuiKey_Insert] = ALLEGRO_KEY_INSERT;
- io.KeyMap[ImGuiKey_Delete] = ALLEGRO_KEY_DELETE;
- io.KeyMap[ImGuiKey_Backspace] = ALLEGRO_KEY_BACKSPACE;
- io.KeyMap[ImGuiKey_Space] = ALLEGRO_KEY_SPACE;
- io.KeyMap[ImGuiKey_Enter] = ALLEGRO_KEY_ENTER;
- io.KeyMap[ImGuiKey_Escape] = ALLEGRO_KEY_ESCAPE;
- io.KeyMap[ImGuiKey_KeyPadEnter] = ALLEGRO_KEY_PAD_ENTER;
- io.KeyMap[ImGuiKey_A] = ALLEGRO_KEY_A;
- io.KeyMap[ImGuiKey_C] = ALLEGRO_KEY_C;
- io.KeyMap[ImGuiKey_V] = ALLEGRO_KEY_V;
- io.KeyMap[ImGuiKey_X] = ALLEGRO_KEY_X;
- io.KeyMap[ImGuiKey_Y] = ALLEGRO_KEY_Y;
- io.KeyMap[ImGuiKey_Z] = ALLEGRO_KEY_Z;
- io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
+ bd->VertexDecl = al_create_vertex_decl(elems, sizeof(ImDrawVertAllegro));
#if ALLEGRO_HAS_CLIPBOARD
io.SetClipboardTextFn = ImGui_ImplAllegro5_SetClipboardText;
io.GetClipboardTextFn = ImGui_ImplAllegro5_GetClipboardText;
- io.ClipboardUserData = NULL;
+ io.ClipboardUserData = nullptr;
#endif
return true;
@@ -304,66 +452,97 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
void ImGui_ImplAllegro5_Shutdown()
{
+ ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
+ IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
+ ImGuiIO& io = ImGui::GetIO();
+
ImGui_ImplAllegro5_InvalidateDeviceObjects();
+ if (bd->VertexDecl)
+ al_destroy_vertex_decl(bd->VertexDecl);
+ if (bd->ClipboardTextData)
+ al_free(bd->ClipboardTextData);
- g_Display = NULL;
- g_Time = 0.0;
+ io.BackendPlatformUserData = nullptr;
+ io.BackendPlatformName = io.BackendRendererName = nullptr;
+ IM_DELETE(bd);
+}
- if (g_VertexDecl)
- al_destroy_vertex_decl(g_VertexDecl);
- g_VertexDecl = NULL;
-
- if (g_ClipboardTextData)
- al_free(g_ClipboardTextData);
- g_ClipboardTextData = NULL;
+// ev->keyboard.modifiers seems always zero so using that...
+static void ImGui_ImplAllegro5_UpdateKeyModifiers()
+{
+ ImGuiIO& io = ImGui::GetIO();
+ ALLEGRO_KEYBOARD_STATE keys;
+ al_get_keyboard_state(&keys);
+ io.AddKeyEvent(ImGuiMod_Ctrl, al_key_down(&keys, ALLEGRO_KEY_LCTRL) || al_key_down(&keys, ALLEGRO_KEY_RCTRL));
+ io.AddKeyEvent(ImGuiMod_Shift, al_key_down(&keys, ALLEGRO_KEY_LSHIFT) || al_key_down(&keys, ALLEGRO_KEY_RSHIFT));
+ io.AddKeyEvent(ImGuiMod_Alt, al_key_down(&keys, ALLEGRO_KEY_ALT) || al_key_down(&keys, ALLEGRO_KEY_ALTGR));
+ io.AddKeyEvent(ImGuiMod_Super, al_key_down(&keys, ALLEGRO_KEY_LWIN) || al_key_down(&keys, ALLEGRO_KEY_RWIN));
}
// 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.
-// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
+// - 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.
bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT* ev)
{
ImGuiIO& io = ImGui::GetIO();
+ ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
switch (ev->type)
{
case ALLEGRO_EVENT_MOUSE_AXES:
- if (ev->mouse.display == g_Display)
+ if (ev->mouse.display == bd->Display)
{
- io.MouseWheel += ev->mouse.dz;
- io.MouseWheelH -= ev->mouse.dw;
- io.MousePos = ImVec2(ev->mouse.x, ev->mouse.y);
+ io.AddMousePosEvent(ev->mouse.x, ev->mouse.y);
+ io.AddMouseWheelEvent(-ev->mouse.dw, ev->mouse.dz);
}
return true;
case ALLEGRO_EVENT_MOUSE_BUTTON_DOWN:
case ALLEGRO_EVENT_MOUSE_BUTTON_UP:
- if (ev->mouse.display == g_Display && ev->mouse.button <= 5)
- io.MouseDown[ev->mouse.button - 1] = (ev->type == ALLEGRO_EVENT_MOUSE_BUTTON_DOWN);
+ if (ev->mouse.display == bd->Display && ev->mouse.button > 0 && ev->mouse.button <= 5)
+ io.AddMouseButtonEvent(ev->mouse.button - 1, ev->type == ALLEGRO_EVENT_MOUSE_BUTTON_DOWN);
return true;
case ALLEGRO_EVENT_TOUCH_MOVE:
- if (ev->touch.display == g_Display)
- io.MousePos = ImVec2(ev->touch.x, ev->touch.y);
+ if (ev->touch.display == bd->Display)
+ io.AddMousePosEvent(ev->touch.x, ev->touch.y);
return true;
case ALLEGRO_EVENT_TOUCH_BEGIN:
case ALLEGRO_EVENT_TOUCH_END:
case ALLEGRO_EVENT_TOUCH_CANCEL:
- if (ev->touch.display == g_Display && ev->touch.primary)
- io.MouseDown[0] = (ev->type == ALLEGRO_EVENT_TOUCH_BEGIN);
+ if (ev->touch.display == bd->Display && ev->touch.primary)
+ io.AddMouseButtonEvent(0, ev->type == ALLEGRO_EVENT_TOUCH_BEGIN);
return true;
case ALLEGRO_EVENT_MOUSE_LEAVE_DISPLAY:
- if (ev->mouse.display == g_Display)
- io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
+ if (ev->mouse.display == bd->Display)
+ io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
return true;
case ALLEGRO_EVENT_KEY_CHAR:
- if (ev->keyboard.display == g_Display)
+ if (ev->keyboard.display == bd->Display)
if (ev->keyboard.unichar != 0)
io.AddInputCharacter((unsigned int)ev->keyboard.unichar);
return true;
case ALLEGRO_EVENT_KEY_DOWN:
case ALLEGRO_EVENT_KEY_UP:
- if (ev->keyboard.display == g_Display)
- io.KeysDown[ev->keyboard.keycode] = (ev->type == ALLEGRO_EVENT_KEY_DOWN);
+ if (ev->keyboard.display == bd->Display)
+ {
+ ImGui_ImplAllegro5_UpdateKeyModifiers();
+ ImGuiKey key = ImGui_ImplAllegro5_KeyCodeToImGuiKey(ev->keyboard.keycode);
+ io.AddKeyEvent(key, (ev->type == ALLEGRO_EVENT_KEY_DOWN));
+ io.SetKeyEventNativeData(key, ev->keyboard.keycode, -1); // To support legacy indexing (<1.87 user code)
+ }
+ return true;
+ case ALLEGRO_EVENT_DISPLAY_SWITCH_OUT:
+ if (ev->display.source == bd->Display)
+ io.AddFocusEvent(false);
+ return true;
+ case ALLEGRO_EVENT_DISPLAY_SWITCH_IN:
+ if (ev->display.source == bd->Display)
+ {
+ io.AddFocusEvent(true);
+#if defined(ALLEGRO_UNSTABLE)
+ al_clear_keyboard_state(bd->Display);
+#endif
+ }
return true;
}
return false;
@@ -375,11 +554,12 @@ static void ImGui_ImplAllegro5_UpdateMouseCursor()
if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
return;
+ 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 or if it wants no cursor
- al_set_mouse_cursor(g_Display, g_MouseCursorInvisible);
+ al_set_mouse_cursor(bd->Display, bd->MouseCursorInvisible);
}
else
{
@@ -394,35 +574,31 @@ static void ImGui_ImplAllegro5_UpdateMouseCursor()
case ImGuiMouseCursor_ResizeNWSE: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_NW; break;
case ImGuiMouseCursor_NotAllowed: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_UNAVAILABLE; break;
}
- al_set_system_mouse_cursor(g_Display, cursor_id);
+ al_set_system_mouse_cursor(bd->Display, cursor_id);
}
}
void ImGui_ImplAllegro5_NewFrame()
{
- if (!g_Texture)
+ ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
+ IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplAllegro5_Init()?");
+
+ if (!bd->Texture)
ImGui_ImplAllegro5_CreateDeviceObjects();
ImGuiIO& io = ImGui::GetIO();
// Setup display size (every frame to accommodate for window resizing)
int w, h;
- w = al_get_display_width(g_Display);
- h = al_get_display_height(g_Display);
+ w = al_get_display_width(bd->Display);
+ h = al_get_display_height(bd->Display);
io.DisplaySize = ImVec2((float)w, (float)h);
// Setup time step
double current_time = al_get_time();
- io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f);
- g_Time = current_time;
-
- // Setup inputs
- ALLEGRO_KEYBOARD_STATE keys;
- al_get_keyboard_state(&keys);
- io.KeyCtrl = al_key_down(&keys, ALLEGRO_KEY_LCTRL) || al_key_down(&keys, ALLEGRO_KEY_RCTRL);
- io.KeyShift = al_key_down(&keys, ALLEGRO_KEY_LSHIFT) || al_key_down(&keys, ALLEGRO_KEY_RSHIFT);
- io.KeyAlt = al_key_down(&keys, ALLEGRO_KEY_ALT) || al_key_down(&keys, ALLEGRO_KEY_ALTGR);
- io.KeySuper = al_key_down(&keys, ALLEGRO_KEY_LWIN) || al_key_down(&keys, ALLEGRO_KEY_RWIN);
+ io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f);
+ bd->Time = current_time;
+ // Setup mouse cursor shape
ImGui_ImplAllegro5_UpdateMouseCursor();
}
diff --git a/3rdparty/imgui/backends/imgui_impl_allegro5.h b/3rdparty/imgui/backends/imgui_impl_allegro5.h
index ef91d4b..7e97969 100644
--- a/3rdparty/imgui/backends/imgui_impl_allegro5.h
+++ b/3rdparty/imgui/backends/imgui_impl_allegro5.h
@@ -3,13 +3,15 @@
// 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:
// [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert vertices manually.
// [ ] Platform: Missing gamepad support.
-// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
diff --git a/3rdparty/imgui/backends/imgui_impl_dx10.cpp b/3rdparty/imgui/backends/imgui_impl_dx10.cpp
index 8f168ef..e074359 100644
--- a/3rdparty/imgui/backends/imgui_impl_dx10.cpp
+++ b/3rdparty/imgui/backends/imgui_impl_dx10.cpp
@@ -3,16 +3,19 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
-// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
-// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
+// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
-// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
-// 2020-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
+// 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).
+// 2021-05-19: DirectX10: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
+// 2021-02-18: DirectX10: Change blending equation to preserve alpha in output buffer.
// 2019-07-21: DirectX10: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData().
// 2019-05-29: DirectX10: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
// 2019-04-30: DirectX10: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
@@ -39,32 +42,44 @@
#endif
// DirectX data
-static ID3D10Device* g_pd3dDevice = NULL;
-static IDXGIFactory* g_pFactory = NULL;
-static ID3D10Buffer* g_pVB = NULL;
-static ID3D10Buffer* g_pIB = NULL;
-static ID3D10VertexShader* g_pVertexShader = NULL;
-static ID3D10InputLayout* g_pInputLayout = NULL;
-static ID3D10Buffer* g_pVertexConstantBuffer = NULL;
-static ID3D10PixelShader* g_pPixelShader = NULL;
-static ID3D10SamplerState* g_pFontSampler = NULL;
-static ID3D10ShaderResourceView*g_pFontTextureView = NULL;
-static ID3D10RasterizerState* g_pRasterizerState = NULL;
-static ID3D10BlendState* g_pBlendState = NULL;
-static ID3D10DepthStencilState* g_pDepthStencilState = NULL;
-static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;
+struct ImGui_ImplDX10_Data
+{
+ ID3D10Device* pd3dDevice;
+ IDXGIFactory* pFactory;
+ ID3D10Buffer* pVB;
+ ID3D10Buffer* pIB;
+ ID3D10VertexShader* pVertexShader;
+ ID3D10InputLayout* pInputLayout;
+ ID3D10Buffer* pVertexConstantBuffer;
+ ID3D10PixelShader* pPixelShader;
+ ID3D10SamplerState* pFontSampler;
+ ID3D10ShaderResourceView* pFontTextureView;
+ ID3D10RasterizerState* pRasterizerState;
+ ID3D10BlendState* pBlendState;
+ ID3D10DepthStencilState* pDepthStencilState;
+ int VertexBufferSize;
+ int IndexBufferSize;
-struct VERTEX_CONSTANT_BUFFER
+ ImGui_ImplDX10_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
+};
+
+struct VERTEX_CONSTANT_BUFFER_DX10
{
float mvp[4][4];
};
-// Forward Declarations
-static void ImGui_ImplDX10_InitPlatformInterface();
-static void ImGui_ImplDX10_ShutdownPlatformInterface();
+// 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.
+static ImGui_ImplDX10_Data* ImGui_ImplDX10_GetBackendData()
+{
+ return ImGui::GetCurrentContext() ? (ImGui_ImplDX10_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
+}
+// Functions
static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device* ctx)
{
+ ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
+
// Setup viewport
D3D10_VIEWPORT vp;
memset(&vp, 0, sizeof(D3D10_VIEWPORT));
@@ -78,21 +93,21 @@ static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device*
// Bind shader and vertex buffers
unsigned int stride = sizeof(ImDrawVert);
unsigned int offset = 0;
- ctx->IASetInputLayout(g_pInputLayout);
- ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
- ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
+ ctx->IASetInputLayout(bd->pInputLayout);
+ ctx->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset);
+ ctx->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
ctx->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
- ctx->VSSetShader(g_pVertexShader);
- ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
- ctx->PSSetShader(g_pPixelShader);
- ctx->PSSetSamplers(0, 1, &g_pFontSampler);
- ctx->GSSetShader(NULL);
+ ctx->VSSetShader(bd->pVertexShader);
+ ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer);
+ ctx->PSSetShader(bd->pPixelShader);
+ ctx->PSSetSamplers(0, 1, &bd->pFontSampler);
+ ctx->GSSetShader(nullptr);
// Setup render state
const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
- ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff);
- ctx->OMSetDepthStencilState(g_pDepthStencilState, 0);
- ctx->RSSetState(g_pRasterizerState);
+ ctx->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff);
+ ctx->OMSetDepthStencilState(bd->pDepthStencilState, 0);
+ ctx->RSSetState(bd->pRasterizerState);
}
// Render function
@@ -102,43 +117,44 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
return;
- ID3D10Device* ctx = g_pd3dDevice;
+ ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
+ ID3D10Device* ctx = bd->pd3dDevice;
// Create and grow vertex/index buffers if needed
- if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
+ if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
{
- if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
- g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
+ 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));
desc.Usage = D3D10_USAGE_DYNAMIC;
- desc.ByteWidth = g_VertexBufferSize * sizeof(ImDrawVert);
+ desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert);
desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
desc.MiscFlags = 0;
- if (ctx->CreateBuffer(&desc, NULL, &g_pVB) < 0)
+ if (ctx->CreateBuffer(&desc, nullptr, &bd->pVB) < 0)
return;
}
- if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
+ if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
{
- if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
- g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
+ 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));
desc.Usage = D3D10_USAGE_DYNAMIC;
- desc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx);
+ desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx);
desc.BindFlags = D3D10_BIND_INDEX_BUFFER;
desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
- if (ctx->CreateBuffer(&desc, NULL, &g_pIB) < 0)
+ if (ctx->CreateBuffer(&desc, nullptr, &bd->pIB) < 0)
return;
}
// Copy and convert all vertices into a single contiguous buffer
- ImDrawVert* vtx_dst = NULL;
- ImDrawIdx* idx_dst = NULL;
- g_pVB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&vtx_dst);
- g_pIB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&idx_dst);
+ ImDrawVert* vtx_dst = nullptr;
+ 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++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
@@ -147,16 +163,16 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
vtx_dst += cmd_list->VtxBuffer.Size;
idx_dst += cmd_list->IdxBuffer.Size;
}
- g_pVB->Unmap();
- g_pIB->Unmap();
+ 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 (g_pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
+ if (bd->pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
return;
- VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource;
+ 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;
@@ -169,7 +185,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
};
memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
- g_pVertexConstantBuffer->Unmap();
+ 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!)
@@ -195,7 +211,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
DXGI_FORMAT IndexBufferFormat;
ID3D10InputLayout* InputLayout;
};
- BACKUP_DX10_STATE old;
+ BACKUP_DX10_STATE old = {};
old.ScissorRectsCount = old.ViewportsCount = D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
ctx->RSGetViewports(&old.ViewportsCount, old.Viewports);
@@ -238,12 +254,18 @@ 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);
+ if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
+ continue;
+
// Apply scissor/clipping rectangle
- const D3D10_RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y)};
+ const D3D10_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
ctx->RSSetScissorRects(1, &r);
// Bind texture, Draw
- ID3D10ShaderResourceView* texture_srv = (ID3D10ShaderResourceView*)pcmd->TextureId;
+ ID3D10ShaderResourceView* texture_srv = (ID3D10ShaderResourceView*)pcmd->GetTexID();
ctx->PSSetShaderResources(0, 1, &texture_srv);
ctx->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset);
}
@@ -273,6 +295,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
static void ImGui_ImplDX10_CreateFontsTexture()
{
// Build texture atlas
+ ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
ImGuiIO& io = ImGui::GetIO();
unsigned char* pixels;
int width, height;
@@ -292,12 +315,13 @@ static void ImGui_ImplDX10_CreateFontsTexture()
desc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
desc.CPUAccessFlags = 0;
- ID3D10Texture2D* pTexture = NULL;
+ ID3D10Texture2D* pTexture = nullptr;
D3D10_SUBRESOURCE_DATA subResource;
subResource.pSysMem = pixels;
subResource.SysMemPitch = desc.Width * 4;
subResource.SysMemSlicePitch = 0;
- g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
+ bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
+ IM_ASSERT(pTexture != nullptr);
// Create texture view
D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc;
@@ -306,14 +330,15 @@ static void ImGui_ImplDX10_CreateFontsTexture()
srv_desc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D;
srv_desc.Texture2D.MipLevels = desc.MipLevels;
srv_desc.Texture2D.MostDetailedMip = 0;
- g_pd3dDevice->CreateShaderResourceView(pTexture, &srv_desc, &g_pFontTextureView);
+ bd->pd3dDevice->CreateShaderResourceView(pTexture, &srv_desc, &bd->pFontTextureView);
pTexture->Release();
}
// Store our identifier
- io.Fonts->TexID = (ImTextureID)g_pFontTextureView;
+ 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)
{
D3D10_SAMPLER_DESC desc;
ZeroMemory(&desc, sizeof(desc));
@@ -325,15 +350,16 @@ static void ImGui_ImplDX10_CreateFontsTexture()
desc.ComparisonFunc = D3D10_COMPARISON_ALWAYS;
desc.MinLOD = 0.f;
desc.MaxLOD = 0.f;
- g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler);
+ bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler);
}
}
bool ImGui_ImplDX10_CreateDeviceObjects()
{
- if (!g_pd3dDevice)
+ ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
+ if (!bd->pd3dDevice)
return false;
- if (g_pFontSampler)
+ if (bd->pFontSampler)
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)
@@ -373,9 +399,9 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
}";
ID3DBlob* vertexShaderBlob;
- if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &vertexShaderBlob, NULL)))
+ if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), nullptr, nullptr, nullptr, "main", "vs_4_0", 0, 0, &vertexShaderBlob, nullptr)))
return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
- if (g_pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &g_pVertexShader) != S_OK)
+ if (bd->pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pVertexShader) != S_OK)
{
vertexShaderBlob->Release();
return false;
@@ -388,7 +414,7 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, uv), D3D10_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D10_INPUT_PER_VERTEX_DATA, 0 },
};
- if (g_pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
+ if (bd->pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pInputLayout) != S_OK)
{
vertexShaderBlob->Release();
return false;
@@ -398,12 +424,12 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
// Create the constant buffer
{
D3D10_BUFFER_DESC desc;
- desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
+ desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER_DX10);
desc.Usage = D3D10_USAGE_DYNAMIC;
desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
desc.MiscFlags = 0;
- g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVertexConstantBuffer);
+ bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVertexConstantBuffer);
}
}
@@ -426,9 +452,9 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
}";
ID3DBlob* pixelShaderBlob;
- if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &pixelShaderBlob, NULL)))
+ if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), nullptr, nullptr, nullptr, "main", "ps_4_0", 0, 0, &pixelShaderBlob, nullptr)))
return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
- if (g_pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), &g_pPixelShader) != S_OK)
+ if (bd->pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), &bd->pPixelShader) != S_OK)
{
pixelShaderBlob->Release();
return false;
@@ -445,11 +471,11 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
desc.SrcBlend = D3D10_BLEND_SRC_ALPHA;
desc.DestBlend = D3D10_BLEND_INV_SRC_ALPHA;
desc.BlendOp = D3D10_BLEND_OP_ADD;
- desc.SrcBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA;
- desc.DestBlendAlpha = D3D10_BLEND_ZERO;
+ desc.SrcBlendAlpha = D3D10_BLEND_ONE;
+ desc.DestBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA;
desc.BlendOpAlpha = D3D10_BLEND_OP_ADD;
desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL;
- g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState);
+ bd->pd3dDevice->CreateBlendState(&desc, &bd->pBlendState);
}
// Create the rasterizer state
@@ -460,7 +486,7 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
desc.CullMode = D3D10_CULL_NONE;
desc.ScissorEnable = true;
desc.DepthClipEnable = true;
- g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState);
+ bd->pd3dDevice->CreateRasterizerState(&desc, &bd->pRasterizerState);
}
// Create depth-stencil State
@@ -474,7 +500,7 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D10_STENCIL_OP_KEEP;
desc.FrontFace.StencilFunc = D3D10_COMPARISON_ALWAYS;
desc.BackFace = desc.FrontFace;
- g_pd3dDevice->CreateDepthStencilState(&desc, &g_pDepthStencilState);
+ bd->pd3dDevice->CreateDepthStencilState(&desc, &bd->pDepthStencilState);
}
ImGui_ImplDX10_CreateFontsTexture();
@@ -484,183 +510,71 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
void ImGui_ImplDX10_InvalidateDeviceObjects()
{
- if (!g_pd3dDevice)
+ ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
+ if (!bd->pd3dDevice)
return;
- if (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; }
- if (g_pFontTextureView) { g_pFontTextureView->Release(); g_pFontTextureView = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
- if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
- if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
-
- if (g_pBlendState) { g_pBlendState->Release(); g_pBlendState = NULL; }
- if (g_pDepthStencilState) { g_pDepthStencilState->Release(); g_pDepthStencilState = NULL; }
- if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; }
- if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; }
- if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; }
- if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; }
- if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; }
+ 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; }
+ if (bd->pDepthStencilState) { bd->pDepthStencilState->Release(); bd->pDepthStencilState = nullptr; }
+ if (bd->pRasterizerState) { bd->pRasterizerState->Release(); bd->pRasterizerState = nullptr; }
+ if (bd->pPixelShader) { bd->pPixelShader->Release(); bd->pPixelShader = nullptr; }
+ if (bd->pVertexConstantBuffer) { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = nullptr; }
+ if (bd->pInputLayout) { bd->pInputLayout->Release(); bd->pInputLayout = nullptr; }
+ if (bd->pVertexShader) { bd->pVertexShader->Release(); bd->pVertexShader = nullptr; }
}
bool ImGui_ImplDX10_Init(ID3D10Device* device)
{
- // Setup backend capabilities flags
ImGuiIO& io = ImGui::GetIO();
+ IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
+
+ // Setup backend capabilities flags
+ ImGui_ImplDX10_Data* bd = IM_NEW(ImGui_ImplDX10_Data)();
+ 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_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
// Get factory from device
- IDXGIDevice* pDXGIDevice = NULL;
- IDXGIAdapter* pDXGIAdapter = NULL;
- IDXGIFactory* pFactory = NULL;
-
+ IDXGIDevice* pDXGIDevice = nullptr;
+ IDXGIAdapter* pDXGIAdapter = nullptr;
+ IDXGIFactory* pFactory = nullptr;
if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK)
if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK)
if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK)
{
- g_pd3dDevice = device;
- g_pFactory = pFactory;
+ bd->pd3dDevice = device;
+ bd->pFactory = pFactory;
}
if (pDXGIDevice) pDXGIDevice->Release();
if (pDXGIAdapter) pDXGIAdapter->Release();
- g_pd3dDevice->AddRef();
+ bd->pd3dDevice->AddRef();
- if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
- ImGui_ImplDX10_InitPlatformInterface();
return true;
}
void ImGui_ImplDX10_Shutdown()
{
- ImGui_ImplDX10_ShutdownPlatformInterface();
+ ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
+ IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
+ ImGuiIO& io = ImGui::GetIO();
+
ImGui_ImplDX10_InvalidateDeviceObjects();
- if (g_pFactory) { g_pFactory->Release(); g_pFactory = NULL; }
- if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
+ if (bd->pFactory) { bd->pFactory->Release(); }
+ if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
+ io.BackendRendererName = nullptr;
+ io.BackendRendererUserData = nullptr;
+ IM_DELETE(bd);
}
void ImGui_ImplDX10_NewFrame()
{
- if (!g_pFontSampler)
+ ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
+ IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX10_Init()?");
+
+ if (!bd->pFontSampler)
ImGui_ImplDX10_CreateDeviceObjects();
}
-
-//--------------------------------------------------------------------------------------------------------
-// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
-// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
-// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
-//--------------------------------------------------------------------------------------------------------
-
-// Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data.
-struct ImGuiViewportDataDx10
-{
- IDXGISwapChain* SwapChain;
- ID3D10RenderTargetView* RTView;
-
- ImGuiViewportDataDx10() { SwapChain = NULL; RTView = NULL; }
- ~ImGuiViewportDataDx10() { IM_ASSERT(SwapChain == NULL && RTView == NULL); }
-};
-
-static void ImGui_ImplDX10_CreateWindow(ImGuiViewport* viewport)
-{
- ImGuiViewportDataDx10* data = IM_NEW(ImGuiViewportDataDx10)();
- viewport->RendererUserData = data;
-
- // PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
- // Some backends will leave PlatformHandleRaw NULL, in which case we assume PlatformHandle will contain the HWND.
- HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle;
- IM_ASSERT(hwnd != 0);
-
- // Create swap chain
- DXGI_SWAP_CHAIN_DESC sd;
- ZeroMemory(&sd, sizeof(sd));
- sd.BufferDesc.Width = (UINT)viewport->Size.x;
- sd.BufferDesc.Height = (UINT)viewport->Size.y;
- sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
- sd.SampleDesc.Count = 1;
- sd.SampleDesc.Quality = 0;
- sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
- sd.BufferCount = 1;
- sd.OutputWindow = hwnd;
- sd.Windowed = TRUE;
- sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
- sd.Flags = 0;
-
- IM_ASSERT(data->SwapChain == NULL && data->RTView == NULL);
- g_pFactory->CreateSwapChain(g_pd3dDevice, &sd, &data->SwapChain);
-
- // Create the render target
- if (data->SwapChain)
- {
- ID3D10Texture2D* pBackBuffer;
- data->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
- g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &data->RTView);
- pBackBuffer->Release();
- }
-}
-
-static void ImGui_ImplDX10_DestroyWindow(ImGuiViewport* viewport)
-{
- // The main viewport (owned by the application) will always have RendererUserData == NULL here since we didn't create the data for it.
- if (ImGuiViewportDataDx10* data = (ImGuiViewportDataDx10*)viewport->RendererUserData)
- {
- if (data->SwapChain)
- data->SwapChain->Release();
- data->SwapChain = NULL;
- if (data->RTView)
- data->RTView->Release();
- data->RTView = NULL;
- IM_DELETE(data);
- }
- viewport->RendererUserData = NULL;
-}
-
-static void ImGui_ImplDX10_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
-{
- ImGuiViewportDataDx10* data = (ImGuiViewportDataDx10*)viewport->RendererUserData;
- if (data->RTView)
- {
- data->RTView->Release();
- data->RTView = NULL;
- }
- if (data->SwapChain)
- {
- ID3D10Texture2D* pBackBuffer = NULL;
- data->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0);
- data->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
- if (pBackBuffer == NULL) { fprintf(stderr, "ImGui_ImplDX10_SetWindowSize() failed creating buffers.\n"); return; }
- g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &data->RTView);
- pBackBuffer->Release();
- }
-}
-
-static void ImGui_ImplDX10_RenderViewport(ImGuiViewport* viewport, void*)
-{
- ImGuiViewportDataDx10* data = (ImGuiViewportDataDx10*)viewport->RendererUserData;
- ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
- g_pd3dDevice->OMSetRenderTargets(1, &data->RTView, NULL);
- if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
- g_pd3dDevice->ClearRenderTargetView(data->RTView, (float*)&clear_color);
- ImGui_ImplDX10_RenderDrawData(viewport->DrawData);
-}
-
-static void ImGui_ImplDX10_SwapBuffers(ImGuiViewport* viewport, void*)
-{
- ImGuiViewportDataDx10* data = (ImGuiViewportDataDx10*)viewport->RendererUserData;
- data->SwapChain->Present(0, 0); // Present without vsync
-}
-
-void ImGui_ImplDX10_InitPlatformInterface()
-{
- ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
- platform_io.Renderer_CreateWindow = ImGui_ImplDX10_CreateWindow;
- platform_io.Renderer_DestroyWindow = ImGui_ImplDX10_DestroyWindow;
- platform_io.Renderer_SetWindowSize = ImGui_ImplDX10_SetWindowSize;
- platform_io.Renderer_RenderWindow = ImGui_ImplDX10_RenderViewport;
- platform_io.Renderer_SwapBuffers = ImGui_ImplDX10_SwapBuffers;
-}
-
-void ImGui_ImplDX10_ShutdownPlatformInterface()
-{
- ImGui::DestroyPlatformWindows();
-}
-
diff --git a/3rdparty/imgui/backends/imgui_impl_dx10.h b/3rdparty/imgui/backends/imgui_impl_dx10.h
index 2905ef5..fde520c 100644
--- a/3rdparty/imgui/backends/imgui_impl_dx10.h
+++ b/3rdparty/imgui/backends/imgui_impl_dx10.h
@@ -3,10 +3,10 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
-// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
-// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
+// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
-// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
diff --git a/3rdparty/imgui/backends/imgui_impl_dx11.cpp b/3rdparty/imgui/backends/imgui_impl_dx11.cpp
index af86254..43fe814 100644
--- a/3rdparty/imgui/backends/imgui_impl_dx11.cpp
+++ b/3rdparty/imgui/backends/imgui_impl_dx11.cpp
@@ -3,16 +3,19 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
-// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
-// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
+// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
-// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
-// 2020-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
+// 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).
+// 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.
// 2019-05-29: DirectX11: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
@@ -38,34 +41,46 @@
#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
#endif
-// DirectX data
-static ID3D11Device* g_pd3dDevice = NULL;
-static ID3D11DeviceContext* g_pd3dDeviceContext = NULL;
-static IDXGIFactory* g_pFactory = NULL;
-static ID3D11Buffer* g_pVB = NULL;
-static ID3D11Buffer* g_pIB = NULL;
-static ID3D11VertexShader* g_pVertexShader = NULL;
-static ID3D11InputLayout* g_pInputLayout = NULL;
-static ID3D11Buffer* g_pVertexConstantBuffer = NULL;
-static ID3D11PixelShader* g_pPixelShader = NULL;
-static ID3D11SamplerState* g_pFontSampler = NULL;
-static ID3D11ShaderResourceView*g_pFontTextureView = NULL;
-static ID3D11RasterizerState* g_pRasterizerState = NULL;
-static ID3D11BlendState* g_pBlendState = NULL;
-static ID3D11DepthStencilState* g_pDepthStencilState = NULL;
-static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;
+// DirectX11 data
+struct ImGui_ImplDX11_Data
+{
+ ID3D11Device* pd3dDevice;
+ ID3D11DeviceContext* pd3dDeviceContext;
+ IDXGIFactory* pFactory;
+ ID3D11Buffer* pVB;
+ ID3D11Buffer* pIB;
+ ID3D11VertexShader* pVertexShader;
+ ID3D11InputLayout* pInputLayout;
+ ID3D11Buffer* pVertexConstantBuffer;
+ ID3D11PixelShader* pPixelShader;
+ ID3D11SamplerState* pFontSampler;
+ ID3D11ShaderResourceView* pFontTextureView;
+ ID3D11RasterizerState* pRasterizerState;
+ ID3D11BlendState* pBlendState;
+ ID3D11DepthStencilState* pDepthStencilState;
+ int VertexBufferSize;
+ int IndexBufferSize;
-struct VERTEX_CONSTANT_BUFFER
+ ImGui_ImplDX11_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
+};
+
+struct VERTEX_CONSTANT_BUFFER_DX11
{
float mvp[4][4];
};
-// Forward Declarations
-static void ImGui_ImplDX11_InitPlatformInterface();
-static void ImGui_ImplDX11_ShutdownPlatformInterface();
+// 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.
+static ImGui_ImplDX11_Data* ImGui_ImplDX11_GetBackendData()
+{
+ return ImGui::GetCurrentContext() ? (ImGui_ImplDX11_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
+}
+// Functions
static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceContext* ctx)
{
+ ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
+
// Setup viewport
D3D11_VIEWPORT vp;
memset(&vp, 0, sizeof(D3D11_VIEWPORT));
@@ -79,24 +94,24 @@ static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceC
// Setup shader and vertex buffers
unsigned int stride = sizeof(ImDrawVert);
unsigned int offset = 0;
- ctx->IASetInputLayout(g_pInputLayout);
- ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
- ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
+ ctx->IASetInputLayout(bd->pInputLayout);
+ ctx->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset);
+ ctx->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
- ctx->VSSetShader(g_pVertexShader, NULL, 0);
- ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
- ctx->PSSetShader(g_pPixelShader, NULL, 0);
- ctx->PSSetSamplers(0, 1, &g_pFontSampler);
- ctx->GSSetShader(NULL, NULL, 0);
- ctx->HSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used..
- ctx->DSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used..
- ctx->CSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used..
+ ctx->VSSetShader(bd->pVertexShader, nullptr, 0);
+ ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer);
+ ctx->PSSetShader(bd->pPixelShader, nullptr, 0);
+ ctx->PSSetSamplers(0, 1, &bd->pFontSampler);
+ ctx->GSSetShader(nullptr, nullptr, 0);
+ ctx->HSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
+ ctx->DSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
+ ctx->CSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
// Setup blend state
const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
- ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff);
- ctx->OMSetDepthStencilState(g_pDepthStencilState, 0);
- ctx->RSSetState(g_pRasterizerState);
+ ctx->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff);
+ ctx->OMSetDepthStencilState(bd->pDepthStencilState, 0);
+ ctx->RSSetState(bd->pRasterizerState);
}
// Render function
@@ -106,42 +121,43 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
return;
- ID3D11DeviceContext* ctx = g_pd3dDeviceContext;
+ ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
+ ID3D11DeviceContext* ctx = bd->pd3dDeviceContext;
// Create and grow vertex/index buffers if needed
- if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
+ if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
{
- if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
- g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
+ 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));
desc.Usage = D3D11_USAGE_DYNAMIC;
- desc.ByteWidth = g_VertexBufferSize * sizeof(ImDrawVert);
+ desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert);
desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
desc.MiscFlags = 0;
- if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVB) < 0)
+ if (bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVB) < 0)
return;
}
- if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
+ if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
{
- if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
- g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
+ 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));
desc.Usage = D3D11_USAGE_DYNAMIC;
- desc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx);
+ desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx);
desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
- if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pIB) < 0)
+ if (bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pIB) < 0)
return;
}
// Upload vertex/index data into a single contiguous GPU buffer
D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource;
- if (ctx->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK)
+ if (ctx->Map(bd->pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK)
return;
- if (ctx->Map(g_pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK)
+ if (ctx->Map(bd->pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK)
return;
ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData;
ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData;
@@ -153,16 +169,16 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
vtx_dst += cmd_list->VtxBuffer.Size;
idx_dst += cmd_list->IdxBuffer.Size;
}
- ctx->Unmap(g_pVB, 0);
- ctx->Unmap(g_pIB, 0);
+ ctx->Unmap(bd->pVB, 0);
+ ctx->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 (ctx->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
+ if (ctx->Map(bd->pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
return;
- VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource.pData;
+ 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;
@@ -175,7 +191,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
};
memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
- ctx->Unmap(g_pVertexConstantBuffer, 0);
+ ctx->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!)
@@ -203,7 +219,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
DXGI_FORMAT IndexBufferFormat;
ID3D11InputLayout* InputLayout;
};
- BACKUP_DX11_STATE old;
+ BACKUP_DX11_STATE old = {};
old.ScissorRectsCount = old.ViewportsCount = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
ctx->RSGetViewports(&old.ViewportsCount, old.Viewports);
@@ -237,7 +253,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
- if (pcmd->UserCallback != NULL)
+ 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.)
@@ -248,12 +264,18 @@ 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);
+ if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
+ continue;
+
// Apply scissor/clipping rectangle
- const D3D11_RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y) };
+ const D3D11_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
ctx->RSSetScissorRects(1, &r);
// Bind texture, Draw
- ID3D11ShaderResourceView* texture_srv = (ID3D11ShaderResourceView*)pcmd->TextureId;
+ ID3D11ShaderResourceView* texture_srv = (ID3D11ShaderResourceView*)pcmd->GetTexID();
ctx->PSSetShaderResources(0, 1, &texture_srv);
ctx->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset);
}
@@ -286,6 +308,7 @@ static void ImGui_ImplDX11_CreateFontsTexture()
{
// 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);
@@ -304,12 +327,13 @@ static void ImGui_ImplDX11_CreateFontsTexture()
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
desc.CPUAccessFlags = 0;
- ID3D11Texture2D* pTexture = NULL;
+ ID3D11Texture2D* pTexture = nullptr;
D3D11_SUBRESOURCE_DATA subResource;
subResource.pSysMem = pixels;
subResource.SysMemPitch = desc.Width * 4;
subResource.SysMemSlicePitch = 0;
- g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
+ bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
+ IM_ASSERT(pTexture != nullptr);
// Create texture view
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
@@ -318,14 +342,15 @@ static void ImGui_ImplDX11_CreateFontsTexture()
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
srvDesc.Texture2D.MipLevels = desc.MipLevels;
srvDesc.Texture2D.MostDetailedMip = 0;
- g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView);
+ bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &bd->pFontTextureView);
pTexture->Release();
}
// Store our identifier
- io.Fonts->TexID = (ImTextureID)g_pFontTextureView;
+ 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)
{
D3D11_SAMPLER_DESC desc;
ZeroMemory(&desc, sizeof(desc));
@@ -337,15 +362,16 @@ static void ImGui_ImplDX11_CreateFontsTexture()
desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
desc.MinLOD = 0.f;
desc.MaxLOD = 0.f;
- g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler);
+ bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler);
}
}
bool ImGui_ImplDX11_CreateDeviceObjects()
{
- if (!g_pd3dDevice)
+ ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
+ if (!bd->pd3dDevice)
return false;
- if (g_pFontSampler)
+ if (bd->pFontSampler)
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)
@@ -385,9 +411,9 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
}";
ID3DBlob* vertexShaderBlob;
- if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &vertexShaderBlob, NULL)))
+ if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), nullptr, nullptr, nullptr, "main", "vs_4_0", 0, 0, &vertexShaderBlob, nullptr)))
return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
- if (g_pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK)
+ if (bd->pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), nullptr, &bd->pVertexShader) != S_OK)
{
vertexShaderBlob->Release();
return false;
@@ -400,7 +426,7 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
- if (g_pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
+ if (bd->pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pInputLayout) != S_OK)
{
vertexShaderBlob->Release();
return false;
@@ -410,12 +436,12 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
// Create the constant buffer
{
D3D11_BUFFER_DESC desc;
- desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
+ desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER_DX11);
desc.Usage = D3D11_USAGE_DYNAMIC;
desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
desc.MiscFlags = 0;
- g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVertexConstantBuffer);
+ bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVertexConstantBuffer);
}
}
@@ -438,9 +464,9 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
}";
ID3DBlob* pixelShaderBlob;
- if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &pixelShaderBlob, NULL)))
+ if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), nullptr, nullptr, nullptr, "main", "ps_4_0", 0, 0, &pixelShaderBlob, nullptr)))
return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
- if (g_pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK)
+ if (bd->pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), nullptr, &bd->pPixelShader) != S_OK)
{
pixelShaderBlob->Release();
return false;
@@ -457,11 +483,11 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
- desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
- desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
+ desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
+ desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
- g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState);
+ bd->pd3dDevice->CreateBlendState(&desc, &bd->pBlendState);
}
// Create the rasterizer state
@@ -472,7 +498,7 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
desc.CullMode = D3D11_CULL_NONE;
desc.ScissorEnable = true;
desc.DepthClipEnable = true;
- g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState);
+ bd->pd3dDevice->CreateRasterizerState(&desc, &bd->pRasterizerState);
}
// Create depth-stencil State
@@ -486,7 +512,7 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
desc.BackFace = desc.FrontFace;
- g_pd3dDevice->CreateDepthStencilState(&desc, &g_pDepthStencilState);
+ bd->pd3dDevice->CreateDepthStencilState(&desc, &bd->pDepthStencilState);
}
ImGui_ImplDX11_CreateFontsTexture();
@@ -496,186 +522,75 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
void ImGui_ImplDX11_InvalidateDeviceObjects()
{
- if (!g_pd3dDevice)
+ ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
+ if (!bd->pd3dDevice)
return;
- if (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; }
- if (g_pFontTextureView) { g_pFontTextureView->Release(); g_pFontTextureView = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
- if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
- if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
-
- if (g_pBlendState) { g_pBlendState->Release(); g_pBlendState = NULL; }
- if (g_pDepthStencilState) { g_pDepthStencilState->Release(); g_pDepthStencilState = NULL; }
- if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; }
- if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; }
- if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; }
- if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; }
- if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; }
+ 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; }
+ if (bd->pDepthStencilState) { bd->pDepthStencilState->Release(); bd->pDepthStencilState = nullptr; }
+ if (bd->pRasterizerState) { bd->pRasterizerState->Release(); bd->pRasterizerState = nullptr; }
+ if (bd->pPixelShader) { bd->pPixelShader->Release(); bd->pPixelShader = nullptr; }
+ if (bd->pVertexConstantBuffer) { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = nullptr; }
+ if (bd->pInputLayout) { bd->pInputLayout->Release(); bd->pInputLayout = nullptr; }
+ if (bd->pVertexShader) { bd->pVertexShader->Release(); bd->pVertexShader = nullptr; }
}
bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context)
{
- // Setup backend capabilities flags
ImGuiIO& io = ImGui::GetIO();
+ IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
+
+ // Setup backend capabilities flags
+ ImGui_ImplDX11_Data* bd = IM_NEW(ImGui_ImplDX11_Data)();
+ 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_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
// Get factory from device
- IDXGIDevice* pDXGIDevice = NULL;
- IDXGIAdapter* pDXGIAdapter = NULL;
- IDXGIFactory* pFactory = NULL;
+ IDXGIDevice* pDXGIDevice = nullptr;
+ IDXGIAdapter* pDXGIAdapter = nullptr;
+ IDXGIFactory* pFactory = nullptr;
if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK)
if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK)
if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK)
{
- g_pd3dDevice = device;
- g_pd3dDeviceContext = device_context;
- g_pFactory = pFactory;
+ bd->pd3dDevice = device;
+ bd->pd3dDeviceContext = device_context;
+ bd->pFactory = pFactory;
}
if (pDXGIDevice) pDXGIDevice->Release();
if (pDXGIAdapter) pDXGIAdapter->Release();
- g_pd3dDevice->AddRef();
- g_pd3dDeviceContext->AddRef();
-
- if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
- ImGui_ImplDX11_InitPlatformInterface();
+ bd->pd3dDevice->AddRef();
+ bd->pd3dDeviceContext->AddRef();
return true;
}
void ImGui_ImplDX11_Shutdown()
{
- ImGui_ImplDX11_ShutdownPlatformInterface();
+ ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
+ IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
+ ImGuiIO& io = ImGui::GetIO();
+
ImGui_ImplDX11_InvalidateDeviceObjects();
- if (g_pFactory) { g_pFactory->Release(); g_pFactory = NULL; }
- if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
- if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; }
+ if (bd->pFactory) { bd->pFactory->Release(); }
+ if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
+ if (bd->pd3dDeviceContext) { bd->pd3dDeviceContext->Release(); }
+ io.BackendRendererName = nullptr;
+ io.BackendRendererUserData = nullptr;
+ IM_DELETE(bd);
}
void ImGui_ImplDX11_NewFrame()
{
- if (!g_pFontSampler)
+ ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
+ IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX11_Init()?");
+
+ if (!bd->pFontSampler)
ImGui_ImplDX11_CreateDeviceObjects();
}
-
-//--------------------------------------------------------------------------------------------------------
-// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
-// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
-// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
-//--------------------------------------------------------------------------------------------------------
-
-// Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data.
-struct ImGuiViewportDataDx11
-{
- IDXGISwapChain* SwapChain;
- ID3D11RenderTargetView* RTView;
-
- ImGuiViewportDataDx11() { SwapChain = NULL; RTView = NULL; }
- ~ImGuiViewportDataDx11() { IM_ASSERT(SwapChain == NULL && RTView == NULL); }
-};
-
-static void ImGui_ImplDX11_CreateWindow(ImGuiViewport* viewport)
-{
- ImGuiViewportDataDx11* data = IM_NEW(ImGuiViewportDataDx11)();
- viewport->RendererUserData = data;
-
- // PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
- // Some backend will leave PlatformHandleRaw NULL, in which case we assume PlatformHandle will contain the HWND.
- HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle;
- IM_ASSERT(hwnd != 0);
-
- // Create swap chain
- DXGI_SWAP_CHAIN_DESC sd;
- ZeroMemory(&sd, sizeof(sd));
- sd.BufferDesc.Width = (UINT)viewport->Size.x;
- sd.BufferDesc.Height = (UINT)viewport->Size.y;
- sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
- sd.SampleDesc.Count = 1;
- sd.SampleDesc.Quality = 0;
- sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
- sd.BufferCount = 1;
- sd.OutputWindow = hwnd;
- sd.Windowed = TRUE;
- sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
- sd.Flags = 0;
-
- IM_ASSERT(data->SwapChain == NULL && data->RTView == NULL);
- g_pFactory->CreateSwapChain(g_pd3dDevice, &sd, &data->SwapChain);
-
- // Create the render target
- if (data->SwapChain)
- {
- ID3D11Texture2D* pBackBuffer;
- data->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
- g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &data->RTView);
- pBackBuffer->Release();
- }
-}
-
-static void ImGui_ImplDX11_DestroyWindow(ImGuiViewport* viewport)
-{
- // The main viewport (owned by the application) will always have RendererUserData == NULL since we didn't create the data for it.
- if (ImGuiViewportDataDx11* data = (ImGuiViewportDataDx11*)viewport->RendererUserData)
- {
- if (data->SwapChain)
- data->SwapChain->Release();
- data->SwapChain = NULL;
- if (data->RTView)
- data->RTView->Release();
- data->RTView = NULL;
- IM_DELETE(data);
- }
- viewport->RendererUserData = NULL;
-}
-
-static void ImGui_ImplDX11_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
-{
- ImGuiViewportDataDx11* data = (ImGuiViewportDataDx11*)viewport->RendererUserData;
- if (data->RTView)
- {
- data->RTView->Release();
- data->RTView = NULL;
- }
- if (data->SwapChain)
- {
- ID3D11Texture2D* pBackBuffer = NULL;
- data->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0);
- data->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
- if (pBackBuffer == NULL) { fprintf(stderr, "ImGui_ImplDX11_SetWindowSize() failed creating buffers.\n"); return; }
- g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &data->RTView);
- pBackBuffer->Release();
- }
-}
-
-static void ImGui_ImplDX11_RenderWindow(ImGuiViewport* viewport, void*)
-{
- ImGuiViewportDataDx11* data = (ImGuiViewportDataDx11*)viewport->RendererUserData;
- ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
- g_pd3dDeviceContext->OMSetRenderTargets(1, &data->RTView, NULL);
- if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
- g_pd3dDeviceContext->ClearRenderTargetView(data->RTView, (float*)&clear_color);
- ImGui_ImplDX11_RenderDrawData(viewport->DrawData);
-}
-
-static void ImGui_ImplDX11_SwapBuffers(ImGuiViewport* viewport, void*)
-{
- ImGuiViewportDataDx11* data = (ImGuiViewportDataDx11*)viewport->RendererUserData;
- data->SwapChain->Present(0, 0); // Present without vsync
-}
-
-static void ImGui_ImplDX11_InitPlatformInterface()
-{
- ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
- platform_io.Renderer_CreateWindow = ImGui_ImplDX11_CreateWindow;
- platform_io.Renderer_DestroyWindow = ImGui_ImplDX11_DestroyWindow;
- platform_io.Renderer_SetWindowSize = ImGui_ImplDX11_SetWindowSize;
- platform_io.Renderer_RenderWindow = ImGui_ImplDX11_RenderWindow;
- platform_io.Renderer_SwapBuffers = ImGui_ImplDX11_SwapBuffers;
-}
-
-static void ImGui_ImplDX11_ShutdownPlatformInterface()
-{
- ImGui::DestroyPlatformWindows();
-}
diff --git a/3rdparty/imgui/backends/imgui_impl_dx11.h b/3rdparty/imgui/backends/imgui_impl_dx11.h
index cd8e9e1..f12d718 100644
--- a/3rdparty/imgui/backends/imgui_impl_dx11.h
+++ b/3rdparty/imgui/backends/imgui_impl_dx11.h
@@ -3,10 +3,10 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
-// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
-// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
+// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
-// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
diff --git a/3rdparty/imgui/backends/imgui_impl_dx12.cpp b/3rdparty/imgui/backends/imgui_impl_dx12.cpp
index 8810b60..2e390d2 100644
--- a/3rdparty/imgui/backends/imgui_impl_dx12.cpp
+++ b/3rdparty/imgui/backends/imgui_impl_dx12.cpp
@@ -3,21 +3,28 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
-// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
-// FIXME: The transition from removing a viewport and moving the window in an existing hosted viewport tends to flicker.
-// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
+// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'.
// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
-// This define is done in the example .vcxproj file and need to be replicated in your app (by e.g. editing imconfig.h)
+// To build this on 32-bit systems:
+// - [Solution 1] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'ImTextureID=ImU64' (this is what we do in the 'example_win32_direct12/example_win32_direct12.vcxproj' project file)
+// - [Solution 2] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'IMGUI_USER_CONFIG="my_imgui_config.h"' and inside 'my_imgui_config.h' add '#define ImTextureID ImU64' and as many other options as you like.
+// - [Solution 3] IDE/msbuild: edit imconfig.h and add '#define ImTextureID ImU64' (prefer solution 2 to create your own config file!)
+// - [Solution 4] command-line: add '/D ImTextureID=ImU64' to your cl.exe command-line (this is what we do in the example_win32_direct12/build_win32.bat file)
-// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
-// 2020-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
+// 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).
+// 2021-05-19: DirectX12: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
+// 2021-02-18: DirectX12: Change blending equation to preserve alpha in output buffer.
+// 2021-01-11: DirectX12: Improve Windows 7 compatibility (for D3D12On7) by loading d3d12.dll dynamically.
// 2020-09-16: DirectX12: Avoid rendering calls with zero-sized scissor rectangle since it generates a validation layer warning.
// 2020-09-08: DirectX12: Clarified support for building on 32-bit systems by redefining ImTextureID.
// 2019-10-18: DirectX12: *BREAKING CHANGE* Added extra ID3D12DescriptorHeap parameter to ImGui_ImplDX12_Init() function.
@@ -43,15 +50,31 @@
#endif
// DirectX data
-static ID3D12Device* g_pd3dDevice = NULL;
-static ID3D12RootSignature* g_pRootSignature = NULL;
-static ID3D12PipelineState* g_pPipelineState = NULL;
-static DXGI_FORMAT g_RTVFormat = DXGI_FORMAT_UNKNOWN;
-static ID3D12Resource* g_pFontTextureResource = NULL;
-static D3D12_CPU_DESCRIPTOR_HANDLE g_hFontSrvCpuDescHandle = {};
-static D3D12_GPU_DESCRIPTOR_HANDLE g_hFontSrvGpuDescHandle = {};
-static ID3D12DescriptorHeap* g_pd3dSrvDescHeap = NULL;
-static UINT g_numFramesInFlight = 0;
+struct ImGui_ImplDX12_RenderBuffers;
+struct ImGui_ImplDX12_Data
+{
+ ID3D12Device* pd3dDevice;
+ ID3D12RootSignature* pRootSignature;
+ ID3D12PipelineState* pPipelineState;
+ DXGI_FORMAT RTVFormat;
+ ID3D12Resource* pFontTextureResource;
+ D3D12_CPU_DESCRIPTOR_HANDLE hFontSrvCpuDescHandle;
+ D3D12_GPU_DESCRIPTOR_HANDLE hFontSrvGpuDescHandle;
+ ID3D12DescriptorHeap* pd3dSrvDescHeap;
+ UINT numFramesInFlight;
+
+ ImGui_ImplDX12_RenderBuffers* pFrameResources;
+ UINT frameIndex;
+
+ ImGui_ImplDX12_Data() { memset((void*)this, 0, sizeof(*this)); frameIndex = UINT_MAX; }
+};
+
+// 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.
+static ImGui_ImplDX12_Data* ImGui_ImplDX12_GetBackendData()
+{
+ return ImGui::GetCurrentContext() ? (ImGui_ImplDX12_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
+}
// Buffers used during the rendering of a frame
struct ImGui_ImplDX12_RenderBuffers
@@ -62,106 +85,19 @@ struct ImGui_ImplDX12_RenderBuffers
int VertexBufferSize;
};
-// Buffers used for secondary viewports created by the multi-viewports systems
-struct ImGui_ImplDX12_FrameContext
-{
- ID3D12CommandAllocator* CommandAllocator;
- ID3D12Resource* RenderTarget;
- D3D12_CPU_DESCRIPTOR_HANDLE RenderTargetCpuDescriptors;
-};
-
-// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
-// Main viewport created by application will only use the Resources field.
-// Secondary viewports created by this backend will use all the fields (including Window fields),
-struct ImGuiViewportDataDx12
-{
- // Window
- ID3D12CommandQueue* CommandQueue;
- ID3D12GraphicsCommandList* CommandList;
- ID3D12DescriptorHeap* RtvDescHeap;
- IDXGISwapChain3* SwapChain;
- ID3D12Fence* Fence;
- UINT64 FenceSignaledValue;
- HANDLE FenceEvent;
- ImGui_ImplDX12_FrameContext* FrameCtx;
-
- // Render buffers
- UINT FrameIndex;
- ImGui_ImplDX12_RenderBuffers* FrameRenderBuffers;
-
- ImGuiViewportDataDx12()
- {
- CommandQueue = NULL;
- CommandList = NULL;
- RtvDescHeap = NULL;
- SwapChain = NULL;
- Fence = NULL;
- FenceSignaledValue = 0;
- FenceEvent = NULL;
- FrameCtx = new ImGui_ImplDX12_FrameContext[g_numFramesInFlight];
- FrameIndex = UINT_MAX;
- FrameRenderBuffers = new ImGui_ImplDX12_RenderBuffers[g_numFramesInFlight];
-
- for (UINT i = 0; i < g_numFramesInFlight; ++i)
- {
- FrameCtx[i].CommandAllocator = NULL;
- FrameCtx[i].RenderTarget = NULL;
-
- // Create buffers with a default size (they will later be grown as needed)
- FrameRenderBuffers[i].IndexBuffer = NULL;
- FrameRenderBuffers[i].VertexBuffer = NULL;
- FrameRenderBuffers[i].VertexBufferSize = 5000;
- FrameRenderBuffers[i].IndexBufferSize = 10000;
- }
- }
- ~ImGuiViewportDataDx12()
- {
- IM_ASSERT(CommandQueue == NULL && CommandList == NULL);
- IM_ASSERT(RtvDescHeap == NULL);
- IM_ASSERT(SwapChain == NULL);
- IM_ASSERT(Fence == NULL);
- IM_ASSERT(FenceEvent == NULL);
-
- for (UINT i = 0; i < g_numFramesInFlight; ++i)
- {
- IM_ASSERT(FrameCtx[i].CommandAllocator == NULL && FrameCtx[i].RenderTarget == NULL);
- IM_ASSERT(FrameRenderBuffers[i].IndexBuffer == NULL && FrameRenderBuffers[i].VertexBuffer == NULL);
- }
-
- delete[] FrameCtx; FrameCtx = NULL;
- delete[] FrameRenderBuffers; FrameRenderBuffers = NULL;
- }
-};
-
-template
-static void SafeRelease(T*& res)
-{
- if (res)
- res->Release();
- res = NULL;
-}
-
-static void ImGui_ImplDX12_DestroyRenderBuffers(ImGui_ImplDX12_RenderBuffers* render_buffers)
-{
- SafeRelease(render_buffers->IndexBuffer);
- SafeRelease(render_buffers->VertexBuffer);
- render_buffers->IndexBufferSize = render_buffers->VertexBufferSize = 0;
-}
-
-struct VERTEX_CONSTANT_BUFFER
+struct VERTEX_CONSTANT_BUFFER_DX12
{
float mvp[4][4];
};
-// Forward Declarations
-static void ImGui_ImplDX12_InitPlatformInterface();
-static void ImGui_ImplDX12_ShutdownPlatformInterface();
-
+// Functions
static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx, ImGui_ImplDX12_RenderBuffers* fr)
{
+ ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
+
// Setup orthographic projection matrix into our constant buffer
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
- VERTEX_CONSTANT_BUFFER vertex_constant_buffer;
+ VERTEX_CONSTANT_BUFFER_DX12 vertex_constant_buffer;
{
float L = draw_data->DisplayPos.x;
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
@@ -203,8 +139,8 @@ static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12Graphic
ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT;
ctx->IASetIndexBuffer(&ibv);
ctx->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
- ctx->SetPipelineState(g_pPipelineState);
- ctx->SetGraphicsRootSignature(g_pRootSignature);
+ ctx->SetPipelineState(bd->pPipelineState);
+ ctx->SetGraphicsRootSignature(bd->pRootSignature);
ctx->SetGraphicsRoot32BitConstants(0, 16, &vertex_constant_buffer, 0);
// Setup blend factor
@@ -212,6 +148,14 @@ static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12Graphic
ctx->OMSetBlendFactor(blend_factor);
}
+template
+static inline void SafeRelease(T*& res)
+{
+ if (res)
+ res->Release();
+ res = nullptr;
+}
+
// Render function
void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx)
{
@@ -219,12 +163,14 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
return;
- ImGuiViewportDataDx12* render_data = (ImGuiViewportDataDx12*)draw_data->OwnerViewport->RendererUserData;
- render_data->FrameIndex++;
- ImGui_ImplDX12_RenderBuffers* fr = &render_data->FrameRenderBuffers[render_data->FrameIndex % g_numFramesInFlight];
+ // 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.
+ ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
+ bd->frameIndex = bd->frameIndex + 1;
+ ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[bd->frameIndex % bd->numFramesInFlight];
// Create and grow vertex/index buffers if needed
- if (fr->VertexBuffer == NULL || fr->VertexBufferSize < draw_data->TotalVtxCount)
+ if (fr->VertexBuffer == nullptr || fr->VertexBufferSize < draw_data->TotalVtxCount)
{
SafeRelease(fr->VertexBuffer);
fr->VertexBufferSize = draw_data->TotalVtxCount + 5000;
@@ -244,10 +190,10 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
desc.SampleDesc.Count = 1;
desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
- if (g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&fr->VertexBuffer)) < 0)
+ if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&fr->VertexBuffer)) < 0)
return;
}
- if (fr->IndexBuffer == NULL || fr->IndexBufferSize < draw_data->TotalIdxCount)
+ if (fr->IndexBuffer == nullptr || fr->IndexBufferSize < draw_data->TotalIdxCount)
{
SafeRelease(fr->IndexBuffer);
fr->IndexBufferSize = draw_data->TotalIdxCount + 10000;
@@ -267,7 +213,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
desc.SampleDesc.Count = 1;
desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
- if (g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&fr->IndexBuffer)) < 0)
+ if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&fr->IndexBuffer)) < 0)
return;
}
@@ -306,7 +252,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
- if (pcmd->UserCallback != NULL)
+ 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.)
@@ -317,14 +263,19 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
}
else
{
- // Apply Scissor, Bind texture, Draw
- const D3D12_RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y) };
- if (r.right > r.left && r.bottom > r.top)
- {
- ctx->SetGraphicsRootDescriptorTable(1, *(D3D12_GPU_DESCRIPTOR_HANDLE*)&pcmd->TextureId);
- ctx->RSSetScissorRects(1, &r);
- ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
- }
+ // 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;
+
+ // Apply Scissor/clipping rectangle, Bind texture, Draw
+ const D3D12_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
+ D3D12_GPU_DESCRIPTOR_HANDLE texture_handle = {};
+ texture_handle.ptr = (UINT64)pcmd->GetTexID();
+ ctx->SetGraphicsRootDescriptorTable(1, texture_handle);
+ ctx->RSSetScissorRects(1, &r);
+ ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
}
}
global_idx_offset += cmd_list->IdxBuffer.Size;
@@ -336,6 +287,7 @@ static void ImGui_ImplDX12_CreateFontsTexture()
{
// Build texture atlas
ImGuiIO& io = ImGui::GetIO();
+ ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
@@ -362,9 +314,9 @@ static void ImGui_ImplDX12_CreateFontsTexture()
desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
- ID3D12Resource* pTexture = NULL;
- g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
- D3D12_RESOURCE_STATE_COPY_DEST, NULL, IID_PPV_ARGS(&pTexture));
+ ID3D12Resource* pTexture = nullptr;
+ 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;
@@ -384,12 +336,12 @@ static void ImGui_ImplDX12_CreateFontsTexture()
props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
- ID3D12Resource* uploadBuffer = NULL;
- HRESULT hr = g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
- D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&uploadBuffer));
+ 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 = NULL;
+ void* mapped = nullptr;
D3D12_RANGE range = { 0, uploadSize };
hr = uploadBuffer->Map(0, &range, &mapped);
IM_ASSERT(SUCCEEDED(hr));
@@ -419,31 +371,31 @@ static void ImGui_ImplDX12_CreateFontsTexture()
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
- ID3D12Fence* fence = NULL;
- hr = g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence));
+ 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);
- IM_ASSERT(event != NULL);
+ 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 = NULL;
- hr = g_pd3dDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&cmdQueue));
+ ID3D12CommandQueue* cmdQueue = nullptr;
+ hr = bd->pd3dDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&cmdQueue));
IM_ASSERT(SUCCEEDED(hr));
- ID3D12CommandAllocator* cmdAlloc = NULL;
- hr = g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc));
+ ID3D12CommandAllocator* cmdAlloc = nullptr;
+ hr = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc));
IM_ASSERT(SUCCEEDED(hr));
- ID3D12GraphicsCommandList* cmdList = NULL;
- hr = g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, NULL, IID_PPV_ARGS(&cmdList));
+ 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, NULL);
+ cmdList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, nullptr);
cmdList->ResourceBarrier(1, &barrier);
hr = cmdList->Close();
@@ -471,21 +423,29 @@ static void ImGui_ImplDX12_CreateFontsTexture()
srvDesc.Texture2D.MipLevels = desc.MipLevels;
srvDesc.Texture2D.MostDetailedMip = 0;
srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
- g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, g_hFontSrvCpuDescHandle);
- SafeRelease(g_pFontTextureResource);
- g_pFontTextureResource = pTexture;
+ bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, bd->hFontSrvCpuDescHandle);
+ SafeRelease(bd->pFontTextureResource);
+ bd->pFontTextureResource = pTexture;
}
// Store our identifier
- static_assert(sizeof(ImTextureID) >= sizeof(g_hFontSrvGpuDescHandle.ptr), "Can't pack descriptor handle into TexID, 32-bit not supported yet.");
- io.Fonts->TexID = (ImTextureID)g_hFontSrvGpuDescHandle.ptr;
+ // READ THIS IF THE STATIC_ASSERT() TRIGGERS:
+ // - Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'.
+ // - This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
+ // [Solution 1] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'ImTextureID=ImU64' (this is what we do in the 'example_win32_direct12/example_win32_direct12.vcxproj' project file)
+ // [Solution 2] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'IMGUI_USER_CONFIG="my_imgui_config.h"' and inside 'my_imgui_config.h' add '#define ImTextureID ImU64' and as many other options as you like.
+ // [Solution 3] IDE/msbuild: edit imconfig.h and add '#define ImTextureID ImU64' (prefer solution 2 to create your own config file!)
+ // [Solution 4] command-line: add '/D ImTextureID=ImU64' to your cl.exe command-line (this is what we do in the example_win32_direct12/build_win32.bat file)
+ static_assert(sizeof(ImTextureID) >= sizeof(bd->hFontSrvGpuDescHandle.ptr), "Can't pack descriptor handle into TexID, 32-bit not supported yet.");
+ io.Fonts->SetTexID((ImTextureID)bd->hFontSrvGpuDescHandle.ptr);
}
bool ImGui_ImplDX12_CreateDeviceObjects()
{
- if (!g_pd3dDevice)
+ ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
+ if (!bd || !bd->pd3dDevice)
return false;
- if (g_pPipelineState)
+ if (bd->pPipelineState)
ImGui_ImplDX12_InvalidateDeviceObjects();
// Create the root signature
@@ -510,6 +470,7 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
param[1].DescriptorTable.pDescriptorRanges = &descRange;
param[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
+ // Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling.
D3D12_STATIC_SAMPLER_DESC staticSampler = {};
staticSampler.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
staticSampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
@@ -536,17 +497,43 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS |
D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS;
- ID3DBlob* blob = NULL;
- if (D3D12SerializeRootSignature(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, NULL) != S_OK)
+ // Load d3d12.dll and D3D12SerializeRootSignature() function address dynamically to facilitate using with D3D12On7.
+ // See if any version of d3d12.dll is already loaded in the process. If so, give preference to that.
+ static HINSTANCE d3d12_dll = ::GetModuleHandleA("d3d12.dll");
+ if (d3d12_dll == nullptr)
+ {
+ // Attempt to load d3d12.dll from local directories. This will only succeed if
+ // (1) the current OS is Windows 7, and
+ // (2) there exists a version of d3d12.dll for Windows 7 (D3D12On7) in one of the following directories.
+ // See https://github.com/ocornut/imgui/pull/3696 for details.
+ const char* localD3d12Paths[] = { ".\\d3d12.dll", ".\\d3d12on7\\d3d12.dll", ".\\12on7\\d3d12.dll" }; // A. current directory, B. used by some games, C. used in Microsoft D3D12On7 sample
+ for (int i = 0; i < IM_ARRAYSIZE(localD3d12Paths); i++)
+ if ((d3d12_dll = ::LoadLibraryA(localD3d12Paths[i])) != nullptr)
+ break;
+
+ // If failed, we are on Windows >= 10.
+ if (d3d12_dll == nullptr)
+ d3d12_dll = ::LoadLibraryA("d3d12.dll");
+
+ if (d3d12_dll == nullptr)
+ return false;
+ }
+
+ PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignatureFn = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)::GetProcAddress(d3d12_dll, "D3D12SerializeRootSignature");
+ if (D3D12SerializeRootSignatureFn == nullptr)
return false;
- g_pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&g_pRootSignature));
+ ID3DBlob* blob = nullptr;
+ if (D3D12SerializeRootSignatureFn(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, nullptr) != S_OK)
+ return false;
+
+ bd->pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&bd->pRootSignature));
blob->Release();
}
// 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 DX12 sample code but remove this dependency you can:
- // 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
+ // 1) compile once, save the compiled shader blobs into a file or source code and assign them to psoDesc.VS/PS [preferred solution]
// 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.
@@ -554,10 +541,10 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
memset(&psoDesc, 0, sizeof(D3D12_GRAPHICS_PIPELINE_STATE_DESC));
psoDesc.NodeMask = 1;
psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
- psoDesc.pRootSignature = g_pRootSignature;
+ psoDesc.pRootSignature = bd->pRootSignature;
psoDesc.SampleMask = UINT_MAX;
psoDesc.NumRenderTargets = 1;
- psoDesc.RTVFormats[0] = g_RTVFormat;
+ psoDesc.RTVFormats[0] = bd->RTVFormat;
psoDesc.SampleDesc.Count = 1;
psoDesc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE;
@@ -594,8 +581,8 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
return output;\
}";
- if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &vertexShaderBlob, NULL)))
- return false; // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+ if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), nullptr, nullptr, nullptr, "main", "vs_5_0", 0, 0, &vertexShaderBlob, nullptr)))
+ return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
psoDesc.VS = { vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize() };
// Create the input layout
@@ -626,10 +613,10 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
return out_col; \
}";
- if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &pixelShaderBlob, NULL)))
+ if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), nullptr, nullptr, nullptr, "main", "ps_5_0", 0, 0, &pixelShaderBlob, nullptr)))
{
vertexShaderBlob->Release();
- return false; // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+ return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
}
psoDesc.PS = { pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize() };
}
@@ -642,8 +629,8 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
desc.RenderTarget[0].SrcBlend = D3D12_BLEND_SRC_ALPHA;
desc.RenderTarget[0].DestBlend = D3D12_BLEND_INV_SRC_ALPHA;
desc.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD;
- desc.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA;
- desc.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_ZERO;
+ desc.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_ONE;
+ desc.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA;
desc.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD;
desc.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
}
@@ -676,7 +663,7 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
desc.BackFace = desc.FrontFace;
}
- HRESULT result_pipeline_state = g_pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&g_pPipelineState));
+ HRESULT result_pipeline_state = bd->pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&bd->pPipelineState));
vertexShaderBlob->Release();
pixelShaderBlob->Release();
if (result_pipeline_state != S_OK)
@@ -689,308 +676,77 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
void ImGui_ImplDX12_InvalidateDeviceObjects()
{
- if (!g_pd3dDevice)
+ ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
+ if (!bd || !bd->pd3dDevice)
return;
- SafeRelease(g_pRootSignature);
- SafeRelease(g_pPipelineState);
- SafeRelease(g_pFontTextureResource);
-
ImGuiIO& io = ImGui::GetIO();
- io.Fonts->TexID = NULL; // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
+ 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.
+
+ for (UINT i = 0; i < bd->numFramesInFlight; i++)
+ {
+ ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[i];
+ SafeRelease(fr->IndexBuffer);
+ SafeRelease(fr->VertexBuffer);
+ }
}
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)
{
- // Setup backend capabilities flags
ImGuiIO& io = ImGui::GetIO();
+ IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
+
+ // Setup backend capabilities flags
+ ImGui_ImplDX12_Data* bd = IM_NEW(ImGui_ImplDX12_Data)();
+ 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_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) // FIXME-VIEWPORT: Actually unfinished..
- g_pd3dDevice = device;
- g_RTVFormat = rtv_format;
- g_hFontSrvCpuDescHandle = font_srv_cpu_desc_handle;
- g_hFontSrvGpuDescHandle = font_srv_gpu_desc_handle;
- g_numFramesInFlight = num_frames_in_flight;
- g_pd3dSrvDescHeap = cbv_srv_heap;
+ 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;
- // Create a dummy ImGuiViewportDataDx12 holder for the main viewport,
- // Since this is created and managed by the application, we will only use the ->Resources[] fields.
- ImGuiViewport* main_viewport = ImGui::GetMainViewport();
- main_viewport->RendererUserData = IM_NEW(ImGuiViewportDataDx12)();
-
- // Setup backend capabilities flags
- io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
- if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
- ImGui_ImplDX12_InitPlatformInterface();
+ // Create buffers with a default size (they will later be grown as needed)
+ for (int i = 0; i < num_frames_in_flight; i++)
+ {
+ ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[i];
+ fr->IndexBuffer = nullptr;
+ fr->VertexBuffer = nullptr;
+ fr->IndexBufferSize = 10000;
+ fr->VertexBufferSize = 5000;
+ }
return true;
}
void ImGui_ImplDX12_Shutdown()
{
- // Manually delete main viewport render resources in-case we haven't initialized for viewports
- ImGuiViewport* main_viewport = ImGui::GetMainViewport();
- if (ImGuiViewportDataDx12* data = (ImGuiViewportDataDx12*)main_viewport->RendererUserData)
- {
- // We could just call ImGui_ImplDX12_DestroyWindow(main_viewport) as a convenience but that would be misleading since we only use data->Resources[]
- for (UINT i = 0; i < g_numFramesInFlight; i++)
- ImGui_ImplDX12_DestroyRenderBuffers(&data->FrameRenderBuffers[i]);
- IM_DELETE(data);
- main_viewport->RendererUserData = NULL;
- }
+ ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
+ IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
+ ImGuiIO& io = ImGui::GetIO();
// Clean up windows and device objects
- ImGui_ImplDX12_ShutdownPlatformInterface();
ImGui_ImplDX12_InvalidateDeviceObjects();
-
- g_pd3dDevice = NULL;
- g_hFontSrvCpuDescHandle.ptr = 0;
- g_hFontSrvGpuDescHandle.ptr = 0;
- g_numFramesInFlight = 0;
- g_pd3dSrvDescHeap = NULL;
+ delete[] bd->pFrameResources;
+ io.BackendRendererName = nullptr;
+ io.BackendRendererUserData = nullptr;
+ IM_DELETE(bd);
}
void ImGui_ImplDX12_NewFrame()
{
- if (!g_pPipelineState)
+ ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
+ IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX12_Init()?");
+
+ if (!bd->pPipelineState)
ImGui_ImplDX12_CreateDeviceObjects();
}
-
-//--------------------------------------------------------------------------------------------------------
-// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
-// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
-// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
-//--------------------------------------------------------------------------------------------------------
-
-static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport)
-{
- ImGuiViewportDataDx12* data = IM_NEW(ImGuiViewportDataDx12)();
- viewport->RendererUserData = data;
-
- // PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
- // Some backends will leave PlatformHandleRaw NULL, in which case we assume PlatformHandle will contain the HWND.
- HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle;
- IM_ASSERT(hwnd != 0);
-
- data->FrameIndex = UINT_MAX;
-
- // Create command queue.
- D3D12_COMMAND_QUEUE_DESC queue_desc = {};
- queue_desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
- queue_desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
-
- HRESULT res = S_OK;
- res = g_pd3dDevice->CreateCommandQueue(&queue_desc, IID_PPV_ARGS(&data->CommandQueue));
- IM_ASSERT(res == S_OK);
-
- // Create command allocator.
- for (UINT i = 0; i < g_numFramesInFlight; ++i)
- {
- res = g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&data->FrameCtx[i].CommandAllocator));
- IM_ASSERT(res == S_OK);
- }
-
- // Create command list.
- res = g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, data->FrameCtx[0].CommandAllocator, NULL, IID_PPV_ARGS(&data->CommandList));
- IM_ASSERT(res == S_OK);
- data->CommandList->Close();
-
- // Create fence.
- res = g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&data->Fence));
- IM_ASSERT(res == S_OK);
-
- data->FenceEvent = CreateEvent(NULL, FALSE, FALSE, NULL);
- IM_ASSERT(data->FenceEvent != NULL);
-
- // Create swap chain
- // FIXME-VIEWPORT: May want to copy/inherit swap chain settings from the user/application.
- DXGI_SWAP_CHAIN_DESC1 sd1;
- ZeroMemory(&sd1, sizeof(sd1));
- sd1.BufferCount = g_numFramesInFlight;
- sd1.Width = (UINT)viewport->Size.x;
- sd1.Height = (UINT)viewport->Size.y;
- sd1.Format = g_RTVFormat;
- sd1.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
- sd1.SampleDesc.Count = 1;
- sd1.SampleDesc.Quality = 0;
- sd1.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
- sd1.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
- sd1.Scaling = DXGI_SCALING_STRETCH;
- sd1.Stereo = FALSE;
-
- IDXGIFactory4* dxgi_factory = NULL;
- res = ::CreateDXGIFactory1(IID_PPV_ARGS(&dxgi_factory));
- IM_ASSERT(res == S_OK);
-
- IDXGISwapChain1* swap_chain = NULL;
- res = dxgi_factory->CreateSwapChainForHwnd(data->CommandQueue, hwnd, &sd1, NULL, NULL, &swap_chain);
- IM_ASSERT(res == S_OK);
-
- dxgi_factory->Release();
-
- // Or swapChain.As(&mSwapChain)
- IM_ASSERT(data->SwapChain == NULL);
- swap_chain->QueryInterface(IID_PPV_ARGS(&data->SwapChain));
- swap_chain->Release();
-
- // Create the render targets
- if (data->SwapChain)
- {
- D3D12_DESCRIPTOR_HEAP_DESC desc = {};
- desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
- desc.NumDescriptors = g_numFramesInFlight;
- desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
- desc.NodeMask = 1;
-
- HRESULT hr = g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&data->RtvDescHeap));
- IM_ASSERT(hr == S_OK);
-
- SIZE_T rtv_descriptor_size = g_pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
- D3D12_CPU_DESCRIPTOR_HANDLE rtv_handle = data->RtvDescHeap->GetCPUDescriptorHandleForHeapStart();
- for (UINT i = 0; i < g_numFramesInFlight; i++)
- {
- data->FrameCtx[i].RenderTargetCpuDescriptors = rtv_handle;
- rtv_handle.ptr += rtv_descriptor_size;
- }
-
- ID3D12Resource* back_buffer;
- for (UINT i = 0; i < g_numFramesInFlight; i++)
- {
- IM_ASSERT(data->FrameCtx[i].RenderTarget == NULL);
- data->SwapChain->GetBuffer(i, IID_PPV_ARGS(&back_buffer));
- g_pd3dDevice->CreateRenderTargetView(back_buffer, NULL, data->FrameCtx[i].RenderTargetCpuDescriptors);
- data->FrameCtx[i].RenderTarget = back_buffer;
- }
- }
-
- for (UINT i = 0; i < g_numFramesInFlight; i++)
- ImGui_ImplDX12_DestroyRenderBuffers(&data->FrameRenderBuffers[i]);
-}
-
-static void ImGui_WaitForPendingOperations(ImGuiViewportDataDx12* data)
-{
- HRESULT hr = S_FALSE;
- if (data && data->CommandQueue && data->Fence && data->FenceEvent)
- {
- hr = data->CommandQueue->Signal(data->Fence, ++data->FenceSignaledValue);
- IM_ASSERT(hr == S_OK);
- ::WaitForSingleObject(data->FenceEvent, 0); // Reset any forgotten waits
- hr = data->Fence->SetEventOnCompletion(data->FenceSignaledValue, data->FenceEvent);
- IM_ASSERT(hr == S_OK);
- ::WaitForSingleObject(data->FenceEvent, INFINITE);
- }
-}
-
-static void ImGui_ImplDX12_DestroyWindow(ImGuiViewport* viewport)
-{
- // The main viewport (owned by the application) will always have RendererUserData == NULL since we didn't create the data for it.
- if (ImGuiViewportDataDx12* data = (ImGuiViewportDataDx12*)viewport->RendererUserData)
- {
- ImGui_WaitForPendingOperations(data);
-
- SafeRelease(data->CommandQueue);
- SafeRelease(data->CommandList);
- SafeRelease(data->SwapChain);
- SafeRelease(data->RtvDescHeap);
- SafeRelease(data->Fence);
- ::CloseHandle(data->FenceEvent);
- data->FenceEvent = NULL;
-
- for (UINT i = 0; i < g_numFramesInFlight; i++)
- {
- SafeRelease(data->FrameCtx[i].RenderTarget);
- SafeRelease(data->FrameCtx[i].CommandAllocator);
- ImGui_ImplDX12_DestroyRenderBuffers(&data->FrameRenderBuffers[i]);
- }
- IM_DELETE(data);
- }
- viewport->RendererUserData = NULL;
-}
-
-static void ImGui_ImplDX12_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
-{
- ImGuiViewportDataDx12* data = (ImGuiViewportDataDx12*)viewport->RendererUserData;
-
- ImGui_WaitForPendingOperations(data);
-
- for (UINT i = 0; i < g_numFramesInFlight; i++)
- SafeRelease(data->FrameCtx[i].RenderTarget);
-
- if (data->SwapChain)
- {
- ID3D12Resource* back_buffer = NULL;
- data->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0);
- for (UINT i = 0; i < g_numFramesInFlight; i++)
- {
- data->SwapChain->GetBuffer(i, IID_PPV_ARGS(&back_buffer));
- g_pd3dDevice->CreateRenderTargetView(back_buffer, NULL, data->FrameCtx[i].RenderTargetCpuDescriptors);
- data->FrameCtx[i].RenderTarget = back_buffer;
- }
- }
-}
-
-static void ImGui_ImplDX12_RenderWindow(ImGuiViewport* viewport, void*)
-{
- ImGuiViewportDataDx12* data = (ImGuiViewportDataDx12*)viewport->RendererUserData;
-
- ImGui_ImplDX12_FrameContext* frame_context = &data->FrameCtx[data->FrameIndex % g_numFramesInFlight];
- UINT back_buffer_idx = data->SwapChain->GetCurrentBackBufferIndex();
-
- const ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
- D3D12_RESOURCE_BARRIER barrier = {};
- barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
- barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
- barrier.Transition.pResource = data->FrameCtx[back_buffer_idx].RenderTarget;
- barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
- barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
- barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
-
- // Draw
- ID3D12GraphicsCommandList* cmd_list = data->CommandList;
-
- frame_context->CommandAllocator->Reset();
- cmd_list->Reset(frame_context->CommandAllocator, NULL);
- cmd_list->ResourceBarrier(1, &barrier);
- cmd_list->OMSetRenderTargets(1, &data->FrameCtx[back_buffer_idx].RenderTargetCpuDescriptors, FALSE, NULL);
- if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
- cmd_list->ClearRenderTargetView(data->FrameCtx[back_buffer_idx].RenderTargetCpuDescriptors, (float*)&clear_color, 0, NULL);
- cmd_list->SetDescriptorHeaps(1, &g_pd3dSrvDescHeap);
-
- ImGui_ImplDX12_RenderDrawData(viewport->DrawData, cmd_list);
-
- barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
- barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT;
- cmd_list->ResourceBarrier(1, &barrier);
- cmd_list->Close();
-
- data->CommandQueue->Wait(data->Fence, data->FenceSignaledValue);
- data->CommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmd_list);
- data->CommandQueue->Signal(data->Fence, ++data->FenceSignaledValue);
-}
-
-static void ImGui_ImplDX12_SwapBuffers(ImGuiViewport* viewport, void*)
-{
- ImGuiViewportDataDx12* data = (ImGuiViewportDataDx12*)viewport->RendererUserData;
-
- data->SwapChain->Present(0, 0);
- while (data->Fence->GetCompletedValue() < data->FenceSignaledValue)
- ::SwitchToThread();
-}
-
-void ImGui_ImplDX12_InitPlatformInterface()
-{
- ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
- platform_io.Renderer_CreateWindow = ImGui_ImplDX12_CreateWindow;
- platform_io.Renderer_DestroyWindow = ImGui_ImplDX12_DestroyWindow;
- platform_io.Renderer_SetWindowSize = ImGui_ImplDX12_SetWindowSize;
- platform_io.Renderer_RenderWindow = ImGui_ImplDX12_RenderWindow;
- platform_io.Renderer_SwapBuffers = ImGui_ImplDX12_SwapBuffers;
-}
-
-void ImGui_ImplDX12_ShutdownPlatformInterface()
-{
- ImGui::DestroyPlatformWindows();
-}
diff --git a/3rdparty/imgui/backends/imgui_impl_dx12.h b/3rdparty/imgui/backends/imgui_impl_dx12.h
index 4a2adaf..ea6d33b 100644
--- a/3rdparty/imgui/backends/imgui_impl_dx12.h
+++ b/3rdparty/imgui/backends/imgui_impl_dx12.h
@@ -3,21 +3,20 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
-// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
-// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
+// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'.
-// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
-// This define is done in the example .vcxproj file and need to be replicated in your app (by e.g. editing imconfig.h)
+// See imgui_impl_dx12.cpp file for details.
-// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
+#include // DXGI_FORMAT
-enum DXGI_FORMAT;
struct ID3D12Device;
struct ID3D12DescriptorHeap;
struct ID3D12GraphicsCommandList;
diff --git a/3rdparty/imgui/backends/imgui_impl_dx9.cpp b/3rdparty/imgui/backends/imgui_impl_dx9.cpp
index 8f0e346..61e9d6e 100644
--- a/3rdparty/imgui/backends/imgui_impl_dx9.cpp
+++ b/3rdparty/imgui/backends/imgui_impl_dx9.cpp
@@ -3,16 +3,23 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
-// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
-// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
+// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
-// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
-// 2020-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
+// 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).
+// 2021-06-25: DirectX9: Explicitly disable texture state stages after >= 1.
+// 2021-05-19: DirectX9: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
+// 2021-04-23: DirectX9: Explicitly setting up more graphics states to increase compatibility with unusual non-default states.
+// 2021-03-18: DirectX9: Calling IDirect3DStateBlock9::Capture() after CreateStateBlock() as a workaround for state restoring issues (see #3857).
+// 2021-03-03: DirectX9: Added support for IMGUI_USE_BGRA_PACKED_COLOR in user's imconfig file.
+// 2021-02-18: DirectX9: Change blending equation to preserve alpha in output buffer.
// 2019-05-29: DirectX9: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
// 2019-04-30: DirectX9: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
// 2019-03-29: Misc: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects().
@@ -29,15 +36,19 @@
// DirectX
#include
-#define DIRECTINPUT_VERSION 0x0800
-#include
// DirectX data
-static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;
-static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL;
-static LPDIRECT3DINDEXBUFFER9 g_pIB = NULL;
-static LPDIRECT3DTEXTURE9 g_FontTexture = NULL;
-static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;
+struct ImGui_ImplDX9_Data
+{
+ LPDIRECT3DDEVICE9 pd3dDevice;
+ LPDIRECT3DVERTEXBUFFER9 pVB;
+ LPDIRECT3DINDEXBUFFER9 pIB;
+ LPDIRECT3DTEXTURE9 FontTexture;
+ int VertexBufferSize;
+ int IndexBufferSize;
+
+ ImGui_ImplDX9_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
+};
struct CUSTOMVERTEX
{
@@ -47,14 +58,24 @@ struct CUSTOMVERTEX
};
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
-// Forward Declarations
-static void ImGui_ImplDX9_InitPlatformInterface();
-static void ImGui_ImplDX9_ShutdownPlatformInterface();
-static void ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows();
-static void ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows();
+#ifdef IMGUI_USE_BGRA_PACKED_COLOR
+#define IMGUI_COL_TO_DX9_ARGB(_COL) (_COL)
+#else
+#define IMGUI_COL_TO_DX9_ARGB(_COL) (((_COL) & 0xFF00FF00) | (((_COL) & 0xFF0000) >> 16) | (((_COL) & 0xFF) << 16))
+#endif
+// 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.
+static ImGui_ImplDX9_Data* ImGui_ImplDX9_GetBackendData()
+{
+ return ImGui::GetCurrentContext() ? (ImGui_ImplDX9_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
+}
+
+// Functions
static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
{
+ ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
+
// Setup viewport
D3DVIEWPORT9 vp;
vp.X = vp.Y = 0;
@@ -62,30 +83,41 @@ static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
vp.Height = (DWORD)draw_data->DisplaySize.y;
vp.MinZ = 0.0f;
vp.MaxZ = 1.0f;
- g_pd3dDevice->SetViewport(&vp);
+ bd->pd3dDevice->SetViewport(&vp);
- // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient)
- g_pd3dDevice->SetPixelShader(NULL);
- g_pd3dDevice->SetVertexShader(NULL);
- g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
- g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
- g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
- g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
- g_pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
- g_pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
- g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
- g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
- g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
- g_pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
- g_pd3dDevice->SetRenderState(D3DRS_FOGENABLE, FALSE);
- g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
- g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
- g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
- g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
- g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
- g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
- g_pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
- g_pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
+ // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient), bilinear sampling.
+ bd->pd3dDevice->SetPixelShader(nullptr);
+ bd->pd3dDevice->SetVertexShader(nullptr);
+ bd->pd3dDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
+ bd->pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
+ bd->pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
+ bd->pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
+ bd->pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
+ bd->pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
+ bd->pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
+ bd->pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
+ bd->pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
+ bd->pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
+ bd->pd3dDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
+ bd->pd3dDevice->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_ONE);
+ bd->pd3dDevice->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA);
+ bd->pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
+ bd->pd3dDevice->SetRenderState(D3DRS_FOGENABLE, FALSE);
+ bd->pd3dDevice->SetRenderState(D3DRS_RANGEFOGENABLE, FALSE);
+ bd->pd3dDevice->SetRenderState(D3DRS_SPECULARENABLE, FALSE);
+ bd->pd3dDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
+ bd->pd3dDevice->SetRenderState(D3DRS_CLIPPING, TRUE);
+ bd->pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
+ bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
+ bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
+ bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
+ bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
+ bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
+ bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
+ bd->pd3dDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
+ bd->pd3dDevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
+ bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
+ bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
// Setup 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.
@@ -103,9 +135,9 @@ static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
0.0f, 0.0f, 0.5f, 0.0f,
(L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f
} } };
- g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity);
- g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity);
- g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection);
+ bd->pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity);
+ bd->pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity);
+ bd->pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection);
}
}
@@ -117,42 +149,57 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
return;
// Create and grow buffers if needed
- if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
+ ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
+ if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
{
- if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
- g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
- if (g_pd3dDevice->CreateVertexBuffer(g_VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
+ if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
+ bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
+ if (bd->pd3dDevice->CreateVertexBuffer(bd->VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &bd->pVB, nullptr) < 0)
return;
}
- if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
+ if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
{
- if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
- g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
- if (g_pd3dDevice->CreateIndexBuffer(g_IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &g_pIB, NULL) < 0)
+ if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
+ bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
+ if (bd->pd3dDevice->CreateIndexBuffer(bd->IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &bd->pIB, nullptr) < 0)
return;
}
// Backup the DX9 state
- IDirect3DStateBlock9* d3d9_state_block = NULL;
- if (g_pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0)
+ IDirect3DStateBlock9* d3d9_state_block = nullptr;
+ if (bd->pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0)
return;
+ if (d3d9_state_block->Capture() < 0)
+ {
+ d3d9_state_block->Release();
+ return;
+ }
// Backup the DX9 transform (DX9 documentation suggests that it is included in the StateBlock but it doesn't appear to)
D3DMATRIX last_world, last_view, last_projection;
- g_pd3dDevice->GetTransform(D3DTS_WORLD, &last_world);
- g_pd3dDevice->GetTransform(D3DTS_VIEW, &last_view);
- g_pd3dDevice->GetTransform(D3DTS_PROJECTION, &last_projection);
+ bd->pd3dDevice->GetTransform(D3DTS_WORLD, &last_world);
+ bd->pd3dDevice->GetTransform(D3DTS_VIEW, &last_view);
+ bd->pd3dDevice->GetTransform(D3DTS_PROJECTION, &last_projection);
- // Copy and convert all vertices into a single contiguous buffer, convert colors to DX9 default format.
- // FIXME-OPT: This is a 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; }
+ // Allocate buffers
CUSTOMVERTEX* vtx_dst;
ImDrawIdx* idx_dst;
- if (g_pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
+ if (bd->pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
+ {
+ d3d9_state_block->Release();
return;
- if (g_pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0)
+ }
+ if (bd->pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0)
+ {
+ bd->pVB->Unlock();
+ d3d9_state_block->Release();
return;
+ }
+
+ // Copy and convert all vertices into a single contiguous buffer, convert colors to DX9 default format.
+ // 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++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
@@ -162,7 +209,7 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
vtx_dst->pos[0] = vtx_src->pos.x;
vtx_dst->pos[1] = vtx_src->pos.y;
vtx_dst->pos[2] = 0.0f;
- vtx_dst->col = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000) >> 16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9
+ vtx_dst->col = IMGUI_COL_TO_DX9_ARGB(vtx_src->col);
vtx_dst->uv[0] = vtx_src->uv.x;
vtx_dst->uv[1] = vtx_src->uv.y;
vtx_dst++;
@@ -171,11 +218,11 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
idx_dst += cmd_list->IdxBuffer.Size;
}
- g_pVB->Unlock();
- g_pIB->Unlock();
- g_pd3dDevice->SetStreamSource(0, g_pVB, 0, sizeof(CUSTOMVERTEX));
- g_pd3dDevice->SetIndices(g_pIB);
- g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
+ bd->pVB->Unlock();
+ bd->pIB->Unlock();
+ bd->pd3dDevice->SetStreamSource(0, bd->pVB, 0, sizeof(CUSTOMVERTEX));
+ bd->pd3dDevice->SetIndices(bd->pIB);
+ bd->pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
// Setup desired DX state
ImGui_ImplDX9_SetupRenderState(draw_data);
@@ -191,7 +238,7 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
- if (pcmd->UserCallback != NULL)
+ 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.)
@@ -202,26 +249,28 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
}
else
{
- const RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y) };
- const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->TextureId;
- g_pd3dDevice->SetTexture(0, texture);
- g_pd3dDevice->SetScissorRect(&r);
- g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount / 3);
+ // 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;
+
+ // Apply Scissor/clipping rectangle, Bind texture, Draw
+ const RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
+ const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->GetTexID();
+ bd->pd3dDevice->SetTexture(0, texture);
+ bd->pd3dDevice->SetScissorRect(&r);
+ bd->pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount / 3);
}
}
global_idx_offset += cmd_list->IdxBuffer.Size;
global_vtx_offset += cmd_list->VtxBuffer.Size;
}
- // When using multi-viewports, it appears that there's an odd logic in DirectX9 which prevent subsequent windows
- // from rendering until the first window submits at least one draw call, even once. That's our workaround. (see #2560)
- if (global_vtx_offset == 0)
- g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 0, 0, 0);
-
// Restore the DX9 transform
- g_pd3dDevice->SetTransform(D3DTS_WORLD, &last_world);
- g_pd3dDevice->SetTransform(D3DTS_VIEW, &last_view);
- g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &last_projection);
+ bd->pd3dDevice->SetTransform(D3DTS_WORLD, &last_world);
+ bd->pd3dDevice->SetTransform(D3DTS_VIEW, &last_view);
+ bd->pd3dDevice->SetTransform(D3DTS_PROJECTION, &last_projection);
// Restore the DX9 state
d3d9_state_block->Apply();
@@ -230,214 +279,101 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
{
- // Setup backend capabilities flags
ImGuiIO& io = ImGui::GetIO();
+ IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
+
+ // Setup backend capabilities flags
+ ImGui_ImplDX9_Data* bd = IM_NEW(ImGui_ImplDX9_Data)();
+ io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_dx9";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
- io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
- g_pd3dDevice = device;
- g_pd3dDevice->AddRef();
-
- if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
- ImGui_ImplDX9_InitPlatformInterface();
+ bd->pd3dDevice = device;
+ bd->pd3dDevice->AddRef();
return true;
}
void ImGui_ImplDX9_Shutdown()
{
- ImGui_ImplDX9_ShutdownPlatformInterface();
+ ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
+ IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
+ ImGuiIO& io = ImGui::GetIO();
+
ImGui_ImplDX9_InvalidateDeviceObjects();
- if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
+ if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
+ io.BackendRendererName = nullptr;
+ io.BackendRendererUserData = nullptr;
+ IM_DELETE(bd);
}
static bool ImGui_ImplDX9_CreateFontsTexture()
{
// 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
+ if (io.Fonts->TexPixelsUseColors)
+ {
+ 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;
+ }
+#endif
+
// Upload texture to graphics system
- g_FontTexture = NULL;
- if (g_pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &g_FontTexture, NULL) < 0)
+ bd->FontTexture = nullptr;
+ if (bd->pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &bd->FontTexture, nullptr) < 0)
return false;
D3DLOCKED_RECT tex_locked_rect;
- if (g_FontTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK)
+ 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 + tex_locked_rect.Pitch * y, pixels + (width * bytes_per_pixel) * y, (width * bytes_per_pixel));
- g_FontTexture->UnlockRect(0);
+ 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);
// Store our identifier
- io.Fonts->TexID = (ImTextureID)g_FontTexture;
+ io.Fonts->SetTexID((ImTextureID)bd->FontTexture);
+
+#ifndef IMGUI_USE_BGRA_PACKED_COLOR
+ if (io.Fonts->TexPixelsUseColors)
+ ImGui::MemFree(pixels);
+#endif
return true;
}
bool ImGui_ImplDX9_CreateDeviceObjects()
{
- if (!g_pd3dDevice)
+ ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
+ if (!bd || !bd->pd3dDevice)
return false;
if (!ImGui_ImplDX9_CreateFontsTexture())
return false;
- ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows();
return true;
}
void ImGui_ImplDX9_InvalidateDeviceObjects()
{
- if (!g_pd3dDevice)
+ ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
+ if (!bd || !bd->pd3dDevice)
return;
- if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
- if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
- if (g_FontTexture) { g_FontTexture->Release(); g_FontTexture = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
- ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows();
+ 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()
{
- if (!g_FontTexture)
+ ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
+ IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX9_Init()?");
+
+ if (!bd->FontTexture)
ImGui_ImplDX9_CreateDeviceObjects();
}
-
-//--------------------------------------------------------------------------------------------------------
-// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
-// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
-// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
-//--------------------------------------------------------------------------------------------------------
-
-// Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data.
-struct ImGuiViewportDataDx9
-{
- IDirect3DSwapChain9* SwapChain;
- D3DPRESENT_PARAMETERS d3dpp;
-
- ImGuiViewportDataDx9() { SwapChain = NULL; ZeroMemory(&d3dpp, sizeof(D3DPRESENT_PARAMETERS)); }
- ~ImGuiViewportDataDx9() { IM_ASSERT(SwapChain == NULL); }
-};
-
-static void ImGui_ImplDX9_CreateWindow(ImGuiViewport* viewport)
-{
- ImGuiViewportDataDx9* data = IM_NEW(ImGuiViewportDataDx9)();
- viewport->RendererUserData = data;
-
- // PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
- // Some backends will leave PlatformHandleRaw NULL, in which case we assume PlatformHandle will contain the HWND.
- HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle;
- IM_ASSERT(hwnd != 0);
-
- ZeroMemory(&data->d3dpp, sizeof(D3DPRESENT_PARAMETERS));
- data->d3dpp.Windowed = TRUE;
- data->d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
- data->d3dpp.BackBufferWidth = (UINT)viewport->Size.x;
- data->d3dpp.BackBufferHeight = (UINT)viewport->Size.y;
- data->d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
- data->d3dpp.hDeviceWindow = hwnd;
- data->d3dpp.EnableAutoDepthStencil = FALSE;
- data->d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
- data->d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync
-
- HRESULT hr = g_pd3dDevice->CreateAdditionalSwapChain(&data->d3dpp, &data->SwapChain); IM_UNUSED(hr);
- IM_ASSERT(hr == D3D_OK);
- IM_ASSERT(data->SwapChain != NULL);
-}
-
-static void ImGui_ImplDX9_DestroyWindow(ImGuiViewport* viewport)
-{
- // The main viewport (owned by the application) will always have RendererUserData == NULL since we didn't create the data for it.
- if (ImGuiViewportDataDx9* data = (ImGuiViewportDataDx9*)viewport->RendererUserData)
- {
- if (data->SwapChain)
- data->SwapChain->Release();
- data->SwapChain = NULL;
- ZeroMemory(&data->d3dpp, sizeof(D3DPRESENT_PARAMETERS));
- IM_DELETE(data);
- }
- viewport->RendererUserData = NULL;
-}
-
-static void ImGui_ImplDX9_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
-{
- ImGuiViewportDataDx9* data = (ImGuiViewportDataDx9*)viewport->RendererUserData;
- if (data->SwapChain)
- {
- data->SwapChain->Release();
- data->SwapChain = NULL;
- data->d3dpp.BackBufferWidth = (UINT)size.x;
- data->d3dpp.BackBufferHeight = (UINT)size.y;
- HRESULT hr = g_pd3dDevice->CreateAdditionalSwapChain(&data->d3dpp, &data->SwapChain); IM_UNUSED(hr);
- IM_ASSERT(hr == D3D_OK);
- }
-}
-
-static void ImGui_ImplDX9_RenderWindow(ImGuiViewport* viewport, void*)
-{
- ImGuiViewportDataDx9* data = (ImGuiViewportDataDx9*)viewport->RendererUserData;
- ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
-
- LPDIRECT3DSURFACE9 render_target = NULL;
- LPDIRECT3DSURFACE9 last_render_target = NULL;
- LPDIRECT3DSURFACE9 last_depth_stencil = NULL;
- data->SwapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &render_target);
- g_pd3dDevice->GetRenderTarget(0, &last_render_target);
- g_pd3dDevice->GetDepthStencilSurface(&last_depth_stencil);
- g_pd3dDevice->SetRenderTarget(0, render_target);
- g_pd3dDevice->SetDepthStencilSurface(NULL);
-
- if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
- {
- D3DCOLOR clear_col_dx = D3DCOLOR_RGBA((int)(clear_color.x*255.0f), (int)(clear_color.y*255.0f), (int)(clear_color.z*255.0f), (int)(clear_color.w*255.0f));
- g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET, clear_col_dx, 1.0f, 0);
- }
-
- ImGui_ImplDX9_RenderDrawData(viewport->DrawData);
-
- // Restore render target
- g_pd3dDevice->SetRenderTarget(0, last_render_target);
- g_pd3dDevice->SetDepthStencilSurface(last_depth_stencil);
- render_target->Release();
- last_render_target->Release();
- if (last_depth_stencil) last_depth_stencil->Release();
-}
-
-static void ImGui_ImplDX9_SwapBuffers(ImGuiViewport* viewport, void*)
-{
- ImGuiViewportDataDx9* data = (ImGuiViewportDataDx9*)viewport->RendererUserData;
- HRESULT hr = data->SwapChain->Present(NULL, NULL, data->d3dpp.hDeviceWindow, NULL, NULL);
- // Let main application handle D3DERR_DEVICELOST by resetting the device.
- IM_ASSERT(hr == D3D_OK || hr == D3DERR_DEVICELOST);
-}
-
-static void ImGui_ImplDX9_InitPlatformInterface()
-{
- ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
- platform_io.Renderer_CreateWindow = ImGui_ImplDX9_CreateWindow;
- platform_io.Renderer_DestroyWindow = ImGui_ImplDX9_DestroyWindow;
- platform_io.Renderer_SetWindowSize = ImGui_ImplDX9_SetWindowSize;
- platform_io.Renderer_RenderWindow = ImGui_ImplDX9_RenderWindow;
- platform_io.Renderer_SwapBuffers = ImGui_ImplDX9_SwapBuffers;
-}
-
-static void ImGui_ImplDX9_ShutdownPlatformInterface()
-{
- ImGui::DestroyPlatformWindows();
-}
-
-static void ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows()
-{
- ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
- for (int i = 1; i < platform_io.Viewports.Size; i++)
- if (!platform_io.Viewports[i]->RendererUserData)
- ImGui_ImplDX9_CreateWindow(platform_io.Viewports[i]);
-}
-
-static void ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows()
-{
- ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
- for (int i = 1; i < platform_io.Viewports.Size; i++)
- if (platform_io.Viewports[i]->RendererUserData)
- ImGui_ImplDX9_DestroyWindow(platform_io.Viewports[i]);
-}
diff --git a/3rdparty/imgui/backends/imgui_impl_dx9.h b/3rdparty/imgui/backends/imgui_impl_dx9.h
index f04de4c..32e89ec 100644
--- a/3rdparty/imgui/backends/imgui_impl_dx9.h
+++ b/3rdparty/imgui/backends/imgui_impl_dx9.h
@@ -3,10 +3,10 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
-// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
-// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
+// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
-// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
diff --git a/3rdparty/imgui/backends/imgui_impl_glfw.cpp b/3rdparty/imgui/backends/imgui_impl_glfw.cpp
index b2fb427..2241b9d 100644
--- a/3rdparty/imgui/backends/imgui_impl_glfw.cpp
+++ b/3rdparty/imgui/backends/imgui_impl_glfw.cpp
@@ -1,25 +1,45 @@
// dear imgui: Platform Backend for GLFW
-// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan..)
+// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..)
// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
-// (Requires: GLFW 3.1+. Prefer GLFW 3.3+ for full feature support.)
+// (Requires: GLFW 3.1+. Prefer GLFW 3.3+ or GLFW 3.4+ for full feature support.)
// Implemented features:
// [X] Platform: Clipboard support.
+// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only).
+// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [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: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE).
-// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
-// Issues:
-// [ ] Platform: Multi-viewport support: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor).
-
-// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
-// 2020-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
+// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen on Windows ONLY, using a custom WndProc hook. (#2702)
+// 2023-03-16: Inputs: Fixed key modifiers handling on secondary viewports (docking branch). Broken on 2023/01/04. (#6248, #6034)
+// 2023-03-14: Emscripten: Avoid using glfwGetError() and glfwGetGamepadState() which are not correctly implemented in Emscripten emulation. (#6240)
+// 2023-02-03: Emscripten: Registering custom low-level mouse wheel handler to get more accurate scrolling impulses on Emscripten. (#4019, #6096)
+// 2023-01-04: Inputs: Fixed mods state on Linux when using Alt-GR text input (e.g. German keyboard layout), could lead to broken text input. Revert a 2022/01/17 change were we resumed using mods provided by GLFW, turns out they were faulty.
+// 2022-11-22: Perform a dummy glfwGetError() read to cancel missing names with glfwGetKeyName(). (#5908)
+// 2022-10-18: Perform a dummy glfwGetError() read to cancel missing mouse cursors errors. Using GLFW_VERSION_COMBINED directly. (#5785)
+// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
+// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
+// 2022-09-01: Inputs: Honor GLFW_CURSOR_DISABLED by not setting mouse position.
+// 2022-04-30: Inputs: Fixed ImGui_ImplGlfw_TranslateUntranslatedKey() for lower case letters on OSX.
+// 2022-03-23: Inputs: Fixed a regression in 1.87 which resulted in keyboard modifiers events being reported incorrectly on Linux/X11.
+// 2022-02-07: Added ImGui_ImplGlfw_InstallCallbacks()/ImGui_ImplGlfw_RestoreCallbacks() helpers to facilitate user installing callbacks after initializing backend.
+// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
+// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
+// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
+// 2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates.
+// 2022-01-12: *BREAKING CHANGE*: Now using glfwSetCursorPosCallback(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetCursorPosCallback() and forward it to the backend via ImGui_ImplGlfw_CursorPosCallback().
+// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
+// 2022-01-05: Inputs: Converting GLFW untranslated keycodes back to translated keycodes (in the ImGui_ImplGlfw_KeyCallback() function) in order to match the behavior of every other backend, and facilitate the use of GLFW with lettered-shortcuts API.
+// 2021-08-17: *BREAKING CHANGE*: Now using glfwSetWindowFocusCallback() to calling io.AddFocusEvent(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() and forward it to the backend via ImGui_ImplGlfw_WindowFocusCallback().
+// 2021-07-29: *BREAKING CHANGE*: Now using glfwSetCursorEnterCallback(). MousePos is correctly reported when the host platform window is hovered but not focused. If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() callback and forward it to the backend via ImGui_ImplGlfw_CursorEnterCallback().
+// 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).
// 2020-01-17: Inputs: Disable error callback while assigning mouse cursors because some X11 setup don't have them and it generates errors.
// 2019-12-05: Inputs: Added support for new mouse cursors added in GLFW 3.4+ (resizing cursors, not allowed cursor).
// 2019-10-18: Misc: Previously installed user callbacks are now restored on shutdown.
@@ -45,60 +65,90 @@
#include "imgui.h"
#include "imgui_impl_glfw.h"
+// Clang warnings with -Weverything
+#if defined(__clang__)
+#pragma clang diagnostic push
+#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
+#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
+#endif
+
// GLFW
#include
+
#ifdef _WIN32
#undef APIENTRY
#define GLFW_EXPOSE_NATIVE_WIN32
-#include // for glfwGetWin32Window
+#include // for glfwGetWin32Window()
#endif
-#define GLFW_HAS_WINDOW_TOPMOST (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ GLFW_FLOATING
-#define GLFW_HAS_WINDOW_HOVERED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ GLFW_HOVERED
-#define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwSetWindowOpacity
-#define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorContentScale
-#define GLFW_HAS_VULKAN (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwCreateWindowSurface
-#define GLFW_HAS_FOCUS_WINDOW (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwFocusWindow
-#define GLFW_HAS_FOCUS_ON_SHOW (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ GLFW_FOCUS_ON_SHOW
-#define GLFW_HAS_MONITOR_WORK_AREA (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorWorkarea
-#define GLFW_HAS_OSX_WINDOW_POS_FIX (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 + GLFW_VERSION_REVISION * 10 >= 3310) // 3.3.1+ Fixed: Resizing window repositions it on MacOS #1553
-#ifdef GLFW_RESIZE_NESW_CURSOR // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2019-11-29 (cursors defines) // FIXME: Remove when GLFW 3.4 is released?
-#define GLFW_HAS_NEW_CURSORS (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GLFW_RESIZE_NWSE_CURSOR, GLFW_NOT_ALLOWED_CURSOR
-#else
-#define GLFW_HAS_NEW_CURSORS (0)
-#endif
-#ifdef GLFW_MOUSE_PASSTHROUGH // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2020-07-17 (passthrough)
-#define GLFW_HAS_MOUSE_PASSTHROUGH (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3400) // 3.4+ GLFW_MOUSE_PASSTHROUGH
-#else
-#define GLFW_HAS_MOUSE_PASSTHROUGH (0)
+#ifdef __APPLE__
+#define GLFW_EXPOSE_NATIVE_COCOA
+#include // for glfwGetCocoaWindow()
#endif
-// Data
+#ifdef __EMSCRIPTEN__
+#include
+#include
+#endif
+
+// 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)
+#ifdef GLFW_RESIZE_NESW_CURSOR // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2019-11-29 (cursors defines) // FIXME: Remove when GLFW 3.4 is released?
+#define GLFW_HAS_NEW_CURSORS (GLFW_VERSION_COMBINED >= 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GLFW_RESIZE_NWSE_CURSOR, GLFW_NOT_ALLOWED_CURSOR
+#else
+#define GLFW_HAS_NEW_CURSORS (0)
+#endif
+#define GLFW_HAS_GAMEPAD_API (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetGamepadState() new api
+#define GLFW_HAS_GETKEYNAME (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwGetKeyName()
+#define GLFW_HAS_GETERROR (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetError()
+
+// GLFW data
enum GlfwClientApi
{
GlfwClientApi_Unknown,
GlfwClientApi_OpenGL,
GlfwClientApi_Vulkan
};
-static GLFWwindow* g_Window = NULL; // Main window
-static GlfwClientApi g_ClientApi = GlfwClientApi_Unknown;
-static double g_Time = 0.0;
-static bool g_MouseJustPressed[ImGuiMouseButton_COUNT] = {};
-static GLFWcursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = {};
-static bool g_InstalledCallbacks = false;
-static bool g_WantUpdateMonitors = true;
-// Chain GLFW callbacks for main viewport: our callbacks will call the user's previously installed callbacks, if any.
-static GLFWmousebuttonfun g_PrevUserCallbackMousebutton = NULL;
-static GLFWscrollfun g_PrevUserCallbackScroll = NULL;
-static GLFWkeyfun g_PrevUserCallbackKey = NULL;
-static GLFWcharfun g_PrevUserCallbackChar = NULL;
-static GLFWmonitorfun g_PrevUserCallbackMonitor = NULL;
+struct ImGui_ImplGlfw_Data
+{
+ GLFWwindow* Window;
+ GlfwClientApi ClientApi;
+ double Time;
+ GLFWwindow* MouseWindow;
+ GLFWcursor* MouseCursors[ImGuiMouseCursor_COUNT];
+ ImVec2 LastValidMousePos;
+ bool InstalledCallbacks;
+ bool CallbacksChainForAllWindows;
-// Forward Declarations
-static void ImGui_ImplGlfw_UpdateMonitors();
-static void ImGui_ImplGlfw_InitPlatformInterface();
-static void ImGui_ImplGlfw_ShutdownPlatformInterface();
+ // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
+ GLFWwindowfocusfun PrevUserCallbackWindowFocus;
+ GLFWcursorposfun PrevUserCallbackCursorPos;
+ GLFWcursorenterfun PrevUserCallbackCursorEnter;
+ GLFWmousebuttonfun PrevUserCallbackMousebutton;
+ GLFWscrollfun PrevUserCallbackScroll;
+ GLFWkeyfun PrevUserCallbackKey;
+ GLFWcharfun PrevUserCallbackChar;
+ GLFWmonitorfun PrevUserCallbackMonitor;
+#ifdef _WIN32
+ WNDPROC GlfwWndProc;
+#endif
+ ImGui_ImplGlfw_Data() { memset((void*)this, 0, sizeof(*this)); }
+};
+
+// Backend data stored in io.BackendPlatformUserData 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 is not well tested and probably dysfunctional in this backend.
+// - Because glfwPollEvents() process all windows and some events may be called outside of it, you will need to register your own callbacks
+// (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.
+static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData()
+{
+ return ImGui::GetCurrentContext() ? (ImGui_ImplGlfw_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
+}
+
+// Functions
static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data)
{
return glfwGetClipboardString((GLFWwindow*)user_data);
@@ -109,51 +159,268 @@ static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text)
glfwSetClipboardString((GLFWwindow*)user_data, text);
}
+static ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int key)
+{
+ switch (key)
+ {
+ case GLFW_KEY_TAB: return ImGuiKey_Tab;
+ case GLFW_KEY_LEFT: return ImGuiKey_LeftArrow;
+ case GLFW_KEY_RIGHT: return ImGuiKey_RightArrow;
+ case GLFW_KEY_UP: return ImGuiKey_UpArrow;
+ case GLFW_KEY_DOWN: return ImGuiKey_DownArrow;
+ case GLFW_KEY_PAGE_UP: return ImGuiKey_PageUp;
+ case GLFW_KEY_PAGE_DOWN: return ImGuiKey_PageDown;
+ case GLFW_KEY_HOME: return ImGuiKey_Home;
+ case GLFW_KEY_END: return ImGuiKey_End;
+ case GLFW_KEY_INSERT: return ImGuiKey_Insert;
+ case GLFW_KEY_DELETE: return ImGuiKey_Delete;
+ case GLFW_KEY_BACKSPACE: return ImGuiKey_Backspace;
+ case GLFW_KEY_SPACE: return ImGuiKey_Space;
+ case GLFW_KEY_ENTER: return ImGuiKey_Enter;
+ case GLFW_KEY_ESCAPE: return ImGuiKey_Escape;
+ case GLFW_KEY_APOSTROPHE: return ImGuiKey_Apostrophe;
+ case GLFW_KEY_COMMA: return ImGuiKey_Comma;
+ case GLFW_KEY_MINUS: return ImGuiKey_Minus;
+ case GLFW_KEY_PERIOD: return ImGuiKey_Period;
+ case GLFW_KEY_SLASH: return ImGuiKey_Slash;
+ case GLFW_KEY_SEMICOLON: return ImGuiKey_Semicolon;
+ 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_RIGHT_BRACKET: return ImGuiKey_RightBracket;
+ case GLFW_KEY_GRAVE_ACCENT: return ImGuiKey_GraveAccent;
+ case GLFW_KEY_CAPS_LOCK: return ImGuiKey_CapsLock;
+ case GLFW_KEY_SCROLL_LOCK: return ImGuiKey_ScrollLock;
+ case GLFW_KEY_NUM_LOCK: return ImGuiKey_NumLock;
+ case GLFW_KEY_PRINT_SCREEN: return ImGuiKey_PrintScreen;
+ case GLFW_KEY_PAUSE: return ImGuiKey_Pause;
+ case GLFW_KEY_KP_0: return ImGuiKey_Keypad0;
+ case GLFW_KEY_KP_1: return ImGuiKey_Keypad1;
+ case GLFW_KEY_KP_2: return ImGuiKey_Keypad2;
+ case GLFW_KEY_KP_3: return ImGuiKey_Keypad3;
+ case GLFW_KEY_KP_4: return ImGuiKey_Keypad4;
+ case GLFW_KEY_KP_5: return ImGuiKey_Keypad5;
+ case GLFW_KEY_KP_6: return ImGuiKey_Keypad6;
+ case GLFW_KEY_KP_7: return ImGuiKey_Keypad7;
+ case GLFW_KEY_KP_8: return ImGuiKey_Keypad8;
+ case GLFW_KEY_KP_9: return ImGuiKey_Keypad9;
+ case GLFW_KEY_KP_DECIMAL: return ImGuiKey_KeypadDecimal;
+ case GLFW_KEY_KP_DIVIDE: return ImGuiKey_KeypadDivide;
+ case GLFW_KEY_KP_MULTIPLY: return ImGuiKey_KeypadMultiply;
+ case GLFW_KEY_KP_SUBTRACT: return ImGuiKey_KeypadSubtract;
+ case GLFW_KEY_KP_ADD: return ImGuiKey_KeypadAdd;
+ case GLFW_KEY_KP_ENTER: return ImGuiKey_KeypadEnter;
+ case GLFW_KEY_KP_EQUAL: return ImGuiKey_KeypadEqual;
+ case GLFW_KEY_LEFT_SHIFT: return ImGuiKey_LeftShift;
+ case GLFW_KEY_LEFT_CONTROL: return ImGuiKey_LeftCtrl;
+ case GLFW_KEY_LEFT_ALT: return ImGuiKey_LeftAlt;
+ case GLFW_KEY_LEFT_SUPER: return ImGuiKey_LeftSuper;
+ case GLFW_KEY_RIGHT_SHIFT: return ImGuiKey_RightShift;
+ case GLFW_KEY_RIGHT_CONTROL: return ImGuiKey_RightCtrl;
+ case GLFW_KEY_RIGHT_ALT: return ImGuiKey_RightAlt;
+ case GLFW_KEY_RIGHT_SUPER: return ImGuiKey_RightSuper;
+ case GLFW_KEY_MENU: return ImGuiKey_Menu;
+ case GLFW_KEY_0: return ImGuiKey_0;
+ case GLFW_KEY_1: return ImGuiKey_1;
+ case GLFW_KEY_2: return ImGuiKey_2;
+ case GLFW_KEY_3: return ImGuiKey_3;
+ case GLFW_KEY_4: return ImGuiKey_4;
+ case GLFW_KEY_5: return ImGuiKey_5;
+ case GLFW_KEY_6: return ImGuiKey_6;
+ case GLFW_KEY_7: return ImGuiKey_7;
+ case GLFW_KEY_8: return ImGuiKey_8;
+ case GLFW_KEY_9: return ImGuiKey_9;
+ case GLFW_KEY_A: return ImGuiKey_A;
+ case GLFW_KEY_B: return ImGuiKey_B;
+ case GLFW_KEY_C: return ImGuiKey_C;
+ case GLFW_KEY_D: return ImGuiKey_D;
+ case GLFW_KEY_E: return ImGuiKey_E;
+ case GLFW_KEY_F: return ImGuiKey_F;
+ case GLFW_KEY_G: return ImGuiKey_G;
+ case GLFW_KEY_H: return ImGuiKey_H;
+ case GLFW_KEY_I: return ImGuiKey_I;
+ case GLFW_KEY_J: return ImGuiKey_J;
+ case GLFW_KEY_K: return ImGuiKey_K;
+ case GLFW_KEY_L: return ImGuiKey_L;
+ case GLFW_KEY_M: return ImGuiKey_M;
+ case GLFW_KEY_N: return ImGuiKey_N;
+ case GLFW_KEY_O: return ImGuiKey_O;
+ case GLFW_KEY_P: return ImGuiKey_P;
+ case GLFW_KEY_Q: return ImGuiKey_Q;
+ case GLFW_KEY_R: return ImGuiKey_R;
+ case GLFW_KEY_S: return ImGuiKey_S;
+ case GLFW_KEY_T: return ImGuiKey_T;
+ case GLFW_KEY_U: return ImGuiKey_U;
+ case GLFW_KEY_V: return ImGuiKey_V;
+ case GLFW_KEY_W: return ImGuiKey_W;
+ case GLFW_KEY_X: return ImGuiKey_X;
+ case GLFW_KEY_Y: return ImGuiKey_Y;
+ case GLFW_KEY_Z: return ImGuiKey_Z;
+ case GLFW_KEY_F1: return ImGuiKey_F1;
+ case GLFW_KEY_F2: return ImGuiKey_F2;
+ case GLFW_KEY_F3: return ImGuiKey_F3;
+ case GLFW_KEY_F4: return ImGuiKey_F4;
+ case GLFW_KEY_F5: return ImGuiKey_F5;
+ case GLFW_KEY_F6: return ImGuiKey_F6;
+ case GLFW_KEY_F7: return ImGuiKey_F7;
+ case GLFW_KEY_F8: return ImGuiKey_F8;
+ case GLFW_KEY_F9: return ImGuiKey_F9;
+ case GLFW_KEY_F10: return ImGuiKey_F10;
+ case GLFW_KEY_F11: return ImGuiKey_F11;
+ case GLFW_KEY_F12: return ImGuiKey_F12;
+ default: return ImGuiKey_None;
+ }
+}
+
+// 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)
+{
+ 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)
+{
+ 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)
{
- if (g_PrevUserCallbackMousebutton != NULL && window == g_Window)
- g_PrevUserCallbackMousebutton(window, button, action, mods);
+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+ if (bd->PrevUserCallbackMousebutton != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
+ bd->PrevUserCallbackMousebutton(window, button, action, mods);
- if (action == GLFW_PRESS && button >= 0 && button < IM_ARRAYSIZE(g_MouseJustPressed))
- g_MouseJustPressed[button] = true;
+ ImGui_ImplGlfw_UpdateKeyModifiers(window);
+
+ ImGuiIO& io = ImGui::GetIO();
+ if (button >= 0 && button < ImGuiMouseButton_COUNT)
+ io.AddMouseButtonEvent(button, action == GLFW_PRESS);
}
void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
{
- if (g_PrevUserCallbackScroll != NULL && window == g_Window)
- g_PrevUserCallbackScroll(window, xoffset, yoffset);
+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+ if (bd->PrevUserCallbackScroll != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
+ bd->PrevUserCallbackScroll(window, xoffset, yoffset);
+
+#ifdef __EMSCRIPTEN__
+ // Ignore GLFW events: will be processed in ImGui_ImplEmscripten_WheelCallback().
+ return;
+#endif
ImGuiIO& io = ImGui::GetIO();
- io.MouseWheelH += (float)xoffset;
- io.MouseWheel += (float)yoffset;
+ io.AddMouseWheelEvent((float)xoffset, (float)yoffset);
}
-void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
+static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode)
{
- if (g_PrevUserCallbackKey != NULL && window == g_Window)
- g_PrevUserCallbackKey(window, key, scancode, action, mods);
+#if GLFW_HAS_GETKEYNAME && !defined(__EMSCRIPTEN__)
+ // GLFW 3.1+ attempts to "untranslate" keys, which goes the opposite of what every other framework does, making using lettered shortcuts difficult.
+ // (It had reasons to do so: namely GLFW is/was more likely to be used for WASD-type game controls rather than lettered shortcuts, but IHMO the 3.1 change could have been done differently)
+ // See https://github.com/glfw/glfw/issues/1502 for details.
+ // Adding a workaround to undo this (so our keys are translated->untranslated->translated, likely a lossy process).
+ // This won't cover edge cases but this is at least going to cover common cases.
+ if (key >= GLFW_KEY_KP_0 && key <= GLFW_KEY_KP_EQUAL)
+ return key;
+ GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr);
+ const char* key_name = glfwGetKeyName(key, scancode);
+ glfwSetErrorCallback(prev_error_callback);
+#if GLFW_HAS_GETERROR && !defined(__EMSCRIPTEN__) // Eat errors (see #5908)
+ (void)glfwGetError(nullptr);
+#endif
+ if (key_name && key_name[0] != 0 && key_name[1] == 0)
+ {
+ const char char_names[] = "`-=[]\\,;\'./";
+ const int char_keys[] = { GLFW_KEY_GRAVE_ACCENT, GLFW_KEY_MINUS, GLFW_KEY_EQUAL, GLFW_KEY_LEFT_BRACKET, GLFW_KEY_RIGHT_BRACKET, GLFW_KEY_BACKSLASH, GLFW_KEY_COMMA, GLFW_KEY_SEMICOLON, GLFW_KEY_APOSTROPHE, GLFW_KEY_PERIOD, GLFW_KEY_SLASH, 0 };
+ IM_ASSERT(IM_ARRAYSIZE(char_names) == IM_ARRAYSIZE(char_keys));
+ if (key_name[0] >= '0' && key_name[0] <= '9') { key = GLFW_KEY_0 + (key_name[0] - '0'); }
+ else if (key_name[0] >= 'A' && key_name[0] <= 'Z') { key = GLFW_KEY_A + (key_name[0] - 'A'); }
+ else if (key_name[0] >= 'a' && key_name[0] <= 'z') { key = GLFW_KEY_A + (key_name[0] - 'a'); }
+ else if (const char* p = strchr(char_names, key_name[0])) { key = char_keys[p - char_names]; }
+ }
+ // if (action == GLFW_PRESS) printf("key %d scancode %d name '%s'\n", key, scancode, key_name);
+#else
+ IM_UNUSED(scancode);
+#endif
+ return key;
+}
+
+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))
+ bd->PrevUserCallbackKey(window, keycode, scancode, action, mods);
+
+ if (action != GLFW_PRESS && action != GLFW_RELEASE)
+ return;
+
+ ImGui_ImplGlfw_UpdateKeyModifiers(window);
+
+ keycode = ImGui_ImplGlfw_TranslateUntranslatedKey(keycode, scancode);
ImGuiIO& io = ImGui::GetIO();
- if (action == GLFW_PRESS)
- io.KeysDown[key] = true;
- if (action == GLFW_RELEASE)
- io.KeysDown[key] = false;
+ ImGuiKey imgui_key = ImGui_ImplGlfw_KeyToImGuiKey(keycode);
+ io.AddKeyEvent(imgui_key, (action == GLFW_PRESS));
+ io.SetKeyEventNativeData(imgui_key, keycode, scancode); // To support legacy indexing (<1.87 user code)
+}
- // Modifiers are not reliable across systems
- io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL];
- io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT];
- io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT];
-#ifdef _WIN32
- io.KeySuper = false;
-#else
- io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER];
-#endif
+void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused)
+{
+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+ if (bd->PrevUserCallbackWindowFocus != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
+ bd->PrevUserCallbackWindowFocus(window, focused);
+
+ ImGuiIO& io = ImGui::GetIO();
+ 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))
+ bd->PrevUserCallbackCursorPos(window, x, y);
+ if (glfwGetInputMode(window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
+ return;
+
+ ImGuiIO& io = ImGui::GetIO();
+ io.AddMousePosEvent((float)x, (float)y);
+ bd->LastValidMousePos = ImVec2((float)x, (float)y);
+}
+
+// Workaround: X11 seems to send spurious Leave/Enter events which would make us lose our position,
+// 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))
+ bd->PrevUserCallbackCursorEnter(window, entered);
+ if (glfwGetInputMode(window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
+ return;
+
+ ImGuiIO& io = ImGui::GetIO();
+ if (entered)
+ {
+ bd->MouseWindow = window;
+ io.AddMousePosEvent(bd->LastValidMousePos.x, bd->LastValidMousePos.y);
+ }
+ else if (!entered && bd->MouseWindow == window)
+ {
+ bd->LastValidMousePos = io.MousePos;
+ bd->MouseWindow = nullptr;
+ io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
+ }
}
void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
{
- if (g_PrevUserCallbackChar != NULL && window == g_Window)
- g_PrevUserCallbackChar(window, c);
+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+ if (bd->PrevUserCallbackChar != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
+ bd->PrevUserCallbackChar(window, c);
ImGuiIO& io = ImGui::GetIO();
io.AddInputCharacter(c);
@@ -161,105 +428,182 @@ void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int)
{
- g_WantUpdateMonitors = true;
+ // 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__
+static EM_BOOL ImGui_ImplEmscripten_WheelCallback(int, const EmscriptenWheelEvent* ev, void*)
+{
+ // Mimic Emscripten_HandleWheel() in SDL.
+ // Corresponding equivalent in GLFW JS emulation layer has incorrect quantizing preventing small values. See #6096
+ 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();
+ 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;
+}
+#endif
+
+#ifdef _WIN32
+// GLFW doesn't allow to distinguish Mouse vs TouchScreen vs Pen.
+// Add support for Win32 (based on imgui_impl_win32), because we rely on _TouchScreen info to trickle inputs differently.
+static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo()
+{
+ LPARAM extra_info = ::GetMessageExtraInfo();
+ if ((extra_info & 0xFFFFFF80) == 0xFF515700)
+ return ImGuiMouseSource_Pen;
+ if ((extra_info & 0xFFFFFF80) == 0xFF515780)
+ return ImGuiMouseSource_TouchScreen;
+ return ImGuiMouseSource_Mouse;
+}
+static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
+{
+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+ switch (msg)
+ {
+ case WM_MOUSEMOVE: case WM_NCMOUSEMOVE:
+ case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: case WM_LBUTTONUP:
+ case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: case WM_RBUTTONUP:
+ case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: case WM_MBUTTONUP:
+ case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: case WM_XBUTTONUP:
+ ImGui::GetIO().AddMouseSourceEvent(GetMouseSourceFromMessageExtraInfo());
+ break;
+ }
+ return ::CallWindowProc(bd->GlfwWndProc, hWnd, msg, wParam, lParam);
+}
+#endif
+
+void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window)
+{
+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+ IM_ASSERT(bd->InstalledCallbacks == false && "Callbacks already installed!");
+ IM_ASSERT(bd->Window == window);
+
+ bd->PrevUserCallbackWindowFocus = glfwSetWindowFocusCallback(window, ImGui_ImplGlfw_WindowFocusCallback);
+ bd->PrevUserCallbackCursorEnter = glfwSetCursorEnterCallback(window, ImGui_ImplGlfw_CursorEnterCallback);
+ bd->PrevUserCallbackCursorPos = glfwSetCursorPosCallback(window, ImGui_ImplGlfw_CursorPosCallback);
+ bd->PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
+ bd->PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
+ bd->PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
+ bd->PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
+ bd->PrevUserCallbackMonitor = glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback);
+ bd->InstalledCallbacks = true;
+}
+
+void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window)
+{
+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+ IM_ASSERT(bd->InstalledCallbacks == true && "Callbacks not installed!");
+ IM_ASSERT(bd->Window == window);
+
+ glfwSetWindowFocusCallback(window, bd->PrevUserCallbackWindowFocus);
+ glfwSetCursorEnterCallback(window, bd->PrevUserCallbackCursorEnter);
+ glfwSetCursorPosCallback(window, bd->PrevUserCallbackCursorPos);
+ glfwSetMouseButtonCallback(window, bd->PrevUserCallbackMousebutton);
+ glfwSetScrollCallback(window, bd->PrevUserCallbackScroll);
+ glfwSetKeyCallback(window, bd->PrevUserCallbackKey);
+ glfwSetCharCallback(window, bd->PrevUserCallbackChar);
+ glfwSetMonitorCallback(bd->PrevUserCallbackMonitor);
+ bd->InstalledCallbacks = false;
+ bd->PrevUserCallbackWindowFocus = nullptr;
+ bd->PrevUserCallbackCursorEnter = nullptr;
+ bd->PrevUserCallbackCursorPos = nullptr;
+ bd->PrevUserCallbackMousebutton = nullptr;
+ bd->PrevUserCallbackScroll = nullptr;
+ bd->PrevUserCallbackKey = nullptr;
+ bd->PrevUserCallbackChar = nullptr;
+ bd->PrevUserCallbackMonitor = nullptr;
+}
+
+// Set to 'true' to enable chaining installed callbacks for all windows (including secondary viewports created by backends or by user.
+// This is 'false' by default meaning we only chain callbacks for the main viewport.
+// We cannot set this to 'true' by default because user callbacks code may be not testing the 'window' parameter of their callback.
+// If you set this to 'true' your user callback code will need to make sure you are testing the 'window' parameter.
+void ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows)
+{
+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+ bd->CallbacksChainForAllWindows = chain_for_all_windows;
}
static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api)
{
- g_Window = window;
- g_Time = 0.0;
+ ImGuiIO& io = ImGui::GetIO();
+ IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
+ //printf("GLFW_VERSION: %d.%d.%d (%d)", GLFW_VERSION_MAJOR, GLFW_VERSION_MINOR, GLFW_VERSION_REVISION, GLFW_VERSION_COMBINED);
// Setup backend capabilities flags
- ImGuiIO& io = ImGui::GetIO();
+ ImGui_ImplGlfw_Data* bd = IM_NEW(ImGui_ImplGlfw_Data)();
+ io.BackendPlatformUserData = (void*)bd;
+ io.BackendPlatformName = "imgui_impl_glfw";
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
- io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
-#if GLFW_HAS_MOUSE_PASSTHROUGH || (GLFW_HAS_WINDOW_HOVERED && defined(_WIN32))
- io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can set io.MouseHoveredViewport correctly (optional, not easy)
-#endif
- io.BackendPlatformName = "imgui_impl_glfw";
- // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
- io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;
- io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
- io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
- io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
- io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
- io.KeyMap[ImGuiKey_PageUp] = GLFW_KEY_PAGE_UP;
- io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN;
- io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
- io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
- io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT;
- io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
- io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
- io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE;
- io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
- io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
- io.KeyMap[ImGuiKey_KeyPadEnter] = GLFW_KEY_KP_ENTER;
- io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
- io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
- io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
- io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
- io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
- io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
+ bd->Window = window;
+ bd->Time = 0.0;
io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
- io.ClipboardUserData = g_Window;
+ io.ClipboardUserData = bd->Window;
// Create mouse cursors
// (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist,
// GLFW will emit an error which will often be printed by the app, so we temporarily disable error reporting.
- // Missing cursors will return NULL and our _UpdateMouseCursor() function will use the Arrow cursor instead.)
- GLFWerrorfun prev_error_callback = glfwSetErrorCallback(NULL);
- g_MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
- g_MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);
- g_MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR);
- g_MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR);
- g_MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR);
+ // Missing cursors will return nullptr and our _UpdateMouseCursor() function will use the Arrow cursor instead.)
+ GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr);
+ bd->MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
+ bd->MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);
+ bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR);
+ bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR);
+ bd->MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR);
#if GLFW_HAS_NEW_CURSORS
- g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_RESIZE_ALL_CURSOR);
- g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_RESIZE_NESW_CURSOR);
- g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_RESIZE_NWSE_CURSOR);
- g_MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_NOT_ALLOWED_CURSOR);
+ bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_RESIZE_ALL_CURSOR);
+ bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_RESIZE_NESW_CURSOR);
+ bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_RESIZE_NWSE_CURSOR);
+ bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_NOT_ALLOWED_CURSOR);
#else
- g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
- g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
- g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
- g_MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
+ bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
+ bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
+ bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
+ bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
#endif
glfwSetErrorCallback(prev_error_callback);
+#if GLFW_HAS_GETERROR && !defined(__EMSCRIPTEN__) // Eat errors (see #5908)
+ (void)glfwGetError(nullptr);
+#endif
// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
- g_PrevUserCallbackMousebutton = NULL;
- g_PrevUserCallbackScroll = NULL;
- g_PrevUserCallbackKey = NULL;
- g_PrevUserCallbackChar = NULL;
- g_PrevUserCallbackMonitor = NULL;
if (install_callbacks)
- {
- g_InstalledCallbacks = true;
- g_PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
- g_PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
- g_PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
- g_PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
- g_PrevUserCallbackMonitor = glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback);
- }
-
- // Update monitors the first time (note: monitor callback are broken in GLFW 3.2 and earlier, see github.com/glfw/glfw/issues/784)
- ImGui_ImplGlfw_UpdateMonitors();
- glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback);
-
- // Our mouse update function expect PlatformHandle to be filled for the main viewport
- ImGuiViewport* main_viewport = ImGui::GetMainViewport();
- main_viewport->PlatformHandle = (void*)g_Window;
-#ifdef _WIN32
- main_viewport->PlatformHandleRaw = glfwGetWin32Window(g_Window);
+ ImGui_ImplGlfw_InstallCallbacks(window);
+ // 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?
+#ifdef __EMSCRIPTEN__
+ emscripten_set_wheel_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, nullptr, false, ImGui_ImplEmscripten_WheelCallback);
#endif
- if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
- ImGui_ImplGlfw_InitPlatformInterface();
- g_ClientApi = client_api;
+ // Set platform dependent data in viewport
+ ImGuiViewport* main_viewport = ImGui::GetMainViewport();
+#ifdef _WIN32
+ main_viewport->PlatformHandleRaw = glfwGetWin32Window(bd->Window);
+#elif defined(__APPLE__)
+ main_viewport->PlatformHandleRaw = (void*)glfwGetCocoaWindow(bd->Window);
+#else
+ IM_UNUSED(main_viewport);
+#endif
+
+ // Windows: register a WndProc hook so we can intercept some messages.
+#ifdef _WIN32
+ bd->GlfwWndProc = (WNDPROC)::GetWindowLongPtr((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC);
+ IM_ASSERT(bd->GlfwWndProc != nullptr);
+ ::SetWindowLongPtr((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc);
+#endif
+
+ bd->ClientApi = client_api;
return true;
}
@@ -273,111 +617,84 @@ bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks)
return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Vulkan);
}
-void ImGui_ImplGlfw_Shutdown()
+bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks)
{
- ImGui_ImplGlfw_ShutdownPlatformInterface();
-
- if (g_InstalledCallbacks)
- {
- glfwSetMouseButtonCallback(g_Window, g_PrevUserCallbackMousebutton);
- glfwSetScrollCallback(g_Window, g_PrevUserCallbackScroll);
- glfwSetKeyCallback(g_Window, g_PrevUserCallbackKey);
- glfwSetCharCallback(g_Window, g_PrevUserCallbackChar);
- g_InstalledCallbacks = false;
- }
-
- for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
- {
- glfwDestroyCursor(g_MouseCursors[cursor_n]);
- g_MouseCursors[cursor_n] = NULL;
- }
- g_ClientApi = GlfwClientApi_Unknown;
+ return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Unknown);
}
-static void ImGui_ImplGlfw_UpdateMousePosAndButtons()
+void ImGui_ImplGlfw_Shutdown()
{
- // Update buttons
+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+ IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
- for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
+
+ if (bd->InstalledCallbacks)
+ ImGui_ImplGlfw_RestoreCallbacks(bd->Window);
+
+ for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
+ glfwDestroyCursor(bd->MouseCursors[cursor_n]);
+
+ // Windows: register a WndProc hook so we can intercept some messages.
+#ifdef _WIN32
+ ImGuiViewport* main_viewport = ImGui::GetMainViewport();
+ ::SetWindowLongPtr((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)bd->GlfwWndProc);
+ bd->GlfwWndProc = nullptr;
+#endif
+
+ io.BackendPlatformName = nullptr;
+ io.BackendPlatformUserData = nullptr;
+ IM_DELETE(bd);
+}
+
+static void ImGui_ImplGlfw_UpdateMouseData()
+{
+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+ ImGuiIO& io = ImGui::GetIO();
+
+ if (glfwGetInputMode(bd->Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
{
- // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
- io.MouseDown[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0;
- g_MouseJustPressed[i] = false;
+ io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
+ return;
}
- // Update mouse position
- const ImVec2 mouse_pos_backup = io.MousePos;
- io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
- io.MouseHoveredViewport = 0;
- ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
- for (int n = 0; n < platform_io.Viewports.Size; n++)
+ // (those braces are here to reduce diff with multi-viewports support in 'docking' branch)
{
- ImGuiViewport* viewport = platform_io.Viewports[n];
- GLFWwindow* window = (GLFWwindow*)viewport->PlatformHandle;
- IM_ASSERT(window != NULL);
+ GLFWwindow* window = bd->Window;
+
#ifdef __EMSCRIPTEN__
- const bool focused = true;
- IM_ASSERT(platform_io.Viewports.Size == 1);
+ const bool is_window_focused = true;
#else
- const bool focused = glfwGetWindowAttrib(window, GLFW_FOCUSED) != 0;
+ const bool is_window_focused = glfwGetWindowAttrib(window, GLFW_FOCUSED) != 0;
#endif
- if (focused)
+ if (is_window_focused)
{
+ // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
if (io.WantSetMousePos)
- {
- glfwSetCursorPos(window, (double)(mouse_pos_backup.x - viewport->Pos.x), (double)(mouse_pos_backup.y - viewport->Pos.y));
- }
- else
+ glfwSetCursorPos(window, (double)io.MousePos.x, (double)io.MousePos.y);
+
+ // (Optional) Fallback to provide mouse position when focused (ImGui_ImplGlfw_CursorPosCallback already provides this when hovered or captured)
+ if (bd->MouseWindow == nullptr)
{
double mouse_x, mouse_y;
glfwGetCursorPos(window, &mouse_x, &mouse_y);
- if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
- {
- // Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor)
- int window_x, window_y;
- glfwGetWindowPos(window, &window_x, &window_y);
- io.MousePos = ImVec2((float)mouse_x + window_x, (float)mouse_y + window_y);
- }
- else
- {
- // 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)
- io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);
- }
+ bd->LastValidMousePos = ImVec2((float)mouse_x, (float)mouse_y);
+ io.AddMousePosEvent((float)mouse_x, (float)mouse_y);
}
- for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
- io.MouseDown[i] |= glfwGetMouseButton(window, i) != 0;
}
-
- // (Optional) When using multiple viewports: set io.MouseHoveredViewport to the viewport the OS mouse cursor is hovering.
- // Important: this information is not easy to provide and many high-level windowing library won't be able to provide it correctly, because
- // - This is _ignoring_ viewports with the ImGuiViewportFlags_NoInputs flag (pass-through windows).
- // - This is _regardless_ of whether another viewport is focused or being dragged from.
- // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, imgui will ignore this field and infer the information by relying on the
- // rectangles and last focused time of every viewports it knows about. It will be unaware of other windows that may be sitting between or over your windows.
- // [GLFW] FIXME: This is currently only correct on Win32. See what we do below with the WM_NCHITTEST, missing an equivalent for other systems.
- // See https://github.com/glfw/glfw/issues/1236 if you want to help in making this a GLFW feature.
-#if GLFW_HAS_MOUSE_PASSTHROUGH || (GLFW_HAS_WINDOW_HOVERED && defined(_WIN32))
- const bool window_no_input = (viewport->Flags & ImGuiViewportFlags_NoInputs) != 0;
-#if GLFW_HAS_MOUSE_PASSTHROUGH
- glfwSetWindowAttrib(window, GLFW_MOUSE_PASSTHROUGH, window_no_input);
-#endif
- if (glfwGetWindowAttrib(window, GLFW_HOVERED) && !window_no_input)
- io.MouseHoveredViewport = viewport->ID;
-#endif
}
}
static void ImGui_ImplGlfw_UpdateMouseCursor()
{
ImGuiIO& io = ImGui::GetIO();
- if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(g_Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+ if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(bd->Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
return;
ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
- ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
- for (int n = 0; n < platform_io.Viewports.Size; n++)
+ // (those braces are here to reduce diff with multi-viewports support in 'docking' branch)
{
- GLFWwindow* window = (GLFWwindow*)platform_io.Viewports[n]->PlatformHandle;
+ GLFWwindow* window = bd->Window;
if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
{
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
@@ -387,472 +704,92 @@ static void ImGui_ImplGlfw_UpdateMouseCursor()
{
// Show OS mouse cursor
// FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here.
- glfwSetCursor(window, g_MouseCursors[imgui_cursor] ? g_MouseCursors[imgui_cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
+ glfwSetCursor(window, bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]);
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
}
}
}
+// Update gamepad inputs
+static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0f : v; }
static void ImGui_ImplGlfw_UpdateGamepads()
{
ImGuiIO& io = ImGui::GetIO();
- memset(io.NavInputs, 0, sizeof(io.NavInputs));
- if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
+ if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
return;
- // Update gamepad inputs
- #define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; }
- #define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); if (v > 1.0f) v = 1.0f; if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; }
+ io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
+#if GLFW_HAS_GAMEPAD_API && !defined(__EMSCRIPTEN__)
+ GLFWgamepadstate gamepad;
+ if (!glfwGetGamepadState(GLFW_JOYSTICK_1, &gamepad))
+ return;
+ #define MAP_BUTTON(KEY_NO, BUTTON_NO, _UNUSED) do { io.AddKeyEvent(KEY_NO, gamepad.buttons[BUTTON_NO] != 0); } while (0)
+ #define MAP_ANALOG(KEY_NO, AXIS_NO, _UNUSED, V0, V1) do { float v = gamepad.axes[AXIS_NO]; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v)); } while (0)
+#else
int axes_count = 0, buttons_count = 0;
const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count);
const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count);
- MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A
- MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B
- MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X
- MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y
- MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left
- MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right
- MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up
- MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down
- MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB
- MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB
- MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB
- MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB
- MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f);
- MAP_ANALOG(ImGuiNavInput_LStickRight,0, +0.3f, +0.9f);
- MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f);
- MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f);
+ if (axes_count == 0 || buttons_count == 0)
+ return;
+ #define MAP_BUTTON(KEY_NO, _UNUSED, BUTTON_NO) do { io.AddKeyEvent(KEY_NO, (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS)); } while (0)
+ #define MAP_ANALOG(KEY_NO, _UNUSED, AXIS_NO, V0, V1) do { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v)); } while (0)
+#endif
+ io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
+ MAP_BUTTON(ImGuiKey_GamepadStart, GLFW_GAMEPAD_BUTTON_START, 7);
+ MAP_BUTTON(ImGuiKey_GamepadBack, GLFW_GAMEPAD_BUTTON_BACK, 6);
+ MAP_BUTTON(ImGuiKey_GamepadFaceLeft, GLFW_GAMEPAD_BUTTON_X, 2); // Xbox X, PS Square
+ MAP_BUTTON(ImGuiKey_GamepadFaceRight, GLFW_GAMEPAD_BUTTON_B, 1); // Xbox B, PS Circle
+ MAP_BUTTON(ImGuiKey_GamepadFaceUp, GLFW_GAMEPAD_BUTTON_Y, 3); // Xbox Y, PS Triangle
+ MAP_BUTTON(ImGuiKey_GamepadFaceDown, GLFW_GAMEPAD_BUTTON_A, 0); // Xbox A, PS Cross
+ MAP_BUTTON(ImGuiKey_GamepadDpadLeft, GLFW_GAMEPAD_BUTTON_DPAD_LEFT, 13);
+ MAP_BUTTON(ImGuiKey_GamepadDpadRight, GLFW_GAMEPAD_BUTTON_DPAD_RIGHT, 11);
+ MAP_BUTTON(ImGuiKey_GamepadDpadUp, GLFW_GAMEPAD_BUTTON_DPAD_UP, 10);
+ MAP_BUTTON(ImGuiKey_GamepadDpadDown, GLFW_GAMEPAD_BUTTON_DPAD_DOWN, 12);
+ MAP_BUTTON(ImGuiKey_GamepadL1, GLFW_GAMEPAD_BUTTON_LEFT_BUMPER, 4);
+ MAP_BUTTON(ImGuiKey_GamepadR1, GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER, 5);
+ MAP_ANALOG(ImGuiKey_GamepadL2, GLFW_GAMEPAD_AXIS_LEFT_TRIGGER, 4, -0.75f, +1.0f);
+ MAP_ANALOG(ImGuiKey_GamepadR2, GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER, 5, -0.75f, +1.0f);
+ MAP_BUTTON(ImGuiKey_GamepadL3, GLFW_GAMEPAD_BUTTON_LEFT_THUMB, 8);
+ MAP_BUTTON(ImGuiKey_GamepadR3, GLFW_GAMEPAD_BUTTON_RIGHT_THUMB, 9);
+ MAP_ANALOG(ImGuiKey_GamepadLStickLeft, GLFW_GAMEPAD_AXIS_LEFT_X, 0, -0.25f, -1.0f);
+ MAP_ANALOG(ImGuiKey_GamepadLStickRight, GLFW_GAMEPAD_AXIS_LEFT_X, 0, +0.25f, +1.0f);
+ MAP_ANALOG(ImGuiKey_GamepadLStickUp, GLFW_GAMEPAD_AXIS_LEFT_Y, 1, -0.25f, -1.0f);
+ MAP_ANALOG(ImGuiKey_GamepadLStickDown, GLFW_GAMEPAD_AXIS_LEFT_Y, 1, +0.25f, +1.0f);
+ MAP_ANALOG(ImGuiKey_GamepadRStickLeft, GLFW_GAMEPAD_AXIS_RIGHT_X, 2, -0.25f, -1.0f);
+ MAP_ANALOG(ImGuiKey_GamepadRStickRight, GLFW_GAMEPAD_AXIS_RIGHT_X, 2, +0.25f, +1.0f);
+ MAP_ANALOG(ImGuiKey_GamepadRStickUp, GLFW_GAMEPAD_AXIS_RIGHT_Y, 3, -0.25f, -1.0f);
+ MAP_ANALOG(ImGuiKey_GamepadRStickDown, GLFW_GAMEPAD_AXIS_RIGHT_Y, 3, +0.25f, +1.0f);
#undef MAP_BUTTON
#undef MAP_ANALOG
- if (axes_count > 0 && buttons_count > 0)
- io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
- else
- io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
-}
-
-static void ImGui_ImplGlfw_UpdateMonitors()
-{
- ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
- int monitors_count = 0;
- GLFWmonitor** glfw_monitors = glfwGetMonitors(&monitors_count);
- platform_io.Monitors.resize(0);
- for (int n = 0; n < monitors_count; n++)
- {
- ImGuiPlatformMonitor monitor;
- int x, y;
- glfwGetMonitorPos(glfw_monitors[n], &x, &y);
- const GLFWvidmode* vid_mode = glfwGetVideoMode(glfw_monitors[n]);
- monitor.MainPos = monitor.WorkPos = ImVec2((float)x, (float)y);
- monitor.MainSize = monitor.WorkSize = ImVec2((float)vid_mode->width, (float)vid_mode->height);
-#if GLFW_HAS_MONITOR_WORK_AREA
- int w, h;
- glfwGetMonitorWorkarea(glfw_monitors[n], &x, &y, &w, &h);
- if (w > 0 && h > 0) // Workaround a small GLFW issue reporting zero on monitor changes: https://github.com/glfw/glfw/pull/1761
- {
- monitor.WorkPos = ImVec2((float)x, (float)y);
- monitor.WorkSize = ImVec2((float)w, (float)h);
- }
-#endif
-#if GLFW_HAS_PER_MONITOR_DPI
- // Warning: the validity of monitor DPI information on Windows depends on the application DPI awareness settings, which generally needs to be set in the manifest or at runtime.
- float x_scale, y_scale;
- glfwGetMonitorContentScale(glfw_monitors[n], &x_scale, &y_scale);
- monitor.DpiScale = x_scale;
-#endif
- platform_io.Monitors.push_back(monitor);
- }
- g_WantUpdateMonitors = false;
}
void ImGui_ImplGlfw_NewFrame()
{
ImGuiIO& io = ImGui::GetIO();
- IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer backend. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");
+ ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
+ IM_ASSERT(bd != nullptr && "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(g_Window, &w, &h);
- glfwGetFramebufferSize(g_Window, &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 / w, (float)display_h / h);
- if (g_WantUpdateMonitors)
- ImGui_ImplGlfw_UpdateMonitors();
+ io.DisplayFramebufferScale = ImVec2((float)display_w / (float)w, (float)display_h / (float)h);
// Setup time step
double current_time = glfwGetTime();
- io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f);
- g_Time = current_time;
+ io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f);
+ bd->Time = current_time;
- ImGui_ImplGlfw_UpdateMousePosAndButtons();
+ ImGui_ImplGlfw_UpdateMouseData();
ImGui_ImplGlfw_UpdateMouseCursor();
// Update game controllers (if enabled and available)
ImGui_ImplGlfw_UpdateGamepads();
}
-//--------------------------------------------------------------------------------------------------------
-// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
-// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
-// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
-//--------------------------------------------------------------------------------------------------------
-
-// Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data.
-struct ImGuiViewportDataGlfw
-{
- GLFWwindow* Window;
- bool WindowOwned;
- int IgnoreWindowPosEventFrame;
- int IgnoreWindowSizeEventFrame;
-
- ImGuiViewportDataGlfw() { Window = NULL; WindowOwned = false; IgnoreWindowSizeEventFrame = IgnoreWindowPosEventFrame = -1; }
- ~ImGuiViewportDataGlfw() { IM_ASSERT(Window == NULL); }
-};
-
-static void ImGui_ImplGlfw_WindowCloseCallback(GLFWwindow* window)
-{
- if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window))
- viewport->PlatformRequestClose = true;
-}
-
-// GLFW may dispatch window pos/size events after calling glfwSetWindowPos()/glfwSetWindowSize().
-// However: depending on the platform the callback may be invoked at different time:
-// - on Windows it appears to be called within the glfwSetWindowPos()/glfwSetWindowSize() call
-// - on Linux it is queued and invoked during glfwPollEvents()
-// Because the event doesn't always fire on glfwSetWindowXXX() we use a frame counter tag to only
-// ignore recent glfwSetWindowXXX() calls.
-static void ImGui_ImplGlfw_WindowPosCallback(GLFWwindow* window, int, int)
-{
- if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window))
- {
- if (ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData)
- {
- bool ignore_event = (ImGui::GetFrameCount() <= data->IgnoreWindowPosEventFrame + 1);
- //data->IgnoreWindowPosEventFrame = -1;
- if (ignore_event)
- return;
- }
- viewport->PlatformRequestMove = true;
- }
-}
-
-static void ImGui_ImplGlfw_WindowSizeCallback(GLFWwindow* window, int, int)
-{
- if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window))
- {
- if (ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData)
- {
- bool ignore_event = (ImGui::GetFrameCount() <= data->IgnoreWindowSizeEventFrame + 1);
- //data->IgnoreWindowSizeEventFrame = -1;
- if (ignore_event)
- return;
- }
- viewport->PlatformRequestResize = true;
- }
-}
-
-static void ImGui_ImplGlfw_CreateWindow(ImGuiViewport* viewport)
-{
- ImGuiViewportDataGlfw* data = IM_NEW(ImGuiViewportDataGlfw)();
- viewport->PlatformUserData = data;
-
- // GLFW 3.2 unfortunately always set focus on glfwCreateWindow() if GLFW_VISIBLE is set, regardless of GLFW_FOCUSED
- // With GLFW 3.3, the hint GLFW_FOCUS_ON_SHOW fixes this problem
- glfwWindowHint(GLFW_VISIBLE, false);
- glfwWindowHint(GLFW_FOCUSED, false);
-#if GLFW_HAS_FOCUS_ON_SHOW
- glfwWindowHint(GLFW_FOCUS_ON_SHOW, false);
- #endif
- glfwWindowHint(GLFW_DECORATED, (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? false : true);
-#if GLFW_HAS_WINDOW_TOPMOST
- glfwWindowHint(GLFW_FLOATING, (viewport->Flags & ImGuiViewportFlags_TopMost) ? true : false);
+#if defined(__clang__)
+#pragma clang diagnostic pop
#endif
- GLFWwindow* share_window = (g_ClientApi == GlfwClientApi_OpenGL) ? g_Window : NULL;
- data->Window = glfwCreateWindow((int)viewport->Size.x, (int)viewport->Size.y, "No Title Yet", NULL, share_window);
- data->WindowOwned = true;
- viewport->PlatformHandle = (void*)data->Window;
-#ifdef _WIN32
- viewport->PlatformHandleRaw = glfwGetWin32Window(data->Window);
-#endif
- glfwSetWindowPos(data->Window, (int)viewport->Pos.x, (int)viewport->Pos.y);
-
- // Install GLFW callbacks for secondary viewports
- glfwSetMouseButtonCallback(data->Window, ImGui_ImplGlfw_MouseButtonCallback);
- glfwSetScrollCallback(data->Window, ImGui_ImplGlfw_ScrollCallback);
- glfwSetKeyCallback(data->Window, ImGui_ImplGlfw_KeyCallback);
- glfwSetCharCallback(data->Window, ImGui_ImplGlfw_CharCallback);
- glfwSetWindowCloseCallback(data->Window, ImGui_ImplGlfw_WindowCloseCallback);
- glfwSetWindowPosCallback(data->Window, ImGui_ImplGlfw_WindowPosCallback);
- glfwSetWindowSizeCallback(data->Window, ImGui_ImplGlfw_WindowSizeCallback);
- if (g_ClientApi == GlfwClientApi_OpenGL)
- {
- glfwMakeContextCurrent(data->Window);
- glfwSwapInterval(0);
- }
-}
-
-static void ImGui_ImplGlfw_DestroyWindow(ImGuiViewport* viewport)
-{
- if (ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData)
- {
- if (data->WindowOwned)
- {
-#if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32)
- HWND hwnd = (HWND)viewport->PlatformHandleRaw;
- ::RemovePropA(hwnd, "IMGUI_VIEWPORT");
-#endif
- glfwDestroyWindow(data->Window);
- }
- data->Window = NULL;
- IM_DELETE(data);
- }
- viewport->PlatformUserData = viewport->PlatformHandle = NULL;
-}
-
-// We have submitted https://github.com/glfw/glfw/pull/1568 to allow GLFW to support "transparent inputs".
-// In the meanwhile we implement custom per-platform workarounds here (FIXME-VIEWPORT: Implement same work-around for Linux/OSX!)
-#if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32)
-static WNDPROC g_GlfwWndProc = NULL;
-static LRESULT CALLBACK WndProcNoInputs(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
-{
- if (msg == WM_NCHITTEST)
- {
- // Let mouse pass-through the window. This will allow the backend to set io.MouseHoveredViewport properly (which is OPTIONAL).
- // The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging.
- // If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in
- // your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system.
- ImGuiViewport* viewport = (ImGuiViewport*)::GetPropA(hWnd, "IMGUI_VIEWPORT");
- if (viewport->Flags & ImGuiViewportFlags_NoInputs)
- return HTTRANSPARENT;
- }
- return ::CallWindowProc(g_GlfwWndProc, hWnd, msg, wParam, lParam);
-}
-#endif
-
-static void ImGui_ImplGlfw_ShowWindow(ImGuiViewport* viewport)
-{
- ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
-
-#if defined(_WIN32)
- // GLFW hack: Hide icon from task bar
- HWND hwnd = (HWND)viewport->PlatformHandleRaw;
- if (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon)
- {
- LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE);
- ex_style &= ~WS_EX_APPWINDOW;
- ex_style |= WS_EX_TOOLWINDOW;
- ::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style);
- }
-
- // GLFW hack: install hook for WM_NCHITTEST message handler
-#if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32)
- ::SetPropA(hwnd, "IMGUI_VIEWPORT", viewport);
- if (g_GlfwWndProc == NULL)
- g_GlfwWndProc = (WNDPROC)::GetWindowLongPtr(hwnd, GWLP_WNDPROC);
- ::SetWindowLongPtr(hwnd, GWLP_WNDPROC, (LONG_PTR)WndProcNoInputs);
-#endif
-
-#if !GLFW_HAS_FOCUS_ON_SHOW
- // GLFW hack: GLFW 3.2 has a bug where glfwShowWindow() also activates/focus the window.
- // The fix was pushed to GLFW repository on 2018/01/09 and should be included in GLFW 3.3 via a GLFW_FOCUS_ON_SHOW window attribute.
- // See https://github.com/glfw/glfw/issues/1189
- // FIXME-VIEWPORT: Implement same work-around for Linux/OSX in the meanwhile.
- if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
- {
- ::ShowWindow(hwnd, SW_SHOWNA);
- return;
- }
-#endif
-#endif
-
- glfwShowWindow(data->Window);
-}
-
-static ImVec2 ImGui_ImplGlfw_GetWindowPos(ImGuiViewport* viewport)
-{
- ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
- int x = 0, y = 0;
- glfwGetWindowPos(data->Window, &x, &y);
- return ImVec2((float)x, (float)y);
-}
-
-static void ImGui_ImplGlfw_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
-{
- ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
- data->IgnoreWindowPosEventFrame = ImGui::GetFrameCount();
- glfwSetWindowPos(data->Window, (int)pos.x, (int)pos.y);
-}
-
-static ImVec2 ImGui_ImplGlfw_GetWindowSize(ImGuiViewport* viewport)
-{
- ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
- int w = 0, h = 0;
- glfwGetWindowSize(data->Window, &w, &h);
- return ImVec2((float)w, (float)h);
-}
-
-static void ImGui_ImplGlfw_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
-{
- ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
-#if __APPLE__ && !GLFW_HAS_OSX_WINDOW_POS_FIX
- // Native OS windows are positioned from the bottom-left corner on macOS, whereas on other platforms they are
- // positioned from the upper-left corner. GLFW makes an effort to convert macOS style coordinates, however it
- // doesn't handle it when changing size. We are manually moving the window in order for changes of size to be based
- // on the upper-left corner.
- int x, y, width, height;
- glfwGetWindowPos(data->Window, &x, &y);
- glfwGetWindowSize(data->Window, &width, &height);
- glfwSetWindowPos(data->Window, x, y - height + size.y);
-#endif
- data->IgnoreWindowSizeEventFrame = ImGui::GetFrameCount();
- glfwSetWindowSize(data->Window, (int)size.x, (int)size.y);
-}
-
-static void ImGui_ImplGlfw_SetWindowTitle(ImGuiViewport* viewport, const char* title)
-{
- ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
- glfwSetWindowTitle(data->Window, title);
-}
-
-static void ImGui_ImplGlfw_SetWindowFocus(ImGuiViewport* viewport)
-{
-#if GLFW_HAS_FOCUS_WINDOW
- ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
- glfwFocusWindow(data->Window);
-#else
- // FIXME: What are the effect of not having this function? At the moment imgui doesn't actually call SetWindowFocus - we set that up ahead, will answer that question later.
- (void)viewport;
-#endif
-}
-
-static bool ImGui_ImplGlfw_GetWindowFocus(ImGuiViewport* viewport)
-{
- ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
- return glfwGetWindowAttrib(data->Window, GLFW_FOCUSED) != 0;
-}
-
-static bool ImGui_ImplGlfw_GetWindowMinimized(ImGuiViewport* viewport)
-{
- ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
- return glfwGetWindowAttrib(data->Window, GLFW_ICONIFIED) != 0;
-}
-
-#if GLFW_HAS_WINDOW_ALPHA
-static void ImGui_ImplGlfw_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
-{
- ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
- glfwSetWindowOpacity(data->Window, alpha);
-}
-#endif
-
-static void ImGui_ImplGlfw_RenderWindow(ImGuiViewport* viewport, void*)
-{
- ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
- if (g_ClientApi == GlfwClientApi_OpenGL)
- glfwMakeContextCurrent(data->Window);
-}
-
-static void ImGui_ImplGlfw_SwapBuffers(ImGuiViewport* viewport, void*)
-{
- ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
- if (g_ClientApi == GlfwClientApi_OpenGL)
- {
- glfwMakeContextCurrent(data->Window);
- glfwSwapBuffers(data->Window);
- }
-}
-
-//--------------------------------------------------------------------------------------------------------
-// IME (Input Method Editor) basic support for e.g. Asian language users
-//--------------------------------------------------------------------------------------------------------
-
-// We provide a Win32 implementation because this is such a common issue for IME users
-#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(__GNUC__)
-#define HAS_WIN32_IME 1
-#include
-#ifdef _MSC_VER
-#pragma comment(lib, "imm32")
-#endif
-static void ImGui_ImplWin32_SetImeInputPos(ImGuiViewport* viewport, ImVec2 pos)
-{
- COMPOSITIONFORM cf = { CFS_FORCE_POSITION, { (LONG)(pos.x - viewport->Pos.x), (LONG)(pos.y - viewport->Pos.y) }, { 0, 0, 0, 0 } };
- if (HWND hwnd = (HWND)viewport->PlatformHandleRaw)
- if (HIMC himc = ::ImmGetContext(hwnd))
- {
- ::ImmSetCompositionWindow(himc, &cf);
- ::ImmReleaseContext(hwnd, himc);
- }
-}
-#else
-#define HAS_WIN32_IME 0
-#endif
-
-//--------------------------------------------------------------------------------------------------------
-// Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface)
-//--------------------------------------------------------------------------------------------------------
-
-// Avoid including so we can build without it
-#if GLFW_HAS_VULKAN
-#ifndef VULKAN_H_
-#define VK_DEFINE_HANDLE(object) typedef struct object##_T* object;
-#if defined(__LP64__) || defined(_WIN64) || defined(__x86_64__) || defined(_M_X64) || defined(__ia64) || defined (_M_IA64) || defined(__aarch64__) || defined(__powerpc64__)
-#define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef struct object##_T *object;
-#else
-#define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef uint64_t object;
-#endif
-VK_DEFINE_HANDLE(VkInstance)
-VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkSurfaceKHR)
-struct VkAllocationCallbacks;
-enum VkResult { VK_RESULT_MAX_ENUM = 0x7FFFFFFF };
-#endif // VULKAN_H_
-extern "C" { extern GLFWAPI VkResult glfwCreateWindowSurface(VkInstance instance, GLFWwindow* window, const VkAllocationCallbacks* allocator, VkSurfaceKHR* surface); }
-static int ImGui_ImplGlfw_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface)
-{
- ImGuiViewportDataGlfw* data = (ImGuiViewportDataGlfw*)viewport->PlatformUserData;
- IM_ASSERT(g_ClientApi == GlfwClientApi_Vulkan);
- VkResult err = glfwCreateWindowSurface((VkInstance)vk_instance, data->Window, (const VkAllocationCallbacks*)vk_allocator, (VkSurfaceKHR*)out_vk_surface);
- return (int)err;
-}
-#endif // GLFW_HAS_VULKAN
-
-static void ImGui_ImplGlfw_InitPlatformInterface()
-{
- // Register platform interface (will be coupled with a renderer interface)
- ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
- platform_io.Platform_CreateWindow = ImGui_ImplGlfw_CreateWindow;
- platform_io.Platform_DestroyWindow = ImGui_ImplGlfw_DestroyWindow;
- platform_io.Platform_ShowWindow = ImGui_ImplGlfw_ShowWindow;
- platform_io.Platform_SetWindowPos = ImGui_ImplGlfw_SetWindowPos;
- platform_io.Platform_GetWindowPos = ImGui_ImplGlfw_GetWindowPos;
- platform_io.Platform_SetWindowSize = ImGui_ImplGlfw_SetWindowSize;
- platform_io.Platform_GetWindowSize = ImGui_ImplGlfw_GetWindowSize;
- platform_io.Platform_SetWindowFocus = ImGui_ImplGlfw_SetWindowFocus;
- platform_io.Platform_GetWindowFocus = ImGui_ImplGlfw_GetWindowFocus;
- platform_io.Platform_GetWindowMinimized = ImGui_ImplGlfw_GetWindowMinimized;
- platform_io.Platform_SetWindowTitle = ImGui_ImplGlfw_SetWindowTitle;
- platform_io.Platform_RenderWindow = ImGui_ImplGlfw_RenderWindow;
- platform_io.Platform_SwapBuffers = ImGui_ImplGlfw_SwapBuffers;
-#if GLFW_HAS_WINDOW_ALPHA
- platform_io.Platform_SetWindowAlpha = ImGui_ImplGlfw_SetWindowAlpha;
-#endif
-#if GLFW_HAS_VULKAN
- platform_io.Platform_CreateVkSurface = ImGui_ImplGlfw_CreateVkSurface;
-#endif
-#if HAS_WIN32_IME
- platform_io.Platform_SetImeInputPos = ImGui_ImplWin32_SetImeInputPos;
-#endif
-
- // Register main window handle (which is owned by the main application, not by us)
- // This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports.
- ImGuiViewport* main_viewport = ImGui::GetMainViewport();
- ImGuiViewportDataGlfw* data = IM_NEW(ImGuiViewportDataGlfw)();
- data->Window = g_Window;
- data->WindowOwned = false;
- main_viewport->PlatformUserData = data;
- main_viewport->PlatformHandle = (void*)g_Window;
-}
-
-static void ImGui_ImplGlfw_ShutdownPlatformInterface()
-{
-}
diff --git a/3rdparty/imgui/backends/imgui_impl_glfw.h b/3rdparty/imgui/backends/imgui_impl_glfw.h
index d2b4b43..698b0d4 100644
--- a/3rdparty/imgui/backends/imgui_impl_glfw.h
+++ b/3rdparty/imgui/backends/imgui_impl_glfw.h
@@ -1,25 +1,19 @@
// dear imgui: Platform Backend for GLFW
-// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan..)
+// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..)
// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
// 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: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
-// [x] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: 3 cursors types are missing from GLFW.
-// [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE).
-// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
+// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).
-// Issues:
-// [ ] Platform: Multi-viewport support: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor).
-
-// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
-// About GLSL version:
-// The 'glsl_version' initialization parameter defaults to "#version 150" if NULL.
-// Only override if your GL version doesn't handle this GLSL version. Keep NULL if unsure!
-
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
@@ -28,12 +22,24 @@ struct GLFWmonitor;
IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks);
IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks);
+IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks);
IMGUI_IMPL_API void ImGui_ImplGlfw_Shutdown();
IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame();
-// GLFW callbacks
-// - When calling Init with 'install_callbacks=true': GLFW callbacks will be installed for you. They will call user's previously installed callbacks, if any.
-// - When calling Init with 'install_callbacks=false': GLFW callbacks won't be installed. You will need to call those function yourself from your own GLFW callbacks.
+// GLFW callbacks install
+// - When calling Init with 'install_callbacks=true': ImGui_ImplGlfw_InstallCallbacks() is called. GLFW callbacks will be installed for you. They will chain-call user's previously installed callbacks, if any.
+// - When calling Init with 'install_callbacks=false': GLFW callbacks won't be installed. You will need to call individual function yourself from your own GLFW callbacks.
+IMGUI_IMPL_API void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window);
+IMGUI_IMPL_API void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window);
+
+// GFLW callbacks options:
+// - Set 'chain_for_all_windows=true' to enable chaining callbacks for all windows (including secondary viewports created by backends or by user)
+IMGUI_IMPL_API void ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows);
+
+// GLFW callbacks (individual callbacks to call yourself if you didn't install callbacks)
+IMGUI_IMPL_API void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused); // Since 1.84
+IMGUI_IMPL_API void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered); // Since 1.84
+IMGUI_IMPL_API void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y); // Since 1.87
IMGUI_IMPL_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
IMGUI_IMPL_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
IMGUI_IMPL_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
diff --git a/3rdparty/imgui/backends/imgui_impl_glut.cpp b/3rdparty/imgui/backends/imgui_impl_glut.cpp
index 90ad333..4734e49 100644
--- a/3rdparty/imgui/backends/imgui_impl_glut.cpp
+++ b/3rdparty/imgui/backends/imgui_impl_glut.cpp
@@ -1,22 +1,30 @@
// dear imgui: Platform Backend for GLUT/FreeGLUT
// This needs to be used along with a Renderer (e.g. OpenGL2)
-// !!! GLUT/FreeGLUT IS OBSOLETE SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!!
-// !!! If someone or something is teaching you GLUT in 2020, you are being abused. Please show some resistance. !!!
+// !!! GLUT/FreeGLUT IS OBSOLETE PREHISTORIC SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!!
+// !!! If someone or something is teaching you GLUT today, you are being abused. Please show some resistance. !!!
// !!! 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:
// [ ] 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.
// [ ] Platform: Missing clipboard support (not supported by Glut).
// [ ] Platform: Missing gamepad support.
-// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
+// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
+// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
+// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
+// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
// 2019-04-03: Misc: Renamed imgui_impl_freeglut.cpp/.h to imgui_impl_glut.cpp/.h.
// 2019-03-25: Misc: Made io.DeltaTime always above zero.
// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
@@ -24,6 +32,7 @@
#include "imgui.h"
#include "imgui_impl_glut.h"
+#define GL_SILENCE_DEPRECATION
#ifdef __APPLE__
#include
#else
@@ -36,6 +45,120 @@
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.
+static ImGuiKey ImGui_ImplGLUT_KeyToImGuiKey(int key)
+{
+ switch (key)
+ {
+ case '\t': return ImGuiKey_Tab;
+ case 256 + GLUT_KEY_LEFT: return ImGuiKey_LeftArrow;
+ case 256 + GLUT_KEY_RIGHT: return ImGuiKey_RightArrow;
+ case 256 + GLUT_KEY_UP: return ImGuiKey_UpArrow;
+ case 256 + GLUT_KEY_DOWN: return ImGuiKey_DownArrow;
+ case 256 + GLUT_KEY_PAGE_UP: return ImGuiKey_PageUp;
+ case 256 + GLUT_KEY_PAGE_DOWN: return ImGuiKey_PageDown;
+ case 256 + GLUT_KEY_HOME: return ImGuiKey_Home;
+ case 256 + GLUT_KEY_END: return ImGuiKey_End;
+ case 256 + GLUT_KEY_INSERT: return ImGuiKey_Insert;
+ case 127: return ImGuiKey_Delete;
+ case 8: return ImGuiKey_Backspace;
+ case ' ': return ImGuiKey_Space;
+ case 13: return ImGuiKey_Enter;
+ case 27: return ImGuiKey_Escape;
+ case 39: return ImGuiKey_Apostrophe;
+ case 44: return ImGuiKey_Comma;
+ case 45: return ImGuiKey_Minus;
+ case 46: return ImGuiKey_Period;
+ case 47: return ImGuiKey_Slash;
+ case 59: return ImGuiKey_Semicolon;
+ case 61: return ImGuiKey_Equal;
+ case 91: return ImGuiKey_LeftBracket;
+ case 92: return ImGuiKey_Backslash;
+ case 93: return ImGuiKey_RightBracket;
+ case 96: return ImGuiKey_GraveAccent;
+ //case 0: return ImGuiKey_CapsLock;
+ //case 0: return ImGuiKey_ScrollLock;
+ case 256 + 0x006D: return ImGuiKey_NumLock;
+ //case 0: return ImGuiKey_PrintScreen;
+ //case 0: return ImGuiKey_Pause;
+ //case '0': return ImGuiKey_Keypad0;
+ //case '1': return ImGuiKey_Keypad1;
+ //case '2': return ImGuiKey_Keypad2;
+ //case '3': return ImGuiKey_Keypad3;
+ //case '4': return ImGuiKey_Keypad4;
+ //case '5': return ImGuiKey_Keypad5;
+ //case '6': return ImGuiKey_Keypad6;
+ //case '7': return ImGuiKey_Keypad7;
+ //case '8': return ImGuiKey_Keypad8;
+ //case '9': return ImGuiKey_Keypad9;
+ //case 46: return ImGuiKey_KeypadDecimal;
+ //case 47: return ImGuiKey_KeypadDivide;
+ case 42: return ImGuiKey_KeypadMultiply;
+ //case 45: return ImGuiKey_KeypadSubtract;
+ case 43: return ImGuiKey_KeypadAdd;
+ //case 13: return ImGuiKey_KeypadEnter;
+ //case 0: return ImGuiKey_KeypadEqual;
+ case 256 + 0x0072: return ImGuiKey_LeftCtrl;
+ case 256 + 0x0070: return ImGuiKey_LeftShift;
+ case 256 + 0x0074: return ImGuiKey_LeftAlt;
+ //case 0: return ImGuiKey_LeftSuper;
+ case 256 + 0x0073: return ImGuiKey_RightCtrl;
+ case 256 + 0x0071: return ImGuiKey_RightShift;
+ case 256 + 0x0075: return ImGuiKey_RightAlt;
+ //case 0: return ImGuiKey_RightSuper;
+ //case 0: return ImGuiKey_Menu;
+ case '0': return ImGuiKey_0;
+ case '1': return ImGuiKey_1;
+ case '2': return ImGuiKey_2;
+ case '3': return ImGuiKey_3;
+ case '4': return ImGuiKey_4;
+ case '5': return ImGuiKey_5;
+ case '6': return ImGuiKey_6;
+ case '7': return ImGuiKey_7;
+ case '8': return ImGuiKey_8;
+ case '9': return ImGuiKey_9;
+ case 'A': case 'a': return ImGuiKey_A;
+ case 'B': case 'b': return ImGuiKey_B;
+ case 'C': case 'c': return ImGuiKey_C;
+ case 'D': case 'd': return ImGuiKey_D;
+ case 'E': case 'e': return ImGuiKey_E;
+ case 'F': case 'f': return ImGuiKey_F;
+ case 'G': case 'g': return ImGuiKey_G;
+ case 'H': case 'h': return ImGuiKey_H;
+ case 'I': case 'i': return ImGuiKey_I;
+ case 'J': case 'j': return ImGuiKey_J;
+ case 'K': case 'k': return ImGuiKey_K;
+ case 'L': case 'l': return ImGuiKey_L;
+ case 'M': case 'm': return ImGuiKey_M;
+ case 'N': case 'n': return ImGuiKey_N;
+ case 'O': case 'o': return ImGuiKey_O;
+ case 'P': case 'p': return ImGuiKey_P;
+ case 'Q': case 'q': return ImGuiKey_Q;
+ case 'R': case 'r': return ImGuiKey_R;
+ case 'S': case 's': return ImGuiKey_S;
+ case 'T': case 't': return ImGuiKey_T;
+ case 'U': case 'u': return ImGuiKey_U;
+ case 'V': case 'v': return ImGuiKey_V;
+ case 'W': case 'w': return ImGuiKey_W;
+ case 'X': case 'x': return ImGuiKey_X;
+ case 'Y': case 'y': return ImGuiKey_Y;
+ case 'Z': case 'z': return ImGuiKey_Z;
+ case 256 + GLUT_KEY_F1: return ImGuiKey_F1;
+ case 256 + GLUT_KEY_F2: return ImGuiKey_F2;
+ case 256 + GLUT_KEY_F3: return ImGuiKey_F3;
+ case 256 + GLUT_KEY_F4: return ImGuiKey_F4;
+ case 256 + GLUT_KEY_F5: return ImGuiKey_F5;
+ case 256 + GLUT_KEY_F6: return ImGuiKey_F6;
+ case 256 + GLUT_KEY_F7: return ImGuiKey_F7;
+ case 256 + GLUT_KEY_F8: return ImGuiKey_F8;
+ case 256 + GLUT_KEY_F9: return ImGuiKey_F9;
+ case 256 + GLUT_KEY_F10: return ImGuiKey_F10;
+ case 256 + GLUT_KEY_F11: return ImGuiKey_F11;
+ case 256 + GLUT_KEY_F12: return ImGuiKey_F12;
+ default: return ImGuiKey_None;
+ }
+}
+
bool ImGui_ImplGLUT_Init()
{
ImGuiIO& io = ImGui::GetIO();
@@ -45,33 +168,8 @@ bool ImGui_ImplGLUT_Init()
#else
io.BackendPlatformName = "imgui_impl_glut";
#endif
-
g_Time = 0;
- // Glut has 1 function for characters and one for "special keys". We map the characters in the 0..255 range and the keys above.
- io.KeyMap[ImGuiKey_Tab] = '\t'; // == 9 == CTRL+I
- io.KeyMap[ImGuiKey_LeftArrow] = 256 + GLUT_KEY_LEFT;
- io.KeyMap[ImGuiKey_RightArrow] = 256 + GLUT_KEY_RIGHT;
- io.KeyMap[ImGuiKey_UpArrow] = 256 + GLUT_KEY_UP;
- io.KeyMap[ImGuiKey_DownArrow] = 256 + GLUT_KEY_DOWN;
- io.KeyMap[ImGuiKey_PageUp] = 256 + GLUT_KEY_PAGE_UP;
- io.KeyMap[ImGuiKey_PageDown] = 256 + GLUT_KEY_PAGE_DOWN;
- io.KeyMap[ImGuiKey_Home] = 256 + GLUT_KEY_HOME;
- io.KeyMap[ImGuiKey_End] = 256 + GLUT_KEY_END;
- io.KeyMap[ImGuiKey_Insert] = 256 + GLUT_KEY_INSERT;
- io.KeyMap[ImGuiKey_Delete] = 127;
- io.KeyMap[ImGuiKey_Backspace] = 8; // == CTRL+H
- io.KeyMap[ImGuiKey_Space] = ' ';
- io.KeyMap[ImGuiKey_Enter] = 13; // == CTRL+M
- io.KeyMap[ImGuiKey_Escape] = 27;
- io.KeyMap[ImGuiKey_KeyPadEnter] = 13; // == CTRL+M
- io.KeyMap[ImGuiKey_A] = 'A';
- io.KeyMap[ImGuiKey_C] = 'C';
- io.KeyMap[ImGuiKey_V] = 'V';
- io.KeyMap[ImGuiKey_X] = 'X';
- io.KeyMap[ImGuiKey_Y] = 'Y';
- io.KeyMap[ImGuiKey_Z] = 'Z';
-
return true;
}
@@ -109,13 +207,20 @@ void ImGui_ImplGLUT_NewFrame()
ImGui::NewFrame();
}
-static void ImGui_ImplGLUT_UpdateKeyboardMods()
+static void ImGui_ImplGLUT_UpdateKeyModifiers()
{
ImGuiIO& io = ImGui::GetIO();
- int mods = glutGetModifiers();
- io.KeyCtrl = (mods & GLUT_ACTIVE_CTRL) != 0;
- io.KeyShift = (mods & GLUT_ACTIVE_SHIFT) != 0;
- io.KeyAlt = (mods & GLUT_ACTIVE_ALT) != 0;
+ int glut_key_mods = glutGetModifiers();
+ io.AddKeyEvent(ImGuiMod_Ctrl, (glut_key_mods & GLUT_ACTIVE_CTRL) != 0);
+ io.AddKeyEvent(ImGuiMod_Shift, (glut_key_mods & GLUT_ACTIVE_SHIFT) != 0);
+ io.AddKeyEvent(ImGuiMod_Alt, (glut_key_mods & GLUT_ACTIVE_ALT) != 0);
+}
+
+static void ImGui_ImplGLUT_AddKeyEvent(ImGuiKey key, bool down, int native_keycode)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ io.AddKeyEvent(key, down);
+ io.SetKeyEventNativeData(key, native_keycode, -1); // To support legacy indexing (<1.87 user code)
}
void ImGui_ImplGLUT_KeyboardFunc(unsigned char c, int x, int y)
@@ -126,79 +231,58 @@ void ImGui_ImplGLUT_KeyboardFunc(unsigned char c, int x, int y)
if (c >= 32)
io.AddInputCharacter((unsigned int)c);
- // Store letters in KeysDown[] array as both uppercase and lowercase + Handle GLUT translating CTRL+A..CTRL+Z as 1..26.
- // This is a hacky mess but GLUT is unable to distinguish e.g. a TAB key from CTRL+I so this is probably the best we can do here.
- if (c >= 1 && c <= 26)
- io.KeysDown[c] = io.KeysDown[c - 1 + 'a'] = io.KeysDown[c - 1 + 'A'] = true;
- else if (c >= 'a' && c <= 'z')
- io.KeysDown[c] = io.KeysDown[c - 'a' + 'A'] = true;
- else if (c >= 'A' && c <= 'Z')
- io.KeysDown[c] = io.KeysDown[c - 'A' + 'a'] = true;
- else
- io.KeysDown[c] = true;
- ImGui_ImplGLUT_UpdateKeyboardMods();
+ ImGuiKey key = ImGui_ImplGLUT_KeyToImGuiKey(c);
+ ImGui_ImplGLUT_AddKeyEvent(key, true, c);
+ ImGui_ImplGLUT_UpdateKeyModifiers();
(void)x; (void)y; // Unused
}
void ImGui_ImplGLUT_KeyboardUpFunc(unsigned char c, int x, int y)
{
//printf("char_up_func %d '%c'\n", c, c);
- ImGuiIO& io = ImGui::GetIO();
- if (c >= 1 && c <= 26)
- io.KeysDown[c] = io.KeysDown[c - 1 + 'a'] = io.KeysDown[c - 1 + 'A'] = false;
- else if (c >= 'a' && c <= 'z')
- io.KeysDown[c] = io.KeysDown[c - 'a' + 'A'] = false;
- else if (c >= 'A' && c <= 'Z')
- io.KeysDown[c] = io.KeysDown[c - 'A' + 'a'] = false;
- else
- io.KeysDown[c] = false;
- ImGui_ImplGLUT_UpdateKeyboardMods();
+ ImGuiKey key = ImGui_ImplGLUT_KeyToImGuiKey(c);
+ ImGui_ImplGLUT_AddKeyEvent(key, false, c);
+ ImGui_ImplGLUT_UpdateKeyModifiers();
(void)x; (void)y; // Unused
}
void ImGui_ImplGLUT_SpecialFunc(int key, int x, int y)
{
//printf("key_down_func %d\n", key);
- ImGuiIO& io = ImGui::GetIO();
- if (key + 256 < IM_ARRAYSIZE(io.KeysDown))
- io.KeysDown[key + 256] = true;
- ImGui_ImplGLUT_UpdateKeyboardMods();
+ ImGuiKey imgui_key = ImGui_ImplGLUT_KeyToImGuiKey(key + 256);
+ ImGui_ImplGLUT_AddKeyEvent(imgui_key, true, key + 256);
+ ImGui_ImplGLUT_UpdateKeyModifiers();
(void)x; (void)y; // Unused
}
void ImGui_ImplGLUT_SpecialUpFunc(int key, int x, int y)
{
//printf("key_up_func %d\n", key);
- ImGuiIO& io = ImGui::GetIO();
- if (key + 256 < IM_ARRAYSIZE(io.KeysDown))
- io.KeysDown[key + 256] = false;
- ImGui_ImplGLUT_UpdateKeyboardMods();
+ ImGuiKey imgui_key = ImGui_ImplGLUT_KeyToImGuiKey(key + 256);
+ ImGui_ImplGLUT_AddKeyEvent(imgui_key, false, key + 256);
+ ImGui_ImplGLUT_UpdateKeyModifiers();
(void)x; (void)y; // Unused
}
void ImGui_ImplGLUT_MouseFunc(int glut_button, int state, int x, int y)
{
ImGuiIO& io = ImGui::GetIO();
- io.MousePos = ImVec2((float)x, (float)y);
+ io.AddMousePosEvent((float)x, (float)y);
int button = -1;
if (glut_button == GLUT_LEFT_BUTTON) button = 0;
if (glut_button == GLUT_RIGHT_BUTTON) button = 1;
if (glut_button == GLUT_MIDDLE_BUTTON) button = 2;
- if (button != -1 && state == GLUT_DOWN)
- io.MouseDown[button] = true;
- if (button != -1 && state == GLUT_UP)
- io.MouseDown[button] = false;
+ if (button != -1 && (state == GLUT_DOWN || state == GLUT_UP))
+ io.AddMouseButtonEvent(button, state == GLUT_DOWN);
}
#ifdef __FREEGLUT_EXT_H__
void ImGui_ImplGLUT_MouseWheelFunc(int button, int dir, int x, int y)
{
ImGuiIO& io = ImGui::GetIO();
- io.MousePos = ImVec2((float)x, (float)y);
- if (dir > 0)
- io.MouseWheel += 1.0;
- else if (dir < 0)
- io.MouseWheel -= 1.0;
+ io.AddMousePosEvent((float)x, (float)y);
+ if (dir != 0)
+ io.AddMouseWheelEvent(0.0f, dir > 0 ? 1.0f : -1.0f);
(void)button; // Unused
}
#endif
@@ -212,5 +296,5 @@ void ImGui_ImplGLUT_ReshapeFunc(int w, int h)
void ImGui_ImplGLUT_MotionFunc(int x, int y)
{
ImGuiIO& io = ImGui::GetIO();
- io.MousePos = ImVec2((float)x, (float)y);
+ io.AddMousePosEvent((float)x, (float)y);
}
diff --git a/3rdparty/imgui/backends/imgui_impl_glut.h b/3rdparty/imgui/backends/imgui_impl_glut.h
index 9d8282e..545cd8d 100644
--- a/3rdparty/imgui/backends/imgui_impl_glut.h
+++ b/3rdparty/imgui/backends/imgui_impl_glut.h
@@ -1,17 +1,21 @@
// dear imgui: Platform Backend for GLUT/FreeGLUT
// This needs to be used along with a Renderer (e.g. OpenGL2)
-// !!! GLUT/FreeGLUT IS OBSOLETE SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!!
-// !!! If someone or something is teaching you GLUT in 2020, you are being abused. Please show some resistance. !!!
+// !!! GLUT/FreeGLUT IS OBSOLETE PREHISTORIC SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!!
+// !!! If someone or something is teaching you GLUT today, you are being abused. Please show some resistance. !!!
// !!! 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:
// [ ] 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.
// [ ] Platform: Missing clipboard support (not supported by Glut).
// [ ] Platform: Missing gamepad support.
-// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
diff --git a/3rdparty/imgui/backends/imgui_impl_marmalade.cpp b/3rdparty/imgui/backends/imgui_impl_marmalade.cpp
deleted file mode 100644
index 805d0c3..0000000
--- a/3rdparty/imgui/backends/imgui_impl_marmalade.cpp
+++ /dev/null
@@ -1,315 +0,0 @@
-// dear imgui: Renderer + Platform Backend for Marmalade + IwGx
-// Marmalade code: Copyright (C) 2015 by Giovanni Zito (this file is part of Dear ImGui)
-
-// Implemented features:
-// [X] Renderer: User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID!
-// Missing features:
-// [ ] Renderer: Clipping rectangles are not honored.
-
-// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
-// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
-// Read online: https://github.com/ocornut/imgui/tree/master/docs
-
-// CHANGELOG
-// (minor and older changes stripped away, please see git history for details)
-// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
-// 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter().
-// 2018-11-30: Misc: Setting up io.BackendPlatformName/io.BackendRendererName so they can be displayed in the About Window.
-// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_Marmalade_RenderDrawData() in the .h file so you can call it yourself.
-// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
-// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
-
-#include "imgui.h"
-#include "imgui_impl_marmalade.h"
-
-#include
-#include
-#include
-#include
-#include
-
-// Data
-static double g_Time = 0.0f;
-static bool g_MousePressed[3] = { false, false, false };
-static CIwTexture* g_FontTexture = NULL;
-static char* g_ClipboardText = NULL;
-static bool g_osdKeyboardEnabled = false;
-
-// use this setting to scale the interface - e.g. on device you could use 2 or 3 scale factor
-static ImVec2 g_RenderScale = ImVec2(1.0f, 1.0f);
-
-// Render function.
-void ImGui_Marmalade_RenderDrawData(ImDrawData* draw_data)
-{
- // Avoid rendering when minimized
- if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
- return;
-
- // Render command lists
- for (int n = 0; n < draw_data->CmdListsCount; n++)
- {
- const ImDrawList* cmd_list = draw_data->CmdLists[n];
- const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
- const int nVert = cmd_list->VtxBuffer.Size;
- CIwFVec2* pVertStream = IW_GX_ALLOC(CIwFVec2, nVert);
- CIwFVec2* pUVStream = IW_GX_ALLOC(CIwFVec2, nVert);
- CIwColour* pColStream = IW_GX_ALLOC(CIwColour, nVert);
-
- for (int i = 0; i < nVert; i++)
- {
- // FIXME-OPT: optimize multiplication on GPU using vertex shader/projection matrix.
- pVertStream[i].x = cmd_list->VtxBuffer[i].pos.x * g_RenderScale.x;
- pVertStream[i].y = cmd_list->VtxBuffer[i].pos.y * g_RenderScale.y;
- pUVStream[i].x = cmd_list->VtxBuffer[i].uv.x;
- pUVStream[i].y = cmd_list->VtxBuffer[i].uv.y;
- pColStream[i] = cmd_list->VtxBuffer[i].col;
- }
-
- IwGxSetVertStreamScreenSpace(pVertStream, nVert);
- IwGxSetUVStream(pUVStream);
- IwGxSetColStream(pColStream, nVert);
- IwGxSetNormStream(0);
-
- 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
- {
- // FIXME: Not honoring ClipRect fields.
- CIwMaterial* pCurrentMaterial = IW_GX_ALLOC_MATERIAL();
- pCurrentMaterial->SetShadeMode(CIwMaterial::SHADE_FLAT);
- pCurrentMaterial->SetCullMode(CIwMaterial::CULL_NONE);
- pCurrentMaterial->SetFiltering(false);
- pCurrentMaterial->SetAlphaMode(CIwMaterial::ALPHA_BLEND);
- pCurrentMaterial->SetDepthWriteMode(CIwMaterial::DEPTH_WRITE_NORMAL);
- pCurrentMaterial->SetAlphaTestMode(CIwMaterial::ALPHATEST_DISABLED);
- pCurrentMaterial->SetTexture((CIwTexture*)pcmd->TextureId);
- IwGxSetMaterial(pCurrentMaterial);
- IwGxDrawPrims(IW_GX_TRI_LIST, (uint16*)idx_buffer, pcmd->ElemCount);
- }
- idx_buffer += pcmd->ElemCount;
- }
- IwGxFlush();
- }
-
- // TODO: restore modified state (i.e. mvp matrix)
-}
-
-static const char* ImGui_Marmalade_GetClipboardText(void* /*user_data*/)
-{
- if (!s3eClipboardAvailable())
- return NULL;
-
- if (int size = s3eClipboardGetText(NULL, 0))
- {
- if (g_ClipboardText)
- delete[] g_ClipboardText;
- g_ClipboardText = new char[size];
- g_ClipboardText[0] = '\0';
- s3eClipboardGetText(g_ClipboardText, size);
- }
-
- return g_ClipboardText;
-}
-
-static void ImGui_Marmalade_SetClipboardText(void* /*user_data*/, const char* text)
-{
- if (s3eClipboardAvailable())
- s3eClipboardSetText(text);
-}
-
-int32 ImGui_Marmalade_PointerButtonEventCallback(void* system_data, void* user_data)
-{
- // pEvent->m_Button is of type s3ePointerButton and indicates which mouse
- // button was pressed. For touchscreen this should always have the value
- // S3E_POINTER_BUTTON_SELECT
- s3ePointerEvent* pEvent = (s3ePointerEvent*)system_data;
-
- if (pEvent->m_Pressed == 1)
- {
- if (pEvent->m_Button == S3E_POINTER_BUTTON_LEFTMOUSE)
- g_MousePressed[0] = true;
- if (pEvent->m_Button == S3E_POINTER_BUTTON_RIGHTMOUSE)
- g_MousePressed[1] = true;
- if (pEvent->m_Button == S3E_POINTER_BUTTON_MIDDLEMOUSE)
- g_MousePressed[2] = true;
- if (pEvent->m_Button == S3E_POINTER_BUTTON_MOUSEWHEELUP)
- io.MouseWheel += pEvent->m_y;
- if (pEvent->m_Button == S3E_POINTER_BUTTON_MOUSEWHEELDOWN)
- io.MouseWheel += pEvent->m_y;
- }
-
- return 0;
-}
-
-int32 ImGui_Marmalade_KeyCallback(void* system_data, void* user_data)
-{
- ImGuiIO& io = ImGui::GetIO();
- s3eKeyboardEvent* e = (s3eKeyboardEvent*)system_data;
- if (e->m_Pressed == 1)
- io.KeysDown[e->m_Key] = true;
- if (e->m_Pressed == 0)
- io.KeysDown[e->m_Key] = false;
-
- io.KeyCtrl = s3eKeyboardGetState(s3eKeyLeftControl) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightControl) == S3E_KEY_STATE_DOWN;
- io.KeyShift = s3eKeyboardGetState(s3eKeyLeftShift) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightShift) == S3E_KEY_STATE_DOWN;
- io.KeyAlt = s3eKeyboardGetState(s3eKeyLeftAlt) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightAlt) == S3E_KEY_STATE_DOWN;
- io.KeySuper = s3eKeyboardGetState(s3eKeyLeftWindows) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightWindows) == S3E_KEY_STATE_DOWN;
-
- return 0;
-}
-
-int32 ImGui_Marmalade_CharCallback(void* system_data, void* user_data)
-{
- ImGuiIO& io = ImGui::GetIO();
- s3eKeyboardCharEvent* e = (s3eKeyboardCharEvent*)system_data;
- io.AddInputCharacter((unsigned int)e->m_Char);
-
- return 0;
-}
-
-bool ImGui_Marmalade_CreateDeviceObjects()
-{
- // Build texture atlas
- ImGuiIO& io = ImGui::GetIO();
- unsigned char* pixels;
- int width, height;
- io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
-
- // Upload texture to graphics system
- g_FontTexture = new CIwTexture();
- g_FontTexture->SetModifiable(true);
- CIwImage& image = g_FontTexture->GetImage();
- image.SetFormat(CIwImage::ARGB_8888);
- image.SetWidth(width);
- image.SetHeight(height);
- image.SetBuffers(); // allocates and own buffers
- image.ReadTexels(pixels);
- g_FontTexture->SetMipMapping(false);
- g_FontTexture->SetFiltering(false);
- g_FontTexture->Upload();
-
- // Store our identifier
- io.Fonts->TexID = (ImTextureID)g_FontTexture;
-
- return true;
-}
-
-void ImGui_Marmalade_InvalidateDeviceObjects()
-{
- if (g_ClipboardText)
- {
- delete[] g_ClipboardText;
- g_ClipboardText = NULL;
- }
-
- if (g_FontTexture)
- {
- delete g_FontTexture;
- ImGui::GetIO().Fonts->TexID = 0;
- g_FontTexture = NULL;
- }
-}
-
-bool ImGui_Marmalade_Init(bool install_callbacks)
-{
- ImGuiIO& io = ImGui::GetIO();
- io.BackendPlatformName = io.BackendRendererName = "imgui_impl_marmalade";
-
- io.KeyMap[ImGuiKey_Tab] = s3eKeyTab; // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
- io.KeyMap[ImGuiKey_LeftArrow] = s3eKeyLeft;
- io.KeyMap[ImGuiKey_RightArrow] = s3eKeyRight;
- io.KeyMap[ImGuiKey_UpArrow] = s3eKeyUp;
- io.KeyMap[ImGuiKey_DownArrow] = s3eKeyDown;
- io.KeyMap[ImGuiKey_PageUp] = s3eKeyPageUp;
- io.KeyMap[ImGuiKey_PageDown] = s3eKeyPageDown;
- io.KeyMap[ImGuiKey_Home] = s3eKeyHome;
- io.KeyMap[ImGuiKey_End] = s3eKeyEnd;
- io.KeyMap[ImGuiKey_Insert] = s3eKeyInsert;
- io.KeyMap[ImGuiKey_Delete] = s3eKeyDelete;
- io.KeyMap[ImGuiKey_Backspace] = s3eKeyBackspace;
- io.KeyMap[ImGuiKey_Space] = s3eKeySpace;
- io.KeyMap[ImGuiKey_Enter] = s3eKeyEnter;
- io.KeyMap[ImGuiKey_Escape] = s3eKeyEsc;
- io.KeyMap[ImGuiKey_KeyPadEnter] = s3eKeyNumPadEnter;
- io.KeyMap[ImGuiKey_A] = s3eKeyA;
- io.KeyMap[ImGuiKey_C] = s3eKeyC;
- io.KeyMap[ImGuiKey_V] = s3eKeyV;
- io.KeyMap[ImGuiKey_X] = s3eKeyX;
- io.KeyMap[ImGuiKey_Y] = s3eKeyY;
- io.KeyMap[ImGuiKey_Z] = s3eKeyZ;
-
- io.SetClipboardTextFn = ImGui_Marmalade_SetClipboardText;
- io.GetClipboardTextFn = ImGui_Marmalade_GetClipboardText;
-
- if (install_callbacks)
- {
- s3ePointerRegister(S3E_POINTER_BUTTON_EVENT, ImGui_Marmalade_PointerButtonEventCallback, 0);
- s3eKeyboardRegister(S3E_KEYBOARD_KEY_EVENT, ImGui_Marmalade_KeyCallback, 0);
- s3eKeyboardRegister(S3E_KEYBOARD_CHAR_EVENT, ImGui_Marmalade_CharCallback, 0);
- }
-
- return true;
-}
-
-void ImGui_Marmalade_Shutdown()
-{
- ImGui_Marmalade_InvalidateDeviceObjects();
-}
-
-void ImGui_Marmalade_NewFrame()
-{
- if (!g_FontTexture)
- ImGui_Marmalade_CreateDeviceObjects();
-
- ImGuiIO& io = ImGui::GetIO();
-
- // Setup display size (every frame to accommodate for window resizing)
- int w = IwGxGetScreenWidth(), h = IwGxGetScreenHeight();
- io.DisplaySize = ImVec2((float)w, (float)h);
- // For retina display or other situations where window coordinates are different from framebuffer coordinates. User storage only, presently not used by ImGui.
- io.DisplayFramebufferScale = g_scale;
-
- // Setup time step
- double current_time = s3eTimerGetUST() / 1000.0f;
- io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f);
- g_Time = current_time;
-
- double mouse_x, mouse_y;
- mouse_x = s3ePointerGetX();
- mouse_y = s3ePointerGetY();
- io.MousePos = ImVec2((float)mouse_x / g_scale.x, (float)mouse_y / g_scale.y); // Mouse position (set to -FLT_MAX,-FLT_MAX if no mouse / on another screen, etc.)
-
- for (int i = 0; i < 3; i++)
- {
- io.MouseDown[i] = g_MousePressed[i] || s3ePointerGetState((s3ePointerButton)i) != S3E_POINTER_STATE_UP; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
- g_MousePressed[i] = false;
- }
-
- // TODO: Hide OS mouse cursor if ImGui is drawing it
- // s3ePointerSetInt(S3E_POINTER_HIDE_CURSOR,(io.MouseDrawCursor ? 0 : 1));
-
- // Show/hide OSD keyboard
- if (io.WantTextInput)
- {
- // Some text input widget is active?
- if (!g_osdKeyboardEnabled)
- {
- g_osdKeyboardEnabled = true;
- s3eKeyboardSetInt(S3E_KEYBOARD_GET_CHAR, 1); // show OSD keyboard
- }
- }
- else
- {
- // No text input widget is active
- if (g_osdKeyboardEnabled)
- {
- g_osdKeyboardEnabled = false;
- s3eKeyboardSetInt(S3E_KEYBOARD_GET_CHAR, 0); // hide OSD keyboard
- }
- }
-}
diff --git a/3rdparty/imgui/backends/imgui_impl_marmalade.h b/3rdparty/imgui/backends/imgui_impl_marmalade.h
deleted file mode 100644
index db521d5..0000000
--- a/3rdparty/imgui/backends/imgui_impl_marmalade.h
+++ /dev/null
@@ -1,27 +0,0 @@
-// dear imgui: Renderer + Platform Backend for Marmalade + IwGx
-// Marmalade code: Copyright (C) 2015 by Giovanni Zito (this file is part of Dear ImGui)
-
-// Implemented features:
-// [X] Renderer: User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID!
-
-// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
-// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
-// Read online: https://github.com/ocornut/imgui/tree/master/docs
-
-#pragma once
-#include "imgui.h" // IMGUI_IMPL_API
-
-IMGUI_IMPL_API bool ImGui_Marmalade_Init(bool install_callbacks);
-IMGUI_IMPL_API void ImGui_Marmalade_Shutdown();
-IMGUI_IMPL_API void ImGui_Marmalade_NewFrame();
-IMGUI_IMPL_API void ImGui_Marmalade_RenderDrawData(ImDrawData* draw_data);
-
-// Use if you want to reset your rendering device without losing Dear ImGui state.
-IMGUI_IMPL_API void ImGui_Marmalade_InvalidateDeviceObjects();
-IMGUI_IMPL_API bool ImGui_Marmalade_CreateDeviceObjects();
-
-// Callbacks (installed by default if you enable 'install_callbacks' during initialization)
-// You can also handle inputs yourself and use those as a reference.
-IMGUI_IMPL_API int32 ImGui_Marmalade_PointerButtonEventCallback(void* system_data, void* user_data);
-IMGUI_IMPL_API int32 ImGui_Marmalade_KeyCallback(void* system_data, void* user_data);
-IMGUI_IMPL_API int32 ImGui_Marmalade_CharCallback(void* system_data, void* user_data);
diff --git a/3rdparty/imgui/backends/imgui_impl_metal.h b/3rdparty/imgui/backends/imgui_impl_metal.h
index a6f4000..da9e9ef 100644
--- a/3rdparty/imgui/backends/imgui_impl_metal.h
+++ b/3rdparty/imgui/backends/imgui_impl_metal.h
@@ -3,23 +3,28 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID!
-// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
-// Missing features:
-// [ ] Renderer: Multi-viewport / platform windows.
+// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
-// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
#include "imgui.h" // IMGUI_IMPL_API
+//-----------------------------------------------------------------------------
+// ObjC API
+//-----------------------------------------------------------------------------
+
+#ifdef __OBJC__
+
@class MTLRenderPassDescriptor;
@protocol MTLDevice, MTLCommandBuffer, MTLRenderCommandEncoder;
IMGUI_IMPL_API bool ImGui_ImplMetal_Init(id device);
IMGUI_IMPL_API void ImGui_ImplMetal_Shutdown();
IMGUI_IMPL_API void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor);
-IMGUI_IMPL_API void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data,
+IMGUI_IMPL_API void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData,
id commandBuffer,
id commandEncoder);
@@ -28,3 +33,32 @@ 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();
+
+#endif
+
+//-----------------------------------------------------------------------------
+// C++ API
+//-----------------------------------------------------------------------------
+
+// Enable Metal C++ binding support with '#define IMGUI_IMPL_METAL_CPP' in your imconfig.h file
+// More info about using Metal from C++: https://developer.apple.com/metal/cpp/
+
+#ifdef IMGUI_IMPL_METAL_CPP
+#include
+#ifndef __OBJC__
+
+IMGUI_IMPL_API bool ImGui_ImplMetal_Init(MTL::Device* device);
+IMGUI_IMPL_API void ImGui_ImplMetal_Shutdown();
+IMGUI_IMPL_API void ImGui_ImplMetal_NewFrame(MTL::RenderPassDescriptor* renderPassDescriptor);
+IMGUI_IMPL_API void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data,
+ MTL::CommandBuffer* commandBuffer,
+ 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();
+
+#endif
+#endif
diff --git a/3rdparty/imgui/backends/imgui_impl_metal.mm b/3rdparty/imgui/backends/imgui_impl_metal.mm
index b21930c..e195a15 100644
--- a/3rdparty/imgui/backends/imgui_impl_metal.mm
+++ b/3rdparty/imgui/backends/imgui_impl_metal.mm
@@ -3,16 +3,26 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID!
-// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
-// Missing features:
-// [ ] Renderer: Multi-viewport / platform windows.
+// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
-// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
+// 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.
+// 2022-06-01: Metal: Fixed null dereference on exit inside command buffer completion handler.
+// 2022-04-27: Misc: Store backend data in a per-context struct, allowing to use this backend with multiple contexts.
+// 2022-01-03: Metal: Ignore ImDrawCmd where ElemCount == 0 (very rare but can technically be manufactured by user code).
+// 2021-12-30: Metal: Added Metal C++ support. Enable with '#define IMGUI_IMPL_METAL_CPP' in your imconfig.h file.
+// 2021-08-24: Metal: Fixed a crash when clipping rect larger than framebuffer is submitted. (#4464)
+// 2021-05-19: Metal: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
+// 2021-02-18: Metal: Change blending equation to preserve alpha in output buffer.
+// 2021-01-25: Metal: Fixed texture storage mode when building on Mac Catalyst.
// 2019-05-29: Metal: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
// 2019-04-30: Metal: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
// 2019-02-11: Metal: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
@@ -21,73 +31,104 @@
#include "imgui.h"
#include "imgui_impl_metal.h"
-
+#import
#import
-// #import // Not supported in XCode 9.2. Maybe a macro to detect the SDK version can be used (something like #if MACOS_SDK >= 10.13 ...)
-#import
#pragma mark - Support classes
// A wrapper around a MTLBuffer object that knows the last time it was reused
@interface MetalBuffer : NSObject
@property (nonatomic, strong) id buffer;
-@property (nonatomic, assign) NSTimeInterval lastReuseTime;
+@property (nonatomic, assign) double lastReuseTime;
- (instancetype)initWithBuffer:(id)buffer;
@end
// An object that encapsulates the data necessary to uniquely identify a
// render pipeline state. These are used as cache keys.
@interface FramebufferDescriptor : NSObject
-@property (nonatomic, assign) unsigned long sampleCount;
+@property (nonatomic, assign) unsigned long sampleCount;
@property (nonatomic, assign) MTLPixelFormat colorPixelFormat;
@property (nonatomic, assign) MTLPixelFormat depthPixelFormat;
@property (nonatomic, assign) MTLPixelFormat stencilPixelFormat;
-- (instancetype)initWithRenderPassDescriptor:(MTLRenderPassDescriptor *)renderPassDescriptor;
+- (instancetype)initWithRenderPassDescriptor:(MTLRenderPassDescriptor*)renderPassDescriptor;
@end
// A singleton that stores long-lived objects that are needed by the Metal
// renderer backend. Stores the render pipeline state cache and the default
// font texture, and manages the reusable buffer cache.
@interface MetalContext : NSObject
-@property (nonatomic, strong) id 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) NSTimeInterval lastBufferCachePurge;
-- (void)makeDeviceObjectsWithDevice:(id)device;
-- (void)makeFontTextureWithDevice:(id)device;
-- (MetalBuffer *)dequeueReusableBufferOfLength:(NSUInteger)length device:(id)device;
-- (void)enqueueReusableBuffer:(MetalBuffer *)buffer;
-- (id)renderPipelineStateForFrameAndDevice:(id)device;
-- (void)emptyRenderPipelineStateCache;
-- (void)setupRenderState:(ImDrawData *)drawData
- commandBuffer:(id)commandBuffer
- commandEncoder:(id)commandEncoder
- renderPipelineState:(id)renderPipelineState
- vertexBuffer:(MetalBuffer *)vertexBuffer
- vertexBufferOffset:(size_t)vertexBufferOffset;
-- (void)renderDrawData:(ImDrawData *)drawData
- commandBuffer:(id)commandBuffer
- commandEncoder:(id)commandEncoder;
+@property (nonatomic, strong) id device;
+@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;
+- (id)renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor*)descriptor device:(id)device;
@end
-static MetalContext *g_sharedMetalContext = nil;
+struct ImGui_ImplMetal_Data
+{
+ MetalContext* SharedMetalContext;
-#pragma mark - ImGui API implementation
+ ImGui_ImplMetal_Data() { memset(this, 0, sizeof(*this)); }
+};
+
+static ImGui_ImplMetal_Data* ImGui_ImplMetal_CreateBackendData() { return IM_NEW(ImGui_ImplMetal_Data)(); }
+static ImGui_ImplMetal_Data* ImGui_ImplMetal_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplMetal_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; }
+static void ImGui_ImplMetal_DestroyBackendData(){ IM_DELETE(ImGui_ImplMetal_GetBackendData()); }
+
+static inline CFTimeInterval GetMachAbsoluteTimeInSeconds() { return (CFTimeInterval)(double)(clock_gettime_nsec_np(CLOCK_UPTIME_RAW) / 1e9); }
+
+#ifdef IMGUI_IMPL_METAL_CPP
+
+#pragma mark - Dear ImGui Metal C++ Backend API
+
+bool ImGui_ImplMetal_Init(MTL::Device* device)
+{
+ return ImGui_ImplMetal_Init((__bridge id)(device));
+}
+
+void ImGui_ImplMetal_NewFrame(MTL::RenderPassDescriptor* renderPassDescriptor)
+{
+ ImGui_ImplMetal_NewFrame((__bridge MTLRenderPassDescriptor*)(renderPassDescriptor));
+}
+
+void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data,
+ MTL::CommandBuffer* commandBuffer,
+ MTL::RenderCommandEncoder* commandEncoder)
+{
+ ImGui_ImplMetal_RenderDrawData(draw_data,
+ (__bridge id)(commandBuffer),
+ (__bridge id)(commandEncoder));
+
+}
+
+bool ImGui_ImplMetal_CreateFontsTexture(MTL::Device* device)
+{
+ return ImGui_ImplMetal_CreateFontsTexture((__bridge id)(device));
+}
+
+bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device)
+{
+ return ImGui_ImplMetal_CreateDeviceObjects((__bridge id)(device));
+}
+
+#endif // #ifdef IMGUI_IMPL_METAL_CPP
+
+#pragma mark - Dear ImGui Metal Backend API
bool ImGui_ImplMetal_Init(id device)
{
+ ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_CreateBackendData();
ImGuiIO& io = ImGui::GetIO();
+ io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_metal";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
- static dispatch_once_t onceToken;
- dispatch_once(&onceToken, ^{
- g_sharedMetalContext = [[MetalContext alloc] init];
- });
-
- ImGui_ImplMetal_CreateDeviceObjects(device);
+ bd->SharedMetalContext = [[MetalContext alloc] init];
+ bd->SharedMetalContext.device = device;
return true;
}
@@ -95,42 +136,224 @@ bool ImGui_ImplMetal_Init(id device)
void ImGui_ImplMetal_Shutdown()
{
ImGui_ImplMetal_DestroyDeviceObjects();
+ ImGui_ImplMetal_DestroyBackendData();
}
-void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor *renderPassDescriptor)
+void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor)
{
- IM_ASSERT(g_sharedMetalContext != nil && "No Metal context. Did you call ImGui_ImplMetal_Init() ?");
+ ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
+ IM_ASSERT(bd->SharedMetalContext != nil && "No Metal context. Did you call ImGui_ImplMetal_Init() ?");
+ bd->SharedMetalContext.framebufferDescriptor = [[FramebufferDescriptor alloc] initWithRenderPassDescriptor:renderPassDescriptor];
- g_sharedMetalContext.framebufferDescriptor = [[FramebufferDescriptor alloc] initWithRenderPassDescriptor:renderPassDescriptor];
+ if (bd->SharedMetalContext.depthStencilState == nil)
+ ImGui_ImplMetal_CreateDeviceObjects(bd->SharedMetalContext.device);
+}
+
+static void ImGui_ImplMetal_SetupRenderState(ImDrawData* drawData, id commandBuffer,
+ id commandEncoder, id renderPipelineState,
+ MetalBuffer* vertexBuffer, size_t vertexBufferOffset)
+{
+ IM_UNUSED(commandBuffer);
+ ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
+ [commandEncoder setCullMode:MTLCullModeNone];
+ [commandEncoder setDepthStencilState:bd->SharedMetalContext.depthStencilState];
+
+ // Setup viewport, orthographic projection matrix
+ // Our visible imgui space lies from draw_data->DisplayPos (top left) to
+ // draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
+ MTLViewport viewport =
+ {
+ .originX = 0.0,
+ .originY = 0.0,
+ .width = (double)(drawData->DisplaySize.x * drawData->FramebufferScale.x),
+ .height = (double)(drawData->DisplaySize.y * drawData->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 N = (float)viewport.znear;
+ float F = (float)viewport.zfar;
+ const float ortho_projection[4][4] =
+ {
+ { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
+ { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
+ { 0.0f, 0.0f, 1/(F-N), 0.0f },
+ { (R+L)/(L-R), (T+B)/(B-T), N/(F-N), 1.0f },
+ };
+ [commandEncoder setVertexBytes:&ortho_projection length:sizeof(ortho_projection) atIndex:1];
+
+ [commandEncoder setRenderPipelineState:renderPipelineState];
+
+ [commandEncoder setVertexBuffer:vertexBuffer.buffer offset:0 atIndex:0];
+ [commandEncoder setVertexBufferOffset:vertexBufferOffset atIndex:0];
}
// Metal Render function.
-void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, id commandBuffer, id commandEncoder)
+void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData, id commandBuffer, id commandEncoder)
{
- [g_sharedMetalContext renderDrawData:draw_data commandBuffer:commandBuffer commandEncoder: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)
+ return;
+
+ // 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];
+ if (renderPipelineState == nil)
+ {
+ // No luck; make a new render pipeline state
+ renderPipelineState = [ctx renderPipelineStateForFramebufferDescriptor:ctx.framebufferDescriptor device:commandBuffer.device];
+
+ // Cache render pipeline state for later reuse
+ ctx.renderPipelineStateCache[ctx.framebufferDescriptor] = renderPipelineState;
+ }
+
+ size_t vertexBufferLength = (size_t)drawData->TotalVtxCount * sizeof(ImDrawVert);
+ size_t indexBufferLength = (size_t)drawData->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);
+
+ // 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)
+
+ // Render command lists
+ size_t vertexBufferOffset = 0;
+ size_t indexBufferOffset = 0;
+ for (int n = 0; n < drawData->CmdListsCount; n++)
+ {
+ const ImDrawList* cmd_list = drawData->CmdLists[n];
+
+ memcpy((char*)vertexBuffer.buffer.contents + vertexBufferOffset, cmd_list->VtxBuffer.Data, (size_t)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
+ memcpy((char*)indexBuffer.buffer.contents + indexBufferOffset, cmd_list->IdxBuffer.Data, (size_t)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
+
+ for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
+ {
+ const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
+ if (pcmd->UserCallback)
+ {
+ // 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);
+ else
+ pcmd->UserCallback(cmd_list, pcmd);
+ }
+ else
+ {
+ // Project scissor/clipping rectangles into framebuffer space
+ ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
+ ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
+
+ // Clamp to viewport as setScissorRect() won't accept values that are off bounds
+ if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
+ if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
+ if (clip_max.x > 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;
+ if (pcmd->ElemCount == 0) // drawIndexedPrimitives() validation doesn't accept this
+ continue;
+
+ // Apply scissor/clipping rectangle
+ MTLScissorRect scissorRect =
+ {
+ .x = NSUInteger(clip_min.x),
+ .y = NSUInteger(clip_min.y),
+ .width = NSUInteger(clip_max.x - clip_min.x),
+ .height = NSUInteger(clip_max.y - clip_min.y)
+ };
+ [commandEncoder setScissorRect:scissorRect];
+
+ // Bind texture, Draw
+ if (ImTextureID tex_id = pcmd->GetTexID())
+ [commandEncoder setFragmentTexture:(__bridge id)(tex_id) atIndex:0];
+
+ [commandEncoder setVertexBufferOffset:(vertexBufferOffset + pcmd->VtxOffset * sizeof(ImDrawVert)) atIndex:0];
+ [commandEncoder drawIndexedPrimitives:MTLPrimitiveTypeTriangle
+ indexCount:pcmd->ElemCount
+ indexType:sizeof(ImDrawIdx) == 2 ? MTLIndexTypeUInt16 : MTLIndexTypeUInt32
+ indexBuffer:indexBuffer.buffer
+ indexBufferOffset:indexBufferOffset + pcmd->IdxOffset * sizeof(ImDrawIdx)];
+ }
+ }
+
+ vertexBufferOffset += (size_t)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert);
+ indexBufferOffset += (size_t)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx);
+ }
+
+ [commandBuffer addCompletedHandler:^(id)
+ {
+ dispatch_async(dispatch_get_main_queue(), ^{
+ ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
+ if (bd != nullptr)
+ {
+ @synchronized(bd->SharedMetalContext.bufferCache)
+ {
+ [bd->SharedMetalContext.bufferCache addObject:vertexBuffer];
+ [bd->SharedMetalContext.bufferCache addObject:indexBuffer];
+ }
+ }
+ });
+ }];
}
bool ImGui_ImplMetal_CreateFontsTexture(id device)
{
- [g_sharedMetalContext makeFontTextureWithDevice:device];
-
+ ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
ImGuiIO& io = ImGui::GetIO();
- io.Fonts->TexID = (__bridge void *)g_sharedMetalContext.fontTexture; // ImTextureID == void*
- return (g_sharedMetalContext.fontTexture != nil);
+ // 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((__bridge void*)bd->SharedMetalContext.fontTexture); // ImTextureID == void*
+
+ return (bd->SharedMetalContext.fontTexture != nil);
}
void ImGui_ImplMetal_DestroyFontsTexture()
{
+ ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
ImGuiIO& io = ImGui::GetIO();
- g_sharedMetalContext.fontTexture = nil;
- io.Fonts->TexID = nullptr;
+ bd->SharedMetalContext.fontTexture = nil;
+ io.Fonts->SetTexID(0);
}
bool ImGui_ImplMetal_CreateDeviceObjects(id device)
{
- [g_sharedMetalContext makeDeviceObjectsWithDevice:device];
-
+ ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
+ MTLDepthStencilDescriptor* depthStencilDescriptor = [[MTLDepthStencilDescriptor alloc] init];
+ depthStencilDescriptor.depthWriteEnabled = NO;
+ depthStencilDescriptor.depthCompareFunction = MTLCompareFunctionAlways;
+ bd->SharedMetalContext.depthStencilState = [device newDepthStencilStateWithDescriptor:depthStencilDescriptor];
ImGui_ImplMetal_CreateFontsTexture(device);
return true;
@@ -138,8 +361,9 @@ bool ImGui_ImplMetal_CreateDeviceObjects(id device)
void ImGui_ImplMetal_DestroyDeviceObjects()
{
+ ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
ImGui_ImplMetal_DestroyFontsTexture();
- [g_sharedMetalContext emptyRenderPipelineStateCache];
+ [bd->SharedMetalContext.renderPipelineStateCache removeAllObjects];
}
#pragma mark - MetalBuffer implementation
@@ -150,7 +374,7 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
if ((self = [super init]))
{
_buffer = buffer;
- _lastReuseTime = [NSDate date].timeIntervalSince1970;
+ _lastReuseTime = GetMachAbsoluteTimeInSeconds();
}
return self;
}
@@ -159,7 +383,7 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
#pragma mark - FramebufferDescriptor implementation
@implementation FramebufferDescriptor
-- (instancetype)initWithRenderPassDescriptor:(MTLRenderPassDescriptor *)renderPassDescriptor
+- (instancetype)initWithRenderPassDescriptor:(MTLRenderPassDescriptor*)renderPassDescriptor
{
if ((self = [super init]))
{
@@ -171,9 +395,9 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
return self;
}
-- (nonnull id)copyWithZone:(nullable NSZone *)zone
+- (nonnull id)copyWithZone:(nullable NSZone*)zone
{
- FramebufferDescriptor *copy = [[FramebufferDescriptor allocWithZone:zone] init];
+ FramebufferDescriptor* copy = [[FramebufferDescriptor allocWithZone:zone] init];
copy.sampleCount = self.sampleCount;
copy.colorPixelFormat = self.colorPixelFormat;
copy.depthPixelFormat = self.depthPixelFormat;
@@ -193,7 +417,7 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
- (BOOL)isEqual:(id)object
{
- FramebufferDescriptor *other = object;
+ FramebufferDescriptor* other = object;
if (![other isKindOfClass:[FramebufferDescriptor class]])
return NO;
return other.sampleCount == self.sampleCount &&
@@ -207,79 +431,46 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
#pragma mark - MetalContext implementation
@implementation MetalContext
-- (instancetype)init {
+- (instancetype)init
+{
if ((self = [super init]))
{
- _renderPipelineStateCache = [NSMutableDictionary dictionary];
- _bufferCache = [NSMutableArray array];
- _lastBufferCachePurge = [NSDate date].timeIntervalSince1970;
+ self.renderPipelineStateCache = [NSMutableDictionary dictionary];
+ self.bufferCache = [NSMutableArray array];
+ _lastBufferCachePurge = GetMachAbsoluteTimeInSeconds();
}
return self;
}
-- (void)makeDeviceObjectsWithDevice:(id)device
+- (MetalBuffer*)dequeueReusableBufferOfLength:(NSUInteger)length device:(id)device
{
- MTLDepthStencilDescriptor *depthStencilDescriptor = [[MTLDepthStencilDescriptor alloc] init];
- depthStencilDescriptor.depthWriteEnabled = NO;
- depthStencilDescriptor.depthCompareFunction = MTLCompareFunctionAlways;
- self.depthStencilState = [device newDepthStencilStateWithDescriptor:depthStencilDescriptor];
-}
+ uint64_t now = GetMachAbsoluteTimeInSeconds();
-// 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.
-- (void)makeFontTextureWithDevice:(id)device
-{
- ImGuiIO &io = ImGui::GetIO();
- unsigned char* pixels;
- int width, height;
- io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
- MTLTextureDescriptor *textureDescriptor = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:MTLPixelFormatRGBA8Unorm
- width:width
- height:height
- mipmapped:NO];
- textureDescriptor.usage = MTLTextureUsageShaderRead;
-#if TARGET_OS_OSX
- textureDescriptor.storageMode = MTLStorageModeManaged;
-#else
- textureDescriptor.storageMode = MTLStorageModeShared;
-#endif
- id texture = [device newTextureWithDescriptor:textureDescriptor];
- [texture replaceRegion:MTLRegionMake2D(0, 0, width, height) mipmapLevel:0 withBytes:pixels bytesPerRow:width * 4];
- self.fontTexture = texture;
-}
-
-- (MetalBuffer *)dequeueReusableBufferOfLength:(NSUInteger)length device:(id)device
-{
- NSTimeInterval now = [NSDate date].timeIntervalSince1970;
-
- // Purge old buffers that haven't been useful for a while
- if (now - self.lastBufferCachePurge > 1.0)
+ @synchronized(self.bufferCache)
{
- NSMutableArray *survivors = [NSMutableArray array];
- for (MetalBuffer *candidate in self.bufferCache)
+ // Purge old buffers that haven't been useful for a while
+ if (now - self.lastBufferCachePurge > 1.0)
{
- if (candidate.lastReuseTime > self.lastBufferCachePurge)
- {
- [survivors addObject:candidate];
- }
+ NSMutableArray* survivors = [NSMutableArray array];
+ for (MetalBuffer* candidate in self.bufferCache)
+ if (candidate.lastReuseTime > self.lastBufferCachePurge)
+ [survivors addObject:candidate];
+ self.bufferCache = [survivors mutableCopy];
+ self.lastBufferCachePurge = now;
}
- self.bufferCache = [survivors mutableCopy];
- self.lastBufferCachePurge = now;
- }
- // See if we have a buffer we can reuse
- MetalBuffer *bestCandidate = nil;
- for (MetalBuffer *candidate in self.bufferCache)
- if (candidate.buffer.length >= length && (bestCandidate == nil || bestCandidate.lastReuseTime > candidate.lastReuseTime))
- bestCandidate = candidate;
+ // See if we have a buffer we can reuse
+ MetalBuffer* bestCandidate = nil;
+ for (MetalBuffer* candidate in self.bufferCache)
+ if (candidate.buffer.length >= length && (bestCandidate == nil || bestCandidate.lastReuseTime > candidate.lastReuseTime))
+ bestCandidate = candidate;
- if (bestCandidate != nil)
- {
- [self.bufferCache removeObject:bestCandidate];
- bestCandidate.lastReuseTime = now;
- return bestCandidate;
+ if (bestCandidate != nil)
+ {
+ [self.bufferCache removeObject:bestCandidate];
+ bestCandidate.lastReuseTime = now;
+ return bestCandidate;
+ }
}
// No luck; make a new buffer
@@ -287,33 +478,12 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
return [[MetalBuffer alloc] initWithBuffer:backing];
}
-- (void)enqueueReusableBuffer:(MetalBuffer *)buffer
+// Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling.
+- (id)renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor*)descriptor device:(id)device
{
- [self.bufferCache addObject:buffer];
-}
+ NSError* error = nil;
-- (_Nullable id)renderPipelineStateForFrameAndDevice:(id)device
-{
- // 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 = self.renderPipelineStateCache[self.framebufferDescriptor];
-
- if (renderPipelineState == nil)
- {
- // No luck; make a new render pipeline state
- renderPipelineState = [self _renderPipelineStateForFramebufferDescriptor:self.framebufferDescriptor device:device];
- // Cache render pipeline state for later reuse
- self.renderPipelineStateCache[self.framebufferDescriptor] = renderPipelineState;
- }
-
- return renderPipelineState;
-}
-
-- (id)_renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor *)descriptor device:(id)device
-{
- NSError *error = nil;
-
- NSString *shaderSource = @""
+ NSString* shaderSource = @""
"#include \n"
"using namespace metal;\n"
"\n"
@@ -365,7 +535,7 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
return nil;
}
- MTLVertexDescriptor *vertexDescriptor = [MTLVertexDescriptor vertexDescriptor];
+ MTLVertexDescriptor* vertexDescriptor = [MTLVertexDescriptor vertexDescriptor];
vertexDescriptor.attributes[0].offset = IM_OFFSETOF(ImDrawVert, pos);
vertexDescriptor.attributes[0].format = MTLVertexFormatFloat2; // position
vertexDescriptor.attributes[0].bufferIndex = 0;
@@ -379,174 +549,27 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
vertexDescriptor.layouts[0].stepFunction = MTLVertexStepFunctionPerVertex;
vertexDescriptor.layouts[0].stride = sizeof(ImDrawVert);
- MTLRenderPipelineDescriptor *pipelineDescriptor = [[MTLRenderPipelineDescriptor alloc] init];
+ MTLRenderPipelineDescriptor* pipelineDescriptor = [[MTLRenderPipelineDescriptor alloc] init];
pipelineDescriptor.vertexFunction = vertexFunction;
pipelineDescriptor.fragmentFunction = fragmentFunction;
pipelineDescriptor.vertexDescriptor = vertexDescriptor;
- pipelineDescriptor.sampleCount = self.framebufferDescriptor.sampleCount;
+ pipelineDescriptor.rasterSampleCount = self.framebufferDescriptor.sampleCount;
pipelineDescriptor.colorAttachments[0].pixelFormat = self.framebufferDescriptor.colorPixelFormat;
pipelineDescriptor.colorAttachments[0].blendingEnabled = YES;
pipelineDescriptor.colorAttachments[0].rgbBlendOperation = MTLBlendOperationAdd;
- pipelineDescriptor.colorAttachments[0].alphaBlendOperation = MTLBlendOperationAdd;
pipelineDescriptor.colorAttachments[0].sourceRGBBlendFactor = MTLBlendFactorSourceAlpha;
- pipelineDescriptor.colorAttachments[0].sourceAlphaBlendFactor = MTLBlendFactorSourceAlpha;
pipelineDescriptor.colorAttachments[0].destinationRGBBlendFactor = MTLBlendFactorOneMinusSourceAlpha;
+ pipelineDescriptor.colorAttachments[0].alphaBlendOperation = MTLBlendOperationAdd;
+ pipelineDescriptor.colorAttachments[0].sourceAlphaBlendFactor = MTLBlendFactorOne;
pipelineDescriptor.colorAttachments[0].destinationAlphaBlendFactor = MTLBlendFactorOneMinusSourceAlpha;
pipelineDescriptor.depthAttachmentPixelFormat = self.framebufferDescriptor.depthPixelFormat;
pipelineDescriptor.stencilAttachmentPixelFormat = self.framebufferDescriptor.stencilPixelFormat;
id renderPipelineState = [device newRenderPipelineStateWithDescriptor:pipelineDescriptor error:&error];
if (error != nil)
- {
NSLog(@"Error: failed to create Metal pipeline state: %@", error);
- }
return renderPipelineState;
}
-- (void)emptyRenderPipelineStateCache
-{
- [self.renderPipelineStateCache removeAllObjects];
-}
-
-- (void)setupRenderState:(ImDrawData *)drawData
- commandBuffer:(id)commandBuffer
- commandEncoder:(id)commandEncoder
- renderPipelineState:(id)renderPipelineState
- vertexBuffer:(MetalBuffer *)vertexBuffer
- vertexBufferOffset:(size_t)vertexBufferOffset
-{
- [commandEncoder setCullMode:MTLCullModeNone];
- [commandEncoder setDepthStencilState:g_sharedMetalContext.depthStencilState];
-
- // Setup viewport, orthographic projection matrix
- // Our visible imgui space lies from draw_data->DisplayPos (top left) to
- // draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
- MTLViewport viewport =
- {
- .originX = 0.0,
- .originY = 0.0,
- .width = (double)(drawData->DisplaySize.x * drawData->FramebufferScale.x),
- .height = (double)(drawData->DisplaySize.y * drawData->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 N = viewport.znear;
- float F = viewport.zfar;
- const float ortho_projection[4][4] =
- {
- { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
- { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
- { 0.0f, 0.0f, 1/(F-N), 0.0f },
- { (R+L)/(L-R), (T+B)/(B-T), N/(F-N), 1.0f },
- };
- [commandEncoder setVertexBytes:&ortho_projection length:sizeof(ortho_projection) atIndex:1];
-
- [commandEncoder setRenderPipelineState:renderPipelineState];
-
- [commandEncoder setVertexBuffer:vertexBuffer.buffer offset:0 atIndex:0];
- [commandEncoder setVertexBufferOffset:vertexBufferOffset atIndex:0];
-}
-
-- (void)renderDrawData:(ImDrawData *)drawData
- commandBuffer:(id)commandBuffer
- commandEncoder:(id)commandEncoder
-{
- // 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)
- return;
-
- id renderPipelineState = [self renderPipelineStateForFrameAndDevice:commandBuffer.device];
-
- size_t vertexBufferLength = drawData->TotalVtxCount * sizeof(ImDrawVert);
- size_t indexBufferLength = drawData->TotalIdxCount * sizeof(ImDrawIdx);
- MetalBuffer* vertexBuffer = [self dequeueReusableBufferOfLength:vertexBufferLength device:commandBuffer.device];
- MetalBuffer* indexBuffer = [self dequeueReusableBufferOfLength:indexBufferLength device:commandBuffer.device];
-
- [self setupRenderState:drawData commandBuffer:commandBuffer commandEncoder:commandEncoder renderPipelineState:renderPipelineState vertexBuffer:vertexBuffer vertexBufferOffset: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)
-
- // Render command lists
- size_t vertexBufferOffset = 0;
- size_t indexBufferOffset = 0;
- for (int n = 0; n < drawData->CmdListsCount; n++)
- {
- const ImDrawList* cmd_list = drawData->CmdLists[n];
-
- memcpy((char *)vertexBuffer.buffer.contents + vertexBufferOffset, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
- memcpy((char *)indexBuffer.buffer.contents + indexBufferOffset, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
-
- for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
- {
- const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
- if (pcmd->UserCallback)
- {
- // 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)
- [self setupRenderState:drawData commandBuffer:commandBuffer commandEncoder:commandEncoder renderPipelineState:renderPipelineState vertexBuffer:vertexBuffer vertexBufferOffset:vertexBufferOffset];
- else
- pcmd->UserCallback(cmd_list, pcmd);
- }
- else
- {
- // Project scissor/clipping rectangles into framebuffer space
- ImVec4 clip_rect;
- clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x;
- clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y;
- clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x;
- clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y;
-
- if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
- {
- // Apply scissor/clipping rectangle
- MTLScissorRect scissorRect =
- {
- .x = NSUInteger(clip_rect.x),
- .y = NSUInteger(clip_rect.y),
- .width = NSUInteger(clip_rect.z - clip_rect.x),
- .height = NSUInteger(clip_rect.w - clip_rect.y)
- };
- [commandEncoder setScissorRect:scissorRect];
-
-
- // Bind texture, Draw
- if (pcmd->TextureId != NULL)
- [commandEncoder setFragmentTexture:(__bridge id)(pcmd->TextureId) atIndex:0];
-
- [commandEncoder setVertexBufferOffset:(vertexBufferOffset + pcmd->VtxOffset * sizeof(ImDrawVert)) atIndex:0];
- [commandEncoder drawIndexedPrimitives:MTLPrimitiveTypeTriangle
- indexCount:pcmd->ElemCount
- indexType:sizeof(ImDrawIdx) == 2 ? MTLIndexTypeUInt16 : MTLIndexTypeUInt32
- indexBuffer:indexBuffer.buffer
- indexBufferOffset:indexBufferOffset + pcmd->IdxOffset * sizeof(ImDrawIdx)];
- }
- }
- }
-
- vertexBufferOffset += cmd_list->VtxBuffer.Size * sizeof(ImDrawVert);
- indexBufferOffset += cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx);
- }
-
- __weak id weakSelf = self;
- [commandBuffer addCompletedHandler:^(id)
- {
- dispatch_async(dispatch_get_main_queue(), ^{
- [weakSelf enqueueReusableBuffer:vertexBuffer];
- [weakSelf enqueueReusableBuffer:indexBuffer];
- });
- }];
-}
-
@end
diff --git a/3rdparty/imgui/backends/imgui_impl_opengl2.cpp b/3rdparty/imgui/backends/imgui_impl_opengl2.cpp
index a2b74fe..e833cf3 100644
--- a/3rdparty/imgui/backends/imgui_impl_opengl2.cpp
+++ b/3rdparty/imgui/backends/imgui_impl_opengl2.cpp
@@ -3,9 +3,9 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
-// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
-// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
@@ -19,8 +19,12 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
-// 2020-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
-// 2020-01-23: OpenGL: Explicitly backup, setup and restore GL_TEXTURE_ENV to increase compatibility with legacy OpenGL applications.
+// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
+// 2021-12-08: OpenGL: Fixed mishandling of the the ImDrawCmd::IdxOffset field! This is an old bug but it never had an effect until some internal rendering changes in 1.86.
+// 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).
+// 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
+// 2021-01-03: OpenGL: Backup, setup and restore GL_SHADE_MODEL state, disable GL_STENCIL_TEST and disable GL_NORMAL_ARRAY client state to increase compatibility with legacy OpenGL applications.
+// 2020-01-23: OpenGL: Backup, setup and restore GL_TEXTURE_ENV to increase compatibility with legacy OpenGL applications.
// 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
// 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
@@ -40,6 +44,13 @@
#include // intptr_t
#endif
+// Clang/GCC warnings with -Weverything
+#if defined(__clang__)
+#pragma clang diagnostic push
+#pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used
+#pragma clang diagnostic ignored "-Wnonportable-system-include-path"
+#endif
+
// Include OpenGL header (without an OpenGL loader) requires a bit of fiddling
#if defined(_WIN32) && !defined(APIENTRY)
#define APIENTRY __stdcall // It is customary to use APIENTRY for OpenGL function pointer declarations on all platforms. Additionally, the Windows OpenGL header needs APIENTRY.
@@ -54,35 +65,52 @@
#include
#endif
-// OpenGL Data
-static GLuint g_FontTexture = 0;
+struct ImGui_ImplOpenGL2_Data
+{
+ GLuint FontTexture;
-// Forward Declarations
-static void ImGui_ImplOpenGL2_InitPlatformInterface();
-static void ImGui_ImplOpenGL2_ShutdownPlatformInterface();
+ ImGui_ImplOpenGL2_Data() { memset((void*)this, 0, sizeof(*this)); }
+};
+
+// 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.
+static ImGui_ImplOpenGL2_Data* ImGui_ImplOpenGL2_GetBackendData()
+{
+ return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL2_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
+}
// Functions
bool ImGui_ImplOpenGL2_Init()
{
- // Setup backend capabilities flags
ImGuiIO& io = ImGui::GetIO();
- io.BackendRendererName = "imgui_impl_opengl2";
- io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
+ IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
+
+ // Setup backend capabilities flags
+ ImGui_ImplOpenGL2_Data* bd = IM_NEW(ImGui_ImplOpenGL2_Data)();
+ io.BackendRendererUserData = (void*)bd;
+ io.BackendRendererName = "imgui_impl_opengl2";
- if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
- ImGui_ImplOpenGL2_InitPlatformInterface();
return true;
}
void ImGui_ImplOpenGL2_Shutdown()
{
- ImGui_ImplOpenGL2_ShutdownPlatformInterface();
+ ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
+ IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
+ ImGuiIO& io = ImGui::GetIO();
+
ImGui_ImplOpenGL2_DestroyDeviceObjects();
+ io.BackendRendererName = nullptr;
+ io.BackendRendererUserData = nullptr;
+ IM_DELETE(bd);
}
void ImGui_ImplOpenGL2_NewFrame()
{
- if (!g_FontTexture)
+ ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
+ IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplOpenGL2_Init()?");
+
+ if (!bd->FontTexture)
ImGui_ImplOpenGL2_CreateDeviceObjects();
}
@@ -91,25 +119,32 @@ static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_wid
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ //glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); // In order to composite our output buffer we need to preserve alpha
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
+ glDisable(GL_STENCIL_TEST);
glDisable(GL_LIGHTING);
glDisable(GL_COLOR_MATERIAL);
glEnable(GL_SCISSOR_TEST);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
+ glDisableClientState(GL_NORMAL_ARRAY);
glEnable(GL_TEXTURE_2D);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+ glShadeModel(GL_SMOOTH);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
// If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
- // you may need to backup/reset/restore current shader using the lines below. DO NOT MODIFY THIS FILE! Add the code in your calling function:
- // GLint last_program;
- // glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
- // glUseProgram(0);
- // ImGui_ImplOpenGL2_RenderDrawData(...);
- // glUseProgram(last_program)
+ // you may need to backup/reset/restore other state, e.g. for current shader using the commented lines below.
+ // (DO NOT MODIFY THIS FILE! Add the code in your calling function)
+ // GLint last_program;
+ // glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
+ // glUseProgram(0);
+ // ImGui_ImplOpenGL2_RenderDrawData(...);
+ // glUseProgram(last_program)
+ // There are potentially many more states you could need to clear/setup that we can't access from default headers.
+ // e.g. glBindBuffer(GL_ARRAY_BUFFER, 0), glDisable(GL_TEXTURE_CUBE_MAP).
// 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.
@@ -139,6 +174,7 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
+ GLint last_shade_model; glGetIntegerv(GL_SHADE_MODEL, &last_shade_model);
GLint last_tex_env_mode; glGetTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &last_tex_env_mode);
glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
@@ -174,23 +210,18 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
else
{
// Project scissor/clipping rectangles into framebuffer space
- ImVec4 clip_rect;
- clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x;
- clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y;
- clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x;
- clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y;
+ ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
+ 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;
- if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
- {
- // Apply scissor/clipping rectangle
- glScissor((int)clip_rect.x, (int)(fb_height - clip_rect.w), (int)(clip_rect.z - clip_rect.x), (int)(clip_rect.w - clip_rect.y));
+ // Apply scissor/clipping rectangle (Y is inverted in OpenGL)
+ glScissor((int)clip_min.x, (int)((float)fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y));
- // Bind texture, Draw
- glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
- glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer);
- }
+ // Bind texture, Draw
+ glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID());
+ glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset);
}
- idx_buffer += pcmd->ElemCount;
}
}
@@ -207,6 +238,7 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]);
glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
+ glShadeModel(last_shade_model);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, last_tex_env_mode);
}
@@ -214,22 +246,24 @@ bool ImGui_ImplOpenGL2_CreateFontsTexture()
{
// 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, &g_FontTexture);
- glBindTexture(GL_TEXTURE_2D, g_FontTexture);
+ 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);
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->TexID = (ImTextureID)(intptr_t)g_FontTexture;
+ io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
// Restore state
glBindTexture(GL_TEXTURE_2D, last_texture);
@@ -239,12 +273,13 @@ bool ImGui_ImplOpenGL2_CreateFontsTexture()
void ImGui_ImplOpenGL2_DestroyFontsTexture()
{
- if (g_FontTexture)
+ ImGuiIO& io = ImGui::GetIO();
+ ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
+ if (bd->FontTexture)
{
- ImGuiIO& io = ImGui::GetIO();
- glDeleteTextures(1, &g_FontTexture);
- io.Fonts->TexID = 0;
- g_FontTexture = 0;
+ glDeleteTextures(1, &bd->FontTexture);
+ io.Fonts->SetTexID(0);
+ bd->FontTexture = 0;
}
}
@@ -258,30 +293,6 @@ void ImGui_ImplOpenGL2_DestroyDeviceObjects()
ImGui_ImplOpenGL2_DestroyFontsTexture();
}
-//--------------------------------------------------------------------------------------------------------
-// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
-// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
-// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
-//--------------------------------------------------------------------------------------------------------
-
-static void ImGui_ImplOpenGL2_RenderWindow(ImGuiViewport* viewport, void*)
-{
- if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
- {
- ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
- glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
- glClear(GL_COLOR_BUFFER_BIT);
- }
- ImGui_ImplOpenGL2_RenderDrawData(viewport->DrawData);
-}
-
-static void ImGui_ImplOpenGL2_InitPlatformInterface()
-{
- ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
- platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL2_RenderWindow;
-}
-
-static void ImGui_ImplOpenGL2_ShutdownPlatformInterface()
-{
- ImGui::DestroyPlatformWindows();
-}
+#if defined(__clang__)
+#pragma clang diagnostic pop
+#endif
diff --git a/3rdparty/imgui/backends/imgui_impl_opengl2.h b/3rdparty/imgui/backends/imgui_impl_opengl2.h
index ebc055d..d00d27f 100644
--- a/3rdparty/imgui/backends/imgui_impl_opengl2.h
+++ b/3rdparty/imgui/backends/imgui_impl_opengl2.h
@@ -3,9 +3,9 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
-// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
-// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
diff --git a/3rdparty/imgui/backends/imgui_impl_opengl3.cpp b/3rdparty/imgui/backends/imgui_impl_opengl3.cpp
index 3c5057b..7bf26e6 100644
--- a/3rdparty/imgui/backends/imgui_impl_opengl3.cpp
+++ b/3rdparty/imgui/backends/imgui_impl_opengl3.cpp
@@ -5,16 +5,36 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
-// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
-// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices.
+// [x] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only).
-// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
-// 2020-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
+// 2023-03-23: OpenGL: Properly restoring "no shader program bound" if it was the case prior to running the rendering function. (#6267, #6220, #6224)
+// 2023-03-15: OpenGL: Fixed GL loader crash when GL_VERSION returns NULL. (#6154, #4445, #3530)
+// 2023-03-06: OpenGL: Fixed restoration of a potentially deleted OpenGL program, by calling glIsProgram(). (#6220, #6224)
+// 2022-11-09: OpenGL: Reverted use of glBufferSubData(), too many corruptions issues + old issues seemingly can't be reproed with Intel drivers nowadays (revert 2021-12-15 and 2022-05-23 changes).
+// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
+// 2022-09-27: OpenGL: Added ability to '#define IMGUI_IMPL_OPENGL_DEBUG'.
+// 2022-05-23: OpenGL: Reworking 2021-12-15 "Using buffer orphaning" so it only happens on Intel GPU, seems to cause problems otherwise. (#4468, #4825, #4832, #5127).
+// 2022-05-13: OpenGL: Fixed state corruption on OpenGL ES 2.0 due to not preserving GL_ELEMENT_ARRAY_BUFFER_BINDING and vertex attribute states.
+// 2021-12-15: OpenGL: Using buffer orphaning + glBufferSubData(), seems to fix leaks with multi-viewports with some Intel HD drivers.
+// 2021-08-23: OpenGL: Fixed ES 3.0 shader ("#version 300 es") use normal precision floats to avoid wobbly rendering at HD resolutions.
+// 2021-08-19: OpenGL: Embed and use our own minimal GL loader (imgui_impl_opengl3_loader.h), removing requirement and support for third-party loader.
+// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
+// 2021-06-25: OpenGL: Use OES_vertex_array extension on Emscripten + backup/restore current state.
+// 2021-06-21: OpenGL: Destroy individual vertex/fragment shader objects right after they are linked into the main shader.
+// 2021-05-24: OpenGL: Access GL_CLIP_ORIGIN when "GL_ARB_clip_control" extension is detected, inside of just OpenGL 4.5 version.
+// 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
+// 2021-04-06: OpenGL: Don't try to read GL_CLIP_ORIGIN unless we're OpenGL 4.5 or greater.
+// 2021-02-18: OpenGL: Change blending equation to preserve alpha in output buffer.
+// 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.
// 2020-07-10: OpenGL: Added support for glad2 OpenGL loader.
// 2020-05-08: OpenGL: Made default GLSL version 150 (instead of 130) on OSX.
@@ -42,7 +62,7 @@
// 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.
// 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
// 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state.
-// 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a NULL pointer.
+// 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a nullptr pointer.
// 2018-03-06: OpenGL: Added const char* glsl_version parameter to ImGui_ImplOpenGL3_Init() so user can override the GLSL version e.g. "#version 150".
// 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.
@@ -83,46 +103,71 @@
#else
#include // intptr_t
#endif
+#if defined(__APPLE__)
+#include
+#endif
+
+// Clang/GCC warnings with -Weverything
+#if defined(__clang__)
+#pragma clang diagnostic push
+#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
+#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
+#pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used
+#pragma clang diagnostic ignored "-Wnonportable-system-include-path"
+#pragma clang diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader)
+#endif
+#if defined(__GNUC__)
+#pragma GCC diagnostic push
+#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)
+#endif
// GL includes
#if defined(IMGUI_IMPL_OPENGL_ES2)
-#include
+#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
+#include // Use GL ES 2
+#else
+#include // Use GL ES 2
+#endif
+#if defined(__EMSCRIPTEN__)
+#ifndef GL_GLEXT_PROTOTYPES
+#define GL_GLEXT_PROTOTYPES
+#endif
+#include
+#endif
#elif defined(IMGUI_IMPL_OPENGL_ES3)
#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
#include // Use GL ES 3
#else
#include // Use GL ES 3
#endif
-#else
-// About Desktop OpenGL function loaders:
-// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
-// Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
-// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
-#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
-#include // Needs to be initialized with gl3wInit() in user's code
-#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
-#include // Needs to be initialized with glewInit() in user's code.
-#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
-#include // Needs to be initialized with gladLoadGL() in user's code.
-#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
-#include // Needs to be initialized with gladLoadGL(...) or gladLoaderLoadGL() in user's code.
-#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
-#ifndef GLFW_INCLUDE_NONE
-#define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
+#elif !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
+// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
+// Helper libraries are often used for this purpose! Here we are using our own minimal custom loader based on gl3w.
+// 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
+// - 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
+#include "imgui_impl_opengl3_loader.h"
#endif
-#include // Needs to be initialized with glbinding::Binding::initialize() in user's code.
-#include
-using namespace gl;
-#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
-#ifndef GLFW_INCLUDE_NONE
-#define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
-#endif
-#include // Needs to be initialized with glbinding::initialize() in user's code.
-#include
-using namespace gl;
-#else
-#include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
+
+// Vertex arrays are not supported on ES2/WebGL1 unless Emscripten which uses an extension
+#ifndef IMGUI_IMPL_OPENGL_ES2
+#define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
+#elif defined(__EMSCRIPTEN__)
+#define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
+#define glBindVertexArray glBindVertexArrayOES
+#define glGenVertexArrays glGenVertexArraysOES
+#define glDeleteVertexArrays glDeleteVertexArraysOES
+#define GL_VERTEX_ARRAY_BINDING GL_VERTEX_ARRAY_BINDING_OES
#endif
+
+// Desktop GL 2.0+ has glPolygonMode() which GL ES and WebGL don't have.
+#ifdef GL_POLYGON_MODE
+#define IMGUI_IMPL_HAS_POLYGON_MODE
#endif
// Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
@@ -135,138 +180,234 @@ using namespace gl;
#define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
#endif
-// OpenGL Data
-static GLuint g_GlVersion = 0; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2)
-static char g_GlslVersionString[32] = ""; // Specified by user or detected based on compile time GL settings.
-static GLuint g_FontTexture = 0;
-static GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
-static GLint g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; // Uniforms location
-static GLuint g_AttribLocationVtxPos = 0, g_AttribLocationVtxUV = 0, g_AttribLocationVtxColor = 0; // Vertex attributes location
-static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
+// Desktop GL 3.1+ has GL_PRIMITIVE_RESTART state
+#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_1)
+#define IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
+#endif
-// Forward Declarations
-static void ImGui_ImplOpenGL3_InitPlatformInterface();
-static void ImGui_ImplOpenGL3_ShutdownPlatformInterface();
+// Desktop GL use extension detection
+#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
+#define IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS
+#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_ImplOpenGL3_Data
+{
+ GLuint GlVersion; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2)
+ char GlslVersionString[32]; // Specified by user or detected based on compile time GL settings.
+ GLuint FontTexture;
+ GLuint ShaderHandle;
+ GLint AttribLocationTex; // Uniforms location
+ GLint AttribLocationProjMtx;
+ GLuint AttribLocationVtxPos; // Vertex attributes location
+ GLuint AttribLocationVtxUV;
+ GLuint AttribLocationVtxColor;
+ unsigned int VboHandle, ElementsHandle;
+ GLsizeiptr VertexBufferSize;
+ GLsizeiptr IndexBufferSize;
+ bool HasClipOrigin;
+ bool UseBufferSubData;
+
+ ImGui_ImplOpenGL3_Data() { memset((void*)this, 0, sizeof(*this)); }
+};
+
+// 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.
+static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_GetBackendData()
+{
+ return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
+}
+
+// OpenGL vertex attribute state (for ES 1.0 and ES 2.0 only)
+#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
+struct ImGui_ImplOpenGL3_VtxAttribState
+{
+ GLint Enabled, Size, Type, Normalized, Stride;
+ GLvoid* Ptr;
+
+ void GetState(GLint index)
+ {
+ glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_ENABLED, &Enabled);
+ glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_SIZE, &Size);
+ glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_TYPE, &Type);
+ glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, &Normalized);
+ glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_STRIDE, &Stride);
+ glGetVertexAttribPointerv(index, GL_VERTEX_ATTRIB_ARRAY_POINTER, &Ptr);
+ }
+ void SetState(GLint index)
+ {
+ glVertexAttribPointer(index, Size, Type, (GLboolean)Normalized, Stride, Ptr);
+ if (Enabled) glEnableVertexAttribArray(index); else glDisableVertexAttribArray(index);
+ }
+};
+#endif
// Functions
bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
{
- // Query for GL version (e.g. 320 for GL 3.2)
-#if !defined(IMGUI_IMPL_OPENGL_ES2)
- GLint major, minor;
- glGetIntegerv(GL_MAJOR_VERSION, &major);
- glGetIntegerv(GL_MINOR_VERSION, &minor);
- g_GlVersion = (GLuint)(major * 100 + minor * 10);
-#else
- g_GlVersion = 200; // GLES 2
+ ImGuiIO& io = ImGui::GetIO();
+ 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");
+ return false;
+ }
#endif
// Setup backend capabilities flags
- ImGuiIO& io = ImGui::GetIO();
+ ImGui_ImplOpenGL3_Data* bd = IM_NEW(ImGui_ImplOpenGL3_Data)();
+ io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_opengl3";
+
+ // Query for GL version (e.g. 320 for GL 3.2)
+#if !defined(IMGUI_IMPL_OPENGL_ES2)
+ GLint major = 0;
+ GLint minor = 0;
+ glGetIntegerv(GL_MAJOR_VERSION, &major);
+ glGetIntegerv(GL_MINOR_VERSION, &minor);
+ if (major == 0 && minor == 0)
+ {
+ // Query GL_VERSION in desktop GL 2.x, the string will start with "."
+ const char* gl_version = (const char*)glGetString(GL_VERSION);
+ sscanf(gl_version, "%d.%d", &major, &minor);
+ }
+ bd->GlVersion = (GLuint)(major * 100 + minor * 10);
+
+ bd->UseBufferSubData = false;
+ /*
+ // Query vendor to enable glBufferSubData kludge
+#ifdef _WIN32
+ if (const char* vendor = (const char*)glGetString(GL_VENDOR))
+ if (strncmp(vendor, "Intel", 5) == 0)
+ bd->UseBufferSubData = true;
+#endif
+ */
+#else
+ bd->GlVersion = 200; // GLES 2
+#endif
+
+#ifdef IMGUI_IMPL_OPENGL_DEBUG
+ printf("GL_MAJOR_VERSION = %d\nGL_MINOR_VERSION = %d\nGL_VENDOR = '%s'\nGL_RENDERER = '%s'\n", major, minor, (const char*)glGetString(GL_VENDOR), (const char*)glGetString(GL_RENDERER)); // [DEBUG]
+#endif
+
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
- if (g_GlVersion >= 320)
+ if (bd->GlVersion >= 320)
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
#endif
- io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
// 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 NULL if unsure.
+ // Note: GLSL version is NOT the same as GL version. Leave this to nullptr if unsure.
+ if (glsl_version == nullptr)
+ {
#if defined(IMGUI_IMPL_OPENGL_ES2)
- if (glsl_version == NULL)
glsl_version = "#version 100";
#elif defined(IMGUI_IMPL_OPENGL_ES3)
- if (glsl_version == NULL)
glsl_version = "#version 300 es";
#elif defined(__APPLE__)
- if (glsl_version == NULL)
glsl_version = "#version 150";
#else
- if (glsl_version == NULL)
glsl_version = "#version 130";
#endif
- IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersionString));
- strcpy(g_GlslVersionString, glsl_version);
- strcat(g_GlslVersionString, "\n");
-
- // Debugging construct to make it easily visible in the IDE and debugger which GL loader has been selected.
- // The code actually never uses the 'gl_loader' variable! It is only here so you can read it!
- // If auto-detection fails or doesn't select the same GL loader file as used by your application,
- // you are likely to get a crash below.
- // You can explicitly select a loader by using '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
- const char* gl_loader = "Unknown";
- IM_UNUSED(gl_loader);
-#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
- gl_loader = "GL3W";
-#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
- gl_loader = "GLEW";
-#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
- gl_loader = "GLAD";
-#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
- gl_loader = "GLAD2";
-#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
- gl_loader = "glbinding2";
-#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
- gl_loader = "glbinding3";
-#elif defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
- gl_loader = "custom";
-#else
- gl_loader = "none";
-#endif
+ }
+ IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(bd->GlslVersionString));
+ strcpy(bd->GlslVersionString, glsl_version);
+ strcat(bd->GlslVersionString, "\n");
// Make an arbitrary GL call (we don't actually need the result)
- // IF YOU GET A CRASH HERE: it probably means that you haven't initialized the OpenGL function loader used by this code.
- // Desktop OpenGL 3/4 need a function loader. See the IMGUI_IMPL_OPENGL_LOADER_xxx explanation above.
+ // IF YOU GET A CRASH HERE: it probably means the OpenGL function loader didn't do its job. Let us know!
GLint current_texture;
glGetIntegerv(GL_TEXTURE_BINDING_2D, ¤t_texture);
- if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
- ImGui_ImplOpenGL3_InitPlatformInterface();
+ // Detect extensions we support
+ bd->HasClipOrigin = (bd->GlVersion >= 450);
+#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS
+ GLint num_extensions = 0;
+ glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions);
+ for (GLint i = 0; i < num_extensions; i++)
+ {
+ const char* extension = (const char*)glGetStringi(GL_EXTENSIONS, i);
+ if (extension != nullptr && strcmp(extension, "GL_ARB_clip_control") == 0)
+ bd->HasClipOrigin = true;
+ }
+#endif
return true;
}
void ImGui_ImplOpenGL3_Shutdown()
{
- ImGui_ImplOpenGL3_ShutdownPlatformInterface();
+ ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
+ IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
+ ImGuiIO& io = ImGui::GetIO();
+
ImGui_ImplOpenGL3_DestroyDeviceObjects();
+ io.BackendRendererName = nullptr;
+ io.BackendRendererUserData = nullptr;
+ IM_DELETE(bd);
}
void ImGui_ImplOpenGL3_NewFrame()
{
- if (!g_ShaderHandle)
+ ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
+ IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplOpenGL3_Init()?");
+
+ if (!bd->ShaderHandle)
ImGui_ImplOpenGL3_CreateDeviceObjects();
}
static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object)
{
+ ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
+
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
+ glDisable(GL_STENCIL_TEST);
glEnable(GL_SCISSOR_TEST);
-#ifdef GL_POLYGON_MODE
+#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
+ if (bd->GlVersion >= 310)
+ glDisable(GL_PRIMITIVE_RESTART);
+#endif
+#ifdef IMGUI_IMPL_HAS_POLYGON_MODE
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
#endif
// Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT)
+#if defined(GL_CLIP_ORIGIN)
bool clip_origin_lower_left = true;
-#if defined(GL_CLIP_ORIGIN) && !defined(__APPLE__)
- GLenum current_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)¤t_clip_origin);
- if (current_clip_origin == GL_UPPER_LEFT)
- clip_origin_lower_left = false;
+ if (bd->HasClipOrigin)
+ {
+ GLenum current_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)¤t_clip_origin);
+ if (current_clip_origin == GL_UPPER_LEFT)
+ clip_origin_lower_left = false;
+ }
#endif
// 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));
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;
+#if defined(GL_CLIP_ORIGIN)
if (!clip_origin_lower_left) { float tmp = T; T = B; B = tmp; } // Swap top and bottom if origin is upper left
+#endif
const float ortho_projection[4][4] =
{
{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
@@ -274,29 +415,29 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
{ 0.0f, 0.0f, -1.0f, 0.0f },
{ (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f },
};
- glUseProgram(g_ShaderHandle);
- glUniform1i(g_AttribLocationTex, 0);
- glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
-
+ glUseProgram(bd->ShaderHandle);
+ glUniform1i(bd->AttribLocationTex, 0);
+ glUniformMatrix4fv(bd->AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
+
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
- if (g_GlVersion >= 330)
+ if (bd->GlVersion >= 330)
glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
#endif
-
+
(void)vertex_array_object;
-#ifndef IMGUI_IMPL_OPENGL_ES2
+#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
glBindVertexArray(vertex_array_object);
#endif
// Bind vertex/index buffers and setup attributes for ImDrawVert
- glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
- glEnableVertexAttribArray(g_AttribLocationVtxPos);
- glEnableVertexAttribArray(g_AttribLocationVtxUV);
- glEnableVertexAttribArray(g_AttribLocationVtxColor);
- glVertexAttribPointer(g_AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
- glVertexAttribPointer(g_AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
- glVertexAttribPointer(g_AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
+ GL_CALL(glBindBuffer(GL_ARRAY_BUFFER, bd->VboHandle));
+ GL_CALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bd->ElementsHandle));
+ GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxPos));
+ GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxUV));
+ GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxColor));
+ GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos)));
+ GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv)));
+ GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col)));
}
// OpenGL3 Render function.
@@ -310,19 +451,28 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
if (fb_width <= 0 || fb_height <= 0)
return;
+ ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
+
// Backup GL state
GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
glActiveTexture(GL_TEXTURE0);
GLuint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&last_program);
GLuint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&last_texture);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
- GLuint last_sampler; if (g_GlVersion >= 330) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; }
+ GLuint last_sampler; if (bd->GlVersion >= 330) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; }
#endif
GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer);
-#ifndef IMGUI_IMPL_OPENGL_ES2
+#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
+ // This is part of VAO on OpenGL 3.0+ and OpenGL ES 3.0+.
+ GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
+ ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_pos; last_vtx_attrib_state_pos.GetState(bd->AttribLocationVtxPos);
+ ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_uv; last_vtx_attrib_state_uv.GetState(bd->AttribLocationVtxUV);
+ ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_color; last_vtx_attrib_state_color.GetState(bd->AttribLocationVtxColor);
+#endif
+#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object);
#endif
-#ifdef GL_POLYGON_MODE
+#ifdef IMGUI_IMPL_HAS_POLYGON_MODE
GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
#endif
GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
@@ -336,14 +486,18 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
+ 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;
+#endif
// Setup desired GL state
// Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts)
// The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound.
GLuint vertex_array_object = 0;
-#ifndef IMGUI_IMPL_OPENGL_ES2
- glGenVertexArrays(1, &vertex_array_object);
+#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
+ GL_CALL(glGenVertexArrays(1, &vertex_array_object));
#endif
ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
@@ -357,13 +511,40 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
const ImDrawList* cmd_list = draw_data->CmdLists[n];
// Upload vertex/index buffers
- glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
- glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
+ // - OpenGL drivers are in a very sorry state nowadays....
+ // During 2021 we attempted to switch from glBufferData() to orphaning+glBufferSubData() following reports
+ // of leaks on Intel GPU when using multi-viewports on Windows.
+ // - After this we kept hearing of various display corruptions issues. We started disabling on non-Intel GPU, but issues still got reported on Intel.
+ // - We are now back to using exclusively glBufferData(). So bd->UseBufferSubData IS ALWAYS FALSE in this code.
+ // We are keeping the old code path for a while in case people finding new issues may want to test the bd->UseBufferSubData path.
+ // - See https://github.com/ocornut/imgui/issues/4468 and please report any corruption issues.
+ const GLsizeiptr vtx_buffer_size = (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert);
+ const GLsizeiptr idx_buffer_size = (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx);
+ if (bd->UseBufferSubData)
+ {
+ if (bd->VertexBufferSize < vtx_buffer_size)
+ {
+ bd->VertexBufferSize = vtx_buffer_size;
+ GL_CALL(glBufferData(GL_ARRAY_BUFFER, bd->VertexBufferSize, nullptr, GL_STREAM_DRAW));
+ }
+ if (bd->IndexBufferSize < idx_buffer_size)
+ {
+ bd->IndexBufferSize = idx_buffer_size;
+ GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, bd->IndexBufferSize, nullptr, GL_STREAM_DRAW));
+ }
+ GL_CALL(glBufferSubData(GL_ARRAY_BUFFER, 0, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data));
+ GL_CALL(glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data));
+ }
+ else
+ {
+ GL_CALL(glBufferData(GL_ARRAY_BUFFER, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW));
+ GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW));
+ }
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
- if (pcmd->UserCallback != NULL)
+ 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.)
@@ -375,113 +556,127 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
else
{
// Project scissor/clipping rectangles into framebuffer space
- ImVec4 clip_rect;
- clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x;
- clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y;
- clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x;
- clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y;
+ ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
+ 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;
- if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
- {
- // Apply scissor/clipping rectangle
- glScissor((int)clip_rect.x, (int)(fb_height - clip_rect.w), (int)(clip_rect.z - clip_rect.x), (int)(clip_rect.w - clip_rect.y));
+ // Apply scissor/clipping rectangle (Y is inverted in OpenGL)
+ GL_CALL(glScissor((int)clip_min.x, (int)((float)fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y)));
- // Bind texture, Draw
- glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
+ // Bind texture, Draw
+ GL_CALL(glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID()));
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
- if (g_GlVersion >= 320)
- glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset);
- else
+ if (bd->GlVersion >= 320)
+ GL_CALL(glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset));
+ else
#endif
- glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)));
- }
+ GL_CALL(glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx))));
}
}
}
// Destroy the temporary VAO
-#ifndef IMGUI_IMPL_OPENGL_ES2
- glDeleteVertexArrays(1, &vertex_array_object);
+#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
+ GL_CALL(glDeleteVertexArrays(1, &vertex_array_object));
#endif
// Restore modified GL state
- glUseProgram(last_program);
+ // This "glIsProgram()" check is required because if the program is "pending deletion" at the time of binding backup, it will have been deleted by now and will cause an OpenGL error. See #6220.
+ if (last_program == 0 || glIsProgram(last_program)) glUseProgram(last_program);
glBindTexture(GL_TEXTURE_2D, last_texture);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
- if (g_GlVersion >= 330)
+ if (bd->GlVersion >= 330)
glBindSampler(0, last_sampler);
#endif
glActiveTexture(last_active_texture);
-#ifndef IMGUI_IMPL_OPENGL_ES2
+#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
glBindVertexArray(last_vertex_array_object);
#endif
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
+#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
+ last_vtx_attrib_state_pos.SetState(bd->AttribLocationVtxPos);
+ last_vtx_attrib_state_uv.SetState(bd->AttribLocationVtxUV);
+ last_vtx_attrib_state_color.SetState(bd->AttribLocationVtxColor);
+#endif
glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
+ 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 GL_POLYGON_MODE
+#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); }
+#endif
+
+#ifdef IMGUI_IMPL_HAS_POLYGON_MODE
glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
#endif
glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
+ (void)bd; // Not all compilation paths use this
}
bool ImGui_ImplOpenGL3_CreateFontsTexture()
{
- // Build texture atlas
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;
- glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
- glGenTextures(1, &g_FontTexture);
- glBindTexture(GL_TEXTURE_2D, g_FontTexture);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-#ifdef GL_UNPACK_ROW_LENGTH
- glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
+ 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));
+#ifdef GL_UNPACK_ROW_LENGTH // Not on WebGL/ES
+ GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0));
#endif
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
+ GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels));
// Store our identifier
- io.Fonts->TexID = (ImTextureID)(intptr_t)g_FontTexture;
+ io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
// Restore state
- glBindTexture(GL_TEXTURE_2D, last_texture);
+ GL_CALL(glBindTexture(GL_TEXTURE_2D, last_texture));
return true;
}
void ImGui_ImplOpenGL3_DestroyFontsTexture()
{
- if (g_FontTexture)
+ ImGuiIO& io = ImGui::GetIO();
+ ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
+ if (bd->FontTexture)
{
- ImGuiIO& io = ImGui::GetIO();
- glDeleteTextures(1, &g_FontTexture);
- io.Fonts->TexID = 0;
- g_FontTexture = 0;
+ glDeleteTextures(1, &bd->FontTexture);
+ io.Fonts->SetTexID(0);
+ bd->FontTexture = 0;
}
}
// 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.
static bool CheckShader(GLuint handle, const char* desc)
{
+ ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
GLint status = 0, log_length = 0;
glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
if ((GLboolean)status == GL_FALSE)
- fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s!\n", desc);
+ fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s! With GLSL: %s\n", desc, bd->GlslVersionString);
if (log_length > 1)
{
ImVector buf;
buf.resize((int)(log_length + 1));
- glGetShaderInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
+ glGetShaderInfoLog(handle, log_length, nullptr, (GLchar*)buf.begin());
fprintf(stderr, "%s\n", buf.begin());
}
return (GLboolean)status == GL_TRUE;
@@ -490,16 +685,17 @@ static bool CheckShader(GLuint handle, const char* desc)
// If you get an error please report on GitHub. You may try different GL context version or GLSL version.
static bool CheckProgram(GLuint handle, const char* desc)
{
+ ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
GLint status = 0, log_length = 0;
glGetProgramiv(handle, GL_LINK_STATUS, &status);
glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);
if ((GLboolean)status == GL_FALSE)
- fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! (with GLSL '%s')\n", desc, g_GlslVersionString);
+ fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! With GLSL %s\n", desc, bd->GlslVersionString);
if (log_length > 1)
{
ImVector buf;
buf.resize((int)(log_length + 1));
- glGetProgramInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
+ glGetProgramInfoLog(handle, log_length, nullptr, (GLchar*)buf.begin());
fprintf(stderr, "%s\n", buf.begin());
}
return (GLboolean)status == GL_TRUE;
@@ -507,18 +703,20 @@ static bool CheckProgram(GLuint handle, const char* desc)
bool ImGui_ImplOpenGL3_CreateDeviceObjects()
{
+ ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
+
// Backup GL state
GLint last_texture, last_array_buffer;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
-#ifndef IMGUI_IMPL_OPENGL_ES2
+#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
GLint last_vertex_array;
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
#endif
// Parse GLSL version string
int glsl_version = 130;
- sscanf(g_GlslVersionString, "#version %d", &glsl_version);
+ sscanf(bd->GlslVersionString, "#version %d", &glsl_version);
const GLchar* vertex_shader_glsl_120 =
"uniform mat4 ProjMtx;\n"
@@ -549,7 +747,7 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
"}\n";
const GLchar* vertex_shader_glsl_300_es =
- "precision mediump float;\n"
+ "precision highp float;\n"
"layout (location = 0) in vec2 Position;\n"
"layout (location = 1) in vec2 UV;\n"
"layout (location = 2) in vec4 Color;\n"
@@ -621,8 +819,8 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
"}\n";
// Select shaders matching our GLSL versions
- const GLchar* vertex_shader = NULL;
- const GLchar* fragment_shader = NULL;
+ const GLchar* vertex_shader = nullptr;
+ const GLchar* fragment_shader = nullptr;
if (glsl_version < 130)
{
vertex_shader = vertex_shader_glsl_120;
@@ -645,40 +843,46 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
}
// Create shaders
- const GLchar* vertex_shader_with_version[2] = { g_GlslVersionString, vertex_shader };
- g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
- glShaderSource(g_VertHandle, 2, vertex_shader_with_version, NULL);
- glCompileShader(g_VertHandle);
- CheckShader(g_VertHandle, "vertex shader");
+ const GLchar* vertex_shader_with_version[2] = { bd->GlslVersionString, vertex_shader };
+ GLuint vert_handle = glCreateShader(GL_VERTEX_SHADER);
+ glShaderSource(vert_handle, 2, vertex_shader_with_version, nullptr);
+ glCompileShader(vert_handle);
+ CheckShader(vert_handle, "vertex shader");
- const GLchar* fragment_shader_with_version[2] = { g_GlslVersionString, fragment_shader };
- g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
- glShaderSource(g_FragHandle, 2, fragment_shader_with_version, NULL);
- glCompileShader(g_FragHandle);
- CheckShader(g_FragHandle, "fragment shader");
+ const GLchar* fragment_shader_with_version[2] = { bd->GlslVersionString, fragment_shader };
+ GLuint frag_handle = glCreateShader(GL_FRAGMENT_SHADER);
+ glShaderSource(frag_handle, 2, fragment_shader_with_version, nullptr);
+ glCompileShader(frag_handle);
+ CheckShader(frag_handle, "fragment shader");
- g_ShaderHandle = glCreateProgram();
- glAttachShader(g_ShaderHandle, g_VertHandle);
- glAttachShader(g_ShaderHandle, g_FragHandle);
- glLinkProgram(g_ShaderHandle);
- CheckProgram(g_ShaderHandle, "shader program");
+ // Link
+ bd->ShaderHandle = glCreateProgram();
+ glAttachShader(bd->ShaderHandle, vert_handle);
+ glAttachShader(bd->ShaderHandle, frag_handle);
+ glLinkProgram(bd->ShaderHandle);
+ CheckProgram(bd->ShaderHandle, "shader program");
- g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
- g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
- g_AttribLocationVtxPos = (GLuint)glGetAttribLocation(g_ShaderHandle, "Position");
- g_AttribLocationVtxUV = (GLuint)glGetAttribLocation(g_ShaderHandle, "UV");
- g_AttribLocationVtxColor = (GLuint)glGetAttribLocation(g_ShaderHandle, "Color");
+ glDetachShader(bd->ShaderHandle, vert_handle);
+ glDetachShader(bd->ShaderHandle, frag_handle);
+ glDeleteShader(vert_handle);
+ glDeleteShader(frag_handle);
+
+ bd->AttribLocationTex = glGetUniformLocation(bd->ShaderHandle, "Texture");
+ bd->AttribLocationProjMtx = glGetUniformLocation(bd->ShaderHandle, "ProjMtx");
+ bd->AttribLocationVtxPos = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Position");
+ bd->AttribLocationVtxUV = (GLuint)glGetAttribLocation(bd->ShaderHandle, "UV");
+ bd->AttribLocationVtxColor = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Color");
// Create buffers
- glGenBuffers(1, &g_VboHandle);
- glGenBuffers(1, &g_ElementsHandle);
+ 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);
-#ifndef IMGUI_IMPL_OPENGL_ES2
+#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY
glBindVertexArray(last_vertex_array);
#endif
@@ -687,41 +891,16 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
void ImGui_ImplOpenGL3_DestroyDeviceObjects()
{
- if (g_VboHandle) { glDeleteBuffers(1, &g_VboHandle); g_VboHandle = 0; }
- if (g_ElementsHandle) { glDeleteBuffers(1, &g_ElementsHandle); g_ElementsHandle = 0; }
- if (g_ShaderHandle && g_VertHandle) { glDetachShader(g_ShaderHandle, g_VertHandle); }
- if (g_ShaderHandle && g_FragHandle) { glDetachShader(g_ShaderHandle, g_FragHandle); }
- if (g_VertHandle) { glDeleteShader(g_VertHandle); g_VertHandle = 0; }
- if (g_FragHandle) { glDeleteShader(g_FragHandle); g_FragHandle = 0; }
- if (g_ShaderHandle) { glDeleteProgram(g_ShaderHandle); g_ShaderHandle = 0; }
-
+ ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
+ if (bd->VboHandle) { glDeleteBuffers(1, &bd->VboHandle); bd->VboHandle = 0; }
+ if (bd->ElementsHandle) { glDeleteBuffers(1, &bd->ElementsHandle); bd->ElementsHandle = 0; }
+ if (bd->ShaderHandle) { glDeleteProgram(bd->ShaderHandle); bd->ShaderHandle = 0; }
ImGui_ImplOpenGL3_DestroyFontsTexture();
}
-//--------------------------------------------------------------------------------------------------------
-// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
-// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
-// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
-//--------------------------------------------------------------------------------------------------------
-
-static void ImGui_ImplOpenGL3_RenderWindow(ImGuiViewport* viewport, void*)
-{
- if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
- {
- ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
- glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
- glClear(GL_COLOR_BUFFER_BIT);
- }
- ImGui_ImplOpenGL3_RenderDrawData(viewport->DrawData);
-}
-
-static void ImGui_ImplOpenGL3_InitPlatformInterface()
-{
- ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
- platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL3_RenderWindow;
-}
-
-static void ImGui_ImplOpenGL3_ShutdownPlatformInterface()
-{
- ImGui::DestroyPlatformWindows();
-}
+#if defined(__GNUC__)
+#pragma GCC diagnostic pop
+#endif
+#if defined(__clang__)
+#pragma clang diagnostic pop
+#endif
diff --git a/3rdparty/imgui/backends/imgui_impl_opengl3.h b/3rdparty/imgui/backends/imgui_impl_opengl3.h
index 82860eb..3a95f05 100644
--- a/3rdparty/imgui/backends/imgui_impl_opengl3.h
+++ b/3rdparty/imgui/backends/imgui_impl_opengl3.h
@@ -5,20 +5,15 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
-// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
-// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices.
+// [x] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only).
-// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
-// About Desktop OpenGL function loaders:
-// Modern Desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
-// Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
-// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
-
// About GLSL version:
-// The 'glsl_version' initialization parameter should be NULL (default) or a "#version XXX" string.
+// The 'glsl_version' initialization parameter should be nullptr (default) or a "#version XXX" string.
// On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es"
// Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp.
@@ -26,7 +21,7 @@
#include "imgui.h" // IMGUI_IMPL_API
// Backend API
-IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = NULL);
+IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = nullptr);
IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown();
IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame();
IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data);
@@ -41,48 +36,20 @@ IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
//#define IMGUI_IMPL_OPENGL_ES2 // Auto-detected on Emscripten
//#define IMGUI_IMPL_OPENGL_ES3 // Auto-detected on iOS/Android
-// Attempt to auto-detect the default Desktop GL loader based on available header files.
-// If auto-detection fails or doesn't select the same GL loader file as used by your application,
-// you are likely to get a crash in ImGui_ImplOpenGL3_Init().
-// You can explicitly select a loader by using one of the '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
+// You can explicitly select GLES2 or GLES3 API by using one of the '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
#if !defined(IMGUI_IMPL_OPENGL_ES2) \
- && !defined(IMGUI_IMPL_OPENGL_ES3) \
- && !defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) \
- && !defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) \
- && !defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) \
- && !defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2) \
- && !defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2) \
- && !defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3) \
- && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
+ && !defined(IMGUI_IMPL_OPENGL_ES3)
// Try to detect GLES on matching platforms
#if defined(__APPLE__)
-#include "TargetConditionals.h"
+#include
#endif
#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__))
#define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es"
-#elif defined(__EMSCRIPTEN__)
+#elif defined(__EMSCRIPTEN__) || defined(__amigaos4__)
#define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100"
-
-// Otherwise try to detect supported Desktop OpenGL loaders..
-#elif defined(__has_include)
-#if __has_include()
- #define IMGUI_IMPL_OPENGL_LOADER_GLEW
-#elif __has_include()
- #define IMGUI_IMPL_OPENGL_LOADER_GLAD
-#elif __has_include()
- #define IMGUI_IMPL_OPENGL_LOADER_GLAD2
-#elif __has_include()
- #define IMGUI_IMPL_OPENGL_LOADER_GL3W
-#elif __has_include()
- #define IMGUI_IMPL_OPENGL_LOADER_GLBINDING3
-#elif __has_include()
- #define IMGUI_IMPL_OPENGL_LOADER_GLBINDING2
#else
- #error "Cannot detect OpenGL loader!"
-#endif
-#else
- #define IMGUI_IMPL_OPENGL_LOADER_GL3W // Default to GL3W embedded in our repository
+// Otherwise imgui_impl_opengl3_loader.h will be used.
#endif
#endif
diff --git a/3rdparty/imgui/backends/imgui_impl_opengl3_loader.h b/3rdparty/imgui/backends/imgui_impl_opengl3_loader.h
new file mode 100644
index 0000000..af8d20c
--- /dev/null
+++ b/3rdparty/imgui/backends/imgui_impl_opengl3_loader.h
@@ -0,0 +1,805 @@
+//-----------------------------------------------------------------------------
+// About imgui_impl_opengl3_loader.h:
+//
+// We embed our own OpenGL loader to not require user to provide their own or to have to use ours,
+// which proved to be endless problems for users.
+// Our loader is custom-generated, based on gl3w but automatically filtered to only include
+// enums/functions that we use in our imgui_impl_opengl3.cpp source file in order to be small.
+//
+// YOU SHOULD NOT NEED TO INCLUDE/USE THIS DIRECTLY. THIS IS USED BY imgui_impl_opengl3.cpp ONLY.
+// THE REST OF YOUR APP SHOULD USE A DIFFERENT GL LOADER: ANY GL LOADER OF YOUR CHOICE.
+//
+// IF YOU GET BUILD ERRORS IN THIS FILE (commonly macro redefinitions or function redefinitions):
+// IT LIKELY MEANS THAT YOU ARE BUILDING 'imgui_impl_opengl3.cpp' OR INCUDING 'imgui_impl_opengl3_loader.h'
+// IN THE SAME COMPILATION UNIT AS ONE OF YOUR FILE WHICH IS USING A THIRD-PARTY OPENGL LOADER.
+// (e.g. COULD HAPPEN IF YOU ARE DOING A UNITY/JUMBO BUILD, OR INCLUDING .CPP FILES FROM OTHERS)
+// YOU SHOULD NOT BUILD BOTH IN THE SAME COMPILATION UNIT.
+// BUT IF YOU REALLY WANT TO, you can '#define IMGUI_IMPL_OPENGL_LOADER_CUSTOM' and imgui_impl_opengl3.cpp
+// WILL NOT BE USING OUR LOADER, AND INSTEAD EXPECT ANOTHER/YOUR LOADER TO BE AVAILABLE IN THE COMPILATION UNIT.
+//
+// Regenerate with:
+// python gl3w_gen.py --output ../imgui/backends/imgui_impl_opengl3_loader.h --ref ../imgui/backends/imgui_impl_opengl3.cpp ./extra_symbols.txt
+//
+// More info:
+// https://github.com/dearimgui/gl3w_stripped
+// https://github.com/ocornut/imgui/issues/4445
+//-----------------------------------------------------------------------------
+
+/*
+ * This file was generated with gl3w_gen.py, part of imgl3w
+ * (hosted at https://github.com/dearimgui/gl3w_stripped)
+ *
+ * This is free and unencumbered software released into the public domain.
+ *
+ * Anyone is free to copy, modify, publish, use, compile, sell, or
+ * distribute this software, either in source code form or as a compiled
+ * binary, for any purpose, commercial or non-commercial, and by any
+ * means.
+ *
+ * In jurisdictions that recognize copyright laws, the author or authors
+ * of this software dedicate any and all copyright interest in the
+ * software to the public domain. We make this dedication for the benefit
+ * of the public at large and to the detriment of our heirs and
+ * successors. We intend this dedication to be an overt act of
+ * relinquishment in perpetuity of all present and future rights to this
+ * software under copyright law.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
+ * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
+ * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
+ * IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR
+ * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
+ * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
+ * OTHER DEALINGS IN THE SOFTWARE.
+ */
+
+#ifndef __gl3w_h_
+#define __gl3w_h_
+
+// Adapted from KHR/khrplatform.h to avoid including entire file.
+#ifndef __khrplatform_h_
+typedef float khronos_float_t;
+typedef signed char khronos_int8_t;
+typedef unsigned char khronos_uint8_t;
+typedef signed short int khronos_int16_t;
+typedef unsigned short int khronos_uint16_t;
+#ifdef _WIN64
+typedef signed long long int khronos_intptr_t;
+typedef signed long long int khronos_ssize_t;
+#else
+typedef signed long int khronos_intptr_t;
+typedef signed long int khronos_ssize_t;
+#endif
+
+#if defined(_MSC_VER) && !defined(__clang__)
+typedef signed __int64 khronos_int64_t;
+typedef unsigned __int64 khronos_uint64_t;
+#elif (defined(__clang__) || defined(__GNUC__)) && (__cplusplus < 201100)
+#include
+typedef int64_t khronos_int64_t;
+typedef uint64_t khronos_uint64_t;
+#else
+typedef signed long long khronos_int64_t;
+typedef unsigned long long khronos_uint64_t;
+#endif
+#endif // __khrplatform_h_
+
+#ifndef __gl_glcorearb_h_
+#define __gl_glcorearb_h_ 1
+#ifdef __cplusplus
+extern "C" {
+#endif
+/*
+** Copyright 2013-2020 The Khronos Group Inc.
+** SPDX-License-Identifier: MIT
+**
+** This header is generated from the Khronos OpenGL / OpenGL ES XML
+** API Registry. The current version of the Registry, generator scripts
+** used to make the header, and the header can be found at
+** https://github.com/KhronosGroup/OpenGL-Registry
+*/
+#if defined(_WIN32) && !defined(APIENTRY) && !defined(__CYGWIN__) && !defined(__SCITECH_SNAP__)
+#ifndef WIN32_LEAN_AND_MEAN
+#define WIN32_LEAN_AND_MEAN 1
+#endif
+#include
+#endif
+#ifndef APIENTRY
+#define APIENTRY
+#endif
+#ifndef APIENTRYP
+#define APIENTRYP APIENTRY *
+#endif
+#ifndef GLAPI
+#define GLAPI extern
+#endif
+/* glcorearb.h is for use with OpenGL core profile implementations.
+** It should should be placed in the same directory as gl.h and
+** included as .
+**
+** glcorearb.h includes only APIs in the latest OpenGL core profile
+** implementation together with APIs in newer ARB extensions which
+** can be supported by the core profile. It does not, and never will
+** include functionality removed from the core profile, such as
+** fixed-function vertex and fragment processing.
+**
+** Do not #include both and either of or
+** in the same source file.
+*/
+/* Generated C header for:
+ * API: gl
+ * Profile: core
+ * Versions considered: .*
+ * Versions emitted: .*
+ * Default extensions included: glcore
+ * Additional extensions included: _nomatch_^
+ * Extensions removed: _nomatch_^
+ */
+#ifndef GL_VERSION_1_0
+typedef void GLvoid;
+typedef unsigned int GLenum;
+
+typedef khronos_float_t GLfloat;
+typedef int GLint;
+typedef int GLsizei;
+typedef unsigned int GLbitfield;
+typedef double GLdouble;
+typedef unsigned int GLuint;
+typedef unsigned char GLboolean;
+typedef khronos_uint8_t GLubyte;
+#define GL_COLOR_BUFFER_BIT 0x00004000
+#define GL_FALSE 0
+#define GL_TRUE 1
+#define GL_TRIANGLES 0x0004
+#define GL_ONE 1
+#define GL_SRC_ALPHA 0x0302
+#define GL_ONE_MINUS_SRC_ALPHA 0x0303
+#define GL_FRONT_AND_BACK 0x0408
+#define GL_POLYGON_MODE 0x0B40
+#define GL_CULL_FACE 0x0B44
+#define GL_DEPTH_TEST 0x0B71
+#define GL_STENCIL_TEST 0x0B90
+#define GL_VIEWPORT 0x0BA2
+#define GL_BLEND 0x0BE2
+#define GL_SCISSOR_BOX 0x0C10
+#define GL_SCISSOR_TEST 0x0C11
+#define GL_UNPACK_ROW_LENGTH 0x0CF2
+#define GL_PACK_ALIGNMENT 0x0D05
+#define GL_TEXTURE_2D 0x0DE1
+#define GL_UNSIGNED_BYTE 0x1401
+#define GL_UNSIGNED_SHORT 0x1403
+#define GL_UNSIGNED_INT 0x1405
+#define GL_FLOAT 0x1406
+#define GL_RGBA 0x1908
+#define GL_FILL 0x1B02
+#define GL_VENDOR 0x1F00
+#define GL_RENDERER 0x1F01
+#define GL_VERSION 0x1F02
+#define GL_EXTENSIONS 0x1F03
+#define GL_LINEAR 0x2601
+#define GL_TEXTURE_MAG_FILTER 0x2800
+#define GL_TEXTURE_MIN_FILTER 0x2801
+typedef void (APIENTRYP PFNGLPOLYGONMODEPROC) (GLenum face, GLenum mode);
+typedef void (APIENTRYP PFNGLSCISSORPROC) (GLint x, GLint y, GLsizei width, GLsizei height);
+typedef void (APIENTRYP PFNGLTEXPARAMETERIPROC) (GLenum target, GLenum pname, GLint param);
+typedef void (APIENTRYP PFNGLTEXIMAGE2DPROC) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels);
+typedef void (APIENTRYP PFNGLCLEARPROC) (GLbitfield mask);
+typedef void (APIENTRYP PFNGLCLEARCOLORPROC) (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
+typedef void (APIENTRYP PFNGLDISABLEPROC) (GLenum cap);
+typedef void (APIENTRYP PFNGLENABLEPROC) (GLenum cap);
+typedef void (APIENTRYP PFNGLFLUSHPROC) (void);
+typedef void (APIENTRYP PFNGLPIXELSTOREIPROC) (GLenum pname, GLint param);
+typedef void (APIENTRYP PFNGLREADPIXELSPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels);
+typedef GLenum (APIENTRYP PFNGLGETERRORPROC) (void);
+typedef void (APIENTRYP PFNGLGETINTEGERVPROC) (GLenum pname, GLint *data);
+typedef const GLubyte *(APIENTRYP PFNGLGETSTRINGPROC) (GLenum name);
+typedef GLboolean (APIENTRYP PFNGLISENABLEDPROC) (GLenum cap);
+typedef void (APIENTRYP PFNGLVIEWPORTPROC) (GLint x, GLint y, GLsizei width, GLsizei height);
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glPolygonMode (GLenum face, GLenum mode);
+GLAPI void APIENTRY glScissor (GLint x, GLint y, GLsizei width, GLsizei height);
+GLAPI void APIENTRY glTexParameteri (GLenum target, GLenum pname, GLint param);
+GLAPI void APIENTRY glTexImage2D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels);
+GLAPI void APIENTRY glClear (GLbitfield mask);
+GLAPI void APIENTRY glClearColor (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
+GLAPI void APIENTRY glDisable (GLenum cap);
+GLAPI void APIENTRY glEnable (GLenum cap);
+GLAPI void APIENTRY glFlush (void);
+GLAPI void APIENTRY glPixelStorei (GLenum pname, GLint param);
+GLAPI void APIENTRY glReadPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels);
+GLAPI GLenum APIENTRY glGetError (void);
+GLAPI void APIENTRY glGetIntegerv (GLenum pname, GLint *data);
+GLAPI const GLubyte *APIENTRY glGetString (GLenum name);
+GLAPI GLboolean APIENTRY glIsEnabled (GLenum cap);
+GLAPI void APIENTRY glViewport (GLint x, GLint y, GLsizei width, GLsizei height);
+#endif
+#endif /* GL_VERSION_1_0 */
+#ifndef GL_VERSION_1_1
+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 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 glBindTexture (GLenum target, GLuint texture);
+GLAPI void APIENTRY glDeleteTextures (GLsizei n, const GLuint *textures);
+GLAPI void APIENTRY glGenTextures (GLsizei n, GLuint *textures);
+#endif
+#endif /* GL_VERSION_1_1 */
+#ifndef GL_VERSION_1_3
+#define GL_TEXTURE0 0x84C0
+#define GL_ACTIVE_TEXTURE 0x84E0
+typedef void (APIENTRYP PFNGLACTIVETEXTUREPROC) (GLenum texture);
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glActiveTexture (GLenum texture);
+#endif
+#endif /* GL_VERSION_1_3 */
+#ifndef GL_VERSION_1_4
+#define GL_BLEND_DST_RGB 0x80C8
+#define GL_BLEND_SRC_RGB 0x80C9
+#define GL_BLEND_DST_ALPHA 0x80CA
+#define GL_BLEND_SRC_ALPHA 0x80CB
+#define GL_FUNC_ADD 0x8006
+typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
+typedef void (APIENTRYP PFNGLBLENDEQUATIONPROC) (GLenum mode);
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glBlendFuncSeparate (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
+GLAPI void APIENTRY glBlendEquation (GLenum mode);
+#endif
+#endif /* GL_VERSION_1_4 */
+#ifndef GL_VERSION_1_5
+typedef khronos_ssize_t GLsizeiptr;
+typedef khronos_intptr_t GLintptr;
+#define GL_ARRAY_BUFFER 0x8892
+#define GL_ELEMENT_ARRAY_BUFFER 0x8893
+#define GL_ARRAY_BUFFER_BINDING 0x8894
+#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895
+#define GL_STREAM_DRAW 0x88E0
+typedef void (APIENTRYP PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer);
+typedef void (APIENTRYP PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint *buffers);
+typedef void (APIENTRYP PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers);
+typedef void (APIENTRYP PFNGLBUFFERDATAPROC) (GLenum target, GLsizeiptr size, const void *data, GLenum usage);
+typedef void (APIENTRYP PFNGLBUFFERSUBDATAPROC) (GLenum target, GLintptr offset, GLsizeiptr size, const void *data);
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glBindBuffer (GLenum target, GLuint buffer);
+GLAPI void APIENTRY glDeleteBuffers (GLsizei n, const GLuint *buffers);
+GLAPI void APIENTRY glGenBuffers (GLsizei n, GLuint *buffers);
+GLAPI void APIENTRY glBufferData (GLenum target, GLsizeiptr size, const void *data, GLenum usage);
+GLAPI void APIENTRY glBufferSubData (GLenum target, GLintptr offset, GLsizeiptr size, const void *data);
+#endif
+#endif /* GL_VERSION_1_5 */
+#ifndef GL_VERSION_2_0
+typedef char GLchar;
+typedef khronos_int16_t GLshort;
+typedef khronos_int8_t GLbyte;
+typedef khronos_uint16_t GLushort;
+#define GL_BLEND_EQUATION_RGB 0x8009
+#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622
+#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623
+#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624
+#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625
+#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645
+#define GL_BLEND_EQUATION_ALPHA 0x883D
+#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A
+#define GL_FRAGMENT_SHADER 0x8B30
+#define GL_VERTEX_SHADER 0x8B31
+#define GL_COMPILE_STATUS 0x8B81
+#define GL_LINK_STATUS 0x8B82
+#define GL_INFO_LOG_LENGTH 0x8B84
+#define GL_CURRENT_PROGRAM 0x8B8D
+#define GL_UPPER_LEFT 0x8CA2
+typedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEPROC) (GLenum modeRGB, GLenum modeAlpha);
+typedef void (APIENTRYP PFNGLATTACHSHADERPROC) (GLuint program, GLuint shader);
+typedef void (APIENTRYP PFNGLCOMPILESHADERPROC) (GLuint shader);
+typedef GLuint (APIENTRYP PFNGLCREATEPROGRAMPROC) (void);
+typedef GLuint (APIENTRYP PFNGLCREATESHADERPROC) (GLenum type);
+typedef void (APIENTRYP PFNGLDELETEPROGRAMPROC) (GLuint program);
+typedef void (APIENTRYP PFNGLDELETESHADERPROC) (GLuint shader);
+typedef void (APIENTRYP PFNGLDETACHSHADERPROC) (GLuint program, GLuint shader);
+typedef void (APIENTRYP PFNGLDISABLEVERTEXATTRIBARRAYPROC) (GLuint index);
+typedef void (APIENTRYP PFNGLENABLEVERTEXATTRIBARRAYPROC) (GLuint index);
+typedef GLint (APIENTRYP PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const GLchar *name);
+typedef void (APIENTRYP PFNGLGETPROGRAMIVPROC) (GLuint program, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
+typedef void (APIENTRYP PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
+typedef GLint (APIENTRYP PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const GLchar *name);
+typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIVPROC) (GLuint index, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETVERTEXATTRIBPOINTERVPROC) (GLuint index, GLenum pname, void **pointer);
+typedef GLboolean (APIENTRYP PFNGLISPROGRAMPROC) (GLuint program);
+typedef void (APIENTRYP PFNGLLINKPROGRAMPROC) (GLuint program);
+typedef void (APIENTRYP PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length);
+typedef void (APIENTRYP PFNGLUSEPROGRAMPROC) (GLuint program);
+typedef void (APIENTRYP PFNGLUNIFORM1IPROC) (GLint location, GLint v0);
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBPOINTERPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer);
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glBlendEquationSeparate (GLenum modeRGB, GLenum modeAlpha);
+GLAPI void APIENTRY glAttachShader (GLuint program, GLuint shader);
+GLAPI void APIENTRY glCompileShader (GLuint shader);
+GLAPI GLuint APIENTRY glCreateProgram (void);
+GLAPI GLuint APIENTRY glCreateShader (GLenum type);
+GLAPI void APIENTRY glDeleteProgram (GLuint program);
+GLAPI void APIENTRY glDeleteShader (GLuint shader);
+GLAPI void APIENTRY glDetachShader (GLuint program, GLuint shader);
+GLAPI void APIENTRY glDisableVertexAttribArray (GLuint index);
+GLAPI void APIENTRY glEnableVertexAttribArray (GLuint index);
+GLAPI GLint APIENTRY glGetAttribLocation (GLuint program, const GLchar *name);
+GLAPI void APIENTRY glGetProgramiv (GLuint program, GLenum pname, GLint *params);
+GLAPI void APIENTRY glGetProgramInfoLog (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
+GLAPI void APIENTRY glGetShaderiv (GLuint shader, GLenum pname, GLint *params);
+GLAPI void APIENTRY glGetShaderInfoLog (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
+GLAPI GLint APIENTRY glGetUniformLocation (GLuint program, const GLchar *name);
+GLAPI void APIENTRY glGetVertexAttribiv (GLuint index, GLenum pname, GLint *params);
+GLAPI void APIENTRY glGetVertexAttribPointerv (GLuint index, GLenum pname, void **pointer);
+GLAPI GLboolean APIENTRY glIsProgram (GLuint program);
+GLAPI void APIENTRY glLinkProgram (GLuint program);
+GLAPI void APIENTRY glShaderSource (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length);
+GLAPI void APIENTRY glUseProgram (GLuint program);
+GLAPI void APIENTRY glUniform1i (GLint location, GLint v0);
+GLAPI void APIENTRY glUniformMatrix4fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+GLAPI void APIENTRY glVertexAttribPointer (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer);
+#endif
+#endif /* GL_VERSION_2_0 */
+#ifndef GL_VERSION_3_0
+typedef khronos_uint16_t GLhalf;
+#define GL_MAJOR_VERSION 0x821B
+#define GL_MINOR_VERSION 0x821C
+#define GL_NUM_EXTENSIONS 0x821D
+#define GL_FRAMEBUFFER_SRGB 0x8DB9
+#define GL_VERTEX_ARRAY_BINDING 0x85B5
+typedef void (APIENTRYP PFNGLGETBOOLEANI_VPROC) (GLenum target, GLuint index, GLboolean *data);
+typedef void (APIENTRYP PFNGLGETINTEGERI_VPROC) (GLenum target, GLuint index, GLint *data);
+typedef const GLubyte *(APIENTRYP PFNGLGETSTRINGIPROC) (GLenum name, GLuint index);
+typedef void (APIENTRYP PFNGLBINDVERTEXARRAYPROC) (GLuint array);
+typedef void (APIENTRYP PFNGLDELETEVERTEXARRAYSPROC) (GLsizei n, const GLuint *arrays);
+typedef void (APIENTRYP PFNGLGENVERTEXARRAYSPROC) (GLsizei n, GLuint *arrays);
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI const GLubyte *APIENTRY glGetStringi (GLenum name, GLuint index);
+GLAPI void APIENTRY glBindVertexArray (GLuint array);
+GLAPI void APIENTRY glDeleteVertexArrays (GLsizei n, const GLuint *arrays);
+GLAPI void APIENTRY glGenVertexArrays (GLsizei n, GLuint *arrays);
+#endif
+#endif /* GL_VERSION_3_0 */
+#ifndef GL_VERSION_3_1
+#define GL_VERSION_3_1 1
+#define GL_PRIMITIVE_RESTART 0x8F9D
+#endif /* GL_VERSION_3_1 */
+#ifndef GL_VERSION_3_2
+#define GL_VERSION_3_2 1
+typedef struct __GLsync *GLsync;
+typedef khronos_uint64_t GLuint64;
+typedef khronos_int64_t GLint64;
+typedef void (APIENTRYP PFNGLDRAWELEMENTSBASEVERTEXPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex);
+typedef void (APIENTRYP PFNGLGETINTEGER64I_VPROC) (GLenum target, GLuint index, GLint64 *data);
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glDrawElementsBaseVertex (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex);
+#endif
+#endif /* GL_VERSION_3_2 */
+#ifndef GL_VERSION_3_3
+#define GL_VERSION_3_3 1
+#define GL_SAMPLER_BINDING 0x8919
+typedef void (APIENTRYP PFNGLBINDSAMPLERPROC) (GLuint unit, GLuint sampler);
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glBindSampler (GLuint unit, GLuint sampler);
+#endif
+#endif /* GL_VERSION_3_3 */
+#ifndef GL_VERSION_4_1
+typedef void (APIENTRYP PFNGLGETFLOATI_VPROC) (GLenum target, GLuint index, GLfloat *data);
+typedef void (APIENTRYP PFNGLGETDOUBLEI_VPROC) (GLenum target, GLuint index, GLdouble *data);
+#endif /* GL_VERSION_4_1 */
+#ifndef GL_VERSION_4_3
+typedef void (APIENTRY *GLDEBUGPROC)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam);
+#endif /* GL_VERSION_4_3 */
+#ifndef GL_VERSION_4_5
+#define GL_CLIP_ORIGIN 0x935C
+typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKI_VPROC) (GLuint xfb, GLenum pname, GLuint index, GLint *param);
+typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKI64_VPROC) (GLuint xfb, GLenum pname, GLuint index, GLint64 *param);
+#endif /* GL_VERSION_4_5 */
+#ifndef GL_ARB_bindless_texture
+typedef khronos_uint64_t GLuint64EXT;
+#endif /* GL_ARB_bindless_texture */
+#ifndef GL_ARB_cl_event
+struct _cl_context;
+struct _cl_event;
+#endif /* GL_ARB_cl_event */
+#ifndef GL_ARB_clip_control
+#define GL_ARB_clip_control 1
+#endif /* GL_ARB_clip_control */
+#ifndef GL_ARB_debug_output
+typedef void (APIENTRY *GLDEBUGPROCARB)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam);
+#endif /* GL_ARB_debug_output */
+#ifndef GL_EXT_EGL_image_storage
+typedef void *GLeglImageOES;
+#endif /* GL_EXT_EGL_image_storage */
+#ifndef GL_EXT_direct_state_access
+typedef void (APIENTRYP PFNGLGETFLOATI_VEXTPROC) (GLenum pname, GLuint index, GLfloat *params);
+typedef void (APIENTRYP PFNGLGETDOUBLEI_VEXTPROC) (GLenum pname, GLuint index, GLdouble *params);
+typedef void (APIENTRYP PFNGLGETPOINTERI_VEXTPROC) (GLenum pname, GLuint index, void **params);
+typedef void (APIENTRYP PFNGLGETVERTEXARRAYINTEGERI_VEXTPROC) (GLuint vaobj, GLuint index, GLenum pname, GLint *param);
+typedef void (APIENTRYP PFNGLGETVERTEXARRAYPOINTERI_VEXTPROC) (GLuint vaobj, GLuint index, GLenum pname, void **param);
+#endif /* GL_EXT_direct_state_access */
+#ifndef GL_NV_draw_vulkan_image
+typedef void (APIENTRY *GLVULKANPROCNV)(void);
+#endif /* GL_NV_draw_vulkan_image */
+#ifndef GL_NV_gpu_shader5
+typedef khronos_int64_t GLint64EXT;
+#endif /* GL_NV_gpu_shader5 */
+#ifndef GL_NV_vertex_buffer_unified_memory
+typedef void (APIENTRYP PFNGLGETINTEGERUI64I_VNVPROC) (GLenum value, GLuint index, GLuint64EXT *result);
+#endif /* GL_NV_vertex_buffer_unified_memory */
+#ifdef __cplusplus
+}
+#endif
+#endif
+
+#ifndef GL3W_API
+#define GL3W_API
+#endif
+
+#ifndef __gl_h_
+#define __gl_h_
+#endif
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+#define GL3W_OK 0
+#define GL3W_ERROR_INIT -1
+#define GL3W_ERROR_LIBRARY_OPEN -2
+#define GL3W_ERROR_OPENGL_VERSION -3
+
+typedef void (*GL3WglProc)(void);
+typedef GL3WglProc (*GL3WGetProcAddressProc)(const char *proc);
+
+/* gl3w api */
+GL3W_API int imgl3wInit(void);
+GL3W_API int imgl3wInit2(GL3WGetProcAddressProc proc);
+GL3W_API int imgl3wIsSupported(int major, int minor);
+GL3W_API GL3WglProc imgl3wGetProcAddress(const char *proc);
+
+/* gl3w internal state */
+union GL3WProcs {
+ GL3WglProc ptr[59];
+ struct {
+ PFNGLACTIVETEXTUREPROC ActiveTexture;
+ PFNGLATTACHSHADERPROC AttachShader;
+ PFNGLBINDBUFFERPROC BindBuffer;
+ PFNGLBINDSAMPLERPROC BindSampler;
+ PFNGLBINDTEXTUREPROC BindTexture;
+ PFNGLBINDVERTEXARRAYPROC BindVertexArray;
+ PFNGLBLENDEQUATIONPROC BlendEquation;
+ PFNGLBLENDEQUATIONSEPARATEPROC BlendEquationSeparate;
+ PFNGLBLENDFUNCSEPARATEPROC BlendFuncSeparate;
+ PFNGLBUFFERDATAPROC BufferData;
+ PFNGLBUFFERSUBDATAPROC BufferSubData;
+ PFNGLCLEARPROC Clear;
+ PFNGLCLEARCOLORPROC ClearColor;
+ PFNGLCOMPILESHADERPROC CompileShader;
+ PFNGLCREATEPROGRAMPROC CreateProgram;
+ PFNGLCREATESHADERPROC CreateShader;
+ PFNGLDELETEBUFFERSPROC DeleteBuffers;
+ PFNGLDELETEPROGRAMPROC DeleteProgram;
+ PFNGLDELETESHADERPROC DeleteShader;
+ PFNGLDELETETEXTURESPROC DeleteTextures;
+ PFNGLDELETEVERTEXARRAYSPROC DeleteVertexArrays;
+ PFNGLDETACHSHADERPROC DetachShader;
+ PFNGLDISABLEPROC Disable;
+ PFNGLDISABLEVERTEXATTRIBARRAYPROC DisableVertexAttribArray;
+ PFNGLDRAWELEMENTSPROC DrawElements;
+ PFNGLDRAWELEMENTSBASEVERTEXPROC DrawElementsBaseVertex;
+ PFNGLENABLEPROC Enable;
+ PFNGLENABLEVERTEXATTRIBARRAYPROC EnableVertexAttribArray;
+ PFNGLFLUSHPROC Flush;
+ PFNGLGENBUFFERSPROC GenBuffers;
+ PFNGLGENTEXTURESPROC GenTextures;
+ PFNGLGENVERTEXARRAYSPROC GenVertexArrays;
+ PFNGLGETATTRIBLOCATIONPROC GetAttribLocation;
+ PFNGLGETERRORPROC GetError;
+ PFNGLGETINTEGERVPROC GetIntegerv;
+ PFNGLGETPROGRAMINFOLOGPROC GetProgramInfoLog;
+ PFNGLGETPROGRAMIVPROC GetProgramiv;
+ PFNGLGETSHADERINFOLOGPROC GetShaderInfoLog;
+ PFNGLGETSHADERIVPROC GetShaderiv;
+ PFNGLGETSTRINGPROC GetString;
+ PFNGLGETSTRINGIPROC GetStringi;
+ PFNGLGETUNIFORMLOCATIONPROC GetUniformLocation;
+ PFNGLGETVERTEXATTRIBPOINTERVPROC GetVertexAttribPointerv;
+ PFNGLGETVERTEXATTRIBIVPROC GetVertexAttribiv;
+ PFNGLISENABLEDPROC IsEnabled;
+ PFNGLISPROGRAMPROC IsProgram;
+ PFNGLLINKPROGRAMPROC LinkProgram;
+ PFNGLPIXELSTOREIPROC PixelStorei;
+ PFNGLPOLYGONMODEPROC PolygonMode;
+ PFNGLREADPIXELSPROC ReadPixels;
+ PFNGLSCISSORPROC Scissor;
+ PFNGLSHADERSOURCEPROC ShaderSource;
+ PFNGLTEXIMAGE2DPROC TexImage2D;
+ PFNGLTEXPARAMETERIPROC TexParameteri;
+ PFNGLUNIFORM1IPROC Uniform1i;
+ PFNGLUNIFORMMATRIX4FVPROC UniformMatrix4fv;
+ PFNGLUSEPROGRAMPROC UseProgram;
+ PFNGLVERTEXATTRIBPOINTERPROC VertexAttribPointer;
+ PFNGLVIEWPORTPROC Viewport;
+ } gl;
+};
+
+GL3W_API extern union GL3WProcs imgl3wProcs;
+
+/* OpenGL functions */
+#define glActiveTexture imgl3wProcs.gl.ActiveTexture
+#define glAttachShader imgl3wProcs.gl.AttachShader
+#define glBindBuffer imgl3wProcs.gl.BindBuffer
+#define glBindSampler imgl3wProcs.gl.BindSampler
+#define glBindTexture imgl3wProcs.gl.BindTexture
+#define glBindVertexArray imgl3wProcs.gl.BindVertexArray
+#define glBlendEquation imgl3wProcs.gl.BlendEquation
+#define glBlendEquationSeparate imgl3wProcs.gl.BlendEquationSeparate
+#define glBlendFuncSeparate imgl3wProcs.gl.BlendFuncSeparate
+#define glBufferData imgl3wProcs.gl.BufferData
+#define glBufferSubData imgl3wProcs.gl.BufferSubData
+#define glClear imgl3wProcs.gl.Clear
+#define glClearColor imgl3wProcs.gl.ClearColor
+#define glCompileShader imgl3wProcs.gl.CompileShader
+#define glCreateProgram imgl3wProcs.gl.CreateProgram
+#define glCreateShader imgl3wProcs.gl.CreateShader
+#define glDeleteBuffers imgl3wProcs.gl.DeleteBuffers
+#define glDeleteProgram imgl3wProcs.gl.DeleteProgram
+#define glDeleteShader imgl3wProcs.gl.DeleteShader
+#define glDeleteTextures imgl3wProcs.gl.DeleteTextures
+#define glDeleteVertexArrays imgl3wProcs.gl.DeleteVertexArrays
+#define glDetachShader imgl3wProcs.gl.DetachShader
+#define glDisable imgl3wProcs.gl.Disable
+#define glDisableVertexAttribArray imgl3wProcs.gl.DisableVertexAttribArray
+#define glDrawElements imgl3wProcs.gl.DrawElements
+#define glDrawElementsBaseVertex imgl3wProcs.gl.DrawElementsBaseVertex
+#define glEnable imgl3wProcs.gl.Enable
+#define glEnableVertexAttribArray imgl3wProcs.gl.EnableVertexAttribArray
+#define glFlush imgl3wProcs.gl.Flush
+#define glGenBuffers imgl3wProcs.gl.GenBuffers
+#define glGenTextures imgl3wProcs.gl.GenTextures
+#define glGenVertexArrays imgl3wProcs.gl.GenVertexArrays
+#define glGetAttribLocation imgl3wProcs.gl.GetAttribLocation
+#define glGetError imgl3wProcs.gl.GetError
+#define glGetIntegerv imgl3wProcs.gl.GetIntegerv
+#define glGetProgramInfoLog imgl3wProcs.gl.GetProgramInfoLog
+#define glGetProgramiv imgl3wProcs.gl.GetProgramiv
+#define glGetShaderInfoLog imgl3wProcs.gl.GetShaderInfoLog
+#define glGetShaderiv imgl3wProcs.gl.GetShaderiv
+#define glGetString imgl3wProcs.gl.GetString
+#define glGetStringi imgl3wProcs.gl.GetStringi
+#define glGetUniformLocation imgl3wProcs.gl.GetUniformLocation
+#define glGetVertexAttribPointerv imgl3wProcs.gl.GetVertexAttribPointerv
+#define glGetVertexAttribiv imgl3wProcs.gl.GetVertexAttribiv
+#define glIsEnabled imgl3wProcs.gl.IsEnabled
+#define glIsProgram imgl3wProcs.gl.IsProgram
+#define glLinkProgram imgl3wProcs.gl.LinkProgram
+#define glPixelStorei imgl3wProcs.gl.PixelStorei
+#define glPolygonMode imgl3wProcs.gl.PolygonMode
+#define glReadPixels imgl3wProcs.gl.ReadPixels
+#define glScissor imgl3wProcs.gl.Scissor
+#define glShaderSource imgl3wProcs.gl.ShaderSource
+#define glTexImage2D imgl3wProcs.gl.TexImage2D
+#define glTexParameteri imgl3wProcs.gl.TexParameteri
+#define glUniform1i imgl3wProcs.gl.Uniform1i
+#define glUniformMatrix4fv imgl3wProcs.gl.UniformMatrix4fv
+#define glUseProgram imgl3wProcs.gl.UseProgram
+#define glVertexAttribPointer imgl3wProcs.gl.VertexAttribPointer
+#define glViewport imgl3wProcs.gl.Viewport
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif
+
+#ifdef IMGL3W_IMPL
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+#include
+
+#define ARRAY_SIZE(x) (sizeof(x) / sizeof((x)[0]))
+
+#if defined(_WIN32)
+#ifndef WIN32_LEAN_AND_MEAN
+#define WIN32_LEAN_AND_MEAN 1
+#endif
+#include
+
+static HMODULE libgl;
+typedef PROC(__stdcall* GL3WglGetProcAddr)(LPCSTR);
+static GL3WglGetProcAddr wgl_get_proc_address;
+
+static int open_libgl(void)
+{
+ libgl = LoadLibraryA("opengl32.dll");
+ if (!libgl)
+ return GL3W_ERROR_LIBRARY_OPEN;
+ wgl_get_proc_address = (GL3WglGetProcAddr)GetProcAddress(libgl, "wglGetProcAddress");
+ return GL3W_OK;
+}
+
+static void close_libgl(void) { FreeLibrary(libgl); }
+static GL3WglProc get_proc(const char *proc)
+{
+ GL3WglProc res;
+ res = (GL3WglProc)wgl_get_proc_address(proc);
+ if (!res)
+ res = (GL3WglProc)GetProcAddress(libgl, proc);
+ return res;
+}
+#elif defined(__APPLE__)
+#include
+
+static void *libgl;
+static int open_libgl(void)
+{
+ libgl = dlopen("/System/Library/Frameworks/OpenGL.framework/OpenGL", RTLD_LAZY | RTLD_LOCAL);
+ if (!libgl)
+ return GL3W_ERROR_LIBRARY_OPEN;
+ return GL3W_OK;
+}
+
+static void close_libgl(void) { dlclose(libgl); }
+
+static GL3WglProc get_proc(const char *proc)
+{
+ GL3WglProc res;
+ *(void **)(&res) = dlsym(libgl, proc);
+ return res;
+}
+#else
+#include
+
+static void *libgl;
+static GL3WglProc (*glx_get_proc_address)(const GLubyte *);
+
+static int open_libgl(void)
+{
+ libgl = dlopen("libGL.so.1", RTLD_LAZY | RTLD_LOCAL);
+ if (!libgl)
+ return GL3W_ERROR_LIBRARY_OPEN;
+ *(void **)(&glx_get_proc_address) = dlsym(libgl, "glXGetProcAddressARB");
+ return GL3W_OK;
+}
+
+static void close_libgl(void) { dlclose(libgl); }
+
+static GL3WglProc get_proc(const char *proc)
+{
+ GL3WglProc res;
+ res = glx_get_proc_address((const GLubyte *)proc);
+ if (!res)
+ *(void **)(&res) = dlsym(libgl, proc);
+ return res;
+}
+#endif
+
+static struct { int major, minor; } version;
+
+static int parse_version(void)
+{
+ if (!glGetIntegerv)
+ return GL3W_ERROR_INIT;
+ glGetIntegerv(GL_MAJOR_VERSION, &version.major);
+ glGetIntegerv(GL_MINOR_VERSION, &version.minor);
+ if (version.major == 0 && version.minor == 0)
+ {
+ // Query GL_VERSION in desktop GL 2.x, the string will start with "."
+ if (const char* gl_version = (const char*)glGetString(GL_VERSION))
+ sscanf(gl_version, "%d.%d", &version.major, &version.minor);
+ }
+ if (version.major < 2)
+ return GL3W_ERROR_OPENGL_VERSION;
+ return GL3W_OK;
+}
+
+static void load_procs(GL3WGetProcAddressProc proc);
+
+int imgl3wInit(void)
+{
+ int res = open_libgl();
+ if (res)
+ return res;
+ atexit(close_libgl);
+ return imgl3wInit2(get_proc);
+}
+
+int imgl3wInit2(GL3WGetProcAddressProc proc)
+{
+ load_procs(proc);
+ return parse_version();
+}
+
+int imgl3wIsSupported(int major, int minor)
+{
+ if (major < 2)
+ return 0;
+ if (version.major == major)
+ return version.minor >= minor;
+ return version.major >= major;
+}
+
+GL3WglProc imgl3wGetProcAddress(const char *proc) { return get_proc(proc); }
+
+static const char *proc_names[] = {
+ "glActiveTexture",
+ "glAttachShader",
+ "glBindBuffer",
+ "glBindSampler",
+ "glBindTexture",
+ "glBindVertexArray",
+ "glBlendEquation",
+ "glBlendEquationSeparate",
+ "glBlendFuncSeparate",
+ "glBufferData",
+ "glBufferSubData",
+ "glClear",
+ "glClearColor",
+ "glCompileShader",
+ "glCreateProgram",
+ "glCreateShader",
+ "glDeleteBuffers",
+ "glDeleteProgram",
+ "glDeleteShader",
+ "glDeleteTextures",
+ "glDeleteVertexArrays",
+ "glDetachShader",
+ "glDisable",
+ "glDisableVertexAttribArray",
+ "glDrawElements",
+ "glDrawElementsBaseVertex",
+ "glEnable",
+ "glEnableVertexAttribArray",
+ "glFlush",
+ "glGenBuffers",
+ "glGenTextures",
+ "glGenVertexArrays",
+ "glGetAttribLocation",
+ "glGetError",
+ "glGetIntegerv",
+ "glGetProgramInfoLog",
+ "glGetProgramiv",
+ "glGetShaderInfoLog",
+ "glGetShaderiv",
+ "glGetString",
+ "glGetStringi",
+ "glGetUniformLocation",
+ "glGetVertexAttribPointerv",
+ "glGetVertexAttribiv",
+ "glIsEnabled",
+ "glIsProgram",
+ "glLinkProgram",
+ "glPixelStorei",
+ "glPolygonMode",
+ "glReadPixels",
+ "glScissor",
+ "glShaderSource",
+ "glTexImage2D",
+ "glTexParameteri",
+ "glUniform1i",
+ "glUniformMatrix4fv",
+ "glUseProgram",
+ "glVertexAttribPointer",
+ "glViewport",
+};
+
+GL3W_API union GL3WProcs imgl3wProcs;
+
+static void load_procs(GL3WGetProcAddressProc proc)
+{
+ size_t i;
+ for (i = 0; i < ARRAY_SIZE(proc_names); i++)
+ imgl3wProcs.ptr[i] = proc(proc_names[i]);
+}
+
+#ifdef __cplusplus
+}
+#endif
+#endif
diff --git a/3rdparty/imgui/backends/imgui_impl_osx.h b/3rdparty/imgui/backends/imgui_impl_osx.h
index fe5566d..72794c0 100644
--- a/3rdparty/imgui/backends/imgui_impl_osx.h
+++ b/3rdparty/imgui/backends/imgui_impl_osx.h
@@ -1,24 +1,45 @@
// dear imgui: Platform Backend for OSX / Cocoa
// This needs to be used along with a Renderer (e.g. OpenGL2, OpenGL3, Vulkan, Metal..)
-// [ALPHA] Early backend, not well tested. If you want a portable application, prefer using the GLFW or SDL platform Backends on Mac.
+// - Not well tested. If you want a portable application, prefer using the GLFW or SDL platform Backends on Mac.
+// - 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: 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).
-// Issues:
-// [ ] Platform: Keys are all generally very broken. Best using [event keycode] and not [event characters]..
-// [ ] Platform: Multi-viewport / platform windows.
+// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
+// [X] Platform: IME support.
-// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
#include "imgui.h" // IMGUI_IMPL_API
+#ifdef __OBJC__
+
@class NSEvent;
@class NSView;
-IMGUI_IMPL_API bool ImGui_ImplOSX_Init();
+IMGUI_IMPL_API bool ImGui_ImplOSX_Init(NSView* _Nonnull view);
IMGUI_IMPL_API void ImGui_ImplOSX_Shutdown();
IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(NSView* _Nullable view);
-IMGUI_IMPL_API bool ImGui_ImplOSX_HandleEvent(NSEvent* _Nonnull event, NSView* _Nullable view);
+
+#endif
+
+//-----------------------------------------------------------------------------
+// C++ API
+//-----------------------------------------------------------------------------
+
+#ifdef IMGUI_IMPL_METAL_CPP_EXTENSIONS
+// #include
+#ifndef __OBJC__
+
+IMGUI_IMPL_API bool ImGui_ImplOSX_Init(void* _Nonnull view);
+IMGUI_IMPL_API void ImGui_ImplOSX_Shutdown();
+IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(void* _Nullable view);
+
+#endif
+#endif
diff --git a/3rdparty/imgui/backends/imgui_impl_osx.mm b/3rdparty/imgui/backends/imgui_impl_osx.mm
index 6dfa91b..f92775e 100644
--- a/3rdparty/imgui/backends/imgui_impl_osx.mm
+++ b/3rdparty/imgui/backends/imgui_impl_osx.mm
@@ -1,24 +1,53 @@
// dear imgui: Platform Backend for OSX / Cocoa
// This needs to be used along with a Renderer (e.g. OpenGL2, OpenGL3, Vulkan, Metal..)
-// [ALPHA] Early backend, not well tested. If you want a portable application, prefer using the GLFW or SDL platform Backends on Mac.
+// - Not well tested. If you want a portable application, prefer using the GLFW or SDL platform Backends on Mac.
+// - 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: 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).
-// Issues:
-// [ ] Platform: Keys are all generally very broken. Best using [event keycode] and not [event characters]..
-// [ ] Platform: Multi-viewport / platform windows.
+// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
+// [X] Platform: IME support.
-// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
-#include "imgui.h"
-#include "imgui_impl_osx.h"
+#import "imgui.h"
+#import "imgui_impl_osx.h"
#import
+#import
+#import
+#import
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
+// 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).
+// 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).
+// 2022-05-03: Inputs: Removed ImGui_ImplOSX_HandleEvent() from backend API in favor of backend automatically handling event capture.
+// 2022-04-27: Misc: Store backend data in a per-context struct, allowing to use this backend with multiple contexts.
+// 2022-03-22: Inputs: Monitor NSKeyUp events to catch missing keyUp for key when user press Cmd + key
+// 2022-02-07: Inputs: Forward keyDown/keyUp events to OS when unused by dear imgui.
+// 2022-01-31: Fixed building with old Xcode versions that are missing gamepad features.
+// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
+// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
+// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
+// 2022-01-12: Inputs: Added basic Platform IME support, hooking the io.SetPlatformImeDataFn() function.
+// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
+// 2021-12-13: *BREAKING CHANGE* Add NSView parameter to ImGui_ImplOSX_Init(). Generally fix keyboard support. Using kVK_* codes for keyboard keys.
+// 2021-12-13: Add game controller support.
+// 2021-09-21: Use mach_absolute_time as CFAbsoluteTimeGetCurrent can jump backwards.
+// 2021-08-17: Calling io.AddFocusEvent() on NSApplicationDidBecomeActiveNotification/NSApplicationDidResignActiveNotification events.
+// 2021-06-23: Inputs: Added a fix for shortcuts using CTRL key instead of CMD key.
+// 2021-04-19: Inputs: Added a fix for keys remaining stuck in pressed state when CMD-tabbing into different application.
+// 2021-01-27: Inputs: Added a fix for mouse position not being reported when mouse buttons other than left one are down.
+// 2020-10-28: Inputs: Added a fix for handling keypad-enter key.
// 2020-05-25: Inputs: Added a fix for missing trackpad clicks when done with "soft tap".
// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
// 2019-10-11: Inputs: Fix using Backspace key.
@@ -29,12 +58,36 @@
// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
// 2018-07-07: Initial version.
+#define APPLE_HAS_BUTTON_OPTIONS (__IPHONE_OS_VERSION_MIN_REQUIRED >= 130000 || __MAC_OS_X_VERSION_MIN_REQUIRED >= 101500 || __TV_OS_VERSION_MIN_REQUIRED >= 130000)
+#define APPLE_HAS_CONTROLLER (__IPHONE_OS_VERSION_MIN_REQUIRED >= 140000 || __MAC_OS_X_VERSION_MIN_REQUIRED >= 110000 || __TV_OS_VERSION_MIN_REQUIRED >= 140000)
+#define APPLE_HAS_THUMBSTICKS (__IPHONE_OS_VERSION_MIN_REQUIRED >= 120100 || __MAC_OS_X_VERSION_MIN_REQUIRED >= 101401 || __TV_OS_VERSION_MIN_REQUIRED >= 120100)
+
+@class ImGuiObserver;
+@class KeyEventResponder;
+
// Data
-static CFAbsoluteTime g_Time = 0.0;
-static NSCursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = {};
-static bool g_MouseCursorHidden = false;
-static bool g_MouseJustPressed[ImGuiMouseButton_COUNT] = {};
-static bool g_MouseDown[ImGuiMouseButton_COUNT] = {};
+struct ImGui_ImplOSX_Data
+{
+ CFTimeInterval Time;
+ NSCursor* MouseCursors[ImGuiMouseCursor_COUNT];
+ bool MouseCursorHidden;
+ ImGuiObserver* Observer;
+ KeyEventResponder* KeyEventResponder;
+ NSTextInputContext* InputContext;
+ id Monitor;
+
+ ImGui_ImplOSX_Data() { memset(this, 0, sizeof(*this)); }
+};
+
+static ImGui_ImplOSX_Data* ImGui_ImplOSX_CreateBackendData() { return IM_NEW(ImGui_ImplOSX_Data)(); }
+static ImGui_ImplOSX_Data* ImGui_ImplOSX_GetBackendData() { return (ImGui_ImplOSX_Data*)ImGui::GetIO().BackendPlatformUserData; }
+static void ImGui_ImplOSX_DestroyBackendData() { IM_DELETE(ImGui_ImplOSX_GetBackendData()); }
+
+static inline CFTimeInterval GetMachAbsoluteTimeInSeconds() { return (CFTimeInterval)(double)(clock_gettime_nsec_np(CLOCK_UPTIME_RAW) / 1e9); }
+
+// Forward Declarations
+static void ImGui_ImplOSX_AddTrackingArea(NSView* _Nonnull view);
+static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view);
// Undocumented methods for creating cursors.
@interface NSCursor()
@@ -44,54 +97,317 @@ static bool g_MouseDown[ImGuiMouseButton_COUNT] = {};
+ (id)_windowResizeEastWestCursor;
@end
-// Functions
-bool ImGui_ImplOSX_Init()
+/**
+ KeyEventResponder implements the NSTextInputClient protocol as is required by the macOS text input manager.
+
+ The macOS text input manager is invoked by calling the interpretKeyEvents method from the keyDown method.
+ Keyboard events are then evaluated by the macOS input manager and valid text input is passed back via the
+ insertText:replacementRange method.
+
+ This is the same approach employed by other cross-platform libraries such as SDL2:
+ https://github.com/spurious/SDL-mirror/blob/e17aacbd09e65a4fd1e166621e011e581fb017a8/src/video/cocoa/SDL_cocoakeyboard.m#L53
+ and GLFW:
+ https://github.com/glfw/glfw/blob/b55a517ae0c7b5127dffa79a64f5406021bf9076/src/cocoa_window.m#L722-L723
+ */
+@interface KeyEventResponder: NSView
+@end
+
+@implementation KeyEventResponder
+{
+ float _posX;
+ float _posY;
+ NSRect _imeRect;
+}
+
+#pragma mark - Public
+
+- (void)setImePosX:(float)posX imePosY:(float)posY
+{
+ _posX = posX;
+ _posY = posY;
+}
+
+- (void)updateImePosWithView:(NSView *)view
+{
+ NSWindow *window = view.window;
+ if (!window)
+ return;
+ NSRect contentRect = [window contentRectForFrameRect:window.frame];
+ NSRect rect = NSMakeRect(_posX, contentRect.size.height - _posY, 0, 0);
+ _imeRect = [window convertRectToScreen:rect];
+}
+
+- (void)viewDidMoveToWindow
+{
+ // Ensure self is a first responder to receive the input events.
+ [self.window makeFirstResponder:self];
+}
+
+- (void)keyDown:(NSEvent*)event
+{
+ if (!ImGui_ImplOSX_HandleEvent(event, self))
+ [super keyDown:event];
+
+ // Call to the macOS input manager system.
+ [self interpretKeyEvents:@[event]];
+}
+
+- (void)keyUp:(NSEvent*)event
+{
+ if (!ImGui_ImplOSX_HandleEvent(event, self))
+ [super keyUp:event];
+}
+
+- (void)insertText:(id)aString replacementRange:(NSRange)replacementRange
{
ImGuiIO& io = ImGui::GetIO();
+ NSString* characters;
+ if ([aString isKindOfClass:[NSAttributedString class]])
+ characters = [aString string];
+ else
+ characters = (NSString*)aString;
+
+ io.AddInputCharactersUTF8(characters.UTF8String);
+}
+
+- (BOOL)acceptsFirstResponder
+{
+ return YES;
+}
+
+- (void)doCommandBySelector:(SEL)myselector
+{
+}
+
+- (nullable NSAttributedString*)attributedSubstringForProposedRange:(NSRange)range actualRange:(nullable NSRangePointer)actualRange
+{
+ return nil;
+}
+
+- (NSUInteger)characterIndexForPoint:(NSPoint)point
+{
+ return 0;
+}
+
+- (NSRect)firstRectForCharacterRange:(NSRange)range actualRange:(nullable NSRangePointer)actualRange
+{
+ return _imeRect;
+}
+
+- (BOOL)hasMarkedText
+{
+ return NO;
+}
+
+- (NSRange)markedRange
+{
+ return NSMakeRange(NSNotFound, 0);
+}
+
+- (NSRange)selectedRange
+{
+ return NSMakeRange(NSNotFound, 0);
+}
+
+- (void)setMarkedText:(nonnull id)string selectedRange:(NSRange)selectedRange replacementRange:(NSRange)replacementRange
+{
+}
+
+- (void)unmarkText
+{
+}
+
+- (nonnull NSArray*)validAttributesForMarkedText
+{
+ return @[];
+}
+
+@end
+
+@interface ImGuiObserver : NSObject
+
+- (void)onApplicationBecomeActive:(NSNotification*)aNotification;
+- (void)onApplicationBecomeInactive:(NSNotification*)aNotification;
+
+@end
+
+@implementation ImGuiObserver
+
+- (void)onApplicationBecomeActive:(NSNotification*)aNotification
+{
+ ImGuiIO& io = ImGui::GetIO();
+ io.AddFocusEvent(true);
+}
+
+- (void)onApplicationBecomeInactive:(NSNotification*)aNotification
+{
+ ImGuiIO& io = ImGui::GetIO();
+ io.AddFocusEvent(false);
+}
+
+@end
+
+// Functions
+static ImGuiKey ImGui_ImplOSX_KeyCodeToImGuiKey(int key_code)
+{
+ switch (key_code)
+ {
+ case kVK_ANSI_A: return ImGuiKey_A;
+ case kVK_ANSI_S: return ImGuiKey_S;
+ case kVK_ANSI_D: return ImGuiKey_D;
+ case kVK_ANSI_F: return ImGuiKey_F;
+ case kVK_ANSI_H: return ImGuiKey_H;
+ case kVK_ANSI_G: return ImGuiKey_G;
+ case kVK_ANSI_Z: return ImGuiKey_Z;
+ case kVK_ANSI_X: return ImGuiKey_X;
+ case kVK_ANSI_C: return ImGuiKey_C;
+ case kVK_ANSI_V: return ImGuiKey_V;
+ case kVK_ANSI_B: return ImGuiKey_B;
+ case kVK_ANSI_Q: return ImGuiKey_Q;
+ case kVK_ANSI_W: return ImGuiKey_W;
+ case kVK_ANSI_E: return ImGuiKey_E;
+ case kVK_ANSI_R: return ImGuiKey_R;
+ case kVK_ANSI_Y: return ImGuiKey_Y;
+ case kVK_ANSI_T: return ImGuiKey_T;
+ case kVK_ANSI_1: return ImGuiKey_1;
+ case kVK_ANSI_2: return ImGuiKey_2;
+ case kVK_ANSI_3: return ImGuiKey_3;
+ case kVK_ANSI_4: return ImGuiKey_4;
+ case kVK_ANSI_6: return ImGuiKey_6;
+ case kVK_ANSI_5: return ImGuiKey_5;
+ case kVK_ANSI_Equal: return ImGuiKey_Equal;
+ case kVK_ANSI_9: return ImGuiKey_9;
+ case kVK_ANSI_7: return ImGuiKey_7;
+ case kVK_ANSI_Minus: return ImGuiKey_Minus;
+ case kVK_ANSI_8: return ImGuiKey_8;
+ case kVK_ANSI_0: return ImGuiKey_0;
+ case kVK_ANSI_RightBracket: return ImGuiKey_RightBracket;
+ case kVK_ANSI_O: return ImGuiKey_O;
+ case kVK_ANSI_U: return ImGuiKey_U;
+ case kVK_ANSI_LeftBracket: return ImGuiKey_LeftBracket;
+ case kVK_ANSI_I: return ImGuiKey_I;
+ case kVK_ANSI_P: return ImGuiKey_P;
+ case kVK_ANSI_L: return ImGuiKey_L;
+ case kVK_ANSI_J: return ImGuiKey_J;
+ case kVK_ANSI_Quote: return ImGuiKey_Apostrophe;
+ case kVK_ANSI_K: return ImGuiKey_K;
+ case kVK_ANSI_Semicolon: return ImGuiKey_Semicolon;
+ case kVK_ANSI_Backslash: return ImGuiKey_Backslash;
+ case kVK_ANSI_Comma: return ImGuiKey_Comma;
+ case kVK_ANSI_Slash: return ImGuiKey_Slash;
+ case kVK_ANSI_N: return ImGuiKey_N;
+ case kVK_ANSI_M: return ImGuiKey_M;
+ case kVK_ANSI_Period: return ImGuiKey_Period;
+ case kVK_ANSI_Grave: return ImGuiKey_GraveAccent;
+ case kVK_ANSI_KeypadDecimal: return ImGuiKey_KeypadDecimal;
+ case kVK_ANSI_KeypadMultiply: return ImGuiKey_KeypadMultiply;
+ case kVK_ANSI_KeypadPlus: return ImGuiKey_KeypadAdd;
+ case kVK_ANSI_KeypadClear: return ImGuiKey_NumLock;
+ case kVK_ANSI_KeypadDivide: return ImGuiKey_KeypadDivide;
+ case kVK_ANSI_KeypadEnter: return ImGuiKey_KeypadEnter;
+ case kVK_ANSI_KeypadMinus: return ImGuiKey_KeypadSubtract;
+ case kVK_ANSI_KeypadEquals: return ImGuiKey_KeypadEqual;
+ case kVK_ANSI_Keypad0: return ImGuiKey_Keypad0;
+ case kVK_ANSI_Keypad1: return ImGuiKey_Keypad1;
+ case kVK_ANSI_Keypad2: return ImGuiKey_Keypad2;
+ case kVK_ANSI_Keypad3: return ImGuiKey_Keypad3;
+ case kVK_ANSI_Keypad4: return ImGuiKey_Keypad4;
+ case kVK_ANSI_Keypad5: return ImGuiKey_Keypad5;
+ case kVK_ANSI_Keypad6: return ImGuiKey_Keypad6;
+ case kVK_ANSI_Keypad7: return ImGuiKey_Keypad7;
+ case kVK_ANSI_Keypad8: return ImGuiKey_Keypad8;
+ case kVK_ANSI_Keypad9: return ImGuiKey_Keypad9;
+ case kVK_Return: return ImGuiKey_Enter;
+ case kVK_Tab: return ImGuiKey_Tab;
+ case kVK_Space: return ImGuiKey_Space;
+ case kVK_Delete: return ImGuiKey_Backspace;
+ case kVK_Escape: return ImGuiKey_Escape;
+ case kVK_CapsLock: return ImGuiKey_CapsLock;
+ case kVK_Control: return ImGuiKey_LeftCtrl;
+ case kVK_Shift: return ImGuiKey_LeftShift;
+ case kVK_Option: return ImGuiKey_LeftAlt;
+ case kVK_Command: return ImGuiKey_LeftSuper;
+ case kVK_RightControl: return ImGuiKey_RightCtrl;
+ case kVK_RightShift: return ImGuiKey_RightShift;
+ case kVK_RightOption: return ImGuiKey_RightAlt;
+ case kVK_RightCommand: return ImGuiKey_RightSuper;
+// case kVK_Function: return ImGuiKey_;
+// case kVK_F17: return ImGuiKey_;
+// case kVK_VolumeUp: return ImGuiKey_;
+// case kVK_VolumeDown: return ImGuiKey_;
+// case kVK_Mute: return ImGuiKey_;
+// case kVK_F18: return ImGuiKey_;
+// case kVK_F19: return ImGuiKey_;
+// case kVK_F20: return ImGuiKey_;
+ case kVK_F5: return ImGuiKey_F5;
+ case kVK_F6: return ImGuiKey_F6;
+ case kVK_F7: return ImGuiKey_F7;
+ case kVK_F3: return ImGuiKey_F3;
+ case kVK_F8: return ImGuiKey_F8;
+ case kVK_F9: return ImGuiKey_F9;
+ case kVK_F11: return ImGuiKey_F11;
+ case kVK_F13: return ImGuiKey_PrintScreen;
+// case kVK_F16: return ImGuiKey_;
+// case kVK_F14: return ImGuiKey_;
+ case kVK_F10: return ImGuiKey_F10;
+ case 0x6E: return ImGuiKey_Menu;
+ case kVK_F12: return ImGuiKey_F12;
+// case kVK_F15: return ImGuiKey_;
+ case kVK_Help: return ImGuiKey_Insert;
+ case kVK_Home: return ImGuiKey_Home;
+ case kVK_PageUp: return ImGuiKey_PageUp;
+ case kVK_ForwardDelete: return ImGuiKey_Delete;
+ case kVK_F4: return ImGuiKey_F4;
+ case kVK_End: return ImGuiKey_End;
+ case kVK_F2: return ImGuiKey_F2;
+ case kVK_PageDown: return ImGuiKey_PageDown;
+ case kVK_F1: return ImGuiKey_F1;
+ case kVK_LeftArrow: return ImGuiKey_LeftArrow;
+ case kVK_RightArrow: return ImGuiKey_RightArrow;
+ case kVK_DownArrow: return ImGuiKey_DownArrow;
+ case kVK_UpArrow: return ImGuiKey_UpArrow;
+ default: return ImGuiKey_None;
+ }
+}
+
+#ifdef IMGUI_IMPL_METAL_CPP_EXTENSIONS
+
+IMGUI_IMPL_API bool ImGui_ImplOSX_Init(void* _Nonnull view) {
+ return ImGui_ImplOSX_Init((__bridge NSView*)(view));
+}
+
+IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(void* _Nullable view) {
+ return ImGui_ImplOSX_NewFrame((__bridge NSView*)(view));
+}
+
+#endif
+
+
+bool ImGui_ImplOSX_Init(NSView* view)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_CreateBackendData();
+ io.BackendPlatformUserData = (void*)bd;
+
// Setup backend capabilities flags
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
//io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
- //io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
- //io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can set io.MouseHoveredViewport correctly (optional, not easy)
io.BackendPlatformName = "imgui_impl_osx";
- // Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeyDown[] array.
- const int offset_for_function_keys = 256 - 0xF700;
- io.KeyMap[ImGuiKey_Tab] = '\t';
- io.KeyMap[ImGuiKey_LeftArrow] = NSLeftArrowFunctionKey + offset_for_function_keys;
- io.KeyMap[ImGuiKey_RightArrow] = NSRightArrowFunctionKey + offset_for_function_keys;
- io.KeyMap[ImGuiKey_UpArrow] = NSUpArrowFunctionKey + offset_for_function_keys;
- io.KeyMap[ImGuiKey_DownArrow] = NSDownArrowFunctionKey + offset_for_function_keys;
- io.KeyMap[ImGuiKey_PageUp] = NSPageUpFunctionKey + offset_for_function_keys;
- io.KeyMap[ImGuiKey_PageDown] = NSPageDownFunctionKey + offset_for_function_keys;
- io.KeyMap[ImGuiKey_Home] = NSHomeFunctionKey + offset_for_function_keys;
- io.KeyMap[ImGuiKey_End] = NSEndFunctionKey + offset_for_function_keys;
- io.KeyMap[ImGuiKey_Insert] = NSInsertFunctionKey + offset_for_function_keys;
- io.KeyMap[ImGuiKey_Delete] = NSDeleteFunctionKey + offset_for_function_keys;
- io.KeyMap[ImGuiKey_Backspace] = 127;
- io.KeyMap[ImGuiKey_Space] = 32;
- io.KeyMap[ImGuiKey_Enter] = 13;
- io.KeyMap[ImGuiKey_Escape] = 27;
- io.KeyMap[ImGuiKey_KeyPadEnter] = 13;
- io.KeyMap[ImGuiKey_A] = 'A';
- io.KeyMap[ImGuiKey_C] = 'C';
- io.KeyMap[ImGuiKey_V] = 'V';
- io.KeyMap[ImGuiKey_X] = 'X';
- io.KeyMap[ImGuiKey_Y] = 'Y';
- io.KeyMap[ImGuiKey_Z] = 'Z';
+ bd->Observer = [ImGuiObserver new];
// Load cursors. Some of them are undocumented.
- g_MouseCursorHidden = false;
- g_MouseCursors[ImGuiMouseCursor_Arrow] = [NSCursor arrowCursor];
- g_MouseCursors[ImGuiMouseCursor_TextInput] = [NSCursor IBeamCursor];
- g_MouseCursors[ImGuiMouseCursor_ResizeAll] = [NSCursor closedHandCursor];
- g_MouseCursors[ImGuiMouseCursor_Hand] = [NSCursor pointingHandCursor];
- g_MouseCursors[ImGuiMouseCursor_NotAllowed] = [NSCursor operationNotAllowedCursor];
- g_MouseCursors[ImGuiMouseCursor_ResizeNS] = [NSCursor respondsToSelector:@selector(_windowResizeNorthSouthCursor)] ? [NSCursor _windowResizeNorthSouthCursor] : [NSCursor resizeUpDownCursor];
- g_MouseCursors[ImGuiMouseCursor_ResizeEW] = [NSCursor respondsToSelector:@selector(_windowResizeEastWestCursor)] ? [NSCursor _windowResizeEastWestCursor] : [NSCursor resizeLeftRightCursor];
- g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = [NSCursor respondsToSelector:@selector(_windowResizeNorthEastSouthWestCursor)] ? [NSCursor _windowResizeNorthEastSouthWestCursor] : [NSCursor closedHandCursor];
- g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = [NSCursor respondsToSelector:@selector(_windowResizeNorthWestSouthEastCursor)] ? [NSCursor _windowResizeNorthWestSouthEastCursor] : [NSCursor closedHandCursor];
+ bd->MouseCursorHidden = false;
+ 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];
// 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.
@@ -108,11 +424,11 @@ bool ImGui_ImplOSX_Init()
NSPasteboard* pasteboard = [NSPasteboard generalPasteboard];
NSString* available = [pasteboard availableTypeFromArray: [NSArray arrayWithObject:NSPasteboardTypeString]];
if (![available isEqualToString:NSPasteboardTypeString])
- return NULL;
+ return nullptr;
NSString* string = [pasteboard stringForType:NSPasteboardTypeString];
if (string == nil)
- return NULL;
+ return nullptr;
const char* string_c = (const char*)[string UTF8String];
size_t string_len = strlen(string_c);
@@ -122,24 +438,57 @@ bool ImGui_ImplOSX_Init()
return s_clipboard.Data;
};
+ [[NSNotificationCenter defaultCenter] addObserver:bd->Observer
+ selector:@selector(onApplicationBecomeActive:)
+ name:NSApplicationDidBecomeActiveNotification
+ object:nil];
+ [[NSNotificationCenter defaultCenter] addObserver:bd->Observer
+ selector:@selector(onApplicationBecomeInactive:)
+ name:NSApplicationDidResignActiveNotification
+ object:nil];
+
+ // Add the NSTextInputClient to the view hierarchy,
+ // to receive keyboard events and translate them to input text.
+ bd->KeyEventResponder = [[KeyEventResponder alloc] initWithFrame:NSZeroRect];
+ bd->InputContext = [[NSTextInputContext alloc] initWithClient:bd->KeyEventResponder];
+ [view addSubview:bd->KeyEventResponder];
+ ImGui_ImplOSX_AddTrackingArea(view);
+
+ io.SetPlatformImeDataFn = [](ImGuiViewport* viewport, ImGuiPlatformImeData* data) -> void
+ {
+ ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData();
+ if (data->WantVisible)
+ {
+ [bd->InputContext activate];
+ }
+ else
+ {
+ [bd->InputContext discardMarkedText];
+ [bd->InputContext invalidateCharacterCoordinates];
+ [bd->InputContext deactivate];
+ }
+ [bd->KeyEventResponder setImePosX:data->InputPos.x imePosY:data->InputPos.y + data->InputLineHeight];
+ };
+
return true;
}
void ImGui_ImplOSX_Shutdown()
{
+ ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData();
+ bd->Observer = nullptr;
+ if (bd->Monitor != nullptr)
+ {
+ [NSEvent removeMonitor:bd->Monitor];
+ bd->Monitor = nullptr;
+ }
+ ImGui_ImplOSX_DestroyBackendData();
}
-static void ImGui_ImplOSX_UpdateMouseCursorAndButtons()
+static void ImGui_ImplOSX_UpdateMouseCursor()
{
- // Update buttons
+ ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData();
ImGuiIO& io = ImGui::GetIO();
- for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
- {
- // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
- io.MouseDown[i] = g_MouseJustPressed[i] || g_MouseDown[i];
- g_MouseJustPressed[i] = false;
- }
-
if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
return;
@@ -147,95 +496,199 @@ static void ImGui_ImplOSX_UpdateMouseCursorAndButtons()
if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None)
{
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
- if (!g_MouseCursorHidden)
+ if (!bd->MouseCursorHidden)
{
- g_MouseCursorHidden = true;
+ bd->MouseCursorHidden = true;
[NSCursor hide];
}
}
else
{
- // Show OS mouse cursor
- [g_MouseCursors[g_MouseCursors[imgui_cursor] ? imgui_cursor : ImGuiMouseCursor_Arrow] set];
- if (g_MouseCursorHidden)
+ NSCursor* desired = bd->MouseCursors[imgui_cursor] ?: bd->MouseCursors[ImGuiMouseCursor_Arrow];
+ // -[NSCursor set] generates measureable overhead if called unconditionally.
+ if (desired != NSCursor.currentCursor)
{
- g_MouseCursorHidden = false;
+ [desired set];
+ }
+ if (bd->MouseCursorHidden)
+ {
+ bd->MouseCursorHidden = false;
[NSCursor unhide];
}
}
}
+static void ImGui_ImplOSX_UpdateGamepads()
+{
+ ImGuiIO& io = ImGui::GetIO();
+ memset(io.NavInputs, 0, sizeof(io.NavInputs));
+ 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;
+#else
+ GCController* controller = GCController.controllers.firstObject;
+#endif
+ if (controller == nil || controller.extendedGamepad == nil)
+ {
+ io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
+ return;
+ }
+
+ GCExtendedGamepad* gp = controller.extendedGamepad;
+
+ // Update gamepad inputs
+ #define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V)
+ #define MAP_BUTTON(KEY_NO, BUTTON_NAME) { io.AddKeyEvent(KEY_NO, gp.BUTTON_NAME.isPressed); }
+ #define MAP_ANALOG(KEY_NO, AXIS_NAME, V0, V1) { float vn = (float)(gp.AXIS_NAME.value - V0) / (float)(V1 - V0); vn = IM_SATURATE(vn); io.AddKeyAnalogEvent(KEY_NO, vn > 0.1f, vn); }
+ const float thumb_dead_zone = 0.0f;
+
+#if APPLE_HAS_BUTTON_OPTIONS
+ MAP_BUTTON(ImGuiKey_GamepadBack, buttonOptions);
+#endif
+ MAP_BUTTON(ImGuiKey_GamepadFaceLeft, buttonX); // Xbox X, PS Square
+ MAP_BUTTON(ImGuiKey_GamepadFaceRight, buttonB); // Xbox B, PS Circle
+ MAP_BUTTON(ImGuiKey_GamepadFaceUp, buttonY); // Xbox Y, PS Triangle
+ MAP_BUTTON(ImGuiKey_GamepadFaceDown, buttonA); // Xbox A, PS Cross
+ MAP_BUTTON(ImGuiKey_GamepadDpadLeft, dpad.left);
+ MAP_BUTTON(ImGuiKey_GamepadDpadRight, dpad.right);
+ MAP_BUTTON(ImGuiKey_GamepadDpadUp, dpad.up);
+ MAP_BUTTON(ImGuiKey_GamepadDpadDown, dpad.down);
+ MAP_ANALOG(ImGuiKey_GamepadL1, leftShoulder, 0.0f, 1.0f);
+ MAP_ANALOG(ImGuiKey_GamepadR1, rightShoulder, 0.0f, 1.0f);
+ MAP_ANALOG(ImGuiKey_GamepadL2, leftTrigger, 0.0f, 1.0f);
+ MAP_ANALOG(ImGuiKey_GamepadR2, rightTrigger, 0.0f, 1.0f);
+#if APPLE_HAS_THUMBSTICKS
+ MAP_BUTTON(ImGuiKey_GamepadL3, leftThumbstickButton);
+ MAP_BUTTON(ImGuiKey_GamepadR3, rightThumbstickButton);
+#endif
+ MAP_ANALOG(ImGuiKey_GamepadLStickLeft, leftThumbstick.xAxis, -thumb_dead_zone, -1.0f);
+ MAP_ANALOG(ImGuiKey_GamepadLStickRight, leftThumbstick.xAxis, +thumb_dead_zone, +1.0f);
+ MAP_ANALOG(ImGuiKey_GamepadLStickUp, leftThumbstick.yAxis, +thumb_dead_zone, +1.0f);
+ MAP_ANALOG(ImGuiKey_GamepadLStickDown, leftThumbstick.yAxis, -thumb_dead_zone, -1.0f);
+ MAP_ANALOG(ImGuiKey_GamepadRStickLeft, rightThumbstick.xAxis, -thumb_dead_zone, -1.0f);
+ MAP_ANALOG(ImGuiKey_GamepadRStickRight, rightThumbstick.xAxis, +thumb_dead_zone, +1.0f);
+ MAP_ANALOG(ImGuiKey_GamepadRStickUp, rightThumbstick.yAxis, +thumb_dead_zone, +1.0f);
+ MAP_ANALOG(ImGuiKey_GamepadRStickDown, rightThumbstick.yAxis, -thumb_dead_zone, -1.0f);
+ #undef MAP_BUTTON
+ #undef MAP_ANALOG
+
+ io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
+}
+
+static void ImGui_ImplOSX_UpdateImePosWithView(NSView* view)
+{
+ ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData();
+ ImGuiIO& io = ImGui::GetIO();
+ if (io.WantTextInput)
+ [bd->KeyEventResponder updateImePosWithView:view];
+}
+
void ImGui_ImplOSX_NewFrame(NSView* view)
{
- // Setup display size
+ ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData();
ImGuiIO& io = ImGui::GetIO();
+
+ // Setup display size
if (view)
{
- const float dpi = [view.window backingScaleFactor];
+ const float dpi = (float)[view.window backingScaleFactor];
io.DisplaySize = ImVec2((float)view.bounds.size.width, (float)view.bounds.size.height);
io.DisplayFramebufferScale = ImVec2(dpi, dpi);
}
// Setup time step
- if (g_Time == 0.0)
- g_Time = CFAbsoluteTimeGetCurrent();
- CFAbsoluteTime current_time = CFAbsoluteTimeGetCurrent();
- io.DeltaTime = current_time - g_Time;
- g_Time = current_time;
+ if (bd->Time == 0.0)
+ bd->Time = GetMachAbsoluteTimeInSeconds();
- ImGui_ImplOSX_UpdateMouseCursorAndButtons();
+ double current_time = GetMachAbsoluteTimeInSeconds();
+ io.DeltaTime = (float)(current_time - bd->Time);
+ bd->Time = current_time;
+
+ ImGui_ImplOSX_UpdateMouseCursor();
+ ImGui_ImplOSX_UpdateGamepads();
+ ImGui_ImplOSX_UpdateImePosWithView(view);
}
-static int mapCharacterToKey(int c)
+// Must only be called for a mouse event, otherwise an exception occurs
+// (Note that NSEventTypeScrollWheel is considered "other input". Oddly enough an exception does not occur with it, but the value will sometimes be wrong!)
+static ImGuiMouseSource GetMouseSource(NSEvent* event)
{
- if (c >= 'a' && c <= 'z')
- return c - 'a' + 'A';
- if (c == 25) // SHIFT+TAB -> TAB
- return 9;
- if (c >= 0 && c < 256)
- return c;
- if (c >= 0xF700 && c < 0xF700 + 256)
- return c - 0xF700 + 256;
- return -1;
+ switch (event.subtype)
+ {
+ case NSEventSubtypeTabletPoint:
+ return ImGuiMouseSource_Pen;
+ // macOS considers input from relative touch devices (like the trackpad or Apple Magic Mouse) to be touch input.
+ // This doesn't really make sense for Dear ImGui, which expects absolute touch devices only.
+ // There does not seem to be a simple way to disambiguate things here so we consider NSEventSubtypeTouch events to always come from mice.
+ // See https://developer.apple.com/library/archive/documentation/Cocoa/Conceptual/EventOverview/HandlingTouchEvents/HandlingTouchEvents.html#//apple_ref/doc/uid/10000060i-CH13-SW24
+ //case NSEventSubtypeTouch:
+ // return ImGuiMouseSource_TouchScreen;
+ case NSEventSubtypeMouseEvent:
+ default:
+ return ImGuiMouseSource_Mouse;
+ }
}
-static void resetKeys()
-{
- ImGuiIO& io = ImGui::GetIO();
- for (int n = 0; n < IM_ARRAYSIZE(io.KeysDown); n++)
- io.KeysDown[n] = false;
-}
-
-bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view)
+static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view)
{
ImGuiIO& io = ImGui::GetIO();
if (event.type == NSEventTypeLeftMouseDown || event.type == NSEventTypeRightMouseDown || event.type == NSEventTypeOtherMouseDown)
{
int button = (int)[event buttonNumber];
- if (button >= 0 && button < IM_ARRAYSIZE(g_MouseDown))
- g_MouseDown[button] = g_MouseJustPressed[button] = true;
+ if (button >= 0 && button < ImGuiMouseButton_COUNT)
+ {
+ io.AddMouseSourceEvent(GetMouseSource(event));
+ io.AddMouseButtonEvent(button, true);
+ }
return io.WantCaptureMouse;
}
if (event.type == NSEventTypeLeftMouseUp || event.type == NSEventTypeRightMouseUp || event.type == NSEventTypeOtherMouseUp)
{
int button = (int)[event buttonNumber];
- if (button >= 0 && button < IM_ARRAYSIZE(g_MouseDown))
- g_MouseDown[button] = false;
+ if (button >= 0 && button < ImGuiMouseButton_COUNT)
+ {
+ io.AddMouseSourceEvent(GetMouseSource(event));
+ io.AddMouseButtonEvent(button, false);
+ }
return io.WantCaptureMouse;
}
- if (event.type == NSEventTypeMouseMoved || event.type == NSEventTypeLeftMouseDragged)
+ if (event.type == NSEventTypeMouseMoved || event.type == NSEventTypeLeftMouseDragged || event.type == NSEventTypeRightMouseDragged || event.type == NSEventTypeOtherMouseDragged)
{
NSPoint mousePoint = event.locationInWindow;
+ if (event.window == nil)
+ mousePoint = [[view window] convertPointFromScreen:mousePoint];
mousePoint = [view convertPoint:mousePoint fromView:nil];
- mousePoint = NSMakePoint(mousePoint.x, view.bounds.size.height - mousePoint.y);
- io.MousePos = ImVec2(mousePoint.x, mousePoint.y);
+ if ([view isFlipped])
+ mousePoint = NSMakePoint(mousePoint.x, mousePoint.y);
+ else
+ mousePoint = NSMakePoint(mousePoint.x, view.bounds.size.height - mousePoint.y);
+ io.AddMouseSourceEvent(GetMouseSource(event));
+ io.AddMousePosEvent((float)mousePoint.x, (float)mousePoint.y);
+ return io.WantCaptureMouse;
}
if (event.type == NSEventTypeScrollWheel)
{
+ // Ignore canceled events.
+ //
+ // From macOS 12.1, scrolling with two fingers and then decelerating
+ // by tapping two fingers results in two events appearing:
+ //
+ // 1. A scroll wheel NSEvent, with a phase == NSEventPhaseMayBegin, when the user taps
+ // two fingers to decelerate or stop the scroll events.
+ //
+ // 2. A scroll wheel NSEvent, with a phase == NSEventPhaseCancelled, when the user releases the
+ // two-finger tap. It is this event that sometimes contains large values for scrollingDeltaX and
+ // scrollingDeltaY. When these are added to the current x and y positions of the scrolling view,
+ // it appears to jump up or down. It can be observed in Preview, various JetBrains IDEs and here.
+ if (event.phase == NSEventPhaseCancelled)
+ return false;
+
double wheel_dx = 0.0;
double wheel_dy = 0.0;
@@ -246,78 +699,97 @@ bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view)
wheel_dy = [event scrollingDeltaY];
if ([event hasPreciseScrollingDeltas])
{
- wheel_dx *= 0.1;
- wheel_dy *= 0.1;
+ wheel_dx *= 0.01;
+ wheel_dy *= 0.01;
}
}
else
#endif // MAC_OS_X_VERSION_MAX_ALLOWED
{
- wheel_dx = [event deltaX];
- wheel_dy = [event deltaY];
+ wheel_dx = [event deltaX] * 0.1;
+ wheel_dy = [event deltaY] * 0.1;
}
+ if (wheel_dx != 0.0 || wheel_dy != 0.0)
+ io.AddMouseWheelEvent((float)wheel_dx, (float)wheel_dy);
- if (fabs(wheel_dx) > 0.0)
- io.MouseWheelH += wheel_dx * 0.1f;
- if (fabs(wheel_dy) > 0.0)
- io.MouseWheel += wheel_dy * 0.1f;
return io.WantCaptureMouse;
}
- // FIXME: All the key handling is wrong and broken. Refer to GLFW's cocoa_init.mm and cocoa_window.mm.
- if (event.type == NSEventTypeKeyDown)
+ if (event.type == NSEventTypeKeyDown || event.type == NSEventTypeKeyUp)
{
- NSString* str = [event characters];
- int len = (int)[str length];
- for (int i = 0; i < len; i++)
- {
- int c = [str characterAtIndex:i];
- if (!io.KeyCtrl && !(c >= 0xF700 && c <= 0xFFFF) && c != 127)
- io.AddInputCharacter((unsigned int)c);
+ if ([event isARepeat])
+ return io.WantCaptureKeyboard;
- // We must reset in case we're pressing a sequence of special keys while keeping the command pressed
- int key = mapCharacterToKey(c);
- if (key != -1 && key < 256 && !io.KeyCtrl)
- resetKeys();
- if (key != -1)
- io.KeysDown[key] = true;
- }
- return io.WantCaptureKeyboard;
- }
+ int key_code = (int)[event keyCode];
+ ImGuiKey key = ImGui_ImplOSX_KeyCodeToImGuiKey(key_code);
+ io.AddKeyEvent(key, event.type == NSEventTypeKeyDown);
+ io.SetKeyEventNativeData(key, key_code, -1); // To support legacy indexing (<1.87 user code)
- if (event.type == NSEventTypeKeyUp)
- {
- NSString* str = [event characters];
- int len = (int)[str length];
- for (int i = 0; i < len; i++)
- {
- int c = [str characterAtIndex:i];
- int key = mapCharacterToKey(c);
- if (key != -1)
- io.KeysDown[key] = false;
- }
return io.WantCaptureKeyboard;
}
if (event.type == NSEventTypeFlagsChanged)
{
- ImGuiIO& io = ImGui::GetIO();
- unsigned int flags = [event modifierFlags] & NSEventModifierFlagDeviceIndependentFlagsMask;
+ unsigned short key_code = [event keyCode];
+ NSEventModifierFlags modifier_flags = [event modifierFlags];
- bool oldKeyCtrl = io.KeyCtrl;
- bool oldKeyShift = io.KeyShift;
- bool oldKeyAlt = io.KeyAlt;
- bool oldKeySuper = io.KeySuper;
- io.KeyCtrl = flags & NSEventModifierFlagControl;
- io.KeyShift = flags & NSEventModifierFlagShift;
- io.KeyAlt = flags & NSEventModifierFlagOption;
- io.KeySuper = flags & NSEventModifierFlagCommand;
+ io.AddKeyEvent(ImGuiMod_Shift, (modifier_flags & NSEventModifierFlagShift) != 0);
+ io.AddKeyEvent(ImGuiMod_Ctrl, (modifier_flags & NSEventModifierFlagControl) != 0);
+ io.AddKeyEvent(ImGuiMod_Alt, (modifier_flags & NSEventModifierFlagOption) != 0);
+ io.AddKeyEvent(ImGuiMod_Super, (modifier_flags & NSEventModifierFlagCommand) != 0);
+
+ ImGuiKey key = ImGui_ImplOSX_KeyCodeToImGuiKey(key_code);
+ if (key != ImGuiKey_None)
+ {
+ // macOS does not generate down/up event for modifiers. We're trying
+ // to use hardware dependent masks to extract that information.
+ // 'imgui_mask' is left as a fallback.
+ NSEventModifierFlags mask = 0;
+ switch (key)
+ {
+ case ImGuiKey_LeftCtrl: mask = 0x0001; break;
+ case ImGuiKey_RightCtrl: mask = 0x2000; break;
+ case ImGuiKey_LeftShift: mask = 0x0002; break;
+ case ImGuiKey_RightShift: mask = 0x0004; break;
+ case ImGuiKey_LeftSuper: mask = 0x0008; break;
+ case ImGuiKey_RightSuper: mask = 0x0010; break;
+ case ImGuiKey_LeftAlt: mask = 0x0020; break;
+ case ImGuiKey_RightAlt: mask = 0x0040; break;
+ 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)
+ }
- // We must reset them as we will not receive any keyUp event if they where pressed with a modifier
- if ((oldKeyShift && !io.KeyShift) || (oldKeyCtrl && !io.KeyCtrl) || (oldKeyAlt && !io.KeyAlt) || (oldKeySuper && !io.KeySuper))
- resetKeys();
return io.WantCaptureKeyboard;
}
return false;
}
+
+static void ImGui_ImplOSX_AddTrackingArea(NSView* _Nonnull view)
+{
+ // If we want to receive key events, we either need to be in the responder chain of the key view,
+ // or else we can install a local monitor. The consequence of this heavy-handed approach is that
+ // we receive events for all controls, not just Dear ImGui widgets. If we had native controls in our
+ // window, we'd want to be much more careful than just ingesting the complete event stream.
+ // To match the behavior of other backends, we pass every event down to the OS.
+ ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData();
+ if (bd->Monitor)
+ return;
+ NSEventMask eventMask = 0;
+ eventMask |= NSEventMaskMouseMoved | NSEventMaskScrollWheel;
+ eventMask |= NSEventMaskLeftMouseDown | NSEventMaskLeftMouseUp | NSEventMaskLeftMouseDragged;
+ eventMask |= NSEventMaskRightMouseDown | NSEventMaskRightMouseUp | NSEventMaskRightMouseDragged;
+ eventMask |= NSEventMaskOtherMouseDown | NSEventMaskOtherMouseUp | NSEventMaskOtherMouseDragged;
+ eventMask |= NSEventMaskKeyDown | NSEventMaskKeyUp | NSEventMaskFlagsChanged;
+ bd->Monitor = [NSEvent addLocalMonitorForEventsMatchingMask:eventMask
+ handler:^NSEvent* _Nullable(NSEvent* event)
+ {
+ ImGui_ImplOSX_HandleEvent(event, view);
+ return event;
+ }];
+}
diff --git a/3rdparty/imgui/backends/imgui_impl_sdl.cpp b/3rdparty/imgui/backends/imgui_impl_sdl.cpp
deleted file mode 100644
index eb90a19..0000000
--- a/3rdparty/imgui/backends/imgui_impl_sdl.cpp
+++ /dev/null
@@ -1,719 +0,0 @@
-// dear imgui: Platform Backend for SDL2
-// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
-// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
-// (Requires: SDL 2.0. Prefer SDL 2.0.4+ for full feature support.)
-
-// Implemented features:
-// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
-// [X] Platform: Clipboard support.
-// [X] Platform: Keyboard arrays indexed using SDL_SCANCODE_* codes, e.g. ImGui::IsKeyPressed(SDL_SCANCODE_SPACE).
-// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
-// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
-// Missing features:
-// [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
-// [ ] Platform: Multi-viewport + Minimized windows seems to break mouse wheel events (at least under Windows).
-
-// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
-// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
-// Read online: https://github.com/ocornut/imgui/tree/master/docs
-
-// CHANGELOG
-// (minor and older changes stripped away, please see git history for details)
-// 2020-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
-// 2020-05-25: Misc: Report a zero display-size when window is minimized, to be consistent with other backends.
-// 2020-02-20: Inputs: Fixed mapping for ImGuiKey_KeyPadEnter (using SDL_SCANCODE_KP_ENTER instead of SDL_SCANCODE_RETURN2).
-// 2019-12-17: Inputs: On Wayland, use SDL_GetMouseState (because there is no global mouse state).
-// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
-// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
-// 2019-04-23: Inputs: Added support for SDL_GameController (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
-// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
-// 2018-12-21: Inputs: Workaround for Android/iOS which don't seem to handle focus related calls.
-// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
-// 2018-11-14: Changed the signature of ImGui_ImplSDL2_ProcessEvent() to take a 'const SDL_Event*'.
-// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
-// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
-// 2018-06-08: Misc: Extracted imgui_impl_sdl.cpp/.h away from the old combined SDL2+OpenGL/Vulkan examples.
-// 2018-06-08: Misc: ImGui_ImplSDL2_InitForOpenGL() now takes a SDL_GLContext parameter.
-// 2018-05-09: Misc: Fixed clipboard paste memory leak (we didn't call SDL_FreeMemory on the data returned by SDL_GetClipboardText).
-// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
-// 2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value.
-// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
-// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
-// 2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle very high framerate (1000+ FPS).
-// 2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes.
-// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
-// 2018-01-19: Inputs: When available (SDL 2.0.4+) using SDL_CaptureMouse() to retrieve coordinates outside of client area when dragging. Otherwise (SDL 2.0.3 and before) testing for SDL_WINDOW_INPUT_FOCUS instead of SDL_WINDOW_MOUSE_FOCUS.
-// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
-// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
-// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
-
-#include "imgui.h"
-#include "imgui_impl_sdl.h"
-
-// SDL
-// (the multi-viewports feature requires SDL features supported from SDL 2.0.4+. SDL 2.0.5+ is highly recommended)
-#include
-#include
-#if defined(__APPLE__)
-#include "TargetConditionals.h"
-#endif
-
-#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE SDL_VERSION_ATLEAST(2,0,4)
-#define SDL_HAS_WINDOW_ALPHA SDL_VERSION_ATLEAST(2,0,5)
-#define SDL_HAS_ALWAYS_ON_TOP SDL_VERSION_ATLEAST(2,0,5)
-#define SDL_HAS_USABLE_DISPLAY_BOUNDS SDL_VERSION_ATLEAST(2,0,5)
-#define SDL_HAS_PER_MONITOR_DPI SDL_VERSION_ATLEAST(2,0,4)
-#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6)
-#define SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH SDL_VERSION_ATLEAST(2,0,5)
-#if !SDL_HAS_VULKAN
-static const Uint32 SDL_WINDOW_VULKAN = 0x10000000;
-#endif
-
-// Data
-static SDL_Window* g_Window = NULL;
-static Uint64 g_Time = 0;
-static bool g_MousePressed[3] = { false, false, false };
-static SDL_Cursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = {};
-static char* g_ClipboardTextData = NULL;
-static bool g_MouseCanUseGlobalState = true;
-static bool g_UseVulkan = false;
-
-// Forward Declarations
-static void ImGui_ImplSDL2_UpdateMonitors();
-static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context);
-static void ImGui_ImplSDL2_ShutdownPlatformInterface();
-
-static const char* ImGui_ImplSDL2_GetClipboardText(void*)
-{
- if (g_ClipboardTextData)
- SDL_free(g_ClipboardTextData);
- g_ClipboardTextData = SDL_GetClipboardText();
- return g_ClipboardTextData;
-}
-
-static void ImGui_ImplSDL2_SetClipboardText(void*, const char* text)
-{
- SDL_SetClipboardText(text);
-}
-
-// 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.
-// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
-// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
-// If you have multiple SDL events and some of them are not meant to be used by dear imgui, you may need to filter events based on their windowID field.
-bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
-{
- ImGuiIO& io = ImGui::GetIO();
- switch (event->type)
- {
- case SDL_MOUSEWHEEL:
- {
- if (event->wheel.x > 0) io.MouseWheelH += 1;
- if (event->wheel.x < 0) io.MouseWheelH -= 1;
- if (event->wheel.y > 0) io.MouseWheel += 1;
- if (event->wheel.y < 0) io.MouseWheel -= 1;
- return true;
- }
- case SDL_MOUSEBUTTONDOWN:
- {
- if (event->button.button == SDL_BUTTON_LEFT) g_MousePressed[0] = true;
- if (event->button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true;
- if (event->button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true;
- return true;
- }
- case SDL_TEXTINPUT:
- {
- io.AddInputCharactersUTF8(event->text.text);
- return true;
- }
- case SDL_KEYDOWN:
- case SDL_KEYUP:
- {
- int key = event->key.keysym.scancode;
- IM_ASSERT(key >= 0 && key < IM_ARRAYSIZE(io.KeysDown));
- io.KeysDown[key] = (event->type == SDL_KEYDOWN);
- io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);
- io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
- io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0);
-#ifdef _WIN32
- io.KeySuper = false;
-#else
- io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0);
-#endif
- return true;
- }
- // Multi-viewport support
- case SDL_WINDOWEVENT:
- Uint8 window_event = event->window.event;
- if (window_event == SDL_WINDOWEVENT_CLOSE || window_event == SDL_WINDOWEVENT_MOVED || window_event == SDL_WINDOWEVENT_RESIZED)
- if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)SDL_GetWindowFromID(event->window.windowID)))
- {
- if (window_event == SDL_WINDOWEVENT_CLOSE)
- viewport->PlatformRequestClose = true;
- if (window_event == SDL_WINDOWEVENT_MOVED)
- viewport->PlatformRequestMove = true;
- if (window_event == SDL_WINDOWEVENT_RESIZED)
- viewport->PlatformRequestResize = true;
- return true;
- }
- break;
- }
- return false;
-}
-
-static bool ImGui_ImplSDL2_Init(SDL_Window* window, void* sdl_gl_context)
-{
- g_Window = window;
-
- // Setup backend capabilities flags
- ImGuiIO& io = ImGui::GetIO();
- io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
-#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
- io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
-#endif
- io.BackendPlatformName = "imgui_impl_sdl";
-
- // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
- io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB;
- io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
- io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT;
- io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP;
- io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN;
- io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP;
- io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN;
- io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME;
- io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END;
- io.KeyMap[ImGuiKey_Insert] = SDL_SCANCODE_INSERT;
- io.KeyMap[ImGuiKey_Delete] = SDL_SCANCODE_DELETE;
- io.KeyMap[ImGuiKey_Backspace] = SDL_SCANCODE_BACKSPACE;
- io.KeyMap[ImGuiKey_Space] = SDL_SCANCODE_SPACE;
- io.KeyMap[ImGuiKey_Enter] = SDL_SCANCODE_RETURN;
- io.KeyMap[ImGuiKey_Escape] = SDL_SCANCODE_ESCAPE;
- io.KeyMap[ImGuiKey_KeyPadEnter] = SDL_SCANCODE_KP_ENTER;
- io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A;
- io.KeyMap[ImGuiKey_C] = SDL_SCANCODE_C;
- io.KeyMap[ImGuiKey_V] = SDL_SCANCODE_V;
- io.KeyMap[ImGuiKey_X] = SDL_SCANCODE_X;
- io.KeyMap[ImGuiKey_Y] = SDL_SCANCODE_Y;
- io.KeyMap[ImGuiKey_Z] = SDL_SCANCODE_Z;
-
- io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText;
- io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText;
- io.ClipboardUserData = NULL;
-
- // Load mouse cursors
- g_MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
- g_MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
- g_MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);
- g_MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);
- g_MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);
- g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
- g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
- g_MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND);
- g_MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO);
-
- // Check and store if we are on Wayland
- g_MouseCanUseGlobalState = strncmp(SDL_GetCurrentVideoDriver(), "wayland", 7) != 0;
-
- // Our mouse update function expect PlatformHandle to be filled for the main viewport
- ImGuiViewport* main_viewport = ImGui::GetMainViewport();
- main_viewport->PlatformHandle = (void*)window;
-#if defined(_WIN32)
- SDL_SysWMinfo info;
- SDL_VERSION(&info.version);
- if (SDL_GetWindowWMInfo(window, &info))
- main_viewport->PlatformHandleRaw = info.info.win.window;
-#endif
-
- // Update monitors
- ImGui_ImplSDL2_UpdateMonitors();
-
- // We need SDL_CaptureMouse(), SDL_GetGlobalMouseState() from SDL 2.0.4+ to support multiple viewports.
- // We left the call to ImGui_ImplSDL2_InitPlatformInterface() outside of #ifdef to avoid unused-function warnings.
- if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) && (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports))
- ImGui_ImplSDL2_InitPlatformInterface(window, sdl_gl_context);
-
- return true;
-}
-
-bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
-{
- (void)sdl_gl_context; // Viewport branch will need this.
- return ImGui_ImplSDL2_Init(window, sdl_gl_context);
-}
-
-bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
-{
-#if !SDL_HAS_VULKAN
- IM_ASSERT(0 && "Unsupported");
-#endif
- g_UseVulkan = true;
- return ImGui_ImplSDL2_Init(window, NULL);
-}
-
-bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window)
-{
-#if !defined(_WIN32)
- IM_ASSERT(0 && "Unsupported");
-#endif
- return ImGui_ImplSDL2_Init(window, NULL);
-}
-
-bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window)
-{
- return ImGui_ImplSDL2_Init(window, NULL);
-}
-
-void ImGui_ImplSDL2_Shutdown()
-{
- ImGui_ImplSDL2_ShutdownPlatformInterface();
- g_Window = NULL;
-
- // Destroy last known clipboard data
- if (g_ClipboardTextData)
- SDL_free(g_ClipboardTextData);
- g_ClipboardTextData = NULL;
-
- // Destroy SDL mouse cursors
- for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
- SDL_FreeCursor(g_MouseCursors[cursor_n]);
- memset(g_MouseCursors, 0, sizeof(g_MouseCursors));
-}
-
-// This code is incredibly messy because some of the functions we need for full viewport support are not available in SDL < 2.0.4.
-static void ImGui_ImplSDL2_UpdateMousePosAndButtons()
-{
- ImGuiIO& io = ImGui::GetIO();
- io.MouseHoveredViewport = 0;
-
- // [1]
- // Only when requested by io.WantSetMousePos: set OS mouse pos from Dear ImGui mouse pos.
- // (rarely used, mostly when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
- if (io.WantSetMousePos)
- {
-#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
- if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
- SDL_WarpMouseGlobal((int)io.MousePos.x, (int)io.MousePos.y);
- else
-#endif
- SDL_WarpMouseInWindow(g_Window, (int)io.MousePos.x, (int)io.MousePos.y);
- }
- else
- {
- io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
- }
-
- // [2]
- // Set Dear ImGui mouse pos from OS mouse pos + get buttons. (this is the common behavior)
- int mouse_x_local, mouse_y_local;
- Uint32 mouse_buttons = SDL_GetMouseState(&mouse_x_local, &mouse_y_local);
- io.MouseDown[0] = g_MousePressed[0] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
- io.MouseDown[1] = g_MousePressed[1] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
- io.MouseDown[2] = g_MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
- g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false;
-
-#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS)
-
- if (g_MouseCanUseGlobalState)
- {
- // SDL 2.0.4 and later has SDL_GetGlobalMouseState() and SDL_CaptureMouse()
- int mouse_x_global, mouse_y_global;
- SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global);
-
- if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
- {
- // Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor)
- if (SDL_Window* focused_window = SDL_GetKeyboardFocus())
- if (ImGui::FindViewportByPlatformHandle((void*)focused_window) != NULL)
- io.MousePos = ImVec2((float)mouse_x_global, (float)mouse_y_global);
- }
- else
- {
- // Single-viewport mode: mouse position in client window coordinatesio.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
- if (SDL_GetWindowFlags(g_Window) & SDL_WINDOW_INPUT_FOCUS)
- {
- int window_x, window_y;
- SDL_GetWindowPosition(g_Window, &window_x, &window_y);
- io.MousePos = ImVec2((float)(mouse_x_global - window_x), (float)(mouse_y_global - window_y));
- }
- }
- }
- else
- {
- if (SDL_GetWindowFlags(g_Window) & SDL_WINDOW_INPUT_FOCUS)
- io.MousePos = ImVec2((float)mouse_x_local, (float)mouse_y_local);
- }
-
- // SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger the OS window resize cursor.
- // The function is only supported from SDL 2.0.4 (released Jan 2016)
- bool any_mouse_button_down = ImGui::IsAnyMouseDown();
- SDL_CaptureMouse(any_mouse_button_down ? SDL_TRUE : SDL_FALSE);
-#else
- // SDL 2.0.3 and before: single-viewport only
- if (SDL_GetWindowFlags(g_Window) & SDL_WINDOW_INPUT_FOCUS)
- io.MousePos = ImVec2((float)mouse_x_local, (float)mouse_y_local);
-#endif
-}
-
-static void ImGui_ImplSDL2_UpdateMouseCursor()
-{
- ImGuiIO& io = ImGui::GetIO();
- if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
- return;
-
- ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
- if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None)
- {
- // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
- SDL_ShowCursor(SDL_FALSE);
- }
- else
- {
- // Show OS mouse cursor
- SDL_SetCursor(g_MouseCursors[imgui_cursor] ? g_MouseCursors[imgui_cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]);
- SDL_ShowCursor(SDL_TRUE);
- }
-}
-
-static void ImGui_ImplSDL2_UpdateGamepads()
-{
- ImGuiIO& io = ImGui::GetIO();
- memset(io.NavInputs, 0, sizeof(io.NavInputs));
- if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
- return;
-
- // Get gamepad
- SDL_GameController* game_controller = SDL_GameControllerOpen(0);
- if (!game_controller)
- {
- io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
- return;
- }
-
- // Update gamepad inputs
- #define MAP_BUTTON(NAV_NO, BUTTON_NO) { io.NavInputs[NAV_NO] = (SDL_GameControllerGetButton(game_controller, BUTTON_NO) != 0) ? 1.0f : 0.0f; }
- #define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float vn = (float)(SDL_GameControllerGetAxis(game_controller, AXIS_NO) - V0) / (float)(V1 - V0); if (vn > 1.0f) vn = 1.0f; if (vn > 0.0f && io.NavInputs[NAV_NO] < vn) io.NavInputs[NAV_NO] = vn; }
- const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value.
- MAP_BUTTON(ImGuiNavInput_Activate, SDL_CONTROLLER_BUTTON_A); // Cross / A
- MAP_BUTTON(ImGuiNavInput_Cancel, SDL_CONTROLLER_BUTTON_B); // Circle / B
- MAP_BUTTON(ImGuiNavInput_Menu, SDL_CONTROLLER_BUTTON_X); // Square / X
- MAP_BUTTON(ImGuiNavInput_Input, SDL_CONTROLLER_BUTTON_Y); // Triangle / Y
- MAP_BUTTON(ImGuiNavInput_DpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT); // D-Pad Left
- MAP_BUTTON(ImGuiNavInput_DpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT); // D-Pad Right
- MAP_BUTTON(ImGuiNavInput_DpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP); // D-Pad Up
- MAP_BUTTON(ImGuiNavInput_DpadDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN); // D-Pad Down
- MAP_BUTTON(ImGuiNavInput_FocusPrev, SDL_CONTROLLER_BUTTON_LEFTSHOULDER); // L1 / LB
- MAP_BUTTON(ImGuiNavInput_FocusNext, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); // R1 / RB
- MAP_BUTTON(ImGuiNavInput_TweakSlow, SDL_CONTROLLER_BUTTON_LEFTSHOULDER); // L1 / LB
- MAP_BUTTON(ImGuiNavInput_TweakFast, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); // R1 / RB
- MAP_ANALOG(ImGuiNavInput_LStickLeft, SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768);
- MAP_ANALOG(ImGuiNavInput_LStickRight, SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767);
- MAP_ANALOG(ImGuiNavInput_LStickUp, SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32767);
- MAP_ANALOG(ImGuiNavInput_LStickDown, SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767);
-
- io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
- #undef MAP_BUTTON
- #undef MAP_ANALOG
-}
-
-// FIXME-PLATFORM: SDL doesn't have an event to notify the application of display/monitor changes
-static void ImGui_ImplSDL2_UpdateMonitors()
-{
- ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
- platform_io.Monitors.resize(0);
- int display_count = SDL_GetNumVideoDisplays();
- for (int n = 0; n < display_count; n++)
- {
- // Warning: the validity of monitor DPI information on Windows depends on the application DPI awareness settings, which generally needs to be set in the manifest or at runtime.
- ImGuiPlatformMonitor monitor;
- SDL_Rect r;
- SDL_GetDisplayBounds(n, &r);
- monitor.MainPos = monitor.WorkPos = ImVec2((float)r.x, (float)r.y);
- monitor.MainSize = monitor.WorkSize = ImVec2((float)r.w, (float)r.h);
-#if SDL_HAS_USABLE_DISPLAY_BOUNDS
- SDL_GetDisplayUsableBounds(n, &r);
- monitor.WorkPos = ImVec2((float)r.x, (float)r.y);
- monitor.WorkSize = ImVec2((float)r.w, (float)r.h);
-#endif
-#if SDL_HAS_PER_MONITOR_DPI
- float dpi = 0.0f;
- if (!SDL_GetDisplayDPI(n, &dpi, NULL, NULL))
- monitor.DpiScale = dpi / 96.0f;
-#endif
- platform_io.Monitors.push_back(monitor);
- }
-}
-
-void ImGui_ImplSDL2_NewFrame(SDL_Window* window)
-{
- ImGuiIO& io = ImGui::GetIO();
- IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer backend. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");
-
- // Setup display size (every frame to accommodate for window resizing)
- int w, h;
- int display_w, display_h;
- SDL_GetWindowSize(window, &w, &h);
- if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
- w = h = 0;
- SDL_GL_GetDrawableSize(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 time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
- static Uint64 frequency = SDL_GetPerformanceFrequency();
- Uint64 current_time = SDL_GetPerformanceCounter();
- io.DeltaTime = g_Time > 0 ? (float)((double)(current_time - g_Time) / frequency) : (float)(1.0f / 60.0f);
- g_Time = current_time;
-
- ImGui_ImplSDL2_UpdateMousePosAndButtons();
- ImGui_ImplSDL2_UpdateMouseCursor();
-
- // Update game controllers (if enabled and available)
- ImGui_ImplSDL2_UpdateGamepads();
-}
-
-//--------------------------------------------------------------------------------------------------------
-// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
-// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
-// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
-//--------------------------------------------------------------------------------------------------------
-
-// Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data.
-struct ImGuiViewportDataSDL2
-{
- SDL_Window* Window;
- Uint32 WindowID;
- bool WindowOwned;
- SDL_GLContext GLContext;
-
- ImGuiViewportDataSDL2() { Window = NULL; WindowID = 0; WindowOwned = false; GLContext = NULL; }
- ~ImGuiViewportDataSDL2() { IM_ASSERT(Window == NULL && GLContext == NULL); }
-};
-
-static void ImGui_ImplSDL2_CreateWindow(ImGuiViewport* viewport)
-{
- ImGuiViewportDataSDL2* data = IM_NEW(ImGuiViewportDataSDL2)();
- viewport->PlatformUserData = data;
-
- ImGuiViewport* main_viewport = ImGui::GetMainViewport();
- ImGuiViewportDataSDL2* main_viewport_data = (ImGuiViewportDataSDL2*)main_viewport->PlatformUserData;
-
- // Share GL resources with main context
- bool use_opengl = (main_viewport_data->GLContext != NULL);
- SDL_GLContext backup_context = NULL;
- if (use_opengl)
- {
- backup_context = SDL_GL_GetCurrentContext();
- SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1);
- SDL_GL_MakeCurrent(main_viewport_data->Window, main_viewport_data->GLContext);
- }
-
- Uint32 sdl_flags = 0;
- sdl_flags |= use_opengl ? SDL_WINDOW_OPENGL : (g_UseVulkan ? SDL_WINDOW_VULKAN : 0);
- sdl_flags |= SDL_GetWindowFlags(g_Window) & SDL_WINDOW_ALLOW_HIGHDPI;
- sdl_flags |= SDL_WINDOW_HIDDEN;
- sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? SDL_WINDOW_BORDERLESS : 0;
- sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? 0 : SDL_WINDOW_RESIZABLE;
-#if !defined(_WIN32)
- // See SDL hack in ImGui_ImplSDL2_ShowWindow().
- sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon) ? SDL_WINDOW_SKIP_TASKBAR : 0;
-#endif
-#if SDL_HAS_ALWAYS_ON_TOP
- sdl_flags |= (viewport->Flags & ImGuiViewportFlags_TopMost) ? SDL_WINDOW_ALWAYS_ON_TOP : 0;
-#endif
- data->Window = SDL_CreateWindow("No Title Yet", (int)viewport->Pos.x, (int)viewport->Pos.y, (int)viewport->Size.x, (int)viewport->Size.y, sdl_flags);
- data->WindowOwned = true;
- if (use_opengl)
- {
- data->GLContext = SDL_GL_CreateContext(data->Window);
- SDL_GL_SetSwapInterval(0);
- }
- if (use_opengl && backup_context)
- SDL_GL_MakeCurrent(data->Window, backup_context);
-
- viewport->PlatformHandle = (void*)data->Window;
-#if defined(_WIN32)
- SDL_SysWMinfo info;
- SDL_VERSION(&info.version);
- if (SDL_GetWindowWMInfo(data->Window, &info))
- viewport->PlatformHandleRaw = info.info.win.window;
-#endif
-}
-
-static void ImGui_ImplSDL2_DestroyWindow(ImGuiViewport* viewport)
-{
- if (ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData)
- {
- if (data->GLContext && data->WindowOwned)
- SDL_GL_DeleteContext(data->GLContext);
- if (data->Window && data->WindowOwned)
- SDL_DestroyWindow(data->Window);
- data->GLContext = NULL;
- data->Window = NULL;
- IM_DELETE(data);
- }
- viewport->PlatformUserData = viewport->PlatformHandle = NULL;
-}
-
-static void ImGui_ImplSDL2_ShowWindow(ImGuiViewport* viewport)
-{
- ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
-#if defined(_WIN32)
- HWND hwnd = (HWND)viewport->PlatformHandleRaw;
-
- // SDL hack: Hide icon from task bar
- // Note: SDL 2.0.6+ has a SDL_WINDOW_SKIP_TASKBAR flag which is supported under Windows but the way it create the window breaks our seamless transition.
- if (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon)
- {
- LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE);
- ex_style &= ~WS_EX_APPWINDOW;
- ex_style |= WS_EX_TOOLWINDOW;
- ::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style);
- }
-
- // SDL hack: SDL always activate/focus windows :/
- if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
- {
- ::ShowWindow(hwnd, SW_SHOWNA);
- return;
- }
-#endif
-
- SDL_ShowWindow(data->Window);
-}
-
-static ImVec2 ImGui_ImplSDL2_GetWindowPos(ImGuiViewport* viewport)
-{
- ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
- int x = 0, y = 0;
- SDL_GetWindowPosition(data->Window, &x, &y);
- return ImVec2((float)x, (float)y);
-}
-
-static void ImGui_ImplSDL2_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
-{
- ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
- SDL_SetWindowPosition(data->Window, (int)pos.x, (int)pos.y);
-}
-
-static ImVec2 ImGui_ImplSDL2_GetWindowSize(ImGuiViewport* viewport)
-{
- ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
- int w = 0, h = 0;
- SDL_GetWindowSize(data->Window, &w, &h);
- return ImVec2((float)w, (float)h);
-}
-
-static void ImGui_ImplSDL2_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
-{
- ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
- SDL_SetWindowSize(data->Window, (int)size.x, (int)size.y);
-}
-
-static void ImGui_ImplSDL2_SetWindowTitle(ImGuiViewport* viewport, const char* title)
-{
- ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
- SDL_SetWindowTitle(data->Window, title);
-}
-
-#if SDL_HAS_WINDOW_ALPHA
-static void ImGui_ImplSDL2_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
-{
- ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
- SDL_SetWindowOpacity(data->Window, alpha);
-}
-#endif
-
-static void ImGui_ImplSDL2_SetWindowFocus(ImGuiViewport* viewport)
-{
- ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
- SDL_RaiseWindow(data->Window);
-}
-
-static bool ImGui_ImplSDL2_GetWindowFocus(ImGuiViewport* viewport)
-{
- ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
- return (SDL_GetWindowFlags(data->Window) & SDL_WINDOW_INPUT_FOCUS) != 0;
-}
-
-static bool ImGui_ImplSDL2_GetWindowMinimized(ImGuiViewport* viewport)
-{
- ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
- return (SDL_GetWindowFlags(data->Window) & SDL_WINDOW_MINIMIZED) != 0;
-}
-
-static void ImGui_ImplSDL2_RenderWindow(ImGuiViewport* viewport, void*)
-{
- ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
- if (data->GLContext)
- SDL_GL_MakeCurrent(data->Window, data->GLContext);
-}
-
-static void ImGui_ImplSDL2_SwapBuffers(ImGuiViewport* viewport, void*)
-{
- ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
- if (data->GLContext)
- {
- SDL_GL_MakeCurrent(data->Window, data->GLContext);
- SDL_GL_SwapWindow(data->Window);
- }
-}
-
-// Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface)
-// SDL is graceful enough to _not_ need so we can safely include this.
-#if SDL_HAS_VULKAN
-#include
-static int ImGui_ImplSDL2_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface)
-{
- ImGuiViewportDataSDL2* data = (ImGuiViewportDataSDL2*)viewport->PlatformUserData;
- (void)vk_allocator;
- SDL_bool ret = SDL_Vulkan_CreateSurface(data->Window, (VkInstance)vk_instance, (VkSurfaceKHR*)out_vk_surface);
- return ret ? 0 : 1; // ret ? VK_SUCCESS : VK_NOT_READY
-}
-#endif // SDL_HAS_VULKAN
-
-static void ImGui_ImplSDL2_InitPlatformInterface(SDL_Window* window, void* sdl_gl_context)
-{
- // Register platform interface (will be coupled with a renderer interface)
- ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
- platform_io.Platform_CreateWindow = ImGui_ImplSDL2_CreateWindow;
- platform_io.Platform_DestroyWindow = ImGui_ImplSDL2_DestroyWindow;
- platform_io.Platform_ShowWindow = ImGui_ImplSDL2_ShowWindow;
- platform_io.Platform_SetWindowPos = ImGui_ImplSDL2_SetWindowPos;
- platform_io.Platform_GetWindowPos = ImGui_ImplSDL2_GetWindowPos;
- platform_io.Platform_SetWindowSize = ImGui_ImplSDL2_SetWindowSize;
- platform_io.Platform_GetWindowSize = ImGui_ImplSDL2_GetWindowSize;
- platform_io.Platform_SetWindowFocus = ImGui_ImplSDL2_SetWindowFocus;
- platform_io.Platform_GetWindowFocus = ImGui_ImplSDL2_GetWindowFocus;
- platform_io.Platform_GetWindowMinimized = ImGui_ImplSDL2_GetWindowMinimized;
- platform_io.Platform_SetWindowTitle = ImGui_ImplSDL2_SetWindowTitle;
- platform_io.Platform_RenderWindow = ImGui_ImplSDL2_RenderWindow;
- platform_io.Platform_SwapBuffers = ImGui_ImplSDL2_SwapBuffers;
-#if SDL_HAS_WINDOW_ALPHA
- platform_io.Platform_SetWindowAlpha = ImGui_ImplSDL2_SetWindowAlpha;
-#endif
-#if SDL_HAS_VULKAN
- platform_io.Platform_CreateVkSurface = ImGui_ImplSDL2_CreateVkSurface;
-#endif
-
- // SDL2 by default doesn't pass mouse clicks to the application when the click focused a window. This is getting in the way of our interactions and we disable that behavior.
-#if SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH
- SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
-#endif
-
- // Register main window handle (which is owned by the main application, not by us)
- // This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports.
- ImGuiViewport* main_viewport = ImGui::GetMainViewport();
- ImGuiViewportDataSDL2* data = IM_NEW(ImGuiViewportDataSDL2)();
- data->Window = window;
- data->WindowID = SDL_GetWindowID(window);
- data->WindowOwned = false;
- data->GLContext = sdl_gl_context;
- main_viewport->PlatformUserData = data;
- main_viewport->PlatformHandle = data->Window;
-}
-
-static void ImGui_ImplSDL2_ShutdownPlatformInterface()
-{
-}
diff --git a/3rdparty/imgui/backends/imgui_impl_sdl.h b/3rdparty/imgui/backends/imgui_impl_sdl.h
deleted file mode 100644
index 6d8a071..0000000
--- a/3rdparty/imgui/backends/imgui_impl_sdl.h
+++ /dev/null
@@ -1,31 +0,0 @@
-// dear imgui: Platform Backend for SDL2
-// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
-// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
-
-// Implemented features:
-// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
-// [X] Platform: Clipboard support.
-// [X] Platform: Keyboard arrays indexed using SDL_SCANCODE_* codes, e.g. ImGui::IsKeyPressed(SDL_SCANCODE_SPACE).
-// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
-// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
-// Missing features:
-// [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
-// [ ] Platform: Multi-viewport + Minimized windows seems to break mouse wheel events (at least under Windows).
-
-// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
-// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
-// Read online: https://github.com/ocornut/imgui/tree/master/docs
-
-#pragma once
-#include "imgui.h" // IMGUI_IMPL_API
-
-struct SDL_Window;
-typedef union SDL_Event SDL_Event;
-
-IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
-IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window);
-IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window);
-IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window);
-IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown();
-IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame(SDL_Window* window);
-IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event);
diff --git a/3rdparty/imgui/backends/imgui_impl_vulkan.cpp b/3rdparty/imgui/backends/imgui_impl_vulkan.cpp
index 050116f..bfc488c 100644
--- a/3rdparty/imgui/backends/imgui_impl_vulkan.cpp
+++ b/3rdparty/imgui/backends/imgui_impl_vulkan.cpp
@@ -2,12 +2,19 @@
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
// Implemented features:
-// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
-// [x] Platform: Multi-viewport / platform windows. With issues (flickering when creating a new viewport).
-// Missing features:
-// [ ] Renderer: User texture binding. Changes of ImTextureID aren't supported by this backend! See https://github.com/ocornut/imgui/pull/914
+// [!] 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.
-// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Important: on 32-bit systems, user texture binding is only supported if your imconfig file has '#define ImTextureID ImU64'.
+// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
+// To build this on 32-bit systems and support texture changes:
+// - [Solution 1] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'ImTextureID=ImU64' (this is what we do in our .vcxproj files)
+// - [Solution 2] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'IMGUI_USER_CONFIG="my_imgui_config.h"' and inside 'my_imgui_config.h' add '#define ImTextureID ImU64' and as many other options as you like.
+// - [Solution 3] IDE/msbuild: edit imconfig.h and add '#define ImTextureID ImU64' (prefer solution 2 to create your own config file!)
+// - [Solution 4] command-line: add '/D ImTextureID=ImU64' to your cl.exe command-line (this is what we do in our batch files)
+
+// 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.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
@@ -23,6 +30,16 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
+// 2023-01-02: Vulkan: Fixed sampler passed to ImGui_ImplVulkan_AddTexture() not being honored + removed a bunch of duplicate code.
+// 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 symetry. (#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.
+// 2021-06-29: 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.
+// 2021-01-27: Vulkan: Added support for custom function load and IMGUI_IMPL_VULKAN_NO_PROTOTYPES by using ImGui_ImplVulkan_LoadFunctions().
+// 2020-11-11: Vulkan: Added support for specifying which subpass to reference during VkPipeline creation.
// 2020-09-07: Vulkan: Added VkPipeline parameter to ImGui_ImplVulkan_RenderDrawData (default to one passed to ImGui_ImplVulkan_Init).
// 2020-05-04: Vulkan: Fixed crash if initial frame has no vertices.
// 2020-04-26: Vulkan: Fixed edge case where render callbacks wouldn't be called if the ImDrawData didn't have vertices.
@@ -48,10 +65,14 @@
// 2016-10-18: Vulkan: Add location decorators & change to use structs as in/out in glsl, update embedded spv (produced with glslangValidator -x). Null the released resources.
// 2016-08-27: Vulkan: Fix Vulkan example for use when a depth buffer is active.
-#include "imgui.h"
#include "imgui_impl_vulkan.h"
#include
+// Visual Studio warnings
+#ifdef _MSC_VER
+#pragma warning (disable: 4127) // condition expression is constant
+#endif
+
// Reusable buffers used for rendering 1 current in-flight frame, for ImGui_ImplVulkan_RenderDrawData()
// [Please zero-clear before use!]
struct ImGui_ImplVulkanH_FrameRenderBuffers
@@ -73,37 +94,38 @@ struct ImGui_ImplVulkanH_WindowRenderBuffers
ImGui_ImplVulkanH_FrameRenderBuffers* FrameRenderBuffers;
};
-// For multi-viewport support:
-// Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data.
-struct ImGuiViewportDataVulkan
-{
- bool WindowOwned;
- ImGui_ImplVulkanH_Window Window; // Used by secondary viewports only
- ImGui_ImplVulkanH_WindowRenderBuffers RenderBuffers; // Used by all viewports
-
- ImGuiViewportDataVulkan() { WindowOwned = false; memset(&RenderBuffers, 0, sizeof(RenderBuffers)); }
- ~ImGuiViewportDataVulkan() { }
-};
-
// Vulkan data
-static ImGui_ImplVulkan_InitInfo g_VulkanInitInfo = {};
-static VkRenderPass g_RenderPass = VK_NULL_HANDLE;
-static VkDeviceSize g_BufferMemoryAlignment = 256;
-static VkPipelineCreateFlags g_PipelineCreateFlags = 0x00;
-static VkDescriptorSetLayout g_DescriptorSetLayout = VK_NULL_HANDLE;
-static VkPipelineLayout g_PipelineLayout = VK_NULL_HANDLE;
-static VkDescriptorSet g_DescriptorSet = VK_NULL_HANDLE;
-static VkPipeline g_Pipeline = VK_NULL_HANDLE;
-static VkShaderModule g_ShaderModuleVert;
-static VkShaderModule g_ShaderModuleFrag;
+struct ImGui_ImplVulkan_Data
+{
+ ImGui_ImplVulkan_InitInfo VulkanInitInfo;
+ VkRenderPass RenderPass;
+ VkDeviceSize BufferMemoryAlignment;
+ VkPipelineCreateFlags PipelineCreateFlags;
+ VkDescriptorSetLayout DescriptorSetLayout;
+ VkPipelineLayout PipelineLayout;
+ VkPipeline Pipeline;
+ uint32_t Subpass;
+ VkShaderModule ShaderModuleVert;
+ VkShaderModule ShaderModuleFrag;
-// Font data
-static VkSampler g_FontSampler = VK_NULL_HANDLE;
-static VkDeviceMemory g_FontMemory = VK_NULL_HANDLE;
-static VkImage g_FontImage = VK_NULL_HANDLE;
-static VkImageView g_FontView = VK_NULL_HANDLE;
-static VkDeviceMemory g_UploadBufferMemory = VK_NULL_HANDLE;
-static VkBuffer g_UploadBuffer = VK_NULL_HANDLE;
+ // Font data
+ VkSampler FontSampler;
+ VkDeviceMemory FontMemory;
+ VkImage FontImage;
+ VkImageView FontView;
+ VkDescriptorSet FontDescriptorSet;
+ VkDeviceMemory UploadBufferMemory;
+ VkBuffer UploadBuffer;
+
+ // Render buffers for main window
+ ImGui_ImplVulkanH_WindowRenderBuffers MainWindowRenderBuffers;
+
+ ImGui_ImplVulkan_Data()
+ {
+ memset((void*)this, 0, sizeof(*this));
+ BufferMemoryAlignment = 256;
+ }
+};
// Forward Declarations
bool ImGui_ImplVulkan_CreateDeviceObjects();
@@ -112,18 +134,88 @@ void ImGui_ImplVulkanH_DestroyFrame(VkDevice device, ImGui_ImplVulkanH_Frame* fd
void ImGui_ImplVulkanH_DestroyFrameSemaphores(VkDevice device, ImGui_ImplVulkanH_FrameSemaphores* fsd, const VkAllocationCallbacks* allocator);
void ImGui_ImplVulkanH_DestroyFrameRenderBuffers(VkDevice device, ImGui_ImplVulkanH_FrameRenderBuffers* buffers, const VkAllocationCallbacks* allocator);
void ImGui_ImplVulkanH_DestroyWindowRenderBuffers(VkDevice device, ImGui_ImplVulkanH_WindowRenderBuffers* buffers, const VkAllocationCallbacks* allocator);
-void ImGui_ImplVulkanH_DestroyAllViewportsRenderBuffers(VkDevice device, const VkAllocationCallbacks* allocator);
void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count);
void ImGui_ImplVulkanH_CreateWindowCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator);
+// Vulkan prototypes for use with custom loaders
+// (see description of IMGUI_IMPL_VULKAN_NO_PROTOTYPES in imgui_impl_vulkan.h
+#ifdef VK_NO_PROTOTYPES
+static bool g_FunctionsLoaded = false;
+#else
+static bool g_FunctionsLoaded = true;
+#endif
+#ifdef VK_NO_PROTOTYPES
+#define IMGUI_VULKAN_FUNC_MAP(IMGUI_VULKAN_FUNC_MAP_MACRO) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkAllocateCommandBuffers) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkAllocateDescriptorSets) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkAllocateMemory) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkBindBufferMemory) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkBindImageMemory) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBindDescriptorSets) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBindIndexBuffer) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBindPipeline) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBindVertexBuffers) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdCopyBufferToImage) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdDrawIndexed) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdPipelineBarrier) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdPushConstants) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdSetScissor) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdSetViewport) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateBuffer) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateCommandPool) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateDescriptorSetLayout) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateFence) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateFramebuffer) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateGraphicsPipelines) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateImage) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateImageView) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreatePipelineLayout) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateRenderPass) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateSampler) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateSemaphore) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateShaderModule) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateSwapchainKHR) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyBuffer) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyCommandPool) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyDescriptorSetLayout) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyFence) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyFramebuffer) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyImage) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyImageView) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyPipeline) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyPipelineLayout) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyRenderPass) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroySampler) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroySemaphore) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyShaderModule) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroySurfaceKHR) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroySwapchainKHR) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkDeviceWaitIdle) \
+ 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(vkGetImageMemoryRequirements) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceMemoryProperties) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfaceCapabilitiesKHR) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfaceFormatsKHR) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfacePresentModesKHR) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetSwapchainImagesKHR) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkMapMemory) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkUnmapMemory) \
+ IMGUI_VULKAN_FUNC_MAP_MACRO(vkUpdateDescriptorSets)
+
+// Define function pointers
+#define IMGUI_VULKAN_FUNC_DEF(func) static PFN_##func func;
+IMGUI_VULKAN_FUNC_MAP(IMGUI_VULKAN_FUNC_DEF)
+#undef IMGUI_VULKAN_FUNC_DEF
+#endif // VK_NO_PROTOTYPES
+
//-----------------------------------------------------------------------------
// SHADERS
//-----------------------------------------------------------------------------
-// Forward Declarations
-static void ImGui_ImplVulkan_InitPlatformInterface();
-static void ImGui_ImplVulkan_ShutdownPlatformInterface();
-
// glsl_shader.vert, compiled with:
// # glslangValidator -V -x -o glsl_shader.vert.u32 glsl_shader.vert
/*
@@ -233,9 +325,18 @@ static uint32_t __glsl_shader_frag_spv[] =
// 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 is not tested and probably dysfunctional in this backend.
+static ImGui_ImplVulkan_Data* ImGui_ImplVulkan_GetBackendData()
+{
+ return ImGui::GetCurrentContext() ? (ImGui_ImplVulkan_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
+}
+
static uint32_t ImGui_ImplVulkan_MemoryType(VkMemoryPropertyFlags properties, uint32_t type_bits)
{
- ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo;
+ ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
+ ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
VkPhysicalDeviceMemoryProperties prop;
vkGetPhysicalDeviceMemoryProperties(v->PhysicalDevice, &prop);
for (uint32_t i = 0; i < prop.memoryTypeCount; i++)
@@ -246,21 +347,25 @@ static uint32_t ImGui_ImplVulkan_MemoryType(VkMemoryPropertyFlags properties, ui
static void check_vk_result(VkResult err)
{
- ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo;
+ ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
+ if (!bd)
+ return;
+ ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
if (v->CheckVkResultFn)
v->CheckVkResultFn(err);
}
static void CreateOrResizeBuffer(VkBuffer& buffer, VkDeviceMemory& buffer_memory, VkDeviceSize& p_buffer_size, size_t new_size, VkBufferUsageFlagBits usage)
{
- ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo;
+ ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
+ ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
VkResult err;
if (buffer != VK_NULL_HANDLE)
vkDestroyBuffer(v->Device, buffer, v->Allocator);
if (buffer_memory != VK_NULL_HANDLE)
vkFreeMemory(v->Device, buffer_memory, v->Allocator);
- VkDeviceSize vertex_buffer_size_aligned = ((new_size - 1) / g_BufferMemoryAlignment + 1) * g_BufferMemoryAlignment;
+ VkDeviceSize vertex_buffer_size_aligned = ((new_size - 1) / bd->BufferMemoryAlignment + 1) * bd->BufferMemoryAlignment;
VkBufferCreateInfo buffer_info = {};
buffer_info.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
buffer_info.size = vertex_buffer_size_aligned;
@@ -271,7 +376,7 @@ static void CreateOrResizeBuffer(VkBuffer& buffer, VkDeviceMemory& buffer_memory
VkMemoryRequirements req;
vkGetBufferMemoryRequirements(v->Device, buffer, &req);
- g_BufferMemoryAlignment = (g_BufferMemoryAlignment > req.alignment) ? g_BufferMemoryAlignment : req.alignment;
+ 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 = req.size;
@@ -281,16 +386,16 @@ static void CreateOrResizeBuffer(VkBuffer& buffer, VkDeviceMemory& buffer_memory
err = vkBindBufferMemory(v->Device, buffer, buffer_memory, 0);
check_vk_result(err);
- p_buffer_size = new_size;
+ p_buffer_size = req.size;
}
static void ImGui_ImplVulkan_SetupRenderState(ImDrawData* draw_data, VkPipeline pipeline, VkCommandBuffer command_buffer, ImGui_ImplVulkanH_FrameRenderBuffers* rb, int fb_width, int fb_height)
{
- // Bind pipeline and descriptor sets:
+ ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
+
+ // Bind pipeline:
{
vkCmdBindPipeline(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
- VkDescriptorSet desc_set[1] = { g_DescriptorSet };
- vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, g_PipelineLayout, 0, 1, desc_set, 0, NULL);
}
// Bind Vertex And Index Buffer:
@@ -323,8 +428,8 @@ static void ImGui_ImplVulkan_SetupRenderState(ImDrawData* draw_data, VkPipeline
float translate[2];
translate[0] = -1.0f - draw_data->DisplayPos.x * scale[0];
translate[1] = -1.0f - draw_data->DisplayPos.y * scale[1];
- vkCmdPushConstants(command_buffer, g_PipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, sizeof(float) * 0, sizeof(float) * 2, scale);
- vkCmdPushConstants(command_buffer, g_PipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, sizeof(float) * 2, sizeof(float) * 2, translate);
+ vkCmdPushConstants(command_buffer, bd->PipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, sizeof(float) * 0, sizeof(float) * 2, scale);
+ vkCmdPushConstants(command_buffer, bd->PipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, sizeof(float) * 2, sizeof(float) * 2, translate);
}
}
@@ -337,15 +442,14 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
if (fb_width <= 0 || fb_height <= 0)
return;
- ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo;
+ ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
+ ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
if (pipeline == VK_NULL_HANDLE)
- pipeline = g_Pipeline;
+ pipeline = bd->Pipeline;
- // Allocate array to store enough vertex/index buffers. Each unique viewport gets its own storage.
- ImGuiViewportDataVulkan* viewport_renderer_data = (ImGuiViewportDataVulkan*)draw_data->OwnerViewport->RendererUserData;
- IM_ASSERT(viewport_renderer_data != NULL);
- ImGui_ImplVulkanH_WindowRenderBuffers* wrb = &viewport_renderer_data->RenderBuffers;
- if (wrb->FrameRenderBuffers == NULL)
+ // Allocate array to store enough vertex/index buffers
+ ImGui_ImplVulkanH_WindowRenderBuffers* wrb = &bd->MainWindowRenderBuffers;
+ if (wrb->FrameRenderBuffers == nullptr)
{
wrb->Index = 0;
wrb->Count = v->ImageCount;
@@ -367,11 +471,11 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
CreateOrResizeBuffer(rb->IndexBuffer, rb->IndexBufferMemory, rb->IndexBufferSize, index_size, VK_BUFFER_USAGE_INDEX_BUFFER_BIT);
// Upload vertex/index data into a single contiguous GPU buffer
- ImDrawVert* vtx_dst = NULL;
- ImDrawIdx* idx_dst = NULL;
- VkResult err = vkMapMemory(v->Device, rb->VertexBufferMemory, 0, vertex_size, 0, (void**)(&vtx_dst));
+ ImDrawVert* vtx_dst = nullptr;
+ ImDrawIdx* idx_dst = nullptr;
+ VkResult err = vkMapMemory(v->Device, rb->VertexBufferMemory, 0, rb->VertexBufferSize, 0, (void**)(&vtx_dst));
check_vk_result(err);
- err = vkMapMemory(v->Device, rb->IndexBufferMemory, 0, index_size, 0, (void**)(&idx_dst));
+ err = vkMapMemory(v->Device, rb->IndexBufferMemory, 0, rb->IndexBufferSize, 0, (void**)(&idx_dst));
check_vk_result(err);
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
@@ -411,7 +515,7 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
- if (pcmd->UserCallback != NULL)
+ 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.)
@@ -423,42 +527,59 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
else
{
// Project scissor/clipping rectangles into framebuffer space
- ImVec4 clip_rect;
- clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x;
- clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y;
- clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x;
- clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y;
+ ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
+ ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
- if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
+ // Clamp to viewport as vkCmdSetScissor() 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
+ VkRect2D scissor;
+ scissor.offset.x = (int32_t)(clip_min.x);
+ scissor.offset.y = (int32_t)(clip_min.y);
+ scissor.extent.width = (uint32_t)(clip_max.x - clip_min.x);
+ scissor.extent.height = (uint32_t)(clip_max.y - clip_min.y);
+ vkCmdSetScissor(command_buffer, 0, 1, &scissor);
+
+ // Bind DescriptorSet with font or user texture
+ VkDescriptorSet desc_set[1] = { (VkDescriptorSet)pcmd->TextureId };
+ if (sizeof(ImTextureID) < sizeof(ImU64))
{
- // Negative offsets are illegal for vkCmdSetScissor
- if (clip_rect.x < 0.0f)
- clip_rect.x = 0.0f;
- if (clip_rect.y < 0.0f)
- clip_rect.y = 0.0f;
-
- // Apply scissor/clipping rectangle
- VkRect2D scissor;
- scissor.offset.x = (int32_t)(clip_rect.x);
- scissor.offset.y = (int32_t)(clip_rect.y);
- scissor.extent.width = (uint32_t)(clip_rect.z - clip_rect.x);
- scissor.extent.height = (uint32_t)(clip_rect.w - clip_rect.y);
- vkCmdSetScissor(command_buffer, 0, 1, &scissor);
-
- // Draw
- vkCmdDrawIndexed(command_buffer, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
+ // 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->TextureId == (ImTextureID)bd->FontDescriptorSet);
+ desc_set[0] = bd->FontDescriptorSet;
}
+ 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);
}
}
global_idx_offset += cmd_list->IdxBuffer.Size;
global_vtx_offset += cmd_list->VtxBuffer.Size;
}
+
+ // Note: at this point both vkCmdSetViewport() and vkCmdSetScissor() have been called.
+ // Our last values will leak into user/application rendering IF:
+ // - Your app uses a pipeline with VK_DYNAMIC_STATE_VIEWPORT or VK_DYNAMIC_STATE_SCISSOR dynamic state
+ // - And you forgot to call vkCmdSetViewport() and vkCmdSetScissor() yourself to explicitly set that state.
+ // If you use VK_DYNAMIC_STATE_VIEWPORT or VK_DYNAMIC_STATE_SCISSOR you are responsible for setting the values before rendering.
+ // In theory we should aim to backup/restore those values but I am not sure this is possible.
+ // We perform a call to vkCmdSetScissor() to set back a full viewport which is likely to fix things for 99% users but technically this is not perfect. (See github #4644)
+ VkRect2D scissor = { { 0, 0 }, { (uint32_t)fb_width, (uint32_t)fb_height } };
+ vkCmdSetScissor(command_buffer, 0, 1, &scissor);
}
bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer)
{
- ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo;
ImGuiIO& io = ImGui::GetIO();
+ ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
+ ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
unsigned char* pixels;
int width, height;
@@ -483,17 +604,17 @@ bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer)
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, &g_FontImage);
+ err = vkCreateImage(v->Device, &info, v->Allocator, &bd->FontImage);
check_vk_result(err);
VkMemoryRequirements req;
- vkGetImageMemoryRequirements(v->Device, g_FontImage, &req);
+ vkGetImageMemoryRequirements(v->Device, bd->FontImage, &req);
VkMemoryAllocateInfo alloc_info = {};
alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
alloc_info.allocationSize = req.size;
alloc_info.memoryTypeIndex = ImGui_ImplVulkan_MemoryType(VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, req.memoryTypeBits);
- err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &g_FontMemory);
+ err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &bd->FontMemory);
check_vk_result(err);
- err = vkBindImageMemory(v->Device, g_FontImage, g_FontMemory, 0);
+ err = vkBindImageMemory(v->Device, bd->FontImage, bd->FontMemory, 0);
check_vk_result(err);
}
@@ -501,30 +622,18 @@ bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer)
{
VkImageViewCreateInfo info = {};
info.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
- info.image = g_FontImage;
+ 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, &g_FontView);
+ err = vkCreateImageView(v->Device, &info, v->Allocator, &bd->FontView);
check_vk_result(err);
}
- // Update the Descriptor Set:
- {
- VkDescriptorImageInfo desc_image[1] = {};
- desc_image[0].sampler = g_FontSampler;
- desc_image[0].imageView = g_FontView;
- desc_image[0].imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
- VkWriteDescriptorSet write_desc[1] = {};
- write_desc[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
- write_desc[0].dstSet = g_DescriptorSet;
- write_desc[0].descriptorCount = 1;
- write_desc[0].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
- write_desc[0].pImageInfo = desc_image;
- vkUpdateDescriptorSets(v->Device, 1, write_desc, 0, NULL);
- }
+ // Create the Descriptor Set:
+ bd->FontDescriptorSet = (VkDescriptorSet)ImGui_ImplVulkan_AddTexture(bd->FontSampler, bd->FontView, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
// Create the Upload Buffer:
{
@@ -533,34 +642,34 @@ bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer)
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, &g_UploadBuffer);
+ err = vkCreateBuffer(v->Device, &buffer_info, v->Allocator, &bd->UploadBuffer);
check_vk_result(err);
VkMemoryRequirements req;
- vkGetBufferMemoryRequirements(v->Device, g_UploadBuffer, &req);
- g_BufferMemoryAlignment = (g_BufferMemoryAlignment > req.alignment) ? g_BufferMemoryAlignment : req.alignment;
+ vkGetBufferMemoryRequirements(v->Device, bd->UploadBuffer, &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 = req.size;
alloc_info.memoryTypeIndex = ImGui_ImplVulkan_MemoryType(VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, req.memoryTypeBits);
- err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &g_UploadBufferMemory);
+ err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &bd->UploadBufferMemory);
check_vk_result(err);
- err = vkBindBufferMemory(v->Device, g_UploadBuffer, g_UploadBufferMemory, 0);
+ err = vkBindBufferMemory(v->Device, bd->UploadBuffer, bd->UploadBufferMemory, 0);
check_vk_result(err);
}
// Upload to Buffer:
{
- char* map = NULL;
- err = vkMapMemory(v->Device, g_UploadBufferMemory, 0, upload_size, 0, (void**)(&map));
+ char* map = nullptr;
+ err = vkMapMemory(v->Device, bd->UploadBufferMemory, 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 = g_UploadBufferMemory;
+ range[0].memory = bd->UploadBufferMemory;
range[0].size = upload_size;
err = vkFlushMappedMemoryRanges(v->Device, 1, range);
check_vk_result(err);
- vkUnmapMemory(v->Device, g_UploadBufferMemory);
+ vkUnmapMemory(v->Device, bd->UploadBufferMemory);
}
// Copy to Image:
@@ -572,11 +681,11 @@ bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer)
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 = g_FontImage;
+ 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(command_buffer, VK_PIPELINE_STAGE_HOST_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 0, NULL, 0, NULL, 1, copy_barrier);
+ vkCmdPipelineBarrier(command_buffer, 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;
@@ -584,7 +693,7 @@ bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer)
region.imageExtent.width = width;
region.imageExtent.height = height;
region.imageExtent.depth = 1;
- vkCmdCopyBufferToImage(command_buffer, g_UploadBuffer, g_FontImage, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ®ion);
+ vkCmdCopyBufferToImage(command_buffer, bd->UploadBuffer, bd->FontImage, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ®ion);
VkImageMemoryBarrier use_barrier[1] = {};
use_barrier[0].sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
@@ -594,15 +703,15 @@ bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer)
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 = g_FontImage;
+ 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(command_buffer, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, 0, 0, NULL, 0, NULL, 1, use_barrier);
+ vkCmdPipelineBarrier(command_buffer, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, 0, 0, nullptr, 0, nullptr, 1, use_barrier);
}
// Store our identifier
- io.Fonts->TexID = (ImTextureID)(intptr_t)g_FontImage;
+ io.Fonts->SetTexID((ImTextureID)bd->FontDescriptorSet);
return true;
}
@@ -610,100 +719,40 @@ bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer)
static void ImGui_ImplVulkan_CreateShaderModules(VkDevice device, const VkAllocationCallbacks* allocator)
{
// Create the shader modules
- if (g_ShaderModuleVert == NULL)
+ ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
+ if (bd->ShaderModuleVert == VK_NULL_HANDLE)
{
VkShaderModuleCreateInfo vert_info = {};
vert_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
vert_info.codeSize = sizeof(__glsl_shader_vert_spv);
vert_info.pCode = (uint32_t*)__glsl_shader_vert_spv;
- VkResult err = vkCreateShaderModule(device, &vert_info, allocator, &g_ShaderModuleVert);
+ VkResult err = vkCreateShaderModule(device, &vert_info, allocator, &bd->ShaderModuleVert);
check_vk_result(err);
}
- if (g_ShaderModuleFrag == NULL)
+ if (bd->ShaderModuleFrag == VK_NULL_HANDLE)
{
VkShaderModuleCreateInfo frag_info = {};
frag_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
frag_info.codeSize = sizeof(__glsl_shader_frag_spv);
frag_info.pCode = (uint32_t*)__glsl_shader_frag_spv;
- VkResult err = vkCreateShaderModule(device, &frag_info, allocator, &g_ShaderModuleFrag);
+ VkResult err = vkCreateShaderModule(device, &frag_info, allocator, &bd->ShaderModuleFrag);
check_vk_result(err);
}
}
-static void ImGui_ImplVulkan_CreateFontSampler(VkDevice device, const VkAllocationCallbacks* allocator)
-{
- if (g_FontSampler)
- return;
-
- VkSamplerCreateInfo info = {};
- info.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
- info.magFilter = VK_FILTER_LINEAR;
- info.minFilter = VK_FILTER_LINEAR;
- info.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
- info.addressModeU = VK_SAMPLER_ADDRESS_MODE_REPEAT;
- info.addressModeV = VK_SAMPLER_ADDRESS_MODE_REPEAT;
- info.addressModeW = VK_SAMPLER_ADDRESS_MODE_REPEAT;
- info.minLod = -1000;
- info.maxLod = 1000;
- info.maxAnisotropy = 1.0f;
- VkResult err = vkCreateSampler(device, &info, allocator, &g_FontSampler);
- check_vk_result(err);
-}
-
-static void ImGui_ImplVulkan_CreateDescriptorSetLayout(VkDevice device, const VkAllocationCallbacks* allocator)
-{
- if (g_DescriptorSetLayout)
- return;
-
- ImGui_ImplVulkan_CreateFontSampler(device, allocator);
- VkSampler sampler[1] = { g_FontSampler };
- VkDescriptorSetLayoutBinding binding[1] = {};
- binding[0].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
- binding[0].descriptorCount = 1;
- binding[0].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
- binding[0].pImmutableSamplers = sampler;
- VkDescriptorSetLayoutCreateInfo info = {};
- info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
- info.bindingCount = 1;
- info.pBindings = binding;
- VkResult err = vkCreateDescriptorSetLayout(device, &info, allocator, &g_DescriptorSetLayout);
- check_vk_result(err);
-}
-
-static void ImGui_ImplVulkan_CreatePipelineLayout(VkDevice device, const VkAllocationCallbacks* allocator)
-{
- if (g_PipelineLayout)
- return;
-
- // Constants: we are using 'vec2 offset' and 'vec2 scale' instead of a full 3d projection matrix
- ImGui_ImplVulkan_CreateDescriptorSetLayout(device, allocator);
- VkPushConstantRange push_constants[1] = {};
- push_constants[0].stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
- push_constants[0].offset = sizeof(float) * 0;
- push_constants[0].size = sizeof(float) * 4;
- VkDescriptorSetLayout set_layout[1] = { g_DescriptorSetLayout };
- VkPipelineLayoutCreateInfo layout_info = {};
- layout_info.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
- layout_info.setLayoutCount = 1;
- layout_info.pSetLayouts = set_layout;
- layout_info.pushConstantRangeCount = 1;
- layout_info.pPushConstantRanges = push_constants;
- VkResult err = vkCreatePipelineLayout(device, &layout_info, allocator, &g_PipelineLayout);
- check_vk_result(err);
-}
-
-static void ImGui_ImplVulkan_CreatePipeline(VkDevice device, const VkAllocationCallbacks* allocator, VkPipelineCache pipelineCache, VkRenderPass renderPass, VkSampleCountFlagBits MSAASamples, VkPipeline* pipeline)
+static void ImGui_ImplVulkan_CreatePipeline(VkDevice device, const VkAllocationCallbacks* allocator, VkPipelineCache pipelineCache, VkRenderPass renderPass, VkSampleCountFlagBits MSAASamples, VkPipeline* pipeline, uint32_t subpass)
{
+ ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
ImGui_ImplVulkan_CreateShaderModules(device, allocator);
VkPipelineShaderStageCreateInfo stage[2] = {};
stage[0].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
stage[0].stage = VK_SHADER_STAGE_VERTEX_BIT;
- stage[0].module = g_ShaderModuleVert;
+ stage[0].module = bd->ShaderModuleVert;
stage[0].pName = "main";
stage[1].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
stage[1].stage = VK_SHADER_STAGE_FRAGMENT_BIT;
- stage[1].module = g_ShaderModuleFrag;
+ stage[1].module = bd->ShaderModuleFrag;
stage[1].pName = "main";
VkVertexInputBindingDescription binding_desc[1] = {};
@@ -756,8 +805,8 @@ static void ImGui_ImplVulkan_CreatePipeline(VkDevice device, const VkAllocationC
color_attachment[0].srcColorBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA;
color_attachment[0].dstColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
color_attachment[0].colorBlendOp = VK_BLEND_OP_ADD;
- color_attachment[0].srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
- color_attachment[0].dstAlphaBlendFactor = VK_BLEND_FACTOR_ZERO;
+ color_attachment[0].srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE;
+ color_attachment[0].dstAlphaBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
color_attachment[0].alphaBlendOp = VK_BLEND_OP_ADD;
color_attachment[0].colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT;
@@ -775,11 +824,9 @@ static void ImGui_ImplVulkan_CreatePipeline(VkDevice device, const VkAllocationC
dynamic_state.dynamicStateCount = (uint32_t)IM_ARRAYSIZE(dynamic_states);
dynamic_state.pDynamicStates = dynamic_states;
- ImGui_ImplVulkan_CreatePipelineLayout(device, allocator);
-
VkGraphicsPipelineCreateInfo info = {};
info.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
- info.flags = g_PipelineCreateFlags;
+ info.flags = bd->PipelineCreateFlags;
info.stageCount = 2;
info.pStages = stage;
info.pVertexInputState = &vertex_info;
@@ -790,19 +837,22 @@ static void ImGui_ImplVulkan_CreatePipeline(VkDevice device, const VkAllocationC
info.pDepthStencilState = &depth_info;
info.pColorBlendState = &blend_info;
info.pDynamicState = &dynamic_state;
- info.layout = g_PipelineLayout;
+ info.layout = bd->PipelineLayout;
info.renderPass = renderPass;
+ info.subpass = subpass;
VkResult err = vkCreateGraphicsPipelines(device, pipelineCache, 1, &info, allocator, pipeline);
check_vk_result(err);
}
bool ImGui_ImplVulkan_CreateDeviceObjects()
{
- ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo;
+ ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
+ ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
VkResult err;
- if (!g_FontSampler)
+ if (!bd->FontSampler)
{
+ // Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling.
VkSamplerCreateInfo info = {};
info.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
info.magFilter = VK_FILTER_LINEAR;
@@ -814,99 +864,114 @@ bool ImGui_ImplVulkan_CreateDeviceObjects()
info.minLod = -1000;
info.maxLod = 1000;
info.maxAnisotropy = 1.0f;
- err = vkCreateSampler(v->Device, &info, v->Allocator, &g_FontSampler);
+ err = vkCreateSampler(v->Device, &info, v->Allocator, &bd->FontSampler);
check_vk_result(err);
}
- if (!g_DescriptorSetLayout)
+ if (!bd->DescriptorSetLayout)
{
- VkSampler sampler[1] = {g_FontSampler};
VkDescriptorSetLayoutBinding binding[1] = {};
binding[0].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
binding[0].descriptorCount = 1;
binding[0].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
- binding[0].pImmutableSamplers = sampler;
VkDescriptorSetLayoutCreateInfo info = {};
info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
info.bindingCount = 1;
info.pBindings = binding;
- err = vkCreateDescriptorSetLayout(v->Device, &info, v->Allocator, &g_DescriptorSetLayout);
+ err = vkCreateDescriptorSetLayout(v->Device, &info, v->Allocator, &bd->DescriptorSetLayout);
check_vk_result(err);
}
- // Create Descriptor Set:
- {
- VkDescriptorSetAllocateInfo alloc_info = {};
- alloc_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
- alloc_info.descriptorPool = v->DescriptorPool;
- alloc_info.descriptorSetCount = 1;
- alloc_info.pSetLayouts = &g_DescriptorSetLayout;
- err = vkAllocateDescriptorSets(v->Device, &alloc_info, &g_DescriptorSet);
- check_vk_result(err);
- }
-
- if (!g_PipelineLayout)
+ if (!bd->PipelineLayout)
{
// Constants: we are using 'vec2 offset' and 'vec2 scale' instead of a full 3d projection matrix
VkPushConstantRange push_constants[1] = {};
push_constants[0].stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
push_constants[0].offset = sizeof(float) * 0;
push_constants[0].size = sizeof(float) * 4;
- VkDescriptorSetLayout set_layout[1] = { g_DescriptorSetLayout };
+ VkDescriptorSetLayout set_layout[1] = { bd->DescriptorSetLayout };
VkPipelineLayoutCreateInfo layout_info = {};
layout_info.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
layout_info.setLayoutCount = 1;
layout_info.pSetLayouts = set_layout;
layout_info.pushConstantRangeCount = 1;
layout_info.pPushConstantRanges = push_constants;
- err = vkCreatePipelineLayout(v->Device, &layout_info, v->Allocator, &g_PipelineLayout);
+ err = vkCreatePipelineLayout(v->Device, &layout_info, v->Allocator, &bd->PipelineLayout);
check_vk_result(err);
}
- ImGui_ImplVulkan_CreatePipeline(v->Device, v->Allocator, v->PipelineCache, g_RenderPass, v->MSAASamples, &g_Pipeline);
+ ImGui_ImplVulkan_CreatePipeline(v->Device, v->Allocator, v->PipelineCache, bd->RenderPass, v->MSAASamples, &bd->Pipeline, bd->Subpass);
return true;
}
void ImGui_ImplVulkan_DestroyFontUploadObjects()
{
- ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo;
- if (g_UploadBuffer)
+ ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
+ ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
+ if (bd->UploadBuffer)
{
- vkDestroyBuffer(v->Device, g_UploadBuffer, v->Allocator);
- g_UploadBuffer = VK_NULL_HANDLE;
+ vkDestroyBuffer(v->Device, bd->UploadBuffer, v->Allocator);
+ bd->UploadBuffer = VK_NULL_HANDLE;
}
- if (g_UploadBufferMemory)
+ if (bd->UploadBufferMemory)
{
- vkFreeMemory(v->Device, g_UploadBufferMemory, v->Allocator);
- g_UploadBufferMemory = VK_NULL_HANDLE;
+ vkFreeMemory(v->Device, bd->UploadBufferMemory, v->Allocator);
+ bd->UploadBufferMemory = VK_NULL_HANDLE;
}
}
void ImGui_ImplVulkan_DestroyDeviceObjects()
{
- ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo;
- ImGui_ImplVulkanH_DestroyAllViewportsRenderBuffers(v->Device, v->Allocator);
+ ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
+ ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
+ ImGui_ImplVulkanH_DestroyWindowRenderBuffers(v->Device, &bd->MainWindowRenderBuffers, v->Allocator);
ImGui_ImplVulkan_DestroyFontUploadObjects();
- if (g_ShaderModuleVert) { vkDestroyShaderModule(v->Device, g_ShaderModuleVert, v->Allocator); g_ShaderModuleVert = VK_NULL_HANDLE; }
- if (g_ShaderModuleFrag) { vkDestroyShaderModule(v->Device, g_ShaderModuleFrag, v->Allocator); g_ShaderModuleFrag = VK_NULL_HANDLE; }
- if (g_FontView) { vkDestroyImageView(v->Device, g_FontView, v->Allocator); g_FontView = VK_NULL_HANDLE; }
- if (g_FontImage) { vkDestroyImage(v->Device, g_FontImage, v->Allocator); g_FontImage = VK_NULL_HANDLE; }
- if (g_FontMemory) { vkFreeMemory(v->Device, g_FontMemory, v->Allocator); g_FontMemory = VK_NULL_HANDLE; }
- if (g_FontSampler) { vkDestroySampler(v->Device, g_FontSampler, v->Allocator); g_FontSampler = VK_NULL_HANDLE; }
- if (g_DescriptorSetLayout) { vkDestroyDescriptorSetLayout(v->Device, g_DescriptorSetLayout, v->Allocator); g_DescriptorSetLayout = VK_NULL_HANDLE; }
- if (g_PipelineLayout) { vkDestroyPipelineLayout(v->Device, g_PipelineLayout, v->Allocator); g_PipelineLayout = VK_NULL_HANDLE; }
- if (g_Pipeline) { vkDestroyPipeline(v->Device, g_Pipeline, v->Allocator); g_Pipeline = 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->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 (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; }
+}
+
+bool ImGui_ImplVulkan_LoadFunctions(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); });
+ // But this would be equivalent to not setting VK_NO_PROTOTYPES.
+#ifdef VK_NO_PROTOTYPES
+#define IMGUI_VULKAN_FUNC_LOAD(func) \
+ func = reinterpret_cast(loader_func(#func, user_data)); \
+ if (func == nullptr) \
+ return false;
+ IMGUI_VULKAN_FUNC_MAP(IMGUI_VULKAN_FUNC_LOAD)
+#undef IMGUI_VULKAN_FUNC_LOAD
+#else
+ IM_UNUSED(loader_func);
+ IM_UNUSED(user_data);
+#endif
+ g_FunctionsLoaded = true;
+ return true;
}
bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass)
{
- // Setup backend capabilities flags
+ IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!");
+
ImGuiIO& io = ImGui::GetIO();
+ IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
+
+ // Setup backend capabilities flags
+ ImGui_ImplVulkan_Data* bd = IM_NEW(ImGui_ImplVulkan_Data)();
+ 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_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
IM_ASSERT(info->Instance != VK_NULL_HANDLE);
IM_ASSERT(info->PhysicalDevice != VK_NULL_HANDLE);
@@ -917,54 +982,90 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass rend
IM_ASSERT(info->ImageCount >= info->MinImageCount);
IM_ASSERT(render_pass != VK_NULL_HANDLE);
- g_VulkanInitInfo = *info;
- g_RenderPass = render_pass;
+ bd->VulkanInitInfo = *info;
+ bd->RenderPass = render_pass;
+ bd->Subpass = info->Subpass;
+
ImGui_ImplVulkan_CreateDeviceObjects();
- // Our render function expect RendererUserData to be storing the window render buffer we need (for the main viewport we won't use ->Window)
- ImGuiViewport* main_viewport = ImGui::GetMainViewport();
- main_viewport->RendererUserData = IM_NEW(ImGuiViewportDataVulkan)();
-
- if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
- ImGui_ImplVulkan_InitPlatformInterface();
-
return true;
}
void ImGui_ImplVulkan_Shutdown()
{
- // First destroy objects in all viewports
+ ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
+ IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
+ ImGuiIO& io = ImGui::GetIO();
+
ImGui_ImplVulkan_DestroyDeviceObjects();
-
- // Manually delete main viewport render data in-case we haven't initialized for viewports
- ImGuiViewport* main_viewport = ImGui::GetMainViewport();
- if (ImGuiViewportDataVulkan* data = (ImGuiViewportDataVulkan*)main_viewport->RendererUserData)
- IM_DELETE(data);
- main_viewport->RendererUserData = NULL;
-
- // Clean up windows
- ImGui_ImplVulkan_ShutdownPlatformInterface();
+ io.BackendRendererName = nullptr;
+ io.BackendRendererUserData = nullptr;
+ IM_DELETE(bd);
}
void ImGui_ImplVulkan_NewFrame()
{
+ ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
+ IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplVulkan_Init()?");
+ IM_UNUSED(bd);
}
void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count)
{
+ ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
IM_ASSERT(min_image_count >= 2);
- if (g_VulkanInitInfo.MinImageCount == min_image_count)
+ if (bd->VulkanInitInfo.MinImageCount == min_image_count)
return;
- IM_ASSERT(0); // FIXME-VIEWPORT: Unsupported. Need to recreate all swap chains!
- ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo;
+ ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
VkResult err = vkDeviceWaitIdle(v->Device);
check_vk_result(err);
- ImGui_ImplVulkanH_DestroyAllViewportsRenderBuffers(v->Device, v->Allocator);
-
- g_VulkanInitInfo.MinImageCount = min_image_count;
+ ImGui_ImplVulkanH_DestroyWindowRenderBuffers(v->Device, &bd->MainWindowRenderBuffers, v->Allocator);
+ bd->VulkanInitInfo.MinImageCount = min_image_count;
}
+// Register a texture
+// 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;
+
+ // 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.descriptorSetCount = 1;
+ alloc_info.pSetLayouts = &bd->DescriptorSetLayout;
+ VkResult err = vkAllocateDescriptorSets(v->Device, &alloc_info, &descriptor_set);
+ check_vk_result(err);
+ }
+
+ // Update the Descriptor Set:
+ {
+ VkDescriptorImageInfo desc_image[1] = {};
+ desc_image[0].sampler = sampler;
+ desc_image[0].imageView = image_view;
+ desc_image[0].imageLayout = image_layout;
+ VkWriteDescriptorSet write_desc[1] = {};
+ write_desc[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
+ write_desc[0].dstSet = descriptor_set;
+ write_desc[0].descriptorCount = 1;
+ write_desc[0].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
+ write_desc[0].pImageInfo = desc_image;
+ vkUpdateDescriptorSets(v->Device, 1, write_desc, 0, nullptr);
+ }
+ return descriptor_set;
+}
+
+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);
+}
//-------------------------------------------------------------------------
// Internal / Miscellaneous Vulkan Helpers
@@ -984,7 +1085,8 @@ void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count)
VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space)
{
- IM_ASSERT(request_formats != NULL);
+ IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!");
+ IM_ASSERT(request_formats != nullptr);
IM_ASSERT(request_formats_count > 0);
// Per Spec Format and View Format are expected to be the same unless VK_IMAGE_CREATE_MUTABLE_BIT was set at image creation
@@ -992,7 +1094,7 @@ VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physic
// Additionally several new color spaces were introduced with Vulkan Spec v1.0.40,
// hence we must make sure that a format with the mostly available color space, VK_COLOR_SPACE_SRGB_NONLINEAR_KHR, is found and used.
uint32_t avail_count;
- vkGetPhysicalDeviceSurfaceFormatsKHR(physical_device, surface, &avail_count, NULL);
+ vkGetPhysicalDeviceSurfaceFormatsKHR(physical_device, surface, &avail_count, nullptr);
ImVector avail_format;
avail_format.resize((int)avail_count);
vkGetPhysicalDeviceSurfaceFormatsKHR(physical_device, surface, &avail_count, avail_format.Data);
@@ -1028,12 +1130,13 @@ VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physic
VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count)
{
- IM_ASSERT(request_modes != NULL);
+ IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!");
+ IM_ASSERT(request_modes != nullptr);
IM_ASSERT(request_modes_count > 0);
// Request a certain mode and confirm that it is available. If not use VK_PRESENT_MODE_FIFO_KHR which is mandatory
uint32_t avail_count = 0;
- vkGetPhysicalDeviceSurfacePresentModesKHR(physical_device, surface, &avail_count, NULL);
+ vkGetPhysicalDeviceSurfacePresentModesKHR(physical_device, surface, &avail_count, nullptr);
ImVector avail_modes;
avail_modes.resize((int)avail_count);
vkGetPhysicalDeviceSurfacePresentModesKHR(physical_device, surface, &avail_count, avail_modes.Data);
@@ -1112,7 +1215,7 @@ void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, V
{
VkResult err;
VkSwapchainKHR old_swapchain = wd->Swapchain;
- wd->Swapchain = NULL;
+ wd->Swapchain = VK_NULL_HANDLE;
err = vkDeviceWaitIdle(device);
check_vk_result(err);
@@ -1125,8 +1228,8 @@ void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, V
}
IM_FREE(wd->Frames);
IM_FREE(wd->FrameSemaphores);
- wd->Frames = NULL;
- wd->FrameSemaphores = NULL;
+ wd->Frames = nullptr;
+ wd->FrameSemaphores = nullptr;
wd->ImageCount = 0;
if (wd->RenderPass)
vkDestroyRenderPass(device, wd->RenderPass, allocator);
@@ -1173,7 +1276,7 @@ void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, V
}
err = vkCreateSwapchainKHR(device, &info, allocator, &wd->Swapchain);
check_vk_result(err);
- err = vkGetSwapchainImagesKHR(device, wd->Swapchain, &wd->ImageCount, NULL);
+ err = vkGetSwapchainImagesKHR(device, wd->Swapchain, &wd->ImageCount, nullptr);
check_vk_result(err);
VkImage backbuffers[16] = {};
IM_ASSERT(wd->ImageCount >= min_image_count);
@@ -1181,7 +1284,7 @@ void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, V
err = vkGetSwapchainImagesKHR(device, wd->Swapchain, &wd->ImageCount, backbuffers);
check_vk_result(err);
- IM_ASSERT(wd->Frames == NULL);
+ IM_ASSERT(wd->Frames == nullptr);
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->ImageCount);
memset(wd->Frames, 0, sizeof(wd->Frames[0]) * wd->ImageCount);
@@ -1230,7 +1333,7 @@ void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, V
// We do not create a pipeline by default as this is also used by examples' main.cpp,
// but secondary viewport in multi-viewport mode may want to create one with:
- //ImGui_ImplVulkan_CreatePipeline(device, allocator, VK_NULL_HANDLE, wd->RenderPass, VK_SAMPLE_COUNT_1_BIT, &wd->Pipeline);
+ //ImGui_ImplVulkan_CreatePipeline(device, allocator, VK_NULL_HANDLE, wd->RenderPass, VK_SAMPLE_COUNT_1_BIT, &wd->Pipeline, bd->Subpass);
}
// Create The Image Views
@@ -1278,16 +1381,16 @@ void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, V
// Create or resize window
void ImGui_ImplVulkanH_CreateOrResizeWindow(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator, int width, int height, uint32_t min_image_count)
{
+ IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!");
(void)instance;
ImGui_ImplVulkanH_CreateWindowSwapChain(physical_device, device, wd, allocator, width, height, min_image_count);
- ImGui_ImplVulkan_CreatePipeline(device, allocator, VK_NULL_HANDLE, wd->RenderPass, VK_SAMPLE_COUNT_1_BIT, &wd->Pipeline);
ImGui_ImplVulkanH_CreateWindowCommandBuffers(physical_device, device, wd, queue_family, allocator);
}
void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator)
{
vkDeviceWaitIdle(device); // FIXME: We could wait on the Queue if we had the queue in wd-> (otherwise VulkanH functions can't use globals)
- //vkQueueWaitIdle(g_Queue);
+ //vkQueueWaitIdle(bd->Queue);
for (uint32_t i = 0; i < wd->ImageCount; i++)
{
@@ -1296,8 +1399,8 @@ void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui
}
IM_FREE(wd->Frames);
IM_FREE(wd->FrameSemaphores);
- wd->Frames = NULL;
- wd->FrameSemaphores = NULL;
+ wd->Frames = nullptr;
+ wd->FrameSemaphores = nullptr;
vkDestroyPipeline(device, wd->Pipeline, allocator);
vkDestroyRenderPass(device, wd->RenderPass, allocator);
vkDestroySwapchainKHR(device, wd->Swapchain, allocator);
@@ -1341,197 +1444,7 @@ void ImGui_ImplVulkanH_DestroyWindowRenderBuffers(VkDevice device, ImGui_ImplVul
for (uint32_t n = 0; n < buffers->Count; n++)
ImGui_ImplVulkanH_DestroyFrameRenderBuffers(device, &buffers->FrameRenderBuffers[n], allocator);
IM_FREE(buffers->FrameRenderBuffers);
- buffers->FrameRenderBuffers = NULL;
+ buffers->FrameRenderBuffers = nullptr;
buffers->Index = 0;
buffers->Count = 0;
}
-
-void ImGui_ImplVulkanH_DestroyAllViewportsRenderBuffers(VkDevice device, const VkAllocationCallbacks* allocator)
-{
- ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
- for (int n = 0; n < platform_io.Viewports.Size; n++)
- if (ImGuiViewportDataVulkan* data = (ImGuiViewportDataVulkan*)platform_io.Viewports[n]->RendererUserData)
- ImGui_ImplVulkanH_DestroyWindowRenderBuffers(device, &data->RenderBuffers, allocator);
-}
-
-//--------------------------------------------------------------------------------------------------------
-// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
-// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
-// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
-//--------------------------------------------------------------------------------------------------------
-
-static void ImGui_ImplVulkan_CreateWindow(ImGuiViewport* viewport)
-{
- ImGuiViewportDataVulkan* data = IM_NEW(ImGuiViewportDataVulkan)();
- viewport->RendererUserData = data;
- ImGui_ImplVulkanH_Window* wd = &data->Window;
- ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo;
-
- // Create surface
- ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
- VkResult err = (VkResult)platform_io.Platform_CreateVkSurface(viewport, (ImU64)v->Instance, (const void*)v->Allocator, (ImU64*)&wd->Surface);
- check_vk_result(err);
-
- // Check for WSI support
- VkBool32 res;
- vkGetPhysicalDeviceSurfaceSupportKHR(v->PhysicalDevice, v->QueueFamily, wd->Surface, &res);
- if (res != VK_TRUE)
- {
- IM_ASSERT(0); // Error: no WSI support on physical device
- return;
- }
-
- // 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(v->PhysicalDevice, wd->Surface, requestSurfaceImageFormat, (size_t)IM_ARRAYSIZE(requestSurfaceImageFormat), requestSurfaceColorSpace);
-
- // Select Present Mode
- // FIXME-VULKAN: Even thought mailbox seems to get us maximum framerate with a single window, it halves framerate with a second window etc. (w/ Nvidia and SDK 1.82.1)
- VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_MAILBOX_KHR, VK_PRESENT_MODE_IMMEDIATE_KHR, VK_PRESENT_MODE_FIFO_KHR };
- wd->PresentMode = ImGui_ImplVulkanH_SelectPresentMode(v->PhysicalDevice, wd->Surface, &present_modes[0], IM_ARRAYSIZE(present_modes));
- //printf("[vulkan] Secondary window selected PresentMode = %d\n", wd->PresentMode);
-
- // Create SwapChain, RenderPass, Framebuffer, etc.
- wd->ClearEnable = (viewport->Flags & ImGuiViewportFlags_NoRendererClear) ? false : true;
- ImGui_ImplVulkanH_CreateOrResizeWindow(v->Instance, v->PhysicalDevice, v->Device, wd, v->QueueFamily, v->Allocator, (int)viewport->Size.x, (int)viewport->Size.y, v->MinImageCount);
- data->WindowOwned = true;
-}
-
-static void ImGui_ImplVulkan_DestroyWindow(ImGuiViewport* viewport)
-{
- // The main viewport (owned by the application) will always have RendererUserData == NULL since we didn't create the data for it.
- if (ImGuiViewportDataVulkan* data = (ImGuiViewportDataVulkan*)viewport->RendererUserData)
- {
- ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo;
- if (data->WindowOwned)
- ImGui_ImplVulkanH_DestroyWindow(v->Instance, v->Device, &data->Window, v->Allocator);
- ImGui_ImplVulkanH_DestroyWindowRenderBuffers(v->Device, &data->RenderBuffers, v->Allocator);
- IM_DELETE(data);
- }
- viewport->RendererUserData = NULL;
-}
-
-static void ImGui_ImplVulkan_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
-{
- ImGuiViewportDataVulkan* data = (ImGuiViewportDataVulkan*)viewport->RendererUserData;
- if (data == NULL) // This is NULL for the main viewport (which is left to the user/app to handle)
- return;
- ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo;
- data->Window.ClearEnable = (viewport->Flags & ImGuiViewportFlags_NoRendererClear) ? false : true;
- ImGui_ImplVulkanH_CreateOrResizeWindow(v->Instance, v->PhysicalDevice, v->Device, &data->Window, v->QueueFamily, v->Allocator, (int)size.x, (int)size.y, v->MinImageCount);
-}
-
-static void ImGui_ImplVulkan_RenderWindow(ImGuiViewport* viewport, void*)
-{
- ImGuiViewportDataVulkan* data = (ImGuiViewportDataVulkan*)viewport->RendererUserData;
- ImGui_ImplVulkanH_Window* wd = &data->Window;
- ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo;
- VkResult err;
-
- ImGui_ImplVulkanH_Frame* fd = &wd->Frames[wd->FrameIndex];
- ImGui_ImplVulkanH_FrameSemaphores* fsd = &wd->FrameSemaphores[wd->SemaphoreIndex];
- {
- for (;;)
- {
- err = vkWaitForFences(v->Device, 1, &fd->Fence, VK_TRUE, 100);
- if (err == VK_SUCCESS) break;
- if (err == VK_TIMEOUT) continue;
- check_vk_result(err);
- }
- {
- err = vkAcquireNextImageKHR(v->Device, wd->Swapchain, UINT64_MAX, fsd->ImageAcquiredSemaphore, VK_NULL_HANDLE, &wd->FrameIndex);
- check_vk_result(err);
- fd = &wd->Frames[wd->FrameIndex];
- }
- {
- err = vkResetCommandPool(v->Device, fd->CommandPool, 0);
- check_vk_result(err);
- VkCommandBufferBeginInfo info = {};
- info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
- info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
- err = vkBeginCommandBuffer(fd->CommandBuffer, &info);
- check_vk_result(err);
- }
- {
- ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
- memcpy(&wd->ClearValue.color.float32[0], &clear_color, 4 * sizeof(float));
-
- VkRenderPassBeginInfo info = {};
- info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
- info.renderPass = wd->RenderPass;
- info.framebuffer = fd->Framebuffer;
- info.renderArea.extent.width = wd->Width;
- info.renderArea.extent.height = wd->Height;
- info.clearValueCount = (viewport->Flags & ImGuiViewportFlags_NoRendererClear) ? 0 : 1;
- info.pClearValues = (viewport->Flags & ImGuiViewportFlags_NoRendererClear) ? NULL : &wd->ClearValue;
- vkCmdBeginRenderPass(fd->CommandBuffer, &info, VK_SUBPASS_CONTENTS_INLINE);
- }
- }
-
- ImGui_ImplVulkan_RenderDrawData(viewport->DrawData, fd->CommandBuffer, wd->Pipeline);
-
- {
- vkCmdEndRenderPass(fd->CommandBuffer);
- {
- VkPipelineStageFlags wait_stage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
- VkSubmitInfo info = {};
- info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
- info.waitSemaphoreCount = 1;
- info.pWaitSemaphores = &fsd->ImageAcquiredSemaphore;
- info.pWaitDstStageMask = &wait_stage;
- info.commandBufferCount = 1;
- info.pCommandBuffers = &fd->CommandBuffer;
- info.signalSemaphoreCount = 1;
- info.pSignalSemaphores = &fsd->RenderCompleteSemaphore;
-
- err = vkEndCommandBuffer(fd->CommandBuffer);
- check_vk_result(err);
- err = vkResetFences(v->Device, 1, &fd->Fence);
- check_vk_result(err);
- err = vkQueueSubmit(v->Queue, 1, &info, fd->Fence);
- check_vk_result(err);
- }
- }
-}
-
-static void ImGui_ImplVulkan_SwapBuffers(ImGuiViewport* viewport, void*)
-{
- ImGuiViewportDataVulkan* data = (ImGuiViewportDataVulkan*)viewport->RendererUserData;
- ImGui_ImplVulkanH_Window* wd = &data->Window;
- ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo;
-
- VkResult err;
- uint32_t present_index = wd->FrameIndex;
-
- ImGui_ImplVulkanH_FrameSemaphores* fsd = &wd->FrameSemaphores[wd->SemaphoreIndex];
- VkPresentInfoKHR info = {};
- info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
- info.waitSemaphoreCount = 1;
- info.pWaitSemaphores = &fsd->RenderCompleteSemaphore;
- info.swapchainCount = 1;
- info.pSwapchains = &wd->Swapchain;
- info.pImageIndices = &present_index;
- err = vkQueuePresentKHR(v->Queue, &info);
- check_vk_result(err);
-
- wd->FrameIndex = (wd->FrameIndex + 1) % wd->ImageCount; // This is for the next vkWaitForFences()
- wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->ImageCount; // Now we can use the next set of semaphores
-}
-
-void ImGui_ImplVulkan_InitPlatformInterface()
-{
- ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
- if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
- IM_ASSERT(platform_io.Platform_CreateVkSurface != NULL && "Platform needs to setup the CreateVkSurface handler.");
- platform_io.Renderer_CreateWindow = ImGui_ImplVulkan_CreateWindow;
- platform_io.Renderer_DestroyWindow = ImGui_ImplVulkan_DestroyWindow;
- platform_io.Renderer_SetWindowSize = ImGui_ImplVulkan_SetWindowSize;
- platform_io.Renderer_RenderWindow = ImGui_ImplVulkan_RenderWindow;
- platform_io.Renderer_SwapBuffers = ImGui_ImplVulkan_SwapBuffers;
-}
-
-void ImGui_ImplVulkan_ShutdownPlatformInterface()
-{
- ImGui::DestroyPlatformWindows();
-}
diff --git a/3rdparty/imgui/backends/imgui_impl_vulkan.h b/3rdparty/imgui/backends/imgui_impl_vulkan.h
index 274535b..64cc887 100644
--- a/3rdparty/imgui/backends/imgui_impl_vulkan.h
+++ b/3rdparty/imgui/backends/imgui_impl_vulkan.h
@@ -2,12 +2,14 @@
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
// Implemented features:
-// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
-// Missing features:
-// [ ] Platform: Multi-viewport / platform windows.
-// [ ] Renderer: User texture binding. Changes of ImTextureID aren't supported by this backend! See https://github.com/ocornut/imgui/pull/914
+// [!] 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.
-// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Important: on 32-bit systems, user texture binding is only supported if your imconfig file has '#define ImTextureID ImU64'.
+// See imgui_impl_vulkan.cpp file for details.
+
+// 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.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
@@ -23,35 +25,62 @@
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
+
+// [Configuration] in order to use a custom Vulkan function loader:
+// (1) You'll need to disable default Vulkan function prototypes.
+// We provide a '#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES' convenience configuration flag.
+// In order to make sure this is visible from the imgui_impl_vulkan.cpp compilation unit:
+// - Add '#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES' in your imconfig.h file
+// - Or as a compilation flag in your build system
+// - Or uncomment here (not recommended because you'd be modifying imgui sources!)
+// - Do not simply add it in a .cpp file!
+// (2) Call ImGui_ImplVulkan_LoadFunctions() before ImGui_ImplVulkan_Init() with your custom function.
+// If you have no idea what this is, leave it alone!
+//#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES
+
+// Vulkan includes
+#if defined(IMGUI_IMPL_VULKAN_NO_PROTOTYPES) && !defined(VK_NO_PROTOTYPES)
+#define VK_NO_PROTOTYPES
+#endif
#include
// Initialization data, for ImGui_ImplVulkan_Init()
// [Please zero-clear before use!]
struct ImGui_ImplVulkan_InitInfo
{
- VkInstance Instance;
- VkPhysicalDevice PhysicalDevice;
- VkDevice Device;
- uint32_t QueueFamily;
- VkQueue Queue;
- VkPipelineCache PipelineCache;
- VkDescriptorPool DescriptorPool;
- uint32_t MinImageCount; // >= 2
- uint32_t ImageCount; // >= MinImageCount
- VkSampleCountFlagBits MSAASamples; // >= VK_SAMPLE_COUNT_1_BIT
- const VkAllocationCallbacks* Allocator;
- void (*CheckVkResultFn)(VkResult err);
+ VkInstance Instance;
+ VkPhysicalDevice PhysicalDevice;
+ VkDevice Device;
+ uint32_t QueueFamily;
+ VkQueue Queue;
+ VkPipelineCache PipelineCache;
+ VkDescriptorPool DescriptorPool;
+ uint32_t Subpass;
+ uint32_t MinImageCount; // >= 2
+ uint32_t ImageCount; // >= MinImageCount
+ VkSampleCountFlagBits MSAASamples; // >= VK_SAMPLE_COUNT_1_BIT (0 -> default to VK_SAMPLE_COUNT_1_BIT)
+ const VkAllocationCallbacks* Allocator;
+ void (*CheckVkResultFn)(VkResult err);
};
// Called by user code
-IMGUI_IMPL_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass);
-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(VkCommandBuffer command_buffer);
-IMGUI_IMPL_API void ImGui_ImplVulkan_DestroyFontUploadObjects();
-IMGUI_IMPL_API void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count); // To override MinImageCount after initialization (e.g. if swap chain is recreated)
+IMGUI_IMPL_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass);
+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(VkCommandBuffer command_buffer);
+IMGUI_IMPL_API void ImGui_ImplVulkan_DestroyFontUploadObjects();
+IMGUI_IMPL_API void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count); // To override MinImageCount after initialization (e.g. if swap chain is recreated)
+// 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.
+IMGUI_IMPL_API VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkSampler sampler, VkImageView image_view, VkImageLayout image_layout);
+IMGUI_IMPL_API void ImGui_ImplVulkan_RemoveTexture(VkDescriptorSet descriptor_set);
+
+// 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);
//-------------------------------------------------------------------------
// Internal / Miscellaneous Vulkan Helpers
@@ -120,8 +149,8 @@ struct ImGui_ImplVulkanH_Window
ImGui_ImplVulkanH_Window()
{
- memset(this, 0, sizeof(*this));
- PresentMode = VK_PRESENT_MODE_MAX_ENUM_KHR;
+ memset((void*)this, 0, sizeof(*this));
+ PresentMode = (VkPresentModeKHR)~0; // Ensure we get an error if user doesn't set this.
ClearEnable = true;
}
};
diff --git a/3rdparty/imgui/backends/imgui_impl_win32.cpp b/3rdparty/imgui/backends/imgui_impl_win32.cpp
index 93626cd..ecdf910 100644
--- a/3rdparty/imgui/backends/imgui_impl_win32.cpp
+++ b/3rdparty/imgui/backends/imgui_impl_win32.cpp
@@ -1,14 +1,15 @@
-// dear imgui: Platform Backend for Windows (standard windows API for 32 and 64 bits applications)
+// dear imgui: Platform Backend for Windows (standard windows API for 32-bits AND 64-bits applications)
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
// Implemented features:
// [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui)
-// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
-// [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE).
+// [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: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
+// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
-// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
@@ -18,22 +19,46 @@
#define WIN32_LEAN_AND_MEAN
#endif
#include
+#include // GET_X_LPARAM(), GET_Y_LPARAM()
#include
+#include
-// Using XInput library for gamepad (with recent Windows SDK this may leads to executables which won't run on Windows 7)
+// Configuration flags to add in your imconfig.h file:
+//#define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD // Disable gamepad support. This was meaningful before <1.81 but we now load XInput dynamically so the option is now less relevant.
+
+// Using XInput for gamepad (will load DLL dynamically)
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
-#include
-#else
-#define IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT
-#endif
-#if defined(_MSC_VER) && !defined(IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT)
-#pragma comment(lib, "xinput")
-//#pragma comment(lib, "Xinput9_1_0")
+#include
+typedef DWORD (WINAPI *PFN_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*);
+typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*);
#endif
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
-// 2020-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
+// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen. (#2702)
+// 2023-02-15: Inputs: Use WM_NCMOUSEMOVE / WM_NCMOUSELEAVE to track mouse position over non-client area (e.g. OS decorations) when app is not focused. (#6045, #6162)
+// 2023-02-02: Inputs: Flipping WM_MOUSEHWHEEL (horizontal mouse-wheel) value to match other backends and offer consistent horizontal scrolling direction. (#4019, #6096, #1463)
+// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
+// 2022-09-28: Inputs: Convert WM_CHAR values with MultiByteToWideChar() when window class was registered as MBCS (not Unicode).
+// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
+// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
+// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
+// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
+// 2022-01-17: Inputs: always update key mods next and before a key event (not in NewFrame) to fix input queue with very low framerates.
+// 2022-01-12: Inputs: Update mouse inputs using WM_MOUSEMOVE/WM_MOUSELEAVE + fallback to provide it when focused but not hovered/captured. More standard and will allow us to pass it to future input queue API.
+// 2022-01-12: Inputs: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
+// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
+// 2021-12-16: Inputs: Fill VK_LCONTROL/VK_RCONTROL/VK_LSHIFT/VK_RSHIFT/VK_LMENU/VK_RMENU for completeness.
+// 2021-08-17: Calling io.AddFocusEvent() on WM_SETFOCUS/WM_KILLFOCUS messages.
+// 2021-08-02: Inputs: Fixed keyboard modifiers being reported when host window doesn't have focus.
+// 2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using TrackMouseEvent() to receive WM_MOUSELEAVE events).
+// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
+// 2021-06-08: Fixed ImGui_ImplWin32_EnableDpiAwareness() and ImGui_ImplWin32_GetDpiScaleForMonitor() to handle Windows 8.1/10 features without a manifest (per-monitor DPI, and properly calls SetProcessDpiAwareness() on 8.1).
+// 2021-03-23: Inputs: Clearing keyboard down array when losing focus (WM_KILLFOCUS).
+// 2021-02-18: Added ImGui_ImplWin32_EnableAlphaCompositing(). Non Visual Studio users will need to link with dwmapi.lib (MinGW/gcc: use -ldwmapi).
+// 2021-02-17: Fixed ImGui_ImplWin32_EnableDpiAwareness() attempting to get SetProcessDpiAwareness from shcore.dll on Windows 8 whereas it is only supported on Windows 8.1.
+// 2021-01-25: Inputs: Dynamically loading XInput DLL.
+// 2020-12-04: Misc: Fixed setting of io.DisplaySize to invalid/uninitialized data when after hwnd has been closed.
// 2020-03-03: Inputs: Calling AddInputCharacterUTF16() to support surrogate pairs leading to codepoint >= 0x10000 (for more complete CJK inputs)
// 2020-02-17: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helper functions.
// 2020-01-14: Inputs: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD/IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT.
@@ -56,76 +81,104 @@
// 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag.
// 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read.
// 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging.
-// 2016-11-12: Inputs: Only call Win32 ::SetCursor(NULL) when io.MouseDrawCursor is set.
+// 2016-11-12: Inputs: Only call Win32 ::SetCursor(nullptr) when io.MouseDrawCursor is set.
-// Win32 Data
-static HWND g_hWnd = NULL;
-static INT64 g_Time = 0;
-static INT64 g_TicksPerSecond = 0;
-static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT;
-static bool g_HasGamepad = false;
-static bool g_WantUpdateHasGamepad = true;
-static bool g_WantUpdateMonitors = true;
+struct ImGui_ImplWin32_Data
+{
+ HWND hWnd;
+ HWND MouseHwnd;
+ int MouseTrackedArea; // 0: not tracked, 1: client are, 2: non-client area
+ int MouseButtonsDown;
+ INT64 Time;
+ INT64 TicksPerSecond;
+ ImGuiMouseCursor LastMouseCursor;
-// Forward Declarations
-static void ImGui_ImplWin32_InitPlatformInterface();
-static void ImGui_ImplWin32_ShutdownPlatformInterface();
-static void ImGui_ImplWin32_UpdateMonitors();
+#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
+ bool HasGamepad;
+ bool WantUpdateHasGamepad;
+ HMODULE XInputDLL;
+ PFN_XInputGetCapabilities XInputGetCapabilities;
+ PFN_XInputGetState XInputGetState;
+#endif
+
+ ImGui_ImplWin32_Data() { memset((void*)this, 0, sizeof(*this)); }
+};
+
+// Backend data stored in io.BackendPlatformUserData 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 is not well tested and probably dysfunctional in this backend.
+// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
+static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData()
+{
+ return ImGui::GetCurrentContext() ? (ImGui_ImplWin32_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
+}
// Functions
bool ImGui_ImplWin32_Init(void* hwnd)
{
- if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&g_TicksPerSecond))
+ ImGuiIO& io = ImGui::GetIO();
+ IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
+
+ INT64 perf_frequency, perf_counter;
+ if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&perf_frequency))
return false;
- if (!::QueryPerformanceCounter((LARGE_INTEGER*)&g_Time))
+ if (!::QueryPerformanceCounter((LARGE_INTEGER*)&perf_counter))
return false;
// Setup backend capabilities flags
- ImGuiIO& io = ImGui::GetIO();
+ ImGui_ImplWin32_Data* bd = IM_NEW(ImGui_ImplWin32_Data)();
+ io.BackendPlatformUserData = (void*)bd;
+ io.BackendPlatformName = "imgui_impl_win32";
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
- io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
- io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can set io.MouseHoveredViewport correctly (optional, not easy)
- io.BackendPlatformName = "imgui_impl_win32";
- // Our mouse update function expect PlatformHandle to be filled for the main viewport
- g_hWnd = (HWND)hwnd;
- ImGuiViewport* main_viewport = ImGui::GetMainViewport();
- main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (void*)g_hWnd;
- if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
- ImGui_ImplWin32_InitPlatformInterface();
+ bd->hWnd = (HWND)hwnd;
+ bd->TicksPerSecond = perf_frequency;
+ bd->Time = perf_counter;
+ bd->LastMouseCursor = ImGuiMouseCursor_COUNT;
- // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime.
- io.KeyMap[ImGuiKey_Tab] = VK_TAB;
- io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
- io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
- io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
- io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN;
- io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR;
- io.KeyMap[ImGuiKey_PageDown] = VK_NEXT;
- io.KeyMap[ImGuiKey_Home] = VK_HOME;
- io.KeyMap[ImGuiKey_End] = VK_END;
- io.KeyMap[ImGuiKey_Insert] = VK_INSERT;
- io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
- io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
- io.KeyMap[ImGuiKey_Space] = VK_SPACE;
- io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
- io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
- io.KeyMap[ImGuiKey_KeyPadEnter] = VK_RETURN;
- io.KeyMap[ImGuiKey_A] = 'A';
- io.KeyMap[ImGuiKey_C] = 'C';
- io.KeyMap[ImGuiKey_V] = 'V';
- io.KeyMap[ImGuiKey_X] = 'X';
- io.KeyMap[ImGuiKey_Y] = 'Y';
- io.KeyMap[ImGuiKey_Z] = 'Z';
+ // Set platform dependent data in viewport
+ ImGui::GetMainViewport()->PlatformHandleRaw = (void*)hwnd;
+
+ // Dynamically load XInput library
+#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
+ bd->WantUpdateHasGamepad = true;
+ const char* xinput_dll_names[] =
+ {
+ "xinput1_4.dll", // Windows 8+
+ "xinput1_3.dll", // DirectX SDK
+ "xinput9_1_0.dll", // Windows Vista, Windows 7
+ "xinput1_2.dll", // DirectX SDK
+ "xinput1_1.dll" // DirectX SDK
+ };
+ for (int n = 0; n < IM_ARRAYSIZE(xinput_dll_names); n++)
+ if (HMODULE dll = ::LoadLibraryA(xinput_dll_names[n]))
+ {
+ bd->XInputDLL = dll;
+ bd->XInputGetCapabilities = (PFN_XInputGetCapabilities)::GetProcAddress(dll, "XInputGetCapabilities");
+ bd->XInputGetState = (PFN_XInputGetState)::GetProcAddress(dll, "XInputGetState");
+ break;
+ }
+#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
return true;
}
void ImGui_ImplWin32_Shutdown()
{
- ImGui_ImplWin32_ShutdownPlatformInterface();
- g_hWnd = (HWND)0;
+ ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
+ IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
+ ImGuiIO& io = ImGui::GetIO();
+
+ // Unload XInput library
+#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
+ if (bd->XInputDLL)
+ ::FreeLibrary(bd->XInputDLL);
+#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
+
+ io.BackendPlatformName = nullptr;
+ io.BackendPlatformUserData = nullptr;
+ IM_DELETE(bd);
}
static bool ImGui_ImplWin32_UpdateMouseCursor()
@@ -138,7 +191,7 @@ static bool ImGui_ImplWin32_UpdateMouseCursor()
if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
{
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
- ::SetCursor(NULL);
+ ::SetCursor(nullptr);
}
else
{
@@ -156,68 +209,75 @@ static bool ImGui_ImplWin32_UpdateMouseCursor()
case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break;
case ImGuiMouseCursor_NotAllowed: win32_cursor = IDC_NO; break;
}
- ::SetCursor(::LoadCursor(NULL, win32_cursor));
+ ::SetCursor(::LoadCursor(nullptr, win32_cursor));
}
return true;
}
-// This code supports multi-viewports (multiple OS Windows mapped into different Dear ImGui viewports)
-// Because of that, it is a little more complicated than your typical single-viewport binding code!
-static void ImGui_ImplWin32_UpdateMousePos()
+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)
{
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);
+}
- // Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
- // (When multi-viewports are enabled, all imgui positions are same as OS positions)
- if (io.WantSetMousePos)
+static void ImGui_ImplWin32_ProcessKeyEventsWorkarounds()
+{
+ // 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);
+ if (ImGui::IsKeyDown(ImGuiKey_RightShift) && !IsVkDown(VK_RSHIFT))
+ ImGui_ImplWin32_AddKeyEvent(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);
+ if (ImGui::IsKeyDown(ImGuiKey_RightSuper) && !IsVkDown(VK_RWIN))
+ ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightSuper, false, VK_RWIN);
+}
+
+static void ImGui_ImplWin32_UpdateKeyModifiers()
+{
+ 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_APPS));
+}
+
+static void ImGui_ImplWin32_UpdateMouseData()
+{
+ ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
+ ImGuiIO& io = ImGui::GetIO();
+ IM_ASSERT(bd->hWnd != 0);
+
+ HWND focused_window = ::GetForegroundWindow();
+ const bool is_app_focused = (focused_window == bd->hWnd);
+ if (is_app_focused)
{
- POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
- if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) == 0)
- ::ClientToScreen(g_hWnd, &pos);
- ::SetCursorPos(pos.x, pos.y);
- }
-
- io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
- io.MouseHoveredViewport = 0;
-
- // Set imgui mouse position
- POINT mouse_screen_pos;
- if (!::GetCursorPos(&mouse_screen_pos))
- return;
- if (HWND focused_hwnd = ::GetForegroundWindow())
- {
- if (::IsChild(focused_hwnd, g_hWnd))
- focused_hwnd = g_hWnd;
- if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
+ // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
+ if (io.WantSetMousePos)
{
- // Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor)
- // This is the position you can get with GetCursorPos(). In theory adding viewport->Pos is also the reverse operation of doing ScreenToClient().
- if (ImGui::FindViewportByPlatformHandle((void*)focused_hwnd) != NULL)
- io.MousePos = ImVec2((float)mouse_screen_pos.x, (float)mouse_screen_pos.y);
+ POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
+ if (::ClientToScreen(bd->hWnd, &pos))
+ ::SetCursorPos(pos.x, pos.y);
}
- else
+
+ // (Optional) Fallback to provide mouse position when focused (WM_MOUSEMOVE already provides this when hovered or captured)
+ // This also fills a short gap when clicking non-client area: WM_NCMOUSELEAVE -> modal OS move -> gap -> WM_NCMOUSEMOVE
+ if (!io.WantSetMousePos && bd->MouseTrackedArea == 0)
{
- // Single viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window.)
- // This is the position you can get with GetCursorPos() + ScreenToClient() or from WM_MOUSEMOVE.
- if (focused_hwnd == g_hWnd)
- {
- POINT mouse_client_pos = mouse_screen_pos;
- ::ScreenToClient(focused_hwnd, &mouse_client_pos);
- io.MousePos = ImVec2((float)mouse_client_pos.x, (float)mouse_client_pos.y);
- }
+ POINT pos;
+ if (::GetCursorPos(&pos) && ::ScreenToClient(bd->hWnd, &pos))
+ io.AddMousePosEvent((float)pos.x, (float)pos.y);
}
}
-
- // (Optional) When using multiple viewports: set io.MouseHoveredViewport to the viewport the OS mouse cursor is hovering.
- // Important: this information is not easy to provide and many high-level windowing library won't be able to provide it correctly, because
- // - This is _ignoring_ viewports with the ImGuiViewportFlags_NoInputs flag (pass-through windows).
- // - This is _regardless_ of whether another viewport is focused or being dragged from.
- // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, imgui will ignore this field and infer the information by relying on the
- // rectangles and last focused time of every viewports it knows about. It will be unaware of foreign windows that may be sitting between or over your windows.
- if (HWND hovered_hwnd = ::WindowFromPoint(mouse_screen_pos))
- if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)hovered_hwnd))
- if ((viewport->Flags & ImGuiViewportFlags_NoInputs) == 0) // FIXME: We still get our NoInputs window with WM_NCHITTEST/HTTRANSPARENT code when decorated?
- io.MouseHoveredViewport = viewport->ID;
}
// Gamepad navigation mapping
@@ -225,110 +285,86 @@ static void ImGui_ImplWin32_UpdateGamepads()
{
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
ImGuiIO& io = ImGui::GetIO();
- memset(io.NavInputs, 0, sizeof(io.NavInputs));
- if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
- return;
+ 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;
// Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow.
// Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE.
- if (g_WantUpdateHasGamepad)
+ if (bd->WantUpdateHasGamepad)
{
- XINPUT_CAPABILITIES caps;
- g_HasGamepad = (XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS);
- g_WantUpdateHasGamepad = false;
+ XINPUT_CAPABILITIES caps = {};
+ bd->HasGamepad = bd->XInputGetCapabilities ? (bd->XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS) : false;
+ bd->WantUpdateHasGamepad = false;
}
- XINPUT_STATE xinput_state;
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
- if (g_HasGamepad && XInputGetState(0, &xinput_state) == ERROR_SUCCESS)
- {
- const XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad;
- io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
+ XINPUT_STATE xinput_state;
+ XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad;
+ if (!bd->HasGamepad || bd->XInputGetState == nullptr || bd->XInputGetState(0, &xinput_state) != ERROR_SUCCESS)
+ return;
+ io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
- #define MAP_BUTTON(NAV_NO, BUTTON_ENUM) { io.NavInputs[NAV_NO] = (gamepad.wButtons & BUTTON_ENUM) ? 1.0f : 0.0f; }
- #define MAP_ANALOG(NAV_NO, VALUE, V0, V1) { float vn = (float)(VALUE - V0) / (float)(V1 - V0); if (vn > 1.0f) vn = 1.0f; if (vn > 0.0f && io.NavInputs[NAV_NO] < vn) io.NavInputs[NAV_NO] = vn; }
- MAP_BUTTON(ImGuiNavInput_Activate, XINPUT_GAMEPAD_A); // Cross / A
- MAP_BUTTON(ImGuiNavInput_Cancel, XINPUT_GAMEPAD_B); // Circle / B
- MAP_BUTTON(ImGuiNavInput_Menu, XINPUT_GAMEPAD_X); // Square / X
- MAP_BUTTON(ImGuiNavInput_Input, XINPUT_GAMEPAD_Y); // Triangle / Y
- MAP_BUTTON(ImGuiNavInput_DpadLeft, XINPUT_GAMEPAD_DPAD_LEFT); // D-Pad Left
- MAP_BUTTON(ImGuiNavInput_DpadRight, XINPUT_GAMEPAD_DPAD_RIGHT); // D-Pad Right
- MAP_BUTTON(ImGuiNavInput_DpadUp, XINPUT_GAMEPAD_DPAD_UP); // D-Pad Up
- MAP_BUTTON(ImGuiNavInput_DpadDown, XINPUT_GAMEPAD_DPAD_DOWN); // D-Pad Down
- MAP_BUTTON(ImGuiNavInput_FocusPrev, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB
- MAP_BUTTON(ImGuiNavInput_FocusNext, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB
- MAP_BUTTON(ImGuiNavInput_TweakSlow, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB
- MAP_BUTTON(ImGuiNavInput_TweakFast, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB
- MAP_ANALOG(ImGuiNavInput_LStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
- MAP_ANALOG(ImGuiNavInput_LStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
- MAP_ANALOG(ImGuiNavInput_LStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
- MAP_ANALOG(ImGuiNavInput_LStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32767);
- #undef MAP_BUTTON
- #undef MAP_ANALOG
- }
+ #define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V)
+ #define MAP_BUTTON(KEY_NO, BUTTON_ENUM) { io.AddKeyEvent(KEY_NO, (gamepad.wButtons & BUTTON_ENUM) != 0); }
+ #define MAP_ANALOG(KEY_NO, VALUE, V0, V1) { float vn = (float)(VALUE - V0) / (float)(V1 - V0); io.AddKeyAnalogEvent(KEY_NO, vn > 0.10f, IM_SATURATE(vn)); }
+ MAP_BUTTON(ImGuiKey_GamepadStart, XINPUT_GAMEPAD_START);
+ MAP_BUTTON(ImGuiKey_GamepadBack, XINPUT_GAMEPAD_BACK);
+ MAP_BUTTON(ImGuiKey_GamepadFaceLeft, XINPUT_GAMEPAD_X);
+ MAP_BUTTON(ImGuiKey_GamepadFaceRight, XINPUT_GAMEPAD_B);
+ MAP_BUTTON(ImGuiKey_GamepadFaceUp, XINPUT_GAMEPAD_Y);
+ MAP_BUTTON(ImGuiKey_GamepadFaceDown, XINPUT_GAMEPAD_A);
+ MAP_BUTTON(ImGuiKey_GamepadDpadLeft, XINPUT_GAMEPAD_DPAD_LEFT);
+ MAP_BUTTON(ImGuiKey_GamepadDpadRight, XINPUT_GAMEPAD_DPAD_RIGHT);
+ MAP_BUTTON(ImGuiKey_GamepadDpadUp, XINPUT_GAMEPAD_DPAD_UP);
+ MAP_BUTTON(ImGuiKey_GamepadDpadDown, XINPUT_GAMEPAD_DPAD_DOWN);
+ MAP_BUTTON(ImGuiKey_GamepadL1, XINPUT_GAMEPAD_LEFT_SHOULDER);
+ MAP_BUTTON(ImGuiKey_GamepadR1, XINPUT_GAMEPAD_RIGHT_SHOULDER);
+ MAP_ANALOG(ImGuiKey_GamepadL2, gamepad.bLeftTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255);
+ MAP_ANALOG(ImGuiKey_GamepadR2, gamepad.bRightTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255);
+ MAP_BUTTON(ImGuiKey_GamepadL3, XINPUT_GAMEPAD_LEFT_THUMB);
+ MAP_BUTTON(ImGuiKey_GamepadR3, XINPUT_GAMEPAD_RIGHT_THUMB);
+ MAP_ANALOG(ImGuiKey_GamepadLStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
+ MAP_ANALOG(ImGuiKey_GamepadLStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
+ MAP_ANALOG(ImGuiKey_GamepadLStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
+ MAP_ANALOG(ImGuiKey_GamepadLStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
+ MAP_ANALOG(ImGuiKey_GamepadRStickLeft, gamepad.sThumbRX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
+ MAP_ANALOG(ImGuiKey_GamepadRStickRight, gamepad.sThumbRX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
+ MAP_ANALOG(ImGuiKey_GamepadRStickUp, gamepad.sThumbRY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
+ 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
}
-static BOOL CALLBACK ImGui_ImplWin32_UpdateMonitors_EnumFunc(HMONITOR monitor, HDC, LPRECT, LPARAM)
-{
- MONITORINFO info = { 0 };
- info.cbSize = sizeof(MONITORINFO);
- if (!::GetMonitorInfo(monitor, &info))
- return TRUE;
- ImGuiPlatformMonitor imgui_monitor;
- imgui_monitor.MainPos = ImVec2((float)info.rcMonitor.left, (float)info.rcMonitor.top);
- imgui_monitor.MainSize = ImVec2((float)(info.rcMonitor.right - info.rcMonitor.left), (float)(info.rcMonitor.bottom - info.rcMonitor.top));
- imgui_monitor.WorkPos = ImVec2((float)info.rcWork.left, (float)info.rcWork.top);
- imgui_monitor.WorkSize = ImVec2((float)(info.rcWork.right - info.rcWork.left), (float)(info.rcWork.bottom - info.rcWork.top));
- imgui_monitor.DpiScale = ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
- ImGuiPlatformIO& io = ImGui::GetPlatformIO();
- if (info.dwFlags & MONITORINFOF_PRIMARY)
- io.Monitors.push_front(imgui_monitor);
- else
- io.Monitors.push_back(imgui_monitor);
- return TRUE;
-}
-
-static void ImGui_ImplWin32_UpdateMonitors()
-{
- ImGui::GetPlatformIO().Monitors.resize(0);
- ::EnumDisplayMonitors(NULL, NULL, ImGui_ImplWin32_UpdateMonitors_EnumFunc, NULL);
- g_WantUpdateMonitors = false;
-}
-
void ImGui_ImplWin32_NewFrame()
{
ImGuiIO& io = ImGui::GetIO();
- IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer backend. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");
+ ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
+ IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplWin32_Init()?");
// Setup display size (every frame to accommodate for window resizing)
- RECT rect;
- ::GetClientRect(g_hWnd, &rect);
+ RECT rect = { 0, 0, 0, 0 };
+ ::GetClientRect(bd->hWnd, &rect);
io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
- if (g_WantUpdateMonitors)
- ImGui_ImplWin32_UpdateMonitors();
// Setup time step
- INT64 current_time;
+ INT64 current_time = 0;
::QueryPerformanceCounter((LARGE_INTEGER*)¤t_time);
- io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
- g_Time = current_time;
-
- // Read keyboard modifiers inputs
- io.KeyCtrl = (::GetKeyState(VK_CONTROL) & 0x8000) != 0;
- io.KeyShift = (::GetKeyState(VK_SHIFT) & 0x8000) != 0;
- io.KeyAlt = (::GetKeyState(VK_MENU) & 0x8000) != 0;
- io.KeySuper = false;
- // io.KeysDown[], io.MousePos, io.MouseDown[], io.MouseWheel: filled by the WndProc handler below.
+ io.DeltaTime = (float)(current_time - bd->Time) / bd->TicksPerSecond;
+ bd->Time = current_time;
// Update OS mouse position
- ImGui_ImplWin32_UpdateMousePos();
+ ImGui_ImplWin32_UpdateMouseData();
+
+ // Process workarounds for known Windows key handling issues
+ ImGui_ImplWin32_ProcessKeyEventsWorkarounds();
// Update OS mouse cursor with the cursor requested by imgui
ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
- if (g_LastMouseCursor != mouse_cursor)
+ if (bd->LastMouseCursor != mouse_cursor)
{
- g_LastMouseCursor = mouse_cursor;
+ bd->LastMouseCursor = mouse_cursor;
ImGui_ImplWin32_UpdateMouseCursor();
}
@@ -336,6 +372,122 @@ void ImGui_ImplWin32_NewFrame()
ImGui_ImplWin32_UpdateGamepads();
}
+// There is no distinct VK_xxx for keypad enter, instead it is VK_RETURN + KF_EXTENDED, we assign it an arbitrary value to make code more readable (VK_ codes go up to 255)
+#define IM_VK_KEYPAD_ENTER (VK_RETURN + 256)
+
+// Map VK_xxx to ImGuiKey_xxx.
+static ImGuiKey ImGui_ImplWin32_VirtualKeyToImGuiKey(WPARAM wParam)
+{
+ switch (wParam)
+ {
+ case VK_TAB: return ImGuiKey_Tab;
+ case VK_LEFT: return ImGuiKey_LeftArrow;
+ case VK_RIGHT: return ImGuiKey_RightArrow;
+ case VK_UP: return ImGuiKey_UpArrow;
+ case VK_DOWN: return ImGuiKey_DownArrow;
+ case VK_PRIOR: return ImGuiKey_PageUp;
+ case VK_NEXT: return ImGuiKey_PageDown;
+ case VK_HOME: return ImGuiKey_Home;
+ case VK_END: return ImGuiKey_End;
+ case VK_INSERT: return ImGuiKey_Insert;
+ case VK_DELETE: return ImGuiKey_Delete;
+ case VK_BACK: return ImGuiKey_Backspace;
+ 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_COMMA: return ImGuiKey_Comma;
+ 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_CAPITAL: return ImGuiKey_CapsLock;
+ case VK_SCROLL: return ImGuiKey_ScrollLock;
+ case VK_NUMLOCK: return ImGuiKey_NumLock;
+ case VK_SNAPSHOT: return ImGuiKey_PrintScreen;
+ case VK_PAUSE: return ImGuiKey_Pause;
+ case VK_NUMPAD0: return ImGuiKey_Keypad0;
+ case VK_NUMPAD1: return ImGuiKey_Keypad1;
+ case VK_NUMPAD2: return ImGuiKey_Keypad2;
+ case VK_NUMPAD3: return ImGuiKey_Keypad3;
+ case VK_NUMPAD4: return ImGuiKey_Keypad4;
+ case VK_NUMPAD5: return ImGuiKey_Keypad5;
+ case VK_NUMPAD6: return ImGuiKey_Keypad6;
+ case VK_NUMPAD7: return ImGuiKey_Keypad7;
+ case VK_NUMPAD8: return ImGuiKey_Keypad8;
+ case VK_NUMPAD9: return ImGuiKey_Keypad9;
+ case VK_DECIMAL: return ImGuiKey_KeypadDecimal;
+ case VK_DIVIDE: return ImGuiKey_KeypadDivide;
+ case VK_MULTIPLY: return ImGuiKey_KeypadMultiply;
+ case VK_SUBTRACT: return ImGuiKey_KeypadSubtract;
+ case VK_ADD: return ImGuiKey_KeypadAdd;
+ case IM_VK_KEYPAD_ENTER: return ImGuiKey_KeypadEnter;
+ case VK_LSHIFT: return ImGuiKey_LeftShift;
+ case VK_LCONTROL: return ImGuiKey_LeftCtrl;
+ case VK_LMENU: return ImGuiKey_LeftAlt;
+ case VK_LWIN: return ImGuiKey_LeftSuper;
+ case VK_RSHIFT: return ImGuiKey_RightShift;
+ case VK_RCONTROL: return ImGuiKey_RightCtrl;
+ case VK_RMENU: return ImGuiKey_RightAlt;
+ case VK_RWIN: return ImGuiKey_RightSuper;
+ case VK_APPS: return ImGuiKey_Menu;
+ case '0': return ImGuiKey_0;
+ case '1': return ImGuiKey_1;
+ case '2': return ImGuiKey_2;
+ case '3': return ImGuiKey_3;
+ case '4': return ImGuiKey_4;
+ case '5': return ImGuiKey_5;
+ case '6': return ImGuiKey_6;
+ case '7': return ImGuiKey_7;
+ case '8': return ImGuiKey_8;
+ case '9': return ImGuiKey_9;
+ case 'A': return ImGuiKey_A;
+ case 'B': return ImGuiKey_B;
+ case 'C': return ImGuiKey_C;
+ case 'D': return ImGuiKey_D;
+ case 'E': return ImGuiKey_E;
+ case 'F': return ImGuiKey_F;
+ case 'G': return ImGuiKey_G;
+ case 'H': return ImGuiKey_H;
+ case 'I': return ImGuiKey_I;
+ case 'J': return ImGuiKey_J;
+ case 'K': return ImGuiKey_K;
+ case 'L': return ImGuiKey_L;
+ case 'M': return ImGuiKey_M;
+ case 'N': return ImGuiKey_N;
+ case 'O': return ImGuiKey_O;
+ case 'P': return ImGuiKey_P;
+ case 'Q': return ImGuiKey_Q;
+ case 'R': return ImGuiKey_R;
+ case 'S': return ImGuiKey_S;
+ case 'T': return ImGuiKey_T;
+ case 'U': return ImGuiKey_U;
+ case 'V': return ImGuiKey_V;
+ case 'W': return ImGuiKey_W;
+ case 'X': return ImGuiKey_X;
+ case 'Y': return ImGuiKey_Y;
+ case 'Z': return ImGuiKey_Z;
+ case VK_F1: return ImGuiKey_F1;
+ case VK_F2: return ImGuiKey_F2;
+ case VK_F3: return ImGuiKey_F3;
+ case VK_F4: return ImGuiKey_F4;
+ case VK_F5: return ImGuiKey_F5;
+ case VK_F6: return ImGuiKey_F6;
+ case VK_F7: return ImGuiKey_F7;
+ case VK_F8: return ImGuiKey_F8;
+ case VK_F9: return ImGuiKey_F9;
+ case VK_F10: return ImGuiKey_F10;
+ case VK_F11: return ImGuiKey_F11;
+ case VK_F12: return ImGuiKey_F12;
+ default: return ImGuiKey_None;
+ }
+}
+
// Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions.
#ifndef WM_MOUSEHWHEEL
#define WM_MOUSEHWHEEL 0x020E
@@ -345,10 +497,10 @@ void ImGui_ImplWin32_NewFrame()
#endif
// Win32 message handler (process Win32 mouse/keyboard inputs, etc.)
-// Call from your application's message handler.
+// 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.
-// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
+// - 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.
@@ -356,27 +508,81 @@ void ImGui_ImplWin32_NewFrame()
// 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
+
+// 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()
+{
+ LPARAM extra_info = ::GetMessageExtraInfo();
+ if ((extra_info & 0xFFFFFF80) == 0xFF515700)
+ return ImGuiMouseSource_Pen;
+ if ((extra_info & 0xFFFFFF80) == 0xFF515780)
+ return ImGuiMouseSource_TouchScreen;
+ return ImGuiMouseSource_Mouse;
+}
+
IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
- if (ImGui::GetCurrentContext() == NULL)
+ if (ImGui::GetCurrentContext() == nullptr)
return 0;
ImGuiIO& io = ImGui::GetIO();
+ ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
+
switch (msg)
{
+ case WM_MOUSEMOVE:
+ case WM_NCMOUSEMOVE:
+ {
+ // We need to call TrackMouseEvent in order to receive WM_MOUSELEAVE events
+ ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo();
+ const int area = (msg == WM_MOUSEMOVE) ? 1 : 2;
+ bd->MouseHwnd = hwnd;
+ if (bd->MouseTrackedArea != area)
+ {
+ TRACKMOUSEEVENT tme_cancel = { sizeof(tme_cancel), TME_CANCEL, hwnd, 0 };
+ TRACKMOUSEEVENT tme_track = { sizeof(tme_track), (DWORD)((area == 2) ? (TME_LEAVE | TME_NONCLIENT) : TME_LEAVE), hwnd, 0 };
+ if (bd->MouseTrackedArea != 0)
+ ::TrackMouseEvent(&tme_cancel);
+ ::TrackMouseEvent(&tme_track);
+ bd->MouseTrackedArea = area;
+ }
+ POINT mouse_pos = { (LONG)GET_X_LPARAM(lParam), (LONG)GET_Y_LPARAM(lParam) };
+ if (msg == WM_NCMOUSEMOVE && ::ScreenToClient(hwnd, &mouse_pos) == FALSE) // WM_NCMOUSEMOVE are provided in absolute coordinates.
+ break;
+ io.AddMouseSourceEvent(mouse_source);
+ io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y);
+ break;
+ }
+ case WM_MOUSELEAVE:
+ case WM_NCMOUSELEAVE:
+ {
+ const int area = (msg == WM_MOUSELEAVE) ? 1 : 2;
+ if (bd->MouseTrackedArea == area)
+ {
+ if (bd->MouseHwnd == hwnd)
+ bd->MouseHwnd = nullptr;
+ bd->MouseTrackedArea = 0;
+ io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
+ }
+ break;
+ }
case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK:
{
+ ImGuiMouseSource mouse_source = 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 (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL)
+ if (bd->MouseButtonsDown == 0 && ::GetCapture() == nullptr)
::SetCapture(hwnd);
- io.MouseDown[button] = true;
+ bd->MouseButtonsDown |= 1 << button;
+ io.AddMouseSourceEvent(mouse_source);
+ io.AddMouseButtonEvent(button, true);
return 0;
}
case WM_LBUTTONUP:
@@ -384,47 +590,96 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
case WM_MBUTTONUP:
case WM_XBUTTONUP:
{
+ ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo();
int button = 0;
if (msg == WM_LBUTTONUP) { button = 0; }
if (msg == WM_RBUTTONUP) { button = 1; }
if (msg == WM_MBUTTONUP) { button = 2; }
if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
- io.MouseDown[button] = false;
- if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd)
+ bd->MouseButtonsDown &= ~(1 << button);
+ if (bd->MouseButtonsDown == 0 && ::GetCapture() == hwnd)
::ReleaseCapture();
+ io.AddMouseSourceEvent(mouse_source);
+ io.AddMouseButtonEvent(button, false);
return 0;
}
case WM_MOUSEWHEEL:
- io.MouseWheel += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA;
+ io.AddMouseWheelEvent(0.0f, (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA);
return 0;
case WM_MOUSEHWHEEL:
- io.MouseWheelH += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA;
+ io.AddMouseWheelEvent(-(float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA, 0.0f);
return 0;
case WM_KEYDOWN:
- case WM_SYSKEYDOWN:
- if (wParam < 256)
- io.KeysDown[wParam] = 1;
- return 0;
case WM_KEYUP:
+ case WM_SYSKEYDOWN:
case WM_SYSKEYUP:
+ {
+ const bool is_key_down = (msg == WM_KEYDOWN || msg == WM_SYSKEYDOWN);
if (wParam < 256)
- io.KeysDown[wParam] = 0;
+ {
+ // Submit modifiers
+ ImGui_ImplWin32_UpdateKeyModifiers();
+
+ // Obtain virtual key code
+ // (keypad enter doesn't have its own... VK_RETURN with KF_EXTENDED flag means keypad enter, see IM_VK_KEYPAD_ENTER definition for details, it is mapped to ImGuiKey_KeyPadEnter.)
+ int vk = (int)wParam;
+ if ((wParam == VK_RETURN) && (HIWORD(lParam) & KF_EXTENDED))
+ vk = IM_VK_KEYPAD_ENTER;
+
+ // Submit key event
+ const ImGuiKey key = ImGui_ImplWin32_VirtualKeyToImGuiKey(vk);
+ const int scancode = (int)LOBYTE(HIWORD(lParam));
+ if (key != ImGuiKey_None)
+ ImGui_ImplWin32_AddKeyEvent(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); }
+ }
+ 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); }
+ }
+ 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); }
+ }
+ }
+ return 0;
+ }
+ case WM_SETFOCUS:
+ case WM_KILLFOCUS:
+ io.AddFocusEvent(msg == WM_SETFOCUS);
return 0;
case WM_CHAR:
- // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
- if (wParam > 0 && wParam < 0x10000)
- io.AddInputCharacterUTF16((unsigned short)wParam);
+ if (::IsWindowUnicode(hwnd))
+ {
+ // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
+ if (wParam > 0 && wParam < 0x10000)
+ io.AddInputCharacterUTF16((unsigned short)wParam);
+ }
+ else
+ {
+ wchar_t wch = 0;
+ ::MultiByteToWideChar(CP_ACP, MB_PRECOMPOSED, (char*)&wParam, 1, &wch, 1);
+ io.AddInputCharacter(wch);
+ }
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())
return 1;
return 0;
case WM_DEVICECHANGE:
+#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
if ((UINT)wParam == DBT_DEVNODES_CHANGED)
- g_WantUpdateHasGamepad = true;
- return 0;
- case WM_DISPLAYCHANGE:
- g_WantUpdateMonitors = true;
+ bd->WantUpdateHasGamepad = true;
+#endif
return 0;
}
return 0;
@@ -445,19 +700,32 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
// If you are trying to implement your own backend for your own engine, you may ignore that noise.
//---------------------------------------------------------------------------------------------------------
-// Implement some of the functions and types normally declared in recent Windows SDK.
-#if !defined(_versionhelpers_H_INCLUDED_) && !defined(_INC_VERSIONHELPERS)
-static BOOL IsWindowsVersionOrGreater(WORD major, WORD minor, WORD sp)
+// Perform our own check with RtlVerifyVersionInfo() instead of using functions from as they
+// require a manifest to be functional for checks above 8.1. See https://github.com/ocornut/imgui/issues/4200
+static BOOL _IsWindowsVersionOrGreater(WORD major, WORD minor, WORD)
{
- OSVERSIONINFOEXW osvi = { sizeof(osvi), major, minor, 0, 0, { 0 }, sp, 0, 0, 0, 0 };
- DWORD mask = VER_MAJORVERSION | VER_MINORVERSION | VER_SERVICEPACKMAJOR;
- ULONGLONG cond = ::VerSetConditionMask(0, VER_MAJORVERSION, VER_GREATER_EQUAL);
- cond = ::VerSetConditionMask(cond, VER_MINORVERSION, VER_GREATER_EQUAL);
- cond = ::VerSetConditionMask(cond, VER_SERVICEPACKMAJOR, VER_GREATER_EQUAL);
- return ::VerifyVersionInfoW(&osvi, mask, cond);
+ 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)
+ return FALSE;
+
+ RTL_OSVERSIONINFOEXW versionInfo = { };
+ 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;
}
-#define IsWindows8Point1OrGreater() IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WINBLUE
-#endif
+
+#define _IsWindowsVistaOrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0600), LOBYTE(0x0600), 0) // _WIN32_WINNT_VISTA
+#define _IsWindows8OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WIN8
+#define _IsWindows8Point1OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0603), LOBYTE(0x0603), 0) // _WIN32_WINNT_WINBLUE
+#define _IsWindows10OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0A00), LOBYTE(0x0A00), 0) // _WIN32_WINNT_WINTHRESHOLD / _WIN32_WINNT_WIN10
#ifndef DPI_ENUMS_DECLARED
typedef enum { PROCESS_DPI_UNAWARE = 0, PROCESS_SYSTEM_DPI_AWARE = 1, PROCESS_PER_MONITOR_DPI_AWARE = 2 } PROCESS_DPI_AWARENESS;
@@ -477,10 +745,7 @@ typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWAR
// Helper function to enable DPI awareness without setting up a manifest
void ImGui_ImplWin32_EnableDpiAwareness()
{
- // Make sure monitors will be updated with latest correct scaling
- g_WantUpdateMonitors = true;
-
- // if (IsWindows10OrGreater()) // This needs a manifest to succeed. Instead we try to grab the function pointer!
+ if (_IsWindows10OrGreater())
{
static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process
if (PFN_SetThreadDpiAwarenessContext SetThreadDpiAwarenessContextFn = (PFN_SetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "SetThreadDpiAwarenessContext"))
@@ -489,7 +754,7 @@ void ImGui_ImplWin32_EnableDpiAwareness()
return;
}
}
- if (IsWindows8Point1OrGreater())
+ if (_IsWindows8Point1OrGreater())
{
static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
if (PFN_SetProcessDpiAwareness SetProcessDpiAwarenessFn = (PFN_SetProcessDpiAwareness)::GetProcAddress(shcore_dll, "SetProcessDpiAwareness"))
@@ -504,29 +769,32 @@ void ImGui_ImplWin32_EnableDpiAwareness()
}
#if defined(_MSC_VER) && !defined(NOGDI)
-#pragma comment(lib, "gdi32") // Link with gdi32.lib for GetDeviceCaps()
+#pragma comment(lib, "gdi32") // Link with gdi32.lib for GetDeviceCaps(). MinGW will require linking with '-lgdi32'
#endif
float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor)
{
UINT xdpi = 96, ydpi = 96;
- static BOOL bIsWindows8Point1OrGreater = IsWindows8Point1OrGreater();
- if (bIsWindows8Point1OrGreater)
+ if (_IsWindows8Point1OrGreater())
{
- static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
- if (PFN_GetDpiForMonitor GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor"))
- GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi);
+ 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);
+ IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
+ return xdpi / 96.0f;
+ }
}
#ifndef NOGDI
- else
- {
- const HDC dc = ::GetDC(NULL);
- xdpi = ::GetDeviceCaps(dc, LOGPIXELSX);
- ydpi = ::GetDeviceCaps(dc, LOGPIXELSY);
- ::ReleaseDC(NULL, dc);
- }
-#endif
+ const HDC dc = ::GetDC(nullptr);
+ xdpi = ::GetDeviceCaps(dc, LOGPIXELSX);
+ ydpi = ::GetDeviceCaps(dc, LOGPIXELSY);
IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
+ ::ReleaseDC(nullptr, dc);
+#endif
return xdpi / 96.0f;
}
@@ -536,353 +804,44 @@ float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd)
return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
}
-
-//--------------------------------------------------------------------------------------------------------
-// IME (Input Method Editor) basic support for e.g. Asian language users
+//---------------------------------------------------------------------------------------------------------
+// Transparency related helpers (optional)
//--------------------------------------------------------------------------------------------------------
-#if defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP) // UWP doesn't have Win32 functions
-#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS
+#if defined(_MSC_VER)
+#pragma comment(lib, "dwmapi") // Link with dwmapi.lib. MinGW will require linking with '-ldwmapi'
#endif
-#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(__GNUC__)
-#define HAS_WIN32_IME 1
-#include
-#ifdef _MSC_VER
-#pragma comment(lib, "imm32")
-#endif
-static void ImGui_ImplWin32_SetImeInputPos(ImGuiViewport* viewport, ImVec2 pos)
+// [experimental]
+// Borrowed from GLFW's function updateFramebufferTransparency() in src/win32_window.c
+// (the Dwm* functions are Vista era functions but we are borrowing logic from GLFW)
+void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd)
{
- COMPOSITIONFORM cf = { CFS_FORCE_POSITION,{ (LONG)(pos.x - viewport->Pos.x), (LONG)(pos.y - viewport->Pos.y) },{ 0, 0, 0, 0 } };
- if (HWND hwnd = (HWND)viewport->PlatformHandle)
- if (HIMC himc = ::ImmGetContext(hwnd))
- {
- ::ImmSetCompositionWindow(himc, &cf);
- ::ImmReleaseContext(hwnd, himc);
- }
-}
-#else
-#define HAS_WIN32_IME 0
-#endif
+ if (!_IsWindowsVistaOrGreater())
+ return;
-//--------------------------------------------------------------------------------------------------------
-// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
-// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
-// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
-//--------------------------------------------------------------------------------------------------------
+ BOOL composition;
+ if (FAILED(::DwmIsCompositionEnabled(&composition)) || !composition)
+ return;
-// Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data.
-struct ImGuiViewportDataWin32
-{
- HWND Hwnd;
- bool HwndOwned;
- DWORD DwStyle;
- DWORD DwExStyle;
-
- ImGuiViewportDataWin32() { Hwnd = NULL; HwndOwned = false; DwStyle = DwExStyle = 0; }
- ~ImGuiViewportDataWin32() { IM_ASSERT(Hwnd == NULL); }
-};
-
-static void ImGui_ImplWin32_GetWin32StyleFromViewportFlags(ImGuiViewportFlags flags, DWORD* out_style, DWORD* out_ex_style)
-{
- if (flags & ImGuiViewportFlags_NoDecoration)
- *out_style = WS_POPUP;
- else
- *out_style = WS_OVERLAPPEDWINDOW;
-
- if (flags & ImGuiViewportFlags_NoTaskBarIcon)
- *out_ex_style = WS_EX_TOOLWINDOW;
- else
- *out_ex_style = WS_EX_APPWINDOW;
-
- if (flags & ImGuiViewportFlags_TopMost)
- *out_ex_style |= WS_EX_TOPMOST;
-}
-
-static void ImGui_ImplWin32_CreateWindow(ImGuiViewport* viewport)
-{
- ImGuiViewportDataWin32* data = IM_NEW(ImGuiViewportDataWin32)();
- viewport->PlatformUserData = data;
-
- // Select style and parent window
- ImGui_ImplWin32_GetWin32StyleFromViewportFlags(viewport->Flags, &data->DwStyle, &data->DwExStyle);
- HWND parent_window = NULL;
- if (viewport->ParentViewportId != 0)
- if (ImGuiViewport* parent_viewport = ImGui::FindViewportByID(viewport->ParentViewportId))
- parent_window = (HWND)parent_viewport->PlatformHandle;
-
- // Create window
- RECT rect = { (LONG)viewport->Pos.x, (LONG)viewport->Pos.y, (LONG)(viewport->Pos.x + viewport->Size.x), (LONG)(viewport->Pos.y + viewport->Size.y) };
- ::AdjustWindowRectEx(&rect, data->DwStyle, FALSE, data->DwExStyle);
- data->Hwnd = ::CreateWindowEx(
- data->DwExStyle, _T("ImGui Platform"), _T("Untitled"), data->DwStyle, // Style, class name, window name
- rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, // Window area
- parent_window, NULL, ::GetModuleHandle(NULL), NULL); // Parent window, Menu, Instance, Param
- data->HwndOwned = true;
- viewport->PlatformRequestResize = false;
- viewport->PlatformHandle = viewport->PlatformHandleRaw = data->Hwnd;
-}
-
-static void ImGui_ImplWin32_DestroyWindow(ImGuiViewport* viewport)
-{
- if (ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData)
+ BOOL opaque;
+ DWORD color;
+ if (_IsWindows8OrGreater() || (SUCCEEDED(::DwmGetColorizationColor(&color, &opaque)) && !opaque))
{
- if (::GetCapture() == data->Hwnd)
- {
- // Transfer capture so if we started dragging from a window that later disappears, we'll still receive the MOUSEUP event.
- ::ReleaseCapture();
- ::SetCapture(g_hWnd);
- }
- if (data->Hwnd && data->HwndOwned)
- ::DestroyWindow(data->Hwnd);
- data->Hwnd = NULL;
- IM_DELETE(data);
- }
- viewport->PlatformUserData = viewport->PlatformHandle = NULL;
-}
-
-static void ImGui_ImplWin32_ShowWindow(ImGuiViewport* viewport)
-{
- ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData;
- IM_ASSERT(data->Hwnd != 0);
- if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
- ::ShowWindow(data->Hwnd, SW_SHOWNA);
- else
- ::ShowWindow(data->Hwnd, SW_SHOW);
-}
-
-static void ImGui_ImplWin32_UpdateWindow(ImGuiViewport* viewport)
-{
- // (Optional) Update Win32 style if it changed _after_ creation.
- // Generally they won't change unless configuration flags are changed, but advanced uses (such as manually rewriting viewport flags) make this useful.
- ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData;
- IM_ASSERT(data->Hwnd != 0);
- DWORD new_style;
- DWORD new_ex_style;
- ImGui_ImplWin32_GetWin32StyleFromViewportFlags(viewport->Flags, &new_style, &new_ex_style);
-
- // Only reapply the flags that have been changed from our point of view (as other flags are being modified by Windows)
- if (data->DwStyle != new_style || data->DwExStyle != new_ex_style)
- {
- // (Optional) Update TopMost state if it changed _after_ creation
- bool top_most_changed = (data->DwExStyle & WS_EX_TOPMOST) != (new_ex_style & WS_EX_TOPMOST);
- HWND insert_after = top_most_changed ? ((viewport->Flags & ImGuiViewportFlags_TopMost) ? HWND_TOPMOST : HWND_NOTOPMOST) : 0;
- UINT swp_flag = top_most_changed ? 0 : SWP_NOZORDER;
-
- // Apply flags and position (since it is affected by flags)
- data->DwStyle = new_style;
- data->DwExStyle = new_ex_style;
- ::SetWindowLong(data->Hwnd, GWL_STYLE, data->DwStyle);
- ::SetWindowLong(data->Hwnd, GWL_EXSTYLE, data->DwExStyle);
- RECT rect = { (LONG)viewport->Pos.x, (LONG)viewport->Pos.y, (LONG)(viewport->Pos.x + viewport->Size.x), (LONG)(viewport->Pos.y + viewport->Size.y) };
- ::AdjustWindowRectEx(&rect, data->DwStyle, FALSE, data->DwExStyle); // Client to Screen
- ::SetWindowPos(data->Hwnd, insert_after, rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, swp_flag | SWP_NOACTIVATE | SWP_FRAMECHANGED);
- ::ShowWindow(data->Hwnd, SW_SHOWNA); // This is necessary when we alter the style
- viewport->PlatformRequestMove = viewport->PlatformRequestResize = true;
- }
-}
-
-static ImVec2 ImGui_ImplWin32_GetWindowPos(ImGuiViewport* viewport)
-{
- ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData;
- IM_ASSERT(data->Hwnd != 0);
- POINT pos = { 0, 0 };
- ::ClientToScreen(data->Hwnd, &pos);
- return ImVec2((float)pos.x, (float)pos.y);
-}
-
-static void ImGui_ImplWin32_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
-{
- ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData;
- IM_ASSERT(data->Hwnd != 0);
- RECT rect = { (LONG)pos.x, (LONG)pos.y, (LONG)pos.x, (LONG)pos.y };
- ::AdjustWindowRectEx(&rect, data->DwStyle, FALSE, data->DwExStyle);
- ::SetWindowPos(data->Hwnd, NULL, rect.left, rect.top, 0, 0, SWP_NOZORDER | SWP_NOSIZE | SWP_NOACTIVATE);
-}
-
-static ImVec2 ImGui_ImplWin32_GetWindowSize(ImGuiViewport* viewport)
-{
- ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData;
- IM_ASSERT(data->Hwnd != 0);
- RECT rect;
- ::GetClientRect(data->Hwnd, &rect);
- return ImVec2(float(rect.right - rect.left), float(rect.bottom - rect.top));
-}
-
-static void ImGui_ImplWin32_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
-{
- ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData;
- IM_ASSERT(data->Hwnd != 0);
- RECT rect = { 0, 0, (LONG)size.x, (LONG)size.y };
- ::AdjustWindowRectEx(&rect, data->DwStyle, FALSE, data->DwExStyle); // Client to Screen
- ::SetWindowPos(data->Hwnd, NULL, 0, 0, rect.right - rect.left, rect.bottom - rect.top, SWP_NOZORDER | SWP_NOMOVE | SWP_NOACTIVATE);
-}
-
-static void ImGui_ImplWin32_SetWindowFocus(ImGuiViewport* viewport)
-{
- ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData;
- IM_ASSERT(data->Hwnd != 0);
- ::BringWindowToTop(data->Hwnd);
- ::SetForegroundWindow(data->Hwnd);
- ::SetFocus(data->Hwnd);
-}
-
-static bool ImGui_ImplWin32_GetWindowFocus(ImGuiViewport* viewport)
-{
- ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData;
- IM_ASSERT(data->Hwnd != 0);
- return ::GetForegroundWindow() == data->Hwnd;
-}
-
-static bool ImGui_ImplWin32_GetWindowMinimized(ImGuiViewport* viewport)
-{
- ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData;
- IM_ASSERT(data->Hwnd != 0);
- return ::IsIconic(data->Hwnd) != 0;
-}
-
-static void ImGui_ImplWin32_SetWindowTitle(ImGuiViewport* viewport, const char* title)
-{
- // ::SetWindowTextA() doesn't properly handle UTF-8 so we explicitely convert our string.
- ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData;
- IM_ASSERT(data->Hwnd != 0);
- int n = ::MultiByteToWideChar(CP_UTF8, 0, title, -1, NULL, 0);
- ImVector title_w;
- title_w.resize(n);
- ::MultiByteToWideChar(CP_UTF8, 0, title, -1, title_w.Data, n);
- ::SetWindowTextW(data->Hwnd, title_w.Data);
-}
-
-static void ImGui_ImplWin32_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
-{
- ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData;
- IM_ASSERT(data->Hwnd != 0);
- IM_ASSERT(alpha >= 0.0f && alpha <= 1.0f);
- if (alpha < 1.0f)
- {
- DWORD style = ::GetWindowLongW(data->Hwnd, GWL_EXSTYLE) | WS_EX_LAYERED;
- ::SetWindowLongW(data->Hwnd, GWL_EXSTYLE, style);
- ::SetLayeredWindowAttributes(data->Hwnd, 0, (BYTE)(255 * alpha), LWA_ALPHA);
+ HRGN region = ::CreateRectRgn(0, 0, -1, -1);
+ DWM_BLURBEHIND bb = {};
+ bb.dwFlags = DWM_BB_ENABLE | DWM_BB_BLURREGION;
+ bb.hRgnBlur = region;
+ bb.fEnable = TRUE;
+ ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
+ ::DeleteObject(region);
}
else
{
- DWORD style = ::GetWindowLongW(data->Hwnd, GWL_EXSTYLE) & ~WS_EX_LAYERED;
- ::SetWindowLongW(data->Hwnd, GWL_EXSTYLE, style);
+ DWM_BLURBEHIND bb = {};
+ bb.dwFlags = DWM_BB_ENABLE;
+ ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
}
}
-static float ImGui_ImplWin32_GetWindowDpiScale(ImGuiViewport* viewport)
-{
- ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData;
- IM_ASSERT(data->Hwnd != 0);
- return ImGui_ImplWin32_GetDpiScaleForHwnd(data->Hwnd);
-}
-
-// FIXME-DPI: Testing DPI related ideas
-static void ImGui_ImplWin32_OnChangedViewport(ImGuiViewport* viewport)
-{
- (void)viewport;
-#if 0
- ImGuiStyle default_style;
- //default_style.WindowPadding = ImVec2(0, 0);
- //default_style.WindowBorderSize = 0.0f;
- //default_style.ItemSpacing.y = 3.0f;
- //default_style.FramePadding = ImVec2(0, 0);
- default_style.ScaleAllSizes(viewport->DpiScale);
- ImGuiStyle& style = ImGui::GetStyle();
- style = default_style;
-#endif
-}
-
-static LRESULT CALLBACK ImGui_ImplWin32_WndProcHandler_PlatformWindow(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
-{
- if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
- return true;
-
- if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle((void*)hWnd))
- {
- switch (msg)
- {
- case WM_CLOSE:
- viewport->PlatformRequestClose = true;
- return 0;
- case WM_MOVE:
- viewport->PlatformRequestMove = true;
- break;
- case WM_SIZE:
- viewport->PlatformRequestResize = true;
- break;
- case WM_MOUSEACTIVATE:
- if (viewport->Flags & ImGuiViewportFlags_NoFocusOnClick)
- return MA_NOACTIVATE;
- break;
- case WM_NCHITTEST:
- // Let mouse pass-through the window. This will allow the backend to set io.MouseHoveredViewport properly (which is OPTIONAL).
- // The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging.
- // If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in
- // your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system.
- if (viewport->Flags & ImGuiViewportFlags_NoInputs)
- return HTTRANSPARENT;
- break;
- }
- }
-
- return DefWindowProc(hWnd, msg, wParam, lParam);
-}
-
-static void ImGui_ImplWin32_InitPlatformInterface()
-{
- WNDCLASSEX wcex;
- wcex.cbSize = sizeof(WNDCLASSEX);
- wcex.style = CS_HREDRAW | CS_VREDRAW;
- wcex.lpfnWndProc = ImGui_ImplWin32_WndProcHandler_PlatformWindow;
- wcex.cbClsExtra = 0;
- wcex.cbWndExtra = 0;
- wcex.hInstance = ::GetModuleHandle(NULL);
- wcex.hIcon = NULL;
- wcex.hCursor = NULL;
- wcex.hbrBackground = (HBRUSH)(COLOR_BACKGROUND + 1);
- wcex.lpszMenuName = NULL;
- wcex.lpszClassName = _T("ImGui Platform");
- wcex.hIconSm = NULL;
- ::RegisterClassEx(&wcex);
-
- ImGui_ImplWin32_UpdateMonitors();
-
- // Register platform interface (will be coupled with a renderer interface)
- ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
- platform_io.Platform_CreateWindow = ImGui_ImplWin32_CreateWindow;
- platform_io.Platform_DestroyWindow = ImGui_ImplWin32_DestroyWindow;
- platform_io.Platform_ShowWindow = ImGui_ImplWin32_ShowWindow;
- platform_io.Platform_SetWindowPos = ImGui_ImplWin32_SetWindowPos;
- platform_io.Platform_GetWindowPos = ImGui_ImplWin32_GetWindowPos;
- platform_io.Platform_SetWindowSize = ImGui_ImplWin32_SetWindowSize;
- platform_io.Platform_GetWindowSize = ImGui_ImplWin32_GetWindowSize;
- platform_io.Platform_SetWindowFocus = ImGui_ImplWin32_SetWindowFocus;
- platform_io.Platform_GetWindowFocus = ImGui_ImplWin32_GetWindowFocus;
- platform_io.Platform_GetWindowMinimized = ImGui_ImplWin32_GetWindowMinimized;
- platform_io.Platform_SetWindowTitle = ImGui_ImplWin32_SetWindowTitle;
- platform_io.Platform_SetWindowAlpha = ImGui_ImplWin32_SetWindowAlpha;
- platform_io.Platform_UpdateWindow = ImGui_ImplWin32_UpdateWindow;
- platform_io.Platform_GetWindowDpiScale = ImGui_ImplWin32_GetWindowDpiScale; // FIXME-DPI
- platform_io.Platform_OnChangedViewport = ImGui_ImplWin32_OnChangedViewport; // FIXME-DPI
-#if HAS_WIN32_IME
- platform_io.Platform_SetImeInputPos = ImGui_ImplWin32_SetImeInputPos;
-#endif
-
- // Register main window handle (which is owned by the main application, not by us)
- // This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports.
- ImGuiViewport* main_viewport = ImGui::GetMainViewport();
- ImGuiViewportDataWin32* data = IM_NEW(ImGuiViewportDataWin32)();
- data->Hwnd = g_hWnd;
- data->HwndOwned = false;
- main_viewport->PlatformUserData = data;
- main_viewport->PlatformHandle = (void*)g_hWnd;
-}
-
-static void ImGui_ImplWin32_ShutdownPlatformInterface()
-{
- ::UnregisterClass(_T("ImGui Platform"), ::GetModuleHandle(NULL));
-}
-
//---------------------------------------------------------------------------------------------------------
diff --git a/3rdparty/imgui/backends/imgui_impl_win32.h b/3rdparty/imgui/backends/imgui_impl_win32.h
index 5c31920..e1d5e4a 100644
--- a/3rdparty/imgui/backends/imgui_impl_win32.h
+++ b/3rdparty/imgui/backends/imgui_impl_win32.h
@@ -1,14 +1,15 @@
-// dear imgui: Platform Backend for Windows (standard windows API for 32 and 64 bits applications)
+// dear imgui: Platform Backend for Windows (standard windows API for 32-bits AND 64-bits applications)
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
// Implemented features:
// [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui)
-// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
-// [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE).
+// [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: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
+// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
-// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
@@ -19,14 +20,11 @@ IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd);
IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown();
IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame();
-// Configuration
-// - Disable gamepad support or linking with xinput.lib
-//#define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
-//#define IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT
-
// Win32 message handler your application need to call.
// - Intentionally commented out in a '#if 0' block to avoid dragging dependencies on from this helper.
// - You should COPY the line below into your .cpp code to forward declare the function and then you can call it.
+// - Call from your application's message handler. Keep calling your message handler unless this function returns TRUE.
+
#if 0
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
#endif
@@ -40,3 +38,8 @@ extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg
IMGUI_IMPL_API void ImGui_ImplWin32_EnableDpiAwareness();
IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd); // HWND hwnd
IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor); // HMONITOR monitor
+
+// Transparency related helpers (optional) [experimental]
+// - Use to enable alpha compositing transparency with the desktop.
+// - Use together with e.g. clearing your framebuffer with zero-alpha.
+IMGUI_IMPL_API void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd); // HWND hwnd
diff --git a/3rdparty/imgui/docs/BACKENDS.md b/3rdparty/imgui/docs/BACKENDS.md
index 87d5454..ef31bb0 100644
--- a/3rdparty/imgui/docs/BACKENDS.md
+++ b/3rdparty/imgui/docs/BACKENDS.md
@@ -5,20 +5,22 @@ _(You may browse this at https://github.com/ocornut/imgui/blob/master/docs/BACKE
**The 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, 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_sdl.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_sdl.cpp)), etc.
+- 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.
-- The 'Renderer' backends are in charge of: creating atlas texture, 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.
+- 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.
-- For some high-level frameworks, a single backend usually handle both 'Platform' and 'Renderer' parts.
- e.g. Allegro 5 ([imgui_impl_allegro5.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_allegro5.cpp)), Marmalade ([imgui_impl_marmalade.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_marmalade.cpp)). If you end up creating a custom backend for your engine, you may want to do the same.
+- For some high-level frameworks, a single backend usually handles both 'Platform' and 'Renderer' parts.
+ e.g. Allegro 5 ([imgui_impl_allegro5.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_allegro5.cpp)). If you end up creating a custom backend for your engine, you may want to do the same.
-An application usually combines 1 Platform backend + 1 Renderer backend + main Dear ImGui sources.
-For example, the [example_win32_directx11](https://github.com/ocornut/imgui/tree/master/examples/example_win32_directx11) application combines imgui_impl_win32.cpp + imgui_impl_dx11.cpp. See [EXAMPLES.MD](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md) for details.
+An application usually combines one Platform backend + one Renderer backend + main Dear ImGui sources.
+For example, the [example_win32_directx11](https://github.com/ocornut/imgui/tree/master/examples/example_win32_directx11) application combines imgui_impl_win32.cpp + imgui_impl_dx11.cpp. There are 20+ examples in the [examples/](https://github.com/ocornut/imgui/blob/master/examples/) folder. See [EXAMPLES.MD](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md) for details.
+
+**Once Dear ImGui is setup and running, run and refer to `ImGui::ShowDemoWindow()` in imgui_demo.cpp for usage of the end-user API.**
-### What are backends
+### What are backends?
Dear ImGui is highly portable and only requires a few things to run and render, typically:
@@ -36,27 +38,34 @@ Dear ImGui is highly portable and only requires a few things to run and render,
- Optional: multi-viewports support.
etc.
-This is essentially what each backends are doing + obligatory portability cruft.
+This is essentially what each backend is doing + obligatory portability cruft. Using default backends ensure you can get all those features including the ones that would be harder to implement on your side (e.g. multi-viewports support).
It is important to understand the difference between the core Dear ImGui library (files in the root folder)
-and backends which we are describing here (backends/ folder).
+and the backends which we are describing here (backends/ folder).
- Some issues may only be backend or platform specific.
-- You should be able to write backends for pretty much any platform and any 3D graphics API.
+- 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.
+### Integrating a backend
+
+See "Getting Started" section of [EXAMPLES.MD](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md) for more details.
+
+
### List of 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_sdl.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org
+ imgui_impl_sdl2.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org
+ imgui_impl_sdl3.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org (*EXPERIMENTAL*)
imgui_impl_win32.cpp ; Win32 native API (Windows)
- imgui_impl_glut.cpp ; GLUT/FreeGLUT (absolutely not recommended in 2020!)
+ imgui_impl_glut.cpp ; GLUT/FreeGLUT (this is prehistoric software and absolutely not recommended today!)
List of Renderer Backends:
@@ -67,47 +76,20 @@ List of Renderer Backends:
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_sdlrenderer.cpp; SDL_Renderer (optional component of SDL2 available from SDL 2.0.18+)
imgui_impl_vulkan.cpp ; Vulkan
+ imgui_impl_wgpu.cpp ; WebGPU
List of high-level Frameworks Backends (combining Platform + Renderer):
imgui_impl_allegro5.cpp
- imgui_impl_marmalade.cpp
-Emscripten is also supported.
-The [example_emscripten](https://github.com/ocornut/imgui/tree/master/examples/example_emscripten) app uses imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp, but other combos are possible.
+Emscripten is also supported!
+The SDL+GL, GLFW+GL and SDL+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
-- AGS/Adventure Game Studio
-- Amethyst
-- bsf
-- Cinder
-- Cocos2d-x
-- Diligent Engine
-- Flexium,
-- GML/Game Maker Studio2
-- GTK3+OpenGL3
-- Irrlicht Engine
-- LÖVE+LUA
-- Magnum
-- NanoRT
-- Nim Game Lib,
-- Ogre
-- openFrameworks
-- OSG/OpenSceneGraph
-- Orx
-- px_render
-- Qt/QtDirect3D
-- SFML
-- Sokol
-- Unity
-- Unreal Engine 4
-- vtk
-- Win32 GDI
-etc.
-
+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).
### Recommended Backends
@@ -116,7 +98,7 @@ 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 | |
-| SDL2 | https://www.libsdl.org | imgui_impl_sdl.cpp | |
+| SDL2 | https://www.libsdl.org | imgui_impl_sdl2.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 |
@@ -128,33 +110,36 @@ Think twice!
If you are new to Dear ImGui, first try using the existing backends as-is.
You will save lots of time integrating the library.
You can LATER decide to rewrite yourself a custom backend if you really need to.
-In most situations, custom backends have less 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
-or at runtime.
+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
+or at runtime.
**Example A**: your engine is built over Windows + DirectX11 but you have your own high-level rendering
system layered over DirectX11.
Suggestion: try using imgui_impl_win32.cpp + imgui_impl_dx11.cpp first.
-Once it works, if you really need it you can replace the imgui_impl_dx11.cpp code with a
+Once it works, if you really need it, you can replace the imgui_impl_dx11.cpp code with a
custom renderer using your own rendering functions, and keep using the standard Win32 code etc.
-**Example B**: your engine runs on Windows, Mac, Linux and uses DirectX11, Metal, Vulkan respectively.
+**Example B**: your engine runs on Windows, Mac, Linux and uses DirectX11, Metal, and Vulkan respectively.
Suggestion: use multiple generic backends!
-Once it works, if you really need it you can replace parts of backends with your own abstractions.
+Once it works, if you really need it, you can replace parts of backends with your own abstractions.
-**Example C**: your engine runs on platforms we can't provide public backends for (e.g. PS4/PS5, Switch),
+**Example C**: your engine runs on platforms we can't provide public backends for (e.g. PS4/PS5, Switch),
and you have high-level systems everywhere.
Suggestion: try using a non-portable backend first (e.g. win32 + underlying graphics API) to get
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.
+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/issues/1542) 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
+The [multi-viewports feature](https://github.com/ocornut/imgui/issues/1542) 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.
-Supporting the multi-viewports feature correctly using 100% of your own abstractions is more difficult
+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.
diff --git a/3rdparty/imgui/docs/CHANGELOG.txt b/3rdparty/imgui/docs/CHANGELOG.txt
index 5eebda8..8bde670 100644
--- a/3rdparty/imgui/docs/CHANGELOG.txt
+++ b/3rdparty/imgui/docs/CHANGELOG.txt
@@ -5,11 +5,11 @@ This document holds the user-facing changelog that we also use in release notes.
We generally fold multiple commits pertaining to the same topic as a single entry.
Changes to backends are also included within the individual .cpp files of each backend.
-RELEASE NOTES: https://github.com/ocornut/imgui/releases
-REPORT ISSUES, ASK QUESTIONS: https://github.com/ocornut/imgui/issues
-COMMITS HISTORY: https://github.com/ocornut/imgui/commits/master
-FAQ https://www.dearimgui.org/faq/
-WIKI https://github.com/ocornut/imgui/wiki
+RELEASE NOTES: https://github.com/ocornut/imgui/releases
+REPORT ISSUES: https://github.com/ocornut/imgui/issues
+DISCUSS, ASK QUESTIONS: https://github.com/ocornut/imgui/discussions
+WIKI https://github.com/ocornut/imgui/wiki
+FAQ https://www.dearimgui.com/faq/
WHEN TO UPDATE?
@@ -32,82 +32,1390 @@ HOW TO UPDATE?
-----------------------------------------------------------------------
- DOCKING+MULTI-VIEWPORT BRANCH (In Progress)
+ VERSION 1.89.5 (Released 2023-04-13)
-----------------------------------------------------------------------
-DOCKING FEATURES
-
-- Added Docking system: [BETA] (#2109, #351)
- - Added ImGuiConfigFlags_DockingEnable flag to enable Docking.
- Set with `io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;`.
- - Added DockSpace(), DockSpaceOverViewport() API.
- - Added ImGuiDockNodeFlags flags for DockSpace().
- - Added SetNextWindowDockID(), SetNextWindowClass() API.
- - Added GetWindowDockID(), IsWindowDocked() API.
- - Added ImGuiWindowFlags_NoDocking window flag to disable the possibility for a window to be docked.
- Popup, Menu and Child windows always have the ImGuiWindowFlags_NoDocking flag set.
- - Added ImGuiWindowClass to specify advanced docking/viewport related flags via SetNextWindowClass().
- - Added io.ConfigDockingNoSplit option.
- - Added io.ConfigDockingWithShift option.
- - Added io.ConfigDockingAlwaysTabBar option.
- - Added io.ConfigDockingTransparentPayload option.
- - Style: Added ImGuiCol_DockingPreview, ImGuiCol_DockingEmptyBg colors.
- - Demo: Added "DockSpace" example app showcasing use of explicit dockspace nodes.
-
-MULTI-VIEWPORT FEATURES (was previously 'viewport' branch, merged into 'docking')
-
-Breaking Changes:
-
-- IMPORTANT: When multi-viewports are enabled (with io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable),
- all coordinates/positions will be in your natural OS coordinates space. It means that:
- - Reference to hard-coded positions such as in SetNextWindowPos(ImVec2(0,0)) are _probably_ not what you want anymore.
- Use GetMainViewport()->Pos to offset hard-coded positions, e.g. SetNextWindowPos(GetMainViewport()->Pos).
- - Likewise io.MousePos and GetMousePos() will use OS coordinates.
- If you query mouse positions to interact with non-imgui coordinates you will need to offset them.
- e.g. subtract GetWindowViewport()->Pos.
-- Render function: the ImDrawData structure now contains 'DisplayPos' and 'DisplaySize' fields.
- To support multi-viewport, you need to use those values when creating your orthographic projection matrix.
- Use 'draw_data->DisplaySize' instead of 'io.DisplaySize', and 'draw_data->DisplayPos' instead of (0,0) as the upper-left point.
- You need to subtract 'draw_data->DisplayPos' from your scissor rectangles to convert them from global coordinates to frame-buffer coordinates.
-- IO: Moved IME support functions from io.ImeSetInputScreenPosFn, io.ImeWindowHandle to the PlatformIO api.
-- IO: Removed io.DisplayVisibleMin, io.DisplayVisibleMax settings (they were marked obsoleted, used to clip within the (0,0)..(DisplaySize) range).
-
Other changes:
-(FIXME: This need a fuller explanation!)
-- Added ImGuiPlatformIO structure and GetPlatformIO().
- Similarly to ImGuiIO and GetIO(), this structure is the main point of communication for backends supporting multi-viewports.
-- Added ImGuiPlatformMonitor to feed OS monitor information in the ImGuiPlatformIO::Monitors.
-- Added GetMainViewport().
-- Added GetWindowViewport(), SetNextWindowViewport().
-- Added GetWindowDpiScale().
-- Added GetOverlayDrawList(ImGuiViewport* viewport).
- The no-parameter version of GetOverlayDrawList() return the overlay for the current window's viewport.
-- Added UpdatePlatformWindows(), RenderPlatformWindows(), DestroyPlatformWindows() for usage for application core.
-- Added FindViewportByID(), FindViewportByPlatformHandle() for usage by backends.
-- Added ImGuiConfigFlags_ViewportsEnable configuration flag and other viewport options.
-- Added io.ConfigViewportsNoAutoMerge, io.ConfigViewportsNoTaskBarIcon, io.ConfigViewportsNoDecoration, io.ConfigViewportsNoDefaultParent options.
-- Added ImGuiBackendFlags_PlatformHasViewports, ImGuiBackendFlags_RendererHasViewports, ImGuiBackendFlags_HasMouseHoveredViewport backend flags.
-- Added io.MainViewport, io.Viewports, io.MouseHoveredViewport (MouseHoveredViewport is optional _even_ for multi-viewport support).
-- Added ImGuiViewport structure, ImGuiViewportFlags flags.
-- Added ImGuiWindowClass and SetNextWindowClass() for passing viewport related hints to the OS/platform back-end.
-- Examples: Renderer: OpenGL2, OpenGL3, DirectX11, DirectX12, Vulkan: Added support for multi-viewports.
-- Examples: Platforms: Win32, GLFW, SDL2: Added support for multi-viewports.
- Note that Linux/Mac still have inconsistent support for multi-viewports. If you want to help see https://github.com/ocornut/imgui/issues/2117.
-- Examples: Win32: Added DPI-related helpers to access DPI features without requiring the latest Windows SDK at compile time,
- and without requiring Windows 10 at runtime.
-- Examples: Vulkan: Added various optional helpers in imgui_impl_vulkan.h (they are used for multi-viewport support)
- to make the examples main.cpp easier to read.
+- InputText: Reworked prev/next-word behavior to more closely match Visual Studio
+ text editor. Include '.' as a delimiter and alter varying subtle behavior with how
+ blanks and separators are treated when skipping words. (#6067) [@ajweeks]
+- InputText: Fixed a tricky edge case, ensuring value is always written back on the
+ frame where IsItemDeactivated() returns true, in order to allow usage without user
+ retaining underlying data. While we don't really want to encourage user not retaining
+ underlying data, in the absence of a "late commit" behavior/flag we understand it may
+ be desirable to take advantage of this trick. (#4714)
+- Drag, Sliders: Fixed parsing of text input when '+' or '#' format flags are used
+ in the format string. (#6259) [@idbrii]
+- Nav: Made Ctrl+Tab/Ctrl+Shift+Tab windowing register ownership to held modifier so
+ it doesn't interfere with other code when remapping those actions. (#4828, #3255, #5641)
+- Nav: Made PageUp/PageDown/Home/End navigation also scroll parent windows when
+ necessary to make the target location fully visible (same as e.g. arrow keys).
+- ColorEdit: Fixed shading of S/V triangle in Hue Wheel mode. (#5200, #6254) [@jamesthomasgriffin]
+- TabBar: Tab-bars with ImGuiTabBarFlags_FittingPolicyScroll can be scrolled with
+ horizontal mouse-wheel (or Shift + WheelY). (#2702)
+- Rendering: Using adaptive tessellation for RadioButton, ColorEdit preview circles,
+ Windows Close and Collapse Buttons.
+- ButtonBehavior: Fixed an edge case where changing widget type/behavior while active
+ and using same id could lead to an assert. (#6304)
+- Misc: Fixed ImVec2 operator[] violating aliasing rules causing issue with Intel C++
+ compiler. (#6272) [@BayesBug]
+- IO: Input queue trickling adjustment for touch screens. (#2702, #4921)
+ This fixes single-tapping to move simulated mouse and immediately click on a widget
+ that is using the ImGuiButtonFlags_AllowItemOverlap policy.
+ - This only works if the backend can distinguish TouchScreen vs Mouse.
+ See 'Demo->Tools->Metrics->Inputs->Mouse Source' to verify.
+ - Fixed tapping on BeginTabItem() on a touch-screen. (#2702)
+ - Fixed tapping on CollapsingHeader() with a close button on a touch-screen.
+ - Fixed tapping on TreeNode() using ImGuiTreeNodeFlags_AllowItemOverlap on a touch-screen.
+ - Fixed tapping on Selectable() using ImGuiSelectableFlags_AllowItemOverlap on a touch-screen.
+ - Fixed tapping on TableHeader() on a touch-screen.
+- IO: Added io.AddMouseSourceEvent() and ImGuiMouseSource enum. This is to allow backend to
+ specify actual event source between Mouse/TouchScreen/Pen. (#2702, #2334, #2372, #3453, #5693)
+- IO: Fixed support for calling io.AddXXXX functions from inactive context (wrongly
+ advertised as supported in 1.89.4). (#6199, #6256, #5856) [@cfillion]
+- Backends: OpenGL3: Fixed GL loader crash when GL_VERSION returns NULL. (#6154, #4445, #3530)
+- Backends: OpenGL3: Properly restoring "no shader program bound" if it was the case prior to
+ running the rendering function. (#6267, #6220, #6224) [@BrunoLevy]
+- Backends: Win32: Added support for io.AddMouseSourceEvent() to discriminate Mouse/TouchScreen/Pen. (#2334, #2702)
+- Backends: SDL2/SDL3: Added support for io.AddMouseSourceEvent() to discriminate Mouse/TouchScreen.
+ This is relying on SDL passing SDL_TOUCH_MOUSEID in the event's 'which' field. (#2334, #2702)
+- Backends: SDL2/SDL3: Avoid calling SDL_StartTextInput()/SDL_StopTextInput() as they actually
+ block text input input and don't only pertain to IME. It's unclear exactly what their relation
+ is to other IME function such as SDL_SetTextInputRect(). (#6306, #6071, #1953)
+- Backends: GLFW: Added support on Win32 only for io.AddMouseSourceEvent() to discriminate
+ Mouse/TouchScreen/Pen. (#2334, #2702)
+- Backends: GLFW: Fixed key modifiers handling on secondary viewports. (#6248, #6034) [@aiekick]
+- Backends: Android: Added support for io.AddMouseSourceEvent() to discriminate Mouse/TouchScreen/Pen.
+ (#6315) [@PathogenDavid]
+- Backends: OSX: Added support for io.AddMouseSourceEvent() to discriminate Mouse/Pen.
+ (#6314) [@PathogenDavid]
+- Backends: WebGPU: Align buffers. Use WGSL shaders instead of SPIR-V. Add gamma uniform. (#6188) [@eliemichel]
+- Backends: WebGPU: Reorganized to store data in io.BackendRendererUserData like other backends.
+- Examples: Vulkan: Fixed validation errors with newer VulkanSDK by explicitly querying and enabling
+ "VK_KHR_get_physical_device_properties2", "VK_KHR_portability_enumeration", and
+ VK_INSTANCE_CREATE_ENUMERATE_PORTABILITY_BIT_KHR. (#6109, #6172, #6101)
+- Examples: Windows: Added 'misc/debuggers/imgui.natstepfilter' file to all Visual Studio projects,
+ now that VS 2022 17.6 Preview 2 support adding Debug Step Filter spec files into projects.
+- Examples: SDL3: Updated for latest WIP SDL3 branch. (#6243)
+- TestSuite: Added variety of new regression tests and improved/amended existing ones
+ in imgui_test_engine/ repo. [@PathogenDavid, @ocornut]
-----------------------------------------------------------------------
- VERSION 1.80 (In Progress)
+ VERSION 1.89.4 (Released 2023-03-14)
-----------------------------------------------------------------------
Breaking Changes:
+- Renamed PushAllowKeyboardFocus()/PopAllowKeyboardFocus() to PushTabStop()/PopTabStop().
+ Kept inline redirection functions (will obsolete).
+- Moved the optional "courtesy maths operators" implementation from imgui_internal.h in imgui.h.
+ Even though we encourage using your own maths types and operators by setting up IM_VEC2_CLASS_EXTRA,
+ it has been frequently requested by people to use our own. We had an opt-in define which was
+ previously fulfilled by imgui_internal.h. It is now fulfilled by imgui.h. (#6164, #6137, #5966, #2832)
+ OK: #define IMGUI_DEFINE_MATH_OPERATORS / #include "imgui.h" / #include "imgui_internal.h"
+ Error: #include "imgui.h" / #define IMGUI_DEFINE_MATH_OPERATORS / #include "imgui_internal.h"
+ Added a dedicated compile-time check message to help diagnose this.
+- Tooltips: Added 'bool' return value to BeginTooltip() for API consistency.
+ Please only submit contents and call EndTooltip() if BeginTooltip() returns true.
+ In reality the function will _currently_ always return true, but further changes down the
+ line may change this, best to clarify API sooner. Updated demo code accordingly.
+- Commented out redirecting enums/functions names that were marked obsolete two years ago:
+ - ImGuiSliderFlags_ClampOnInput -> use ImGuiSliderFlags_AlwaysClamp
+ - ImGuiInputTextFlags_AlwaysInsertMode -> use ImGuiInputTextFlags_AlwaysOverwrite
+ - ImDrawList::AddBezierCurve() -> use ImDrawList::AddBezierCubic()
+ - ImDrawList::PathBezierCurveTo() -> use ImDrawList::PathBezierCubicCurveTo()
+
+Other changes:
+
+- Nav: Tabbing now cycles through all items when ImGuiConfigFlags_NavEnableKeyboard is set.
+ (#3092, #5759, #787)
+ While this was generally desired and requested by many, note that its addition means
+ that some types of UI may become more fastidious to use TAB key with, if the navigation
+ cursor cycles through too many items. You can mark items items as not tab-spottable:
+ - 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
+ 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)
+ (Enter emulates a "prefer text input" activation vs.
+ Space emulates a "prefer tweak" activation which is to closer to gamepad controls).
+- Nav: Fixed an issue with Gamepad navigation when the movement lead to a scroll and
+ frame time > repeat rate. Triggering a new move request on the same frame as a move
+ result lead to an incorrect calculation and loss of navigation id. (#6171)
+- Nav: Fixed SetItemDefaultFocus() from not scrolling when item is partially visible.
+ (#2814, #2812) [@DomGries]
+- Tables: Fixed an issue where user's Y cursor movement within a hidden column would
+ have side-effects.
+- IO: Lifted constraint to call io.AddEventXXX functions from current context. (#4921, #5856, #6199)
+- InputText: Fixed not being able to use CTRL+Tab while an InputText() using Tab
+ for completion or text data is active (regression from 1.89).
+- Drag and Drop: Fixed handling of overlapping targets when smaller one is submitted
+ before and can accept the same data type. (#6183).
+- Drag and Drop: Clear drag and drop state as soon as delivery is accepted in order to
+ avoid interferences. (#5817, #6183) [@DimaKoltun]
+- Debug Tools: Added io.ConfigDebugBeginReturnValueOnce / io.ConfigDebugBeginReturnValueLoop
+ options to simulate Begin/BeginChild returning false to facilitate debugging user behavior.
+- Demo: Updated to test return value of BeginTooltip().
+- Backends: OpenGL3: Fixed restoration of a potentially deleted OpenGL program. If an active
+ program was pending deletion, attempting to restore it would error. (#6220, #6224) [@Cyphall]
+- Backends: Win32: Use WM_NCMOUSEMOVE / WM_NCMOUSELEAVE to track mouse positions over
+ non-client area (e.g. OS decorations) when app is not focused. (#6045, #6162)
+- Backends: SDL2, SDL3: Accept SDL_GetPerformanceCounter() not returning a monotonically
+ increasing value. (#6189, #6114, #3644) [@adamkewley]
+- Backends: GLFW: Avoid using glfwGetError() and glfwGetGamepadState() on Emscripten, which
+ recently updated its GLFW emulation layer to GLFW 3.3 without supporting those. (#6240)
+- Examples: Android: Fixed example build for Gradle 8. (#6229, #6227) [@duddel]
+- Examples: Updated all examples application to enable ImGuiConfigFlags_NavEnableKeyboard
+ and ImGuiConfigFlags_NavEnableGamepad by default. (#787)
+- Internals: Misc tweaks to facilitate applying an explicit-context patch. (#5856) [@Dragnalith]
+
+
+-----------------------------------------------------------------------
+ VERSION 1.89.3 (Released 2023-02-14)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.89.3
+
+Breaking Changes:
+
+- Backends+Examples: SDL2: renamed all unnumbered references to "sdl" to "sdl2".
+ This is in prevision for the future release of SDL3 and its associated backend. (#6146)
+ - imgui_impl_sdl.cpp -> imgui_impl_sdl2.cpp
+ - imgui_impl_sdl.h -> imgui_impl_sdl2.h
+ - example_sdl_xxxx/ -> example_sdl2_xxxx/ (folders and projects)
+
+Other changes:
+
+- SeparatorText(): Added SeparatorText() widget. (#1643) [@phed, @ocornut]
+ - Added to style: float SeparatorTextBorderSize.
+ - Added to style: ImVec2 SeparatorTextAlign, SeparatorTextPadding.
+- Tables: Raised max Columns count from 64 to 512. (#6094, #5305, #4876, #3572)
+ The previous limit was due to using 64-bit integers but we moved to bits-array
+ and tweaked the system enough to ensure no performance loss.
+- Tables: Solved an ID conflict issue with multiple-instances of a same table,
+ 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.
+ - 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.
+ - 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
+ 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.
+- Text: Fixed layouting of wrapped-text block skipping successive empty lines,
+ regression from the fix in 1.89.2. (#5720, #5919)
+- Text: Fixed clipping of single-character "..." ellipsis (U+2026 or U+0085) when font
+ is scaled. Scaling wasn't taken into account, leading to ellipsis character straying
+ slightly out of its expected boundaries. (#2775)
+- Text: Tweaked rendering of three-dots "..." ellipsis variant. (#2775, #4269)
+- InputText: Added support for Ctrl+Delete to delete up to end-of-word. (#6067) [@ajweeks]
+ (Not adding Super+Delete to delete to up to end-of-line on OSX, as OSX doesn't have it)
+- InputText: On OSX, inhibit usage of Alt key to toggle menu when active (used for work skip).
+- Menus: Fixed layout of MenuItem()/BeginMenu() when label contains a '\n'. (#6116) [@imkcy9]
+- ColorEdit, ColorPicker: Fixed hue/saturation preservation logic from interfering with
+ the displayed value (but not stored value) of others widgets instances. (#6155)
+- PlotHistogram, PlotLines: Passing negative sizes honor alignment like other widgets.
+- Combo: Allow SetNextWindowSize() to alter combo popup size. (#6130)
+- Fonts: Assert that in each GlyphRanges[] pairs first is <= second.
+- ImDrawList: Added missing early-out in AddPolyline() and AddConvexPolyFilled() when
+ color alpha is zero.
+- Misc: Most text functions treat "%s" as a shortcut to no-formatting. (#3466)
+- Misc: Tolerate zero delta-time under Emscripten as backends are imprecise in their
+ 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).
+- 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
+ offer consistent horizontal scrolling direction. (#4019)
+- Backends: SDL2: Removed SDL_MOUSEWHEEL value clamping. (#4019, #6096, #6081)
+- Backends: SDL2: Added support for SDL 2.0.18+ preciseX/preciseY mouse wheel data
+ for smooth scrolling as reported by SDL. (#4019, #6096)
+- Backends: SDL2: Avoid calling SDL_SetCursor() when cursor has not changed, as the function
+ is surprisingly costly on Mac with latest SDL (already fixed in SDL latest trunk). (#6113)
+- Backends: SDL2: Implement IME handler to call SDL_SetTextInputRect()/SDL_StartTextInput().
+ It will only works with SDL 2.0.18+ if your code calls 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1")'
+ prior to calling SDL_CreateWindow(). Updated all examples accordingly. (#6071, #1953)
+- Backends: SDL3: Added experimental imgui_impl_sdl3.cpp backend. (#6146) [@dovker, @ocornut]
+ SDL 3.0.0 has not yet been released, so it is possible that its specs/api will change before
+ release. This backend is provided as a convenience for early adopters etc. We don't recommend
+ switching to SDL3 before it is released.
+- Backends: GLFW: Registering custom low-level mouse wheel handler to get more accurate
+ scrolling impulses on Emscripten. (#4019, #6096) [@ocornut, @wolfpld, @tolopolarity]
+- Backends: GLFW: Added ImGui_ImplGlfw_SetCallbacksChainForAllWindows() to instruct backend
+ to chain callbacks even for secondary viewports/windows. User callbacks may need to test
+ the 'window' parameter. (#6142)
+- Backends: OpenGL3: Fixed GL loader compatibility with 2.x profiles. (#6154, #4445, #3530) [@grauw]
+- Backends: WebGPU: Fixed building for latest WebGPU specs (remove implicit layout generation).
+ (#6117, #4116, #3632) [@tonygrue, @bfierz]
+- Examples: refactored SDL2+GL and GLFW+GL examples to compile with Emscripten.
+ (#2492, #2494, #3699, #3705) [@ocornut, @nicolasnoble]
+ The dedicated example_emscripten_opengl3/ has been removed.
+- Examples: Added SDL3+GL experimental example. (#6146)
+- Examples: Win32: Fixed examples using RegisterClassW() since 1.89 to also call
+ DefWindowProcW() instead of DefWindowProc() so that title text are correctly converted
+ when application is compiled without /DUNICODE. (#5725, #5961, #5975) [@markreidvfx]
+- Examples: SDL2+SDL_Renderer: Added call to SDL_RenderSetScale() to fix display on a
+ Retina display (albeit lower-res as our other unmodified examples). (#6121, #6065, #5931).
+
+
+-----------------------------------------------------------------------
+ VERSION 1.89.2 (Released 2023-01-05)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.89.2
+
+All changes:
+
+- Tables, Nav, Scrolling: fixed scrolling functions and focus tracking with frozen rows and
+ frozen columns. Windows now have a better understanding of outer/inner decoration sizes,
+ which should later lead us toward more flexible uses of menu/status bars. (#5143, #3692)
+- Tables, Nav: frozen columns are not part of menu layer and can be crossed over. (#5143, #3692)
+- Tables, Columns: fixed cases where empty columns may lead to empty ImDrawCmd. (#4857, #5937)
+- Tables: fixed matching width of synchronized tables (multiple tables with same id) when only
+ some instances have a vertical scrollbar and not all. (#5920)
+- Fixed cases where CTRL+Tab or Modal can occasionally lead to the creation of ImDrawCmd with
+ zero triangles, which would makes the render loop of some backends assert (e.g. Metal with
+ debugging, Allegro). (#4857, #5937)
+- Inputs, IO: reworked ImGuiMod_Shortcut to redirect to Ctrl/Super at runtime instead of
+ compile-time, being consistent with our support for io.ConfigMacOSXBehaviors and making it
+ easier for bindings generators to process that value. (#5923, #456)
+- Inputs, Scrolling: better selection of scrolling window when hovering nested windows
+ and when backend/OS is emitting dual-axis wheeling inputs (typically touch pads on macOS).
+ We now select a primary axis based on recent events, and select a target window based on it.
+ We expect this behavior to be further improved/tweaked. (#3795, #4559) [@ocornut, @folays]
+- InputText: fixed cursor navigation when pressing Up Arrow on the last character of a
+ multiline buffer which doesn't end with a carriage return. (#6000)
+- Text: fixed layouting of wrapped-text block when the last source line is above the
+ clipping region. Regression added in 1.89. (#5720, #5919)
+- Misc: added GetItemID() in public API. It is not often expected that you would use this,
+ but it is useful for Shortcut() and upcoming owner-aware input functions which wants to
+ be implemented with public API.
+- Fonts: imgui_freetype: fixed a packing issue which in some occurrences would prevent large
+ amount of glyphs from being packed correctly. (#5788, #5829)
+- Fonts: added a 'void* UserData' field in ImFontAtlas, as a convenience for use by
+ applications using multiple font atlases.
+- Demo: simplified "Inputs" section, moved contents to Metrics->Inputs.
+- Debug Tools: Metrics: added "Inputs" section, moved from Demo for consistency.
+- Misc: fixed parameters to IMGUI_DEBUG_LOG() not being dead-stripped when building
+ with IMGUI_DISABLE_DEBUG_TOOLS is used. (#5901) [@Teselka]
+- Misc: fixed compile-time detection of SSE features on MSVC 32-bits builds. (#5943) [@TheMostDiligent]
+- Examples: DirectX10, DirectX11: try WARP software driver if hardware driver is not available. (#5924, #5562)
+- Backends: GLFW: Fixed mods state on Linux when using Alt-GR text input (e.g. German keyboard layout), which
+ could lead to broken text input. Revert a 2022/01/17 change were we resumed using mods provided by GLFW,
+ turns out they are faulty in this specific situation. (#6034)
+- Backends: Allegro5: restoring using al_draw_indexed_prim() when Allegro version is >= 5.2.5. (#5937) [@Espyo]
+- Backends: Vulkan: Fixed sampler passed to ImGui_ImplVulkan_AddTexture() not being honored as we were using
+ an immutable sampler. (#5502, #6001, #914) [@martin-ejdestig, @rytisss]
+
+
+-----------------------------------------------------------------------
+ VERSION 1.89.1 (Released 2022-11-24)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.89.1
+
+Other changes:
+
+- Scrolling, Focus: fixed SetKeyboardFocusHere()/SetItemDefaultFocus() during a window-appearing
+ frame (and associated lower-level functions e.g. ScrollToRectEx()) from not centering item. (#5902)
+- Inputs: fixed moving a window or drag and dropping from preventing input-owner-unaware code
+ from accessing keys. (#5888, #4921, #456)
+- Inputs: fixed moving a window or drag and dropping from capturing mods. (#5888, #4921, #456)
+- Layout: fixed End()/EndChild() incorrectly asserting if users manipulates cursor position
+ inside a collapsed/culled window and IMGUI_DISABLE_OBSOLETE_FUNCTIONS is enabled. (#5548, #5911)
+- Combo: fixed selected item (marked with SetItemDefaultFocus()) from not being centered when
+ the combo window initially appears. (#5902).
+- ColorEdit: fixed label overlapping when using style.ColorButtonPosition == ImGuiDir_Left to
+ move the color button on the left side (regression introduced in 1.88 WIP 2022/02/28). (#5912)
+- Drag and Drop: fixed GetDragDropPayload() returning a non-NULL value if a drag source is
+ active but a payload hasn't been submitted yet. This is convenient to detect new payload
+ from within a drag source handler. (#5910, #143)
+- Backends: GLFW: cancel out errors emitted by glfwGetKeyName() when a name is missing. (#5908)
+- Backends: WebGPU: fixed validation error with default depth buffer settings. (#5869, #5914) [@kdchambers]
+
+
+-----------------------------------------------------------------------
+ VERSION 1.89 (Released 2022-11-15)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.89
+
+Breaking changes:
+
+- Layout: Obsoleted using SetCursorPos()/SetCursorScreenPos() to extend parent window/cell boundaries. (#5548)
+ This relates to when moving the cursor position beyond current boundaries WITHOUT submitting an item.
+ - Previously this would make the window content size ~200x200:
+ Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End();
+ - Instead, please submit an item:
+ Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End();
+ - Alternative:
+ Begin(...) + Dummy(ImVec2(200,200)) + End();
+ Content size is now only extended when submitting an item.
+ With '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will now be detected and assert.
+ Without '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will silently be fixed until we obsolete it.
+ (This incorrect pattern has been mentioned or suggested in: #4510, #3355, #1760, #1490, #4152, #150,
+ threads have been amended to refer to this issue).
+- Inputs: ImGuiKey is now a typed enum, allowing ImGuiKey_XXX symbols to be named in debuggers. (#4921)
+ This will require uses of legacy backend-dependent indices to be casted, e.g.
+ - with imgui_impl_glfw: IsKeyPressed(GLFW_KEY_A) -> IsKeyPressed((ImGuiKey)GLFW_KEY_A);
+ - with imgui_impl_win32: IsKeyPressed('A') -> IsKeyPressed((ImGuiKey)'A')
+ - etc. however if you are upgrading code you might as well use the backend-agnostic IsKeyPressed(ImGuiKey_A) now.
+- Renamed and merged keyboard modifiers key enums and flags into a same set: (#4921, #456)
+ - ImGuiKey_ModCtrl and ImGuiModFlags_Ctrl -> ImGuiMod_Ctrl
+ - ImGuiKey_ModShift and ImGuiModFlags_Shift -> ImGuiMod_Shift
+ - ImGuiKey_ModAlt and ImGuiModFlags_Alt -> ImGuiMod_Alt
+ - ImGuiKey_ModSuper and ImGuiModFlags_Super -> ImGuiMod_Super
+ Kept inline redirection enums (will obsolete).
+ This change simplifies a few things, reduces confusion, and will facilitate upcoming
+ shortcut/input ownership apis.
+ - The ImGuiKey_ModXXX were introduced in 1.87 and mostly used by backends.
+ - The ImGuiModFlags_XXX have been exposed in imgui.h but not really used by any public api,
+ only by third-party extensions. They were however subject to a recent rename
+ (ImGuiKeyModFlags_XXX -> ImGuiModFlags_XXX) and we are exceptionally commenting out
+ the older ImGuiKeyModFlags_XXX names ahead of obsolescence schedule to reduce confusion
+ and because they were not meant to be used anyway.
+- Removed io.NavInputs[] and ImGuiNavInput enum that were used to feed gamepad inputs.
+ Basically 1.87 already obsoleted them from the backend's point of view, but internally
+ our navigation code still used this array and enum, so they were still present.
+ Not anymore! (#4921, #4858, #787, #1599, #323)
+ Transition guide:
+ - Official backends from 1.87+ -> no issue.
+ - Official backends from 1.60 to 1.86 -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need updating!
+ - Custom backends not writing to io.NavInputs[] -> no issue.
+ - Custom backends writing to io.NavInputs[] -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need fixing!
+ - TL;DR: Backends should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values instead of filling io.NavInput[].
+ The ImGuiNavInput enum was essentially 1.60's attempt to combine keyboard and gamepad inputs with named
+ semantic, but the additional indirection and copy added complexity and got in the way of other
+ incoming work. User's code (other than backends) should not be affected, unless you have custom
+ widgets intercepting navigation events via the named enums (in which case you can upgrade your code).
+- DragInt()/SliderInt(): Removed runtime patching of invalid "%f"/"%.0f" types of format strings.
+ This was obsoleted in 1.61 (May 2018). See 1.61 changelog for details.
+- Changed signature of ImageButton() function: (#5533, #4471, #2464, #1390)
+ - Added 'const char* str_id' parameter + removed 'int frame_padding = -1' parameter.
+ - Old signature: bool ImageButton(ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), int frame_padding = -1, ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1));
+ - used the ImTextureID value to create an ID. This was inconsistent with other functions, led to ID conflicts, and caused problems with engines using transient ImTextureID values.
+ - had a FramePadding override which was inconsistent with other functions and made the already-long signature even longer.
+ - New signature: bool ImageButton(const char* str_id, ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1));
+ - requires an explicit identifier. You may still use e.g. PushID() calls and then pass an empty identifier.
+ - always uses style.FramePadding for padding, to be consistent with other buttons. You may use PushStyleVar() to alter this.
+ - As always we are keeping a redirection function available (will obsolete later).
+- Removed the bizarre legacy default argument for 'TreePush(const void* ptr = NULL)'. (#1057)
+ Must always pass a pointer value explicitly, NULL/nullptr is ok but require cast, e.g. TreePush((void*)nullptr);
+ If you used TreePush() replace with TreePush((void*)NULL);
+- Removed support for 1.42-era IMGUI_DISABLE_INCLUDE_IMCONFIG_H / IMGUI_INCLUDE_IMCONFIG_H. (#255)
+ They only made sense before we could use IMGUI_USER_CONFIG.
+
+Other Changes:
+
+- Popups & Modals: fixed nested Begin() inside a popup being erroneously input-inhibited.
+ While it is unusual, you can nest a Begin() inside a popup or modal, it is occasionally
+ useful to achieve certain things (e.g. to implement suggestion popups #718, #4461).
+- Inputs: Standard widgets now claim for key/button ownership and test for them.
+ - Fixes scenario where e.g. a Popup with a Selectable() reacting on mouse down
+ (e.g. double click) closes, and behind it is another window with an item reacting
+ on mouse up. Previously this would lead to both items reacting, now the item in the
+ window behind won't react on the mouse up since the mouse button ownership has already
+ been claimed earlier.
+ - Internals: There are MANY more aspects to this changes. Added experimental/internal APIs
+ to allow handling input/shorting routing and key ownership. Things will be moved into
+ public APIs over time. For now this release is a way to test the solidity of underlying
+ systems while letting early adopters adopters toy with internals.
+ (#456, #2637, #2620, #2891, #3370, #3724, #4828, #5108, #5242, #5641)
+- Scrolling: Tweak mouse-wheel locked window timer so it is shorter but also gets reset
+ whenever scrolling again. Modulate for small (sub-pixel) amounts. (#2604)
+- 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)
+- 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)
+ by converting them to half-width (U+0021..U+007E).
+- InputText: added ImGuiInputTextFlags_EscapeClearsAll flag: first press on Escape clears
+ text if any, second press deactivate the InputText(). (#5688, #2620)
+- InputText: added support for shift+click style selection. (#5619) [@procedural]
+- InputText: clarified that callbacks cannot modify buffer when using the ReadOnly flag.
+- InputText: fixed minor one-frame selection glitch when reverting with Escape.
+- ColorEdit3: fixed id collision leading to an assertion. (#5707)
+- IsItemHovered: Added ImGuiHoveredFlags_DelayNormal and ImGuiHoveredFlags_DelayShort flags,
+ allowing to introduce a shared delay for tooltip idioms. The delays are respectively
+ io.HoverDelayNormal (default to 0.30f) and io.HoverDelayFast (default to 0.10f). (#1485)
+- IsItemHovered: Added ImGuiHoveredFlags_NoSharedDelay to disable sharing delays between items,
+ so moving from one item to a nearby one will requires delay to elapse again. (#1485)
+- Tables: activating an ID (e.g. clicking button inside) column doesn't prevent columns
+ output flags from having ImGuiTableColumnFlags_IsHovered set. (#2957)
+- Tables,Columns: fixed a layout issue where SameLine() prior to a row change would set the
+ next row in such state where subsequent SameLine() would move back to previous row.
+- Tabs: Fixed a crash when closing multiple windows (possible with docking only) with an
+ appended TabItemButton(). (#5515, #3291) [@rokups]
+- Tabs: Fixed shrinking policy leading to infinite loops when fed unrounded tab widths. (#5652)
+- Tabs: Fixed shrinking policy sometimes erroneously making right-most tabs stray a little out
+ bar boundaries (bug in 1.88). (#5652).
+- Tabs: Enforcing minimum size of 1.0f, fixed asserting on zero-tab widths. (#5572)
+- Window: Fixed a potential crash when appending to a child window. (#5515, #3496, #4797) [@rokups]
+- Window: Fixed an issue where uncollapsed a window would show a scrollbar for a frame.
+- Window: Auto-fit size takes account of work rectangle (menu bars eating from viewport). (#5843)
+- Window: Fixed position not being clamped while auto-resizing (fixes appearing windows without
+ .ini data from moving for a frame when using io.ConfigWindowsMoveFromTitleBarOnly). (#5843)
+- IO: Added ImGuiMod_Shortcut which is ImGuiMod_Super on Mac and ImGuiMod_Ctrl otherwise. (#456)
+- IO: Added ImGuiKey_MouseXXX aliases for mouse buttons/wheel so all operations done on ImGuiKey
+ can apply to mouse data as well. (#4921)
+- IO: Filter duplicate input events during the AddXXX() calls. (#5599, #4921)
+- IO: Fixed AddFocusEvent(false) to also clear MouseDown[] state. (#4921)
+- Menus: Fixed incorrect sub-menu parent association when opening a menu by closing another.
+ Among other things, it would accidentally break part of the closing heuristic logic when moving
+ towards a sub-menu. (#2517, #5614). [@rokups]
+- Menus: Fixed gaps in closing logic which would make child-menu erroneously close when crossing
+ the gap between a menu item inside a window and a child-menu in a secondary viewport. (#5614)
+- 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)
+- 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)
+- Menus, Nav: Fixed using left/right navigation when appending to an existing menu (multiple
+ BeginMenu() call with same names). (#1207)
+- Menus: Fixed a one-frame issue where SetNextWindowXXX data are not consumed by a BeginMenu()
+ returning false.
+- Nav: Fixed moving/resizing window with gamepad or keyboard when running at very high framerate.
+- Nav: Pressing Space/GamepadFaceDown on a repeating button uses the same repeating rate as a mouse hold.
+- Nav: Fixed an issue opening a menu with Right key from a non-menu window.
+- Text: Fixed wrapped-text not doing a fast-forward on lines above the clipping region,
+ which would result in an abnormal number of vertices created (was slower and more likely to
+ asserts with 16-bits ImDrawVtx). (#5720)
+- Fonts: Added GetGlyphRangesGreek() helper for Greek & Coptic glyph range. (#5676, #5727) [@azonenberg]
+- ImDrawList: Not using alloca() anymore, lift single polygon size limits. (#5704, #1811)
+ - Note: now using a temporary buffer stored in ImDrawListSharedData.
+ This change made it more visible than you cannot append to multiple ImDrawList from multiple
+ threads if they share the same ImDrawListSharedData. Previously it was a little more likely
+ for this to "accidentally" work, but was already incorrect. (#6167)
+- Platform IME: [Windows] Removed call to ImmAssociateContextEx() leading to freeze on some setups.
+ (#2589, #5535, #5264, #4972)
+- Misc: better error reporting for PopStyleColor()/PopStyleVar() + easier to recover. (#1651)
+- Misc: io.Framerate moving average now converge in 60 frames instead of 120. (#5236, #4138)
+- Debug Tools: Debug Log: Visually locate items when hovering a 0xXXXXXXXX value. (#5855)
+- Debug Tools: Debug Log: Added 'IO' and 'Clipper' events logging. (#5855)
+- Debug Tools: Metrics: Visually locate items when hovering a 0xXXXXXXXX value (in most places).
+- Debug Tools: Item Picker: Mouse button can be changed by holding Ctrl+Shift, making it easier
+ to use the Item Picker in e.g. menus. (#2673)
+- Docs: Fixed various typos in comments and documentations. (#5649, #5675, #5679) [@tocic, @lessigsx]
+- Demo: Improved "Constrained-resizing window" example, more clearly showcase aspect-ratio. (#5627)
+- Demo: Added more explicit "Center window" mode to "Overlay example". (#5618)
+- Demo: Fixed Log & Console from losing scrolling position with Auto-Scroll when child is clipped. (#5721)
+- Examples: Added all SDL examples to default VS solution.
+- Examples: Win32: Always use RegisterClassW() to ensure windows are Unicode. (#5725)
+- Examples: Android: Enable .ini file loading/saving into application internal data folder. (#5836) [@rewtio]
+- Backends: GLFW: Honor GLFW_CURSOR_DISABLED by not setting mouse position. (#5625) [@scorpion-26]
+- Backends: GLFW: Add glfwGetError() call on GLFW 3.3 to inhibit missing mouse cursor errors. (#5785) [@mitchellh]
+- Backends: SDL: Disable SDL 2.0.22 new "auto capture" which prevents drag and drop across windows
+ (e.g. for multi-viewport support) and don't capture mouse when drag and dropping. (#5710)
+- Backends: Win32: Convert WM_CHAR values with MultiByteToWideChar() when window class was
+ registered as MBCS (not Unicode). (#5725, #1807, #471, #2815, #1060) [@or75, @ocornut]
+- Backends: OSX: Fixed mouse inputs on flipped views. (#5756) [@Nemirtingas]
+- Backends: OSX: Fixed mouse coordinate before clicking on the host window. (#5842) [@maezawa-akira]
+- Backends: OSX: Fixes to support full app creation in C++. (#5403) [@stack]
+- Backends: OpenGL3: Reverted use of glBufferSubData(), too many corruptions issues were reported,
+ and old leaks issues seemingly can't be reproed with Intel drivers nowadays (revert earlier changes).
+ (#4468, #4504, #3381, #2981, #4825, #4832, #5127).
+- Backends: Metal: Use __bridge for ARC based systems. (#5403) [@stack]
+- Backends: Metal: Add dispatch synchronization. (#5447) [@luigifcruz]
+- Backends: Metal: Update deprecated property 'sampleCount'->'rasterSampleCount'. (#5603) [@dcvz]
+- Backends: Vulkan: Added experimental ImGui_ImplVulkan_RemoveTexture() for api symetry. (#914, #5738).
+- Backends: WebGPU: fixed rendering when a depth buffer is enabled. (#5869) [@brainlag]
+
+
+-----------------------------------------------------------------------
+ VERSION 1.88 (Released 2022-06-21)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.88
+
+Breaking changes:
+
+- Renamed IMGUI_DISABLE_METRICS_WINDOW to IMGUI_DISABLE_DEBUG_TOOLS for correctness.
+ Kept support for old define (will obsolete).
+- Renamed CaptureMouseFromApp() and CaptureKeyboardFromApp() to SetNextFrameWantCaptureMouse()
+ and SetNextFrameWantCaptureKeyboard() to clarify purpose, old name was too misleading.
+ Kept inline redirection functions (will obsolete).
+- 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).
+- Backends: OSX: Removed ImGui_ImplOSX_HandleEvent() from backend API in favor of backend
+ automatically handling event capture. Examples that are using the OSX backend have removed
+ all the now-unnecessary calls to ImGui_ImplOSX_HandleEvent(), applications can do as well.
+ [@stuartcarnie] (#4821)
+- Internals: calling ButtonBehavior() without calling ItemAdd() now requires a KeepAliveID()
+ call. This is because the KeepAliveID() call was moved from GetID() to ItemAdd(). (#5181)
+
+Other Changes:
+
+- IO: Fixed backward-compatibility regression introduced in 1.87: (#4921, #4858)
+ - Direct accesses to io.KeysDown[] with legacy indices didn't work (with new backends).
+ - Direct accesses to io.KeysDown[GetKeyIndex(XXX)] would access invalid data (with old/new backends).
+ - Calling IsKeyDown() didn't have those problems, and is recommended as io.KeysDown[] is obsolete.
+- IO: Fixed input queue trickling of interleaved keys/chars events (which are frequent especially
+ when holding down a key as OS submits chars repeat events) delaying key presses and mouse movements.
+ In particular, using the input system for fast game-like actions (e.g. WASD camera move) would
+ typically have been impacted, as well as holding a key while dragging mouse. Constraints have
+ been lifted and are now only happening when e.g. an InputText() widget is active. (#4921, #4858)
+ Note that even thought you shouldn't need to disable io.ConfigInputTrickleEventQueue, you can
+ technically dynamically change its setting based on the context (e.g. disable only when hovering
+ or interacting with a game/3D view).
+- IO: Fixed input queue trickling of mouse wheel events: multiple wheel events are merged, while
+ a mouse pos followed by a mouse wheel are now trickled. (#4921, #4821)
+- IO: Added io.SetAppAcceptingEvents() to set a master flag for accepting key/mouse/characters
+ 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.
+- Windows: Fixed first-time windows appearing in negative coordinates from being initialized
+ with a wrong size. This would most often be noticeable in multi-viewport mode (docking branch)
+ when spawning a window in a monitor with negative coordinates. (#5215, #3414) [@DimaKoltun]
+- Clipper: Fixed a regression in 1.86 when not calling clipper.End() and late destructing the
+ clipper instance. High-level languages (Lua,Rust etc.) would typically be affected. (#4822)
+- Layout: Fixed mixing up SameLine() and SetCursorPos() together from creating situations where line
+ height would be emitted from the wrong location (e.g. 'ItemA+SameLine()+SetCursorPos()+ItemB' would
+ emit ItemA worth of height from the position of ItemB, which is not necessarily aligned with ItemA).
+- Sliders: An initial click within the knob/grab doesn't shift its position. (#1946, #5328)
+- Sliders, Drags: Fixed dragging when using hexadecimal display format string. (#5165, #3133)
+- Sliders, Drags: Fixed manual input when using hexadecimal display format string. (#5165, #3133)
+- InputScalar: Fixed manual input when using %03d style width in display format string. (#5165, #3133)
+- InputScalar: Automatically allow hexadecimal input when format is %X (without extra flag).
+- InputScalar: Automatically allow scientific input when format is float/double (without extra flag).
+- Nav: Fixed nav movement in a scope with only one disabled item from focusing the disabled item. (#5189)
+- Nav: Fixed issues with nav request being transferred to another window when calling SetKeyboardFocusHere()
+ and simultaneous changing window focus. (#4449)
+- Nav: Changed SetKeyboardFocusHere() to not behave if a drag or window moving is in progress.
+- Nav: Fixed inability to cancel nav in modal popups. (#5400) [@rokups]
+- IsItemHovered(): added ImGuiHoveredFlags_NoNavOverride to disable the behavior where the
+ return value is overridden by focus when gamepad/keyboard navigation is active.
+- InputText: Fixed pressing Tab emitting two tabs characters because of dual Keys/Chars events being
+ trickled with the new input queue (happened on some backends only). (#2467, #1336)
+- InputText: Fixed a one-frame display glitch where pressing Escape to revert after a deletion
+ would lead to small garbage being displayed for one frame. Curiously a rather old bug! (#3008)
+- InputText: Fixed an undo-state corruption issue when editing main buffer before reactivating item. (#4947)
+- InputText: Fixed an undo-state corruption issue when editing in-flight buffer in user callback.
+ (#4947, #4949] [@JoshuaWebb]
+- Tables: Fixed incorrect border height used for logic when resizing one of several synchronized
+ instance of a same table ID, when instances have a different height. (#3955).
+- Tables: Fixed incorrect auto-fit of parent windows when using non-resizable weighted columns. (#5276)
+- Tables: Fixed draw-call merging of last column. Depending on some unrelated settings (e.g. BorderH)
+ merging draw-call of the last column didn't always work (regression since 1.87). (#4843, #4844) [@rokups]
+- Inputs: Fixed IsMouseClicked() repeat mode rate being half of keyboard repeat rate.
+- ColorEdit: Fixed text baseline alignment after a SameLine() after a ColorEdit() with visible label.
+- Tabs: BeginTabItem() now reacts to SetNextItemWidth(). (#5262)
+- Tabs: Tweak shrinking policy so that while resizing tabs that don't need shrinking keep their
+ initial width more precisely (without the occasional +1 worth of width).
+- Menus: Adjusted BeginMenu() closing logic so hovering void or non-MenuItem() in parent window
+ 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]
+- 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]
+- Settings: Fixed some SetNextWindowPos/SetNextWindowSize API calls not marking settings as dirty.
+- DrawList: Fixed PathArcTo() emitting terminating vertices too close to arc vertices. (#4993) [@thedmd]
+- DrawList: Fixed texture-based anti-aliasing path with RGBA textures (#5132, #3245) [@cfillion]
+- DrawList: Fixed divide-by-zero or glitches with Radius/Rounding values close to zero. (#5249, #5293, #3491)
+- DrawList: Circle with a radius smaller than 0.5f won't appear, to be consistent with other primitives. [@thedmd]
+- Debug Tools: Debug Log: Added ShowDebugLogWindow() showing an opt-in synthetic log of principal events
+ (focus, popup, active id changes) helping to diagnose issues.
+- Debug Tools: Added DebugTextEncoding() function to facilitate diagnosing issues when not sure about
+ whether you have a UTF-8 text encoding issue or a font loading issue. [@LaMarche05, @ocornut]
+- Demo: Add better demo of how to use SetNextFrameWantCaptureMouse()/SetNextFrameWantCaptureKeyboard().
+- Metrics: Added a "UTF-8 Encoding Viewer" section using the aforementioned DebugTextEncoding() function.
+- Metrics: Added "InputText" section to visualize internal state (#4947, #4949).
+- Misc: Fixed calling GetID("label") _before_ a widget emitting this item inside a group (such as InputInt())
+ from causing an assertion when closing the group. (#5181).
+- Misc: Fixed IsAnyItemHovered() returning false when using navigation.
+- Misc: Allow redefining IM_COL32_XXX layout macros to facilitate use on big-endian systems. (#5190, #767, #844)
+- Misc: Added IMGUI_STB_SPRINTF_FILENAME to support custom path to stb_sprintf. (#5068, #2954) [@jakubtomsu]
+- Misc: Added constexpr to ImVec2/ImVec4 inline constructors. (#4995) [@Myriachan]
+- Misc: Updated stb_truetype.h from 1.20 to 1.26 (many fixes). (#5075)
+- Misc: Updated stb_textedit.h from 1.13 to 1.14 (our changes so this effectively is a no-op). (#5075)
+- Misc: Updated stb_rect_pack.h from 1.00 to 1.01 (minor). (#5075)
+- Misc: binary_to_compressed_c tool: Added -nostatic option. (#5021) [@podsvirov]
+- ImVector: Fixed erase() with empty range. (#5009) [@thedmd]
+- Backends: Vulkan: Don't use VK_PRESENT_MODE_MAX_ENUM_KHR as specs state it isn't part of the API. (#5254)
+- Backends: GLFW: Fixed a regression in 1.87 which resulted in keyboard modifiers events being
+ reported incorrectly on Linux/X11, due to a bug in GLFW. [@rokups]
+- Backends: GLFW: Fixed untranslated keys when pressing lower case letters on OSX (#5260, #5261) [@cpichard]
+- Backends: SDL: Fixed dragging out viewport broken on some SDL setups. (#5012) [@rokups]
+- Backends: SDL: Added support for extra mouse buttons (SDL_BUTTON_X1/SDL_BUTTON_X2). (#5125) [@sgiurgiu]
+- Backends: SDL, OpenGL3: Fixes to facilitate building on AmigaOS4. (#5190) [@afxgroup]
+- Backends: OSX: Monitor NSKeyUp events to catch missing keyUp for key when user press Cmd + key (#5128) [@thedmd]
+- Backends: OSX, Metal: Store backend data in a per-context struct, allowing to use these backends with
+ multiple contexts. (#5203, #5221, #4141) [@noisewuwei]
+- Backends: Metal: Fixed null dereference on exit inside command buffer completion handler. (#5363, #5365) [@warrenm]
+- Backends: OpenGL3: Partially revert 1.86 change of using glBufferSubData(): now only done on Windows and
+ Intel GPU, based on querying glGetString(GL_VENDOR). Essentially we got report of accumulating leaks on Intel
+ with multi-viewports when using simple glBufferData() without orphaning, and report of corruptions on other
+ GPUs with multi-viewports when using orphaning and glBufferSubData(), so currently switching technique based
+ on GPU vendor, which unfortunately reinforce the cargo-cult nature of dealing with OpenGL drivers.
+ Navigating the space of mysterious OpenGL drivers is particularly difficult as they are known to rely on
+ application specific whitelisting. (#4468, #3381, #2981, #4825, #4832, #5127).
+- Backends: OpenGL3: Fix state corruption on OpenGL ES 2.0 due to not preserving GL_ELEMENT_ARRAY_BUFFER_BINDING
+ and vertex attribute states. [@rokups]
+- Examples: Emscripten+WebGPU: Fix building for latest WebGPU specs. (#3632)
+- Examples: OSX+Metal, OSX+OpenGL: Removed now-unnecessary calls to ImGui_ImplOSX_HandleEvent(). (#4821)
+
+
+-----------------------------------------------------------------------
+ VERSION 1.87 (Released 2022-02-07)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.87
+
+Breaking Changes:
+
+- Removed support for pre-C++11 compilers. We'll stop supporting VS2010. (#4537)
+- Reworked IO mouse input API: (#4921, #4858) [@thedmd, @ocornut]
+ - Added io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() functions,
+ obsoleting writing directly to io.MousePos, io.MouseDown[], io.MouseWheel, etc.
+ - This enable input queue trickling to support low framerates. (#2787, #1992, #3383, #2525, #1320)
+ - 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.
+ - 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.
+ - Added full range of key enums in ImGuiKey (e.g. ImGuiKey_F1).
+ - Added GetKeyName() helper function.
+ - Obsoleted GetKeyIndex(): it is now unnecessary and will now return the same value.
+ - All keyboard related functions taking 'int user_key_index' now take 'ImGuiKey key':
+ - IsKeyDown(), IsKeyPressed(), IsKeyReleased(), GetKeyPressedAmount().
+ - Added io.ConfigInputTrickleEventQueue (defaulting to true) to disable input queue trickling.
+ - Backward compatibility:
+ - All backends updated to use new functions.
+ - Old backends populating those arrays should still work!
+ - Calling e.g. IsKeyPressed(MY_NATIVE_KEY_XXX) will still work! (for a while)
+ - Those legacy arrays will only be disabled if '#define IMGUI_DISABLE_OBSOLETE_KEYIO' is set in your imconfig.
+ In a few versions, IMGUI_DISABLE_OBSOLETE_FUNCTIONS will automatically enable IMGUI_DISABLE_OBSOLETE_KEYIO,
+ so this will be moved into the regular obsolescence path.
+ - BREAKING: If your custom backend used ImGuiKey as mock native indices (e.g. "io.KeyMap[ImGuiKey_A] = ImGuiKey_A")
+ this is a use case that will now assert and be breaking for your old backend.
+ - Transition guide:
+ - IsKeyPressed(MY_NATIVE_KEY_XXX) -> use IsKeyPressed(ImGuiKey_XXX)
+ - IsKeyPressed(GetKeyIndex(ImGuiKey_XXX)) -> use IsKeyPressed(ImGuiKey_XXX)
+ - Backend writing to io.KeyMap[],KeysDown[] -> backend should call io.AddKeyEvent(), if legacy indexing is desired, call io.SetKeyEventNativeData()
+ - Basically the trick we took advantage of is that we previously only supported native keycode from 0 to 511,
+ so ImGuiKey values can still express a legacy native keycode, and new named keys are all >= 512.
+ - This will enable a few things in the future:
+ - Access to portable keys allows for backend-agnostic keyboard input code. Until now it was difficult
+ to share code using keyboard across project because of this gap. (#2625, #3724)
+ - Access to full key ranges will allow us to develop a proper keyboard shortcut system. (#456)
+ - io.SetKeyEventNativeData() include native keycode/scancode which may later be exposed. (#3141, #2959)
+- Reworked IO nav/gamepad input API and unifying inputs sources: (#4921, #4858, #787)
+ - Added full range of ImGuiKey_GamepadXXXX enums (e.g. ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadR2) to use with
+ 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)
+ 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().
+ - If calling ImGui_ImplGlfw_InitXXX with install_callbacks=true: nothing to do. is already done for you.
+ - If calling ImGui_ImplGlfw_InitXXX with install_callbacks=false: you WILL NEED to register the GLFW callback
+ using glfwSetCursorPosCallback() and forward it to the backend function ImGui_ImplGlfw_CursorPosCallback().
+- Backends: SDL: Added SDL_Renderer* parameter to ImGui_ImplSDL2_InitForSDLRenderer(), so backend can call
+ SDL_GetRendererOutputSize() to obtain framebuffer size valid for hi-dpi. (#4927) [@Clownacy]
+- Commented out redirecting functions/enums names that were marked obsolete in 1.69, 1.70, 1.71, 1.72 (March-July 2019)
+ - ImGui::SetNextTreeNodeOpen() -> use ImGui::SetNextItemOpen()
+ - ImGui::GetContentRegionAvailWidth() -> use ImGui::GetContentRegionAvail().x
+ - ImGui::TreeAdvanceToLabelPos() -> use ImGui::SetCursorPosX(ImGui::GetCursorPosX() + ImGui::GetTreeNodeToLabelSpacing());
+ - ImFontAtlas::CustomRect -> use ImFontAtlasCustomRect
+ - ImGuiColorEditFlags_RGB/HSV/HEX -> use ImGuiColorEditFlags_DisplayRGB/HSV/Hex
+- Removed io.ImeSetInputScreenPosFn() in favor of more flexible io.SetPlatformImeDataFn() for IME support.
+ Because this field was mostly only ever used by Dear ImGui internally, not by backends nor the vast majority
+ of user code, this should only affect a very small fraction for users who are already very IME-aware.
+- Obsoleted 'void* io.ImeWindowHandle' in favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'.
+ This removes an incompatibility between 'master' and 'multi-viewports' backends and toward enabling
+ better support for IME. Updated backends accordingly. Because the old field is set by existing backends,
+ we are keeping it (marked as obsolete).
+
+Other Changes:
+
+- IO: Added event based input queue API, which now trickles events to support low framerates. [@thedmd, @ocornut]
+ Previously the most common issue case (button presses in low framerates) was handled by backend. This is now
+ handled by core automatically for all kind of inputs. (#4858, #2787, #1992, #3383, #2525, #1320)
+ - New IO functions for keyboard/gamepad: AddKeyEvent(), AddKeyAnalogEvent().
+ - New IO functions for mouse: AddMousePosEvent(), AddMouseButtonEvent(), AddMouseWheelEvent().
+- IO: Unified key enums allow using key functions on key mods and gamepad values.
+- Fixed CTRL+Tab into an empty window causing artifacts on the highlight rectangle due to bad reordering on ImDrawCmd.
+- Fixed a situation where CTRL+Tab or Modal can occasionally lead to the creation of ImDrawCmd with zero triangles,
+ which would makes the draw operation of some backends assert (e.g. Metal with debugging). (#4857)
+- Popups: Fixed a regression crash when a new window is created after a modal on the same frame. (#4920) [@rokups]
+- Popups: Fixed an issue when reopening a same popup multiple times would offset them by 1 pixel on the right. (#4936)
+- Tables, ImDrawListSplitter: Fixed erroneously stripping trailing ImDrawList::AddCallback() when submitted in
+ last column or last channel and when there are no other drawing operation. (#4843, #4844) [@hoffstadt]
+- Tables: Fixed positioning of Sort icon on right-most column with some settings (not resizable + no borders). (#4918).
+- Nav: Fixed gamepad navigation in wrapping popups not wrapping all the way. (#4365)
+- Sliders, Drags: Fixed text input of values with a leading sign, common when using a format enforcing sign. (#4917)
+- Demo: draw a section of keyboard in "Inputs > Keyboard, Gamepad & Navigation state" to visualize keys. [@thedmd]
+- Platform IME: changed io.ImeSetInputScreenPosFn() to io.SetPlatformImeDataFn() API,
+ now taking a ImGuiPlatformImeData structure which we can more easily extend in the future.
+- Platform IME: moved io.ImeWindowHandle to GetMainViewport()->PlatformHandleRaw.
+- Platform IME: add ImGuiPlatformImeData::WantVisible, hide IME composition window when not used. (#2589) [@actboy168]
+- Platform IME: add ImGuiPlatformImeData::InputLineHeight. (#3113) [@liuliu]
+- Platform IME: [windows] call ImmSetCandidateWindow() to position candidate window.
+- Backends: GLFW: Pass localized keys (matching keyboard layout). Fix e.g. CTRL+A, CTRL+Z, CTRL+Y shortcuts.
+ We are now converting GLFW untranslated keycodes back to translated keycodes in order to match the behavior of
+ other backend, and facilitate the use of GLFW with lettered-shortcuts API. (#456, #2625)
+- Backends: GLFW: Submit keys and key mods using io.AddKeyEvent(). (#2625, #4921)
+- Backends: GLFW: Submit mouse data using io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() functions. (#4921)
+- 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)
+- 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)
+- Backends: Win32: Maintain a MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
+- Backends: Win32: Submit gamepad data using io.AddKeyEvent/AddKeyAnalogEvent() functions, stopped writing to io.NavInputs[]. (#4921)
+- Backends: SDL: Pass localized keys (matching keyboard layout). Fix e.g. CTRL+A, CTRL+Z, CTRL+Y shortcuts. (#456, #2625)
+- Backends: SDL: Submit key data using io.AddKeyEvent(). Submit keymods using io.AddKeyModsEvent() at the same time. (#2625)
+- Backends: SDL: Retrieve mouse position using SDL_MOUSEMOTION/SDL_WINDOWEVENT_LEAVE + fallback when focused but not hovered/captured.
+- Backends: SDL: Submit mouse data using io.AddMousePosEvent(), AddMouseButtonEvent(), AddMouseWheelEvent() functions. (#4921)
+- Backends: SDL: Maintain a MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
+- Backends: SDL: Submit gamepad data using io.AddKeyEvent/AddKeyAnalogEvent() functions, stopped writing to io.NavInputs[]. (#4921)
+- Backends: Allegro5: Submit keys using io.AddKeyEvent(). Submit keymods using io.AddKeyModsEvent() at the same time. (#2625)
+- Backends: Allegro5: Submit mouse data using io.AddMousePosEvent(), AddMouseButtonEvent(), AddMouseWheelEvent() functions. (#4921)
+- Backends: OSX: Submit keys using io.AddKeyEvent(). Submit keymods using io.AddKeyModsEvent() at the same time. (#2625)
+- Backends: OSX: Submit mouse data using io.AddMousePosEvent(), AddMouseButtonEvent(), AddMouseWheelEvent() functions. (#4921)
+- Backends: OSX: Submit gamepad data using io.AddKeyEvent/AddKeyAnalogEvent() functions, stopped writing to io.NavInputs[]. (#4921)
+- Backends: OSX: Added basic Platform IME support. (#3108, #2598) [@liuliu]
+- Backends: OSX: Fix Game Controller nav mapping to use shoulder for both focusing and tweak speed. (#4759)
+- Backends: OSX: Fix building with old Xcode versions that are missing gamepad features. [@rokups]
+- Backends: OSX: Forward keyDown/keyUp events to OS when unused by Dear ImGui.
+- Backends: Android, GLUT: Submit keys using io.AddKeyEvent(). Submit keymods using io.AddKeyModsEvent() at the same time. (#2625)
+- Backends: Android, GLUT: Submit mouse data using io.AddMousePosEvent(), AddMouseButtonEvent(), AddMouseWheelEvent() functions. (#4858)
+- Backends: OpenGL3: Fixed a buffer overflow in imgui_impl_opengl3_loader.h init (added in 1.86). (#4468, #4830) [@dymk]
+ It would generally not have noticeable side-effect at runtime but would be detected by runtime checkers.
+- Backends: OpenGL3: Fix OpenGL ES2 includes on Apple systems. [@rokups]
+- Backends: Metal: Added Apple Metal C++ API support. (#4824, #4746) [@luigifcruz]
+ Enable with '#define IMGUI_IMPL_METAL_CPP' in your imconfig.h file.
+- Backends: Metal: Ignore ImDrawCmd where ElemCount == 0, which are normally not emitted by the library but
+ can theoretically be created by user code manipulating a ImDrawList. (#4857)
+- Backends: Vulkan: Added support for ImTextureID as VkDescriptorSet, add ImGui_ImplVulkan_AddTexture(). (#914) [@martty]
+- Backends: SDL_Renderer: Fix texture atlas format on big-endian hardware (#4927) [@Clownacy]
+- Backends: WebGPU: Fixed incorrect size parameters in wgpuRenderPassEncoderSetIndexBuffer() and
+ wgpuRenderPassEncoderSetVertexBuffer() calls. (#4891) [@FeepsDev]
+
+
+-----------------------------------------------------------------------
+ VERSION 1.86 (Released 2021-12-22)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.86
+
+Breaking Changes:
+
+- Removed CalcListClipping() function. Prefer using ImGuiListClipper which can return non-contiguous ranges.
+ Please open an issue if you think you really need this function. (#3841)
+- Backends: OSX: Added NSView* parameter to ImGui_ImplOSX_Init(). (#4759) [@stuartcarnie]
+- Backends: Marmalade: Removed obsolete Marmalade backend (imgui_impl_marmalade.cpp) + example app. (#368, #375)
+ Find last supported version at https://github.com/ocornut/imgui/wiki/Bindings
+
+Other Changes:
+
+- Added an assertion for the common user mistake of using "" as an identifier at the root level of a window
+ instead of using "##something". Empty identifiers are valid and useful in a very small amount of cases,
+ but 99.9% of the time if you need an empty label you should use "##something". (#1414, #2562, #2807, #4008,
+ #4158, #4375, #4548, #4657, #4796). READ THE FAQ ABOUT HOW THE ID STACK WORKS -> https://dearimgui.com/faq
+- Added GetMouseClickedCount() function, returning the number of successive clicks. (#3229) [@kudaba]
+ (so IsMouseDoubleClicked(ImGuiMouseButton_Left) is same as GetMouseClickedCount(ImGuiMouseButton_Left) == 2,
+ but it allows testing for triple clicks and more).
+- Modals: fixed issue hovering popups inside a child windows inside a modal. (#4676, #4527)
+- Modals, Popups, Windows: changes how appearing windows are interrupting popups and modals. (#4317) [@rokups]
+ - appearing windows created from within the begin stack of a popup/modal will no longer close it.
+ - appearing windows created not within the begin stack of a modal will no longer close the modal,
+ and automatically appear behind it.
+- Fixed IsWindowFocused()/IsWindowHovered() issues with child windows inside popups. (#4676)
+- Nav: Ctrl+tabbing to cycle through windows is now enabled regardless of using the _NavEnableKeyboard
+ configuration flag. This is part of an effort to generalize the use of keyboard inputs. (#4023, #787).
+ Note that while this is active you can also moving windows (with arrow) and resize (shift+arrows).
+- Nav: tabbing now cycles through clipped items and scroll accordingly. (#4449)
+- Nav: pressing PageUp/PageDown/Home/End when in Menu layer automatically moves back to Main layer.
+- Nav: fixed resizing window from borders setting navigation to Menu layer.
+- Nav: prevent child from clipping items when using _NavFlattened and parent has a pending request.
+- Nav: pressing Esc to exit a child window reactivates the Nav highlight if it was disabled by mouse.
+- Nav: with ImGuiConfigFlags_NavEnableSetMousePos enabled: Fixed absolute mouse position when using
+ Home/End leads to scrolling. Fixed not setting mouse position when a failed move request (e.g. when
+ already at edge) reactivates the navigation highlight.
+- Menus: fixed closing a menu inside a popup/modal by clicking on the popup/modal. (#3496, #4797)
+- Menus: fixed closing a menu by clicking on its menu-bar item when inside a popup. (#3496, #4797) [@xndcn]
+- Menus: fixed menu inside a popup/modal not inhibiting hovering of items in the popup/modal. (#3496, #4797)
+- 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: 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]
+- InputText: fixed Shift+Delete from not cutting into clipboard. (#4818, #1541) [@corporateshark]
+- InputTextMultiline: fixed incorrect padding when FrameBorder > 0. (#3781, #4794)
+- InputTextMultiline: fixed vertical tracking with large values of FramePadding.y. (#3781, #4794)
+- Separator: fixed cover all columns while called inside a table. (#4787)
+- Clipper: currently focused item is automatically included in clipper range.
+ Fixes issue where e.g. drag and dropping an item and scrolling ensure the item source location is
+ still submitted. (#3841, #1725) [@GamingMinds-DanielC, @ocornut]
+- Clipper: added ForceDisplayRangeByIndices() to force a given item (or several) to be stepped out
+ during a clipping operation. (#3841) [@@GamingMinds-DanielC]
+- Clipper: rework so gamepad/keyboard navigation doesn't create spikes in number of items requested
+ by the clipper to display. (#3841)
+- Clipper: fixed content height declaration slightly mismatching the value of when not using a clipper.
+ (an additional ItemSpacing.y was declared, affecting scrollbar range).
+- Clipper: various and incomplete changes to tame down scrolling and precision issues on very large ranges.
+ Passing an explicit height to the clipper now allows larger ranges. (#3609, #3962).
+- Clipper: fixed invalid state when number of frozen table row is smaller than ItemCount.
+- Drag and Drop: BeginDragDropSource() with ImGuiDragDropFlags_SourceAllowNullID doesn't lose
+ tooltip when scrolling. (#143)
+- Fonts: fixed infinite loop in ImFontGlyphRangesBuilder::AddRanges() when passing UINT16_MAX or UINT32_MAX
+ without the IMGUI_USE_WCHAR32 compile-time option. (#4802) [@SlavicPotato]
+- Metrics: Added a node showing windows in submission order and showing the Begin() stack.
+- Misc: Added missing ImGuiMouseCursor_NotAllowed cursor for software rendering (when the
+ io.MouseDrawCursor flag is enabled). (#4713) [@nobody-special666]
+- Misc: Fixed software mouse cursor being rendered multiple times if Render() is called more than once.
+- 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
+ 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]
+- Backends: OpenGL2, Allegro5, Marmalade: Fixed mishandling of the ImDrawCmd::IdxOffset field.
+ This is an old bug, but due to the way we created drawlists, it never had any visible side-effect before.
+ The new code for handling Modal and CTRL+Tab dimming/whitening recently made the bug surface. (#4790)
+- Backends: Win32: Store left/right variants of Ctrl/Shift/Alt mods in KeysDown[] array. (#2625) [@thedmd]
+- Backends: DX12: Fixed DRAW_EMPTY_SCISSOR_RECTANGLE warnings. (#4775)
+- Backends: SDL_Renderer: Added support for large meshes (64k+ vertices) with 16-bit indices,
+ enabling 'ImGuiBackendFlags_RendererHasVtxOffset' in the backend. (#3926) [@rokups]
+- Backends: SDL_Renderer: Fix for SDL 2.0.19+ RenderGeometryRaw() API signature change. (#4819) [@sridenour]
+- Backends: OSX: Generally fix keyboard support. Keyboard arrays indexed using kVK_* codes, e.g.
+ ImGui::IsKeyPressed(kVK_Space). Don't set mouse cursor shape unconditionally. Handle two fingers scroll
+ cancel event. (#4759, #4253, #1873) [@stuartcarnie]
+- Backends: OSX: Add Game Controller support (need linking GameController framework) (#4759) [@stuartcarnie]
+- Backends: WebGPU: Passing explicit buffer sizes to wgpuRenderPassEncoderSetVertexBuffer() and
+ wgpuRenderPassEncoderSetIndexBuffer() functions as validation layers appears to not do what the
+ in-flux specs says. (#4766) [@meshula]
+
+
+-----------------------------------------------------------------------
+ VERSION 1.85 (Released 2021-10-12)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.85
+
+This is the last release officially supporting C++03 and Visual Studio 2008/2010. (#4537)
+We expect that the next release will require a subset of the C++11 language (VS 2012~, GCC 4.8.1, Clang 3.3).
+We may use some C++11 language features but we will not use any C++ library headers.
+If you are stuck on ancient compiler you may need to stay at this version onward.
+
+Breaking Changes:
+
+- Removed GetWindowContentRegionWidth() function. Kept inline redirection helper.
+ Can use 'GetWindowContentRegionMax().x - GetWindowContentRegionMin().x' instead but it's not
+ very useful in practice, and the only use of it in the demo was illfit.
+ Using 'GetContentRegionAvail().x' is generally a better choice.
+
+Other Changes:
+
+- Debug: Stack Tool: Added "Stack Tool" available in "Demo->Tools->Stack Tool", "Metrics->Tools",
+ or by calling the ShowStackToolWindow() function. The tool run queries on hovered id to display
+ details about individual components that were hashed to create an ID. It helps understanding
+ the ID stack system and debugging potential ID collisions. (#4631) [@ocornut, @rokups]
+- Windows: Fixed background order of overlapping childs submitted sequentially. (#4493)
+- IsWindowFocused: Added ImGuiFocusedFlags_NoPopupHierarchy flag allowing to exclude child popups
+ from the tested windows when combined with _ChildWindows.
+- IsWindowHovered: Added ImGuiHoveredFlags_NoPopupHierarchy flag allowing to exclude child popups
+ from the tested windows when combined with _ChildWindows.
+- InputTextMultiline: Fixed label size not being included into window contents rect unless
+ the whole widget is clipped.
+- InputText: Allow activating/cancelling/validating input with gamepad nav events. (#2321, #4552)
+- InputText: Fixed selection rectangle appearing one frame late when selecting all.
+- TextUnformatted: Accept null ranges including (NULL,NULL) without asserting, in order to conform
+ to common idioms (e.g. passing .data(), .data() + .size() from a null string). (#3615)
+- Disabled: Added assert guard for mismatching BeginDisabled()/EndDisabled() blocks. (#211)
+- Nav: Fixed using SetKeyboardFocusHere() on non-visible/clipped items. It now works and will scroll
+ toward the item. When called during a frame where the parent window is appearing, scrolling will
+ aim to center the item in the window. When calling during a frame where the parent window is already
+ visible, scrolling will aim to scroll as little as possible to make the item visible. We will later
+ expose scroll functions and flags in public API to select those behaviors. (#343, #4079, #2352)
+- Nav: Fixed using SetKeyboardFocusHere() from activating a different item on the next frame if
+ submitted items have changed during that frame. (#432)
+- Nav: Fixed toggling menu layer with Alt or exiting menu layer with Esc not moving mouse when
+ the ImGuiConfigFlags_NavEnableSetMousePos config flag is set.
+- Nav: Fixed a few widgets from not setting reference keyboard/gamepad navigation ID when
+ activated with mouse. More specifically: BeginTabItem(), the scrolling arrows of BeginTabBar(),
+ the arrow section of TreeNode(), the +/- buttons of InputInt()/InputFloat(), Selectable() with
+ ImGuiSelectableFlags_SelectOnRelease. More generally: any direct use of ButtonBehavior() with
+ the PressedOnClick/PressedOnDoubleClick/PressedOnRelease button policy.
+- Nav: Fixed an issue with losing focus on docked windows when pressing Alt while keyboard navigation
+ is disabled. (#4547, #4439) [@PathogenDavid]
+- 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 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.
+- ColorEdit4: Fixed not being able to change hue when saturation is 0. (#4014) [@rokups]
+- ColorEdit4: Fixed hue resetting to 0 when it is set to 255. [@rokups]
+- ColorEdit4: Fixed hue value jitter when source color is stored as RGB in 32-bit integer and perform
+ RGB<>HSV round trips every frames. [@rokups]
+- ColorPicker4: Fixed picker being unable to select exact 1.0f color when dragging toward the edges
+ of the SV square (previously picked 0.999989986f). (#3517) [@rokups]
+- Menus: Fixed vertical alignments of MenuItem() calls within a menu bar (broken in 1.84). (#4538)
+- Menus: Improve closing logic when moving diagonally in empty between between parent and child menus to
+ accommodate for varying font size and dpi.
+- Menus: Fixed crash when navigating left inside a child window inside a sub-menu. (#4510).
+- Menus: Fixed an assertion happening in some situations when closing nested menus (broken in 1.83). (#4640)
+- Drag and Drop: Fixed using BeginDragDropSource() inside a BeginChild() that returned false. (#4515)
+- PlotHistogram: Fixed zero-line position when manually specifying min<0 and max>0. (#4349) [@filippocrocchini]
+- Misc: Added asserts for missing PopItemFlag() calls.
+- Misc: Fixed printf-style format checks on Clang+MinGW. (#4626, #4183, #3592) [@guusw]
+- IO: Added 'io.WantCaptureMouseUnlessPopupClose' alternative to `io.WantCaptureMouse'. (#4480)
+ This allows apps to receive the click on void when that click is used to close popup (by default,
+ clicking on a void when a popup is open will close the popup but not release io.WantCaptureMouse).
+- Fonts: imgui_freetype: Fixed crash when FT_Render_Glyph() fails to render a glyph and returns NULL
+ (which apparently happens with Freetype 2.11). (#4394, #4145?).
+- Fonts: Fixed ImFontAtlas::ClearInputData() marking atlas as not built. (#4455, #3487)
+- Backends: Added more implicit asserts to detect invalid/redundant calls to Shutdown functions. (#4562)
+- Backends: OpenGL3: Fixed our custom GL loader conflicting with user using GL3W. (#4445) [@rokups]
+- Backends: WebGPU: Fixed for latest specs. (#4472, #4512) [@Kangz, @bfierz]
+- Backends: SDL_Renderer: Added SDL_Renderer backend compatible with upcoming SDL 2.0.18. (#3926) [@1bsyl]
+- Backends: Metal: Fixed a crash when clipping rect larger than framebuffer is submitted via
+ a direct unclipped PushClipRect() call. (#4464)
+- Backends: OSX: Use mach_absolute_time as CFAbsoluteTimeGetCurrent can jump backwards. (#4557, #4563) [@lfnoise]
+- Backends: All renderers: Normalize clipping rect handling across backends. (#4464)
+- Examples: Added SDL + SDL_Renderer example in "examples/example_sdl_sdlrenderer/" folder. (#3926) [@1bsyl]
+
+
+-----------------------------------------------------------------------
+ VERSION 1.84.2 (Released 2021-08-23)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.84.2
+
+- Disabled: Fixed nested BeginDisabled()/EndDisabled() calls. (#211, #4452, #4453, #4462) [@Legulysse]
+- Backends: OpenGL3: OpenGL: Fixed ES 3.0 shader ("#version 300 es") to use normal precision
+ floats. Avoid wobbly rendering at HD resolutions. (#4463) [@nicolasnoble]
+
+
+-----------------------------------------------------------------------
+ VERSION 1.84.1 (Released 2021-08-20)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.84.1
+
+- Disabled: Fixed BeginDisabled(false) - BeginDisabled(true) was working. (#211, #4452, #4453)
+
+
+-----------------------------------------------------------------------
+ VERSION 1.84 (Released 2021-08-20)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.84
+
+Breaking Changes:
+
+- Commented out redirecting functions/enums names that were marked obsolete in 1.67 and 1.69 (March 2019):
+ - ImGui::GetOverlayDrawList() -> use ImGui::GetForegroundDrawList()
+ - ImFont::GlyphRangesBuilder -> use ImFontGlyphRangesBuilder
+- Backends: OpenGL3: added a third source file "imgui_impl_opengl3_loader.h". [@rokups]
+- Backends: GLFW: backend now uses glfwSetCursorEnterCallback(). (#3751, #4377, #2445)
+- Backends: GLFW: backend now uses glfwSetWindowFocusCallback(). (#4388) [@thedmd]
+ - If calling ImGui_ImplGlfw_InitXXX with install_callbacks=true: this is already done for you.
+ - If calling ImGui_ImplGlfw_InitXXX with install_callbacks=false: you WILL NEED to register the GLFW callbacks
+ and forward them to the backend:
+ - Register glfwSetCursorEnterCallback, forward events to ImGui_ImplGlfw_CursorEnterCallback().
+ - Register glfwSetWindowFocusCallback, forward events to ImGui_ImplGlfw_WindowFocusCallback().
+- Backends: SDL2: removed unnecessary SDL_Window* parameter from ImGui_ImplSDL2_NewFrame(). (#3244) [@funchal]
+ Kept inline redirection function (will obsolete).
+- Backends: SDL2: backend needs to set 'SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1")' in order to
+ receive mouse clicks events on window focus, otherwise SDL doesn't emit the event. (#3751, #4377, #2445)
+ This is unfortunately a global SDL setting, so enabling it _might_ have a side-effect on your application.
+ It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click:
+ you can ignore SDL_MOUSEBUTTONDOWN events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED event).
+- Internals: (for custom widgets): because disabled items now sets HoveredId, if you want custom widgets to
+ not react as hovered when disabled, in the majority of use cases it is preferable to check the "hovered"
+ return value of ButtonBehavior() rather than (HoveredId == id).
+
+Other Changes:
+
+- IO: Added io.AddFocusEvent() api for backend to tell when host window has gained/lost focus. (#4388) [@thedmd]
+ If you use a custom backend, consider adding support for this!
+- Disabled: added BeginDisabled()/EndDisabled() api to create a scope where interactions are disabled. (#211)
+ - Added style.DisabledAlpha (default to 0.60f) and ImGuiStyleVar_DisabledAlpha. (#211)
+ - Unlike the internal-and-undocumented-but-somehow-known PushItemFlag(ImGuiItemFlags_Disabled), this also alters
+ visuals. Currently this is done by lowering alpha of all widgets. Future styling system may do that differently.
+ - Disabled items set HoveredId, allowing e.g. HoveredIdTimer to run. (#211, #3419) [@rokups]
+ - Disabled items more consistently release ActiveId if the active item got disabled. (#211)
+ - Nav: Fixed disabled items from being candidate for default focus. (#211, #787)
+ - Fixed Selectable() selection not showing when disabled. (#211)
+ - Fixed IsItemHovered() returning true on disabled item when navigated to. (#211)
+ - Fixed IsItemHovered() when popping disabled state after item, or when using Selectable_Disabled. (#211)
+- Windows: ImGuiWindowFlags_UnsavedDocument/ImGuiTabItemFlags_UnsavedDocument displays a dot instead of a '*' so it
+ is independent from font style. When in a tab, the dot is displayed at the same position as the close button.
+ Added extra comments to clarify the purpose of this flag in the context of docked windows.
+- Tables: Added ImGuiTableColumnFlags_Disabled acting a master disable over (hidden from user/context menu). (#3935)
+- Tables: Clarified that TableSetColumnEnabled() requires the table to use the ImGuiTableFlags_Hideable flag,
+ because it manipulates the user-accessible show/hide state. (#3935)
+- Tables: Added ImGuiTableColumnFlags_NoHeaderLabel to request TableHeadersRow() to not submit label for a column.
+ Convenient for some small columns. Name will still appear in context menu. (#4206).
+- Tables: Fixed columns order on TableSetupScrollFreeze() if previous data got frozen columns out of their section.
+- Tables: Fixed invalid data in TableGetSortSpecs() when SpecsDirty flag is unset. (#4233)
+- Tabs: Fixed using more than 32 KB-worth of tab names. (#4176)
+- InputInt/InputFloat: When used with Steps values and _ReadOnly flag, the step button look disabled. (#211)
+- InputText: Fixed named filtering flags disabling newline or tabs in multiline inputs (#4409, #4410) [@kfsone]
+- Drag and Drop: drop target highlight doesn't try to bypass host clipping rectangle. (#4281, #3272)
+- Drag and Drop: Fixed using AcceptDragDropPayload() with ImGuiDragDropFlags_AcceptNoPreviewTooltip. [@JeffM2501]
+- Menus: MenuItem() and BeginMenu() are not affected/overlapping when style.SelectableTextAlign is altered.
+- Menus: Fixed hovering a disabled menu or menu item not closing other menus. (#211)
+- Popups: Fixed BeginPopup/OpenPopup sequence failing when there are no focused windows. (#4308) [@rokups]
+- Nav: Alt doesn't toggle menu layer if other modifiers are held. (#4439)
+- Fixed printf-style format checks on non-MinGW flavors. (#4183, #3592)
+- 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: 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.
+ 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
+ implying that the file is required.
+- Metrics: Fixed a crash when inspecting the individual draw command of a foreground drawlist. [@rokups]
+- Backends: Reorganized most backends (Win32, SDL, GLFW, OpenGL2/3, DX9/10/11/12, Vulkan, Allegro) to pull their
+ data from a single structure stored inside the main Dear ImGui context. This facilitate/allow usage of standard
+ backends with multiple-contexts BUT is only partially tested and not well supported. It is generally advised to
+ instead use the multi-viewports feature of docking branch where a single Dear ImGui context can be used across
+ multiple windows. (#586, #1851, #2004, #3012, #3934, #4141)
+- Backends: Win32: Rework to handle certain Windows 8.1/10 features without a manifest. (#4200, #4191)
+ - ImGui_ImplWin32_GetDpiScaleForMonitor() will handle per-monitor DPI on Windows 10 without a manifest.
+ - ImGui_ImplWin32_EnableDpiAwareness() will call SetProcessDpiAwareness() fallback on Windows 8.1 without a manifest.
+- Backends: Win32: IME functions are disabled by default for non-Visual Studio compilers (MinGW etc.). Enable with
+ '#define IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS' for those compilers. Undo change from 1.82. (#2590, #738, #4185, #4301)
+- Backends: Win32: Mouse position is correctly reported when the host window is hovered but not focused. (#2445, #2696, #3751, #4377)
+- Backends: Win32, SDL2, GLFW, OSX, Allegro: now calling io.AddFocusEvent() on focus gain/loss. (#4388) [@thedmd]
+ This allow us to ignore certain inputs on focus loss (previously relied on mouse loss but backends are now
+ reporting mouse even when host window is unfocused, as per #2445, #2696, #3751, #4377)
+- Backends: Fixed keyboard modifiers being reported when host window doesn't have focus. (#2622)
+- Backends: GLFW: Mouse position is correctly reported when the host window is hovered but not focused. (#3751, #4377, #2445)
+ (backend now uses glfwSetCursorEnterCallback(). If you called ImGui_ImplGlfw_InitXXX with install_callbacks=false, you will
+ need to install this callback and forward the data to the backend via ImGui_ImplGlfw_CursorEnterCallback).
+- Backends: SDL2: Mouse position is correctly reported when the host window is hovered but not focused. (#3751, #4377, #2445)
+ (enabled with SDL 2.0.5+ as SDL_GetMouseFocus() is only usable with SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH).
+- Backends: DX9: Explicitly disable texture state stages after >= 1. (#4268) [@NZJenkins]
+- Backends: DX12: Fix texture casting crash on 32-bit systems (introduced on 2021/05/19 and v1.83) + added comments
+ about building on 32-bit systems. (#4225) [@kingofthebongo2008]
+- Backends: OpenGL3: Embed our own minimal GL headers/loader (imgui_impl_opengl3_loader.h) based on gl3w.
+ Reduces the frequent issues and confusion coming from having to support multiple loaders and requiring users to use and
+ initialize the same loader as the backend. [@rokups]
+ Removed support for gl3w, glew, glad, glad2, glbinding2, glbinding3 (all now unnecessary).
+- Backends: OpenGL3: Handle GL_CLIP_ORIGIN on <4.5 contexts if "GL_ARB_clip_control" extension is detected. (#4170, #3998)
+- Backends: OpenGL3: Destroy vertex/fragment shader objects right after they are linked into main shader. (#4244) [@Crowbarous]
+- Backends: OpenGL3: Use OES_vertex_array extension on Emscripten + backup/restore current state. (#4266, #4267) [@harry75369]
+- Backends: GLFW: Installing and exposed ImGui_ImplGlfw_MonitorCallback() for forward compatibility with docking branch.
+- Backends: OSX: Added a fix for shortcuts using CTRL key instead of CMD key. (#4253) [@rokups]
+- Examples: DX12: Fixed handling of Alt+Enter in example app (using swapchain's ResizeBuffers). (#4346) [@PathogenDavid]
+- Examples: DX12: Removed unnecessary recreation of backend-owned device objects when window is resized. (#4347) [@PathogenDavid]
+- Examples: OpenGL3+GLFW,SDL: Remove include cruft to support variety of GL loaders (no longer necessary). [@rokups]
+- 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.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.83 (Released 2021-05-24)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.83
+
+Breaking Changes:
+
+- Backends: Obsoleted direct access to ImDrawCmd::TextureId in favor of calling ImDrawCmd::GetTexID(). (#3761) [@thedmd]
+ - If you are using official backends from the source tree: you have nothing to do.
+ - If you copied old backend code or using your own: change access to draw_cmd->TextureId to draw_cmd->GetTexID().
+ Why are we doing this?
+ - This change will be required in the future when adding support for incremental texture atlas updates.
+ - Please note this won't break soon, but we are making the change ahead of time.
+
+Other Changes:
+
+- Scrolling: Fix scroll tracking with e.g. SetScrollHereX/Y() when WindowPadding < ItemSpacing.
+- Scrolling: Fix scroll snapping on edge of scroll region when both scrollbars are enabled.
+- Scrolling: Fix mouse wheel axis swap when using SHIFT on macOS (system already does it). (#4010)
+- Window: Fix IsWindowAppearing() from returning true twice in most cases. (#3982, #1497, #1061)
+- Nav: Fixed toggling menu layer while an InputText() is active not stealing active id. (#787)
+- Nav: Fixed pressing Escape to leave menu layer while in a popup or child window. (#787)
+- Nav, InputText: Fixed accidental menu toggling while typing non-ascii characters using AltGR. [@rokups] (#370)
+- Nav: Fixed using SetItemDefaultFocus() on windows with _NavFlattened flag. (#787)
+- Nav: Fixed Tabbing initial activation from skipping the first item if it is tabbable through. (#787)
+- Nav: Fixed fast CTRL+Tab (where keys are only held for one single frame) from properly enabling the
+ menu layer of target window if it doesn't have other active layers.
+- Tables: Expose TableSetColumnEnabled() in public api. (#3935)
+- Tables: Better preserve widths when columns count changes. (#4046)
+- Tables: Sharing more memory buffers between tables, reducing general memory footprints. (#3740)
+- Tabs: Fixed mouse reordering with very fast movements (e.g. crossing multiple tabs in a single
+ frame and then immediately standing still (would only affect automation/bots). [@rokups]
+- Menus: made MenuItem() in a menu bar reflect the 'selected' argument with a highlight. (#4128) [@mattelegende]
+- Drags, Sliders, Inputs: Specifying a NULL format to Float functions default them to "%.3f" to be
+ consistent with the compile-time default. (#3922)
+- DragScalar: Add default value for v_speed argument to match higher-level functions. (#3922) [@eliasdaler]
+- ColorEdit4: Alpha default to 255 (instead of 0) when omitted in hex input. (#3973) [@squadack]
+- InputText: Fix handling of paste failure (buffer full) which in some cases could corrupt the undo stack. (#4038)
+ (fix submitted to https://github.com/nothings/stb/pull/1158) [@Unit2Ed, @ocornut]
+- InputText: Do not filter private unicode codepoints (e.g. icons) when pasted from clipboard. (#4005) [@dougbinks]
+- InputText: Align caret/cursor to pixel coordinates. (#4080) [@elvissteinjr]
+- InputText: Fixed CTRL+Arrow or OSX double-click leaking the presence of spaces when ImGuiInputTextFlags_Password
+ is used. (#4155, #4156) [@michael-swan]
+- LabelText: Fixed clipping of multi-line value text when label is single-line. (#4004)
+- LabelText: Fixed vertical alignment of single-line value text when label is multi-line. (#4004)
+- Combos: Changed the combo popup to use a different id to also using a context menu with the default item id.
+ Fixed using BeginPopupContextItem() with no parameter after a combo. (#4167)
+- Popups: Added 'OpenPopup(ImGuiID id)' overload to facilitate calling from nested stacks. (#3993, #331) [@zlash]
+- Tweak computation of io.Framerate so it is less biased toward high-values in the first 120 frames. (#4138)
+- Optimization: Disabling some of MSVC most aggressive Debug runtime checks for some simple/low-level functions
+ (e.g. ImVec2, ImVector) leading to a 10-20% increase of performances with MSVC "default" Debug settings.
+- ImDrawList: Add and use SSE-enabled ImRsqrt() in place of 1.0f / ImSqrt(). (#4091) [@wolfpld]
+- ImDrawList: Fixed/improved thickness of thick strokes with sharp angles. (#4053, #3366, #2964, #2868, #2518, #2183)
+ Effectively introduced a regression in 1.67 (Jan 2019), and a fix in 1.70 (Apr 2019) but the fix wasn't actually on
+ par with original version. Now incorporating the correct revert.
+- ImDrawList: Fixed PathArcTo() regression from 1.82 preventing use of counter-clockwise angles. (#4030, #3491) [@thedmd]
+- Demo: Improved popups demo and comments.
+- Metrics: Added "Fonts" section with same information as available in "Style Editor">"Fonts".
+- Backends: SDL2: Rework global mouse pos availability check listing supported platforms explicitly,
+ effectively fixing mouse access on Raspberry Pi. (#2837, #3950) [@lethal-guitar, @hinxx]
+- Backends: Win32: Clearing keyboard down array when losing focus (WM_KILLFOCUS). (#2062, #3532, #3961)
+ [@1025798851]
+- Backends: OSX: Fix keys remaining stuck when CMD-tabbing to a different application. (#3832) [@rokups]
+- Backends: DirectX9: calling IDirect3DStateBlock9::Capture() after CreateStateBlock() which appears to
+ workaround/fix state restoring issues. Unknown exactly why so, bit of a cargo-cult fix. (#3857)
+- Backends: DirectX9: explicitly setting up more graphics states to increase compatibility with unusual
+ non-default states. (#4063)
+- Backends: DirectX10, DirectX11: fixed a crash when backing/restoring state if nothing is bound when
+ entering the rendering function. (#4045) [@Nemirtingas]
+- Backends: GLFW: Adding bound check in KeyCallback because GLFW appears to send -1 on some setups. [#4124]
+- Backends: Vulkan: Fix mapped memory Vulkan validation error when buffer sizes are not multiple of
+ VkPhysicalDeviceLimits::nonCoherentAtomSize. (#3957) [@AgentX1994]
+- Backends: WebGPU: Update to latest specs (Chrome Canary 92 and Emscripten 2.0.20). (#4116, #3632) [@bfierz, @Kangz]
+- Backends: OpenGL3: Don't try to read GL_CLIP_ORIGIN unless we're OpenGL 4.5. (#3998, #2366, #2186) [@s7jones]
+- Examples: OpenGL: Add OpenGL ES 2.0 support to modern GL examples. (#2837, #3951) [@lethal-guitar, @hinxx]
+- Examples: Vulkan: Rebuild swapchain on VK_SUBOPTIMAL_KHR. (#3881)
+- Examples: Vulkan: Prefer using discrete GPU if there are more than one available. (#4012) [@rokups]
+- Examples: SDL2: Link with shell32.lib required by SDL2main.lib since SDL 2.0.12. [#3988]
+- Examples: Android: Make Android example build compatible with Gradle 7.0. (#3446)
+- Docs: Improvements to description of using colored glyphs/emojis. (#4169, #3369)
+- Docs: Improvements to minor mistakes in documentation comments (#3923) [@ANF-Studios]
+
+
+-----------------------------------------------------------------------
+ VERSION 1.82 (Released 2021-02-15)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.82
+
+Breaking Changes:
+
+- Removed redirecting functions/enums names that were marked obsolete in 1.66 (September 2018):
+ - ImGui::SetScrollHere() --> use ImGui::SetScrollHereY()
+- ImDrawList: upgraded AddPolyline()/PathStroke()'s "bool closed" parameter to use "ImDrawFlags flags".
+ - bool closed = false --> use ImDrawFlags_None, or 0
+ - bool closed = true --> use ImDrawFlags_Closed
+ The matching ImDrawFlags_Closed value is guaranteed to always stay == 1 in the future.
+ Difference may not be noticeable for most but zealous type-checking tools may report a need to change.
+- ImDrawList: upgraded AddRect(), AddRectFilled(), PathRect() to use ImDrawFlags instead of ImDrawCornersFlags.
+ - ImDrawCornerFlags_TopLeft --> use ImDrawFlags_RoundCornersTopLeft
+ - ImDrawCornerFlags_BotRight --> use ImDrawFlags_RoundCornersBottomRight
+ - ImDrawCornerFlags_None --> use ImDrawFlags_RoundCornersNone etc.
+ Flags now sanely defaults to 0 instead of 0x0F, consistent with all other flags in the API.
+ IMPORTANT: The default with rounding > 0.0f is now "round all corners" vs old implicit "round no corners":
+ - rounding == 0.0f + flags == 0 --> meant no rounding --> unchanged (common use)
+ - rounding > 0.0f + flags != 0 --> meant rounding --> unchanged (common use)
+ - rounding == 0.0f + flags != 0 --> meant no rounding --> unchanged (unlikely use)
+ - rounding > 0.0f + flags == 0 --> meant no rounding --> BREAKING (unlikely use)!
+ - this ONLY matters for hardcoded use of 0 with rounding > 0.0f.
+ - fix by using named ImDrawFlags_RoundCornersNone or rounding == 0.0f!
+ - this is technically the only real breaking change which we can't solve automatically (it's also uncommon).
+ The old ImDrawCornersFlags used awkward default values of ~0 or 0xF (4 lower bits set) to signify "round all corners"
+ and we sometimes encouraged using them as shortcuts. As a result the legacy path still support use of hardcoded ~0
+ or any value from 0x1 or 0xF. They will behave the same with legacy paths enabled (will assert otherwise).
+ Courtesy of legacy untangling commity: [@rokups, @ocornut, @thedmd]
+- 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)
+- 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]
+- Win32+MinGW: Re-enabled IME functions by default even under MinGW. In July 2016, issue #738 had me incorrectly
+ disable those default functions for MinGW. MinGW users should: either link with -limm32, either set their
+ imconfig file with '#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS'. (#2590, #738) [@actboy168]
+ *EDIT* Undid in 1.84.
+- Backends: Win32: Pragma linking with dwmapi.lib (Vista-era, ~9 kb). MinGW users will need to link with -ldwmapi.
+
+Other Changes:
+
+- Window, Nav: Fixed crash when calling SetWindowFocus(NULL) at the time a new window appears. (#3865) [@nem0]
+- Window: Shrink close button hit-testing region when it covers an abnormally high portion of the window visible
+ area (e.g. when window is collapsed + moved in a corner) to facilitate moving the window away. (#3825)
+- Nav: Various fixes for losing gamepad/keyboard navigation reference point when a window reappears or
+ when it appears while gamepad/keyboard are not being used. (#787)
+- Drags: Fixed crash when using DragScalar() directly (not via common wrapper like DragFloat() etc.)
+ with ImGuiSliderFlags_AlwaysClamp + only one of either p_min or p_max set. (#3824) [@harry75369]
+- Drags, Sliders: Fixed a bug where editing value would use wrong number if there were digits right after
+ format specifier (e.g. using "%f123" as a format string). [@rokups]
+- Drags, Sliders: Fixed a bug where using custom formatting flags (',$,_) supported by stb_sprintf.h
+ would cause incorrect value to be displayed. (#3604) [@rokups]
+- Drags, Sliders: Support ImGuiSliderFlags_Logarithmic flag with integers. Because why not? (#3786)
+- Tables: Fixed unaligned accesses when using TableSetBgColor(ImGuiTableBgTarget_CellBg). (#3872)
+- IsItemHovered(): fixed return value false positive when used after EndChild(), EndGroup() or widgets using
+ either of them, when the hovered location is located within a child window, e.g. InputTextMultiline().
+ This is intended to have no side effects, but brace yourself for the possible comeback.. (#3851, #1370)
+- Drag and Drop: can use BeginDragDropSource() for other than the left mouse button as long as the item
+ has an ID (for ID-less items will add new functionalities later). (#1637, #3885)
+- ImFontAtlas: Added 'bool TexPixelsUseColors' output to help backend decide of underlying texture format. (#3369)
+ This can currently only ever be set by the Freetype renderer.
+- imgui_freetype: Added ImGuiFreeTypeBuilderFlags_Bitmap flag to request Freetype loading bitmap data.
+ This may have an effect on size and must be called with correct size values. (#3879) [@metarutaiga]
+- ImDrawList: PathArcTo() now supports "int num_segments = 0" (new default) and adaptively tessellate.
+ The adaptive tessellation uses look up tables, tends to be faster than old PathArcTo() while maintaining
+ quality for large arcs (tessellation quality derived from "style.CircleTessellationMaxError") (#3491) [@thedmd]
+- ImDrawList: PathArcToFast() also adaptively tessellate efficiently. This means that large rounded corners
+ in e.g. hi-dpi settings will generally look better. (#3491) [@thedmd]
+- ImDrawList: AddCircle, AddCircleFilled(): Tweaked default segment count calculation to honor MaxError
+ with more accuracy. Made default segment count always even for better looking result. (#3808) [@thedmd]
+- Misc: Added GetAllocatorFunctions() to facilitate sharing allocators across DLL boundaries. (#3836)
+- Misc: Added 'debuggers/imgui.gdb' and 'debuggers/imgui.natstepfilter' (along with existing 'imgui.natvis')
+ scripts to configure popular debuggers into skipping trivial functions when using StepInto. [@rokups]
+- Backends: Android: Added native Android backend. (#3446) [@duddel]
+- Backends: Win32: Added ImGui_ImplWin32_EnableAlphaCompositing() to facilitate experimenting with
+ alpha compositing and transparent windows. (#2766, #3447 etc.).
+- Backends: OpenGL, Vulkan, DX9, DX10, DX11, DX12, Metal, WebGPU, Allegro: Rework blending equation to
+ preserve alpha in output buffer (using SrcBlendAlpha = ONE, DstBlendAlpha = ONE_MINUS_SRC_ALPHA consistently
+ accross all backends), facilitating compositing of the output buffer with another buffer.
+ (#2693, #2764, #2766, #2873, #3447, #3813, #3816) [@ocornut, @thedmd, @ShawnM427, @Ubpa, @aiekick]
+- Backends: DX9: Fix to support IMGUI_USE_BGRA_PACKED_COLOR. (#3844) [@Xiliusha]
+- Backends: DX9: Fix to support colored glyphs, using newly introduced 'TexPixelsUseColors' info. (#3844)
+- Examples: Android: Added Android + GL ES3 example. (#3446) [@duddel]
+- Examples: Reworked setup of clear color to be compatible with transparent values.
+- CI: Use a dedicated "scheduled" workflow to trigger scheduled builds. Forks may disable this workflow if
+ scheduled builds builds are not required. [@rokups]
+- Log/Capture: Added LogTextV, a va_list variant of LogText. [@PathogenDavid]
+
+
+-----------------------------------------------------------------------
+ VERSION 1.81 (Released 2021-02-10)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.81
+
+Breaking Changes:
+
+- ListBox helpers:
+ - Renamed ListBoxHeader(const char* label, ImVec2 size) to BeginListBox().
+ - Renamed ListBoxFooter() to EndListBox().
+ - Removed ListBoxHeader(const char* label, int items_count, int height_in_items = -1) in favor of specifying size.
+ In the redirection function, made vertical padding consistent regardless of (items_count <= height_in_items) or not.
+ - Kept inline redirection function for all threes (will obsolete).
+- imgui_freetype:
+ - Removed ImGuiFreeType::BuildFontAtlas(). Kept inline redirection function.
+ Prefer using '#define IMGUI_ENABLE_FREETYPE', but there's a runtime selection path available too.
+ - The shared extra flags parameters (very rarely used) are now stored in ImFontAtlas::FontBuilderFlags.
+ - Renamed ImFontConfig::RasterizerFlags (used by FreeType) to ImFontConfig::FontBuilderFlags.
+ - Renamed ImGuiFreeType::XXX flags to ImGuiFreeTypeBuilderFlags_XXX for consistency with other API.
+
+Other Changes:
+
+- Viewports Added ImGui::GetMainViewport() as a way to get the bounds and work area of the host display. (#3789, #1542)
+ - In 'master' branch or without multi-viewports feature enabled:
+ - GetMainViewport()->Pos is always == (0,0)
+ - GetMainViewport()->Size is always == io.DisplaySize
+ - In 'docking' branch and with the multi-viewports feature enabled:
+ - GetMainViewport() will return information from your host Platform Window.
+ - In the future, we will support a "no main viewport" mode and this may return bounds of your main monitor.
+ - For forward compatibility with multi-viewports/multi-monitors:
+ - Code using (0,0) as a way to signify "upper-left of the host window" should use GetMainViewport()->Pos.
+ - Code using io.DisplaySize as a way to signify "size of the host window" should use GetMainViewport()->Size.
+ - We are also exposing a work area in ImGuiViewport ('WorkPos', 'WorkSize' vs 'Pos', 'Size' for full area):
+ - For a Platform Window, the work area is generally the full area minus space used by menu-bars.
+ - 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)
+- 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]
+ Would also repro with DragFloat() when using ImGuiSliderFlags_Logarithmic with v_min==v_max.
+- Menus: Fixed an issue with child-menu auto sizing (issue introduced in 1.80 on 2021/01/25) (#3779)
+- InputText: Fixed slightly off ScrollX tracking, noticeable with large values of FramePadding.x. (#3781)
+- InputText: Multiline: Fixed padding/cliprect not precisely matching single-line version. (#3781)
+- InputText: Multiline: Fixed FramePadding.y worth of vertical offset when aiming with mouse.
+- ListBox: Tweaked default height calculation.
+- Fonts: imgui_freetype: Facilitated using FreeType integration: [@Xipiryon, @ocornut]
+ - Use '#define IMGUI_ENABLE_FREETYPE' in imconfig.h should make it work with no other modifications
+ other than compiling misc/freetype/imgui_freetype.cpp and linking with FreeType.
+ - Use '#define IMGUI_ENABLE_STB_TRUETYPE' if you somehow need the stb_truetype rasterizer to be
+ compiled in along with the FreeType one, otherwise it is enabled by default.
+- Fonts: imgui_freetype: Added support for colored glyphs as supported by Freetype 2.10+ (for .ttf using CPAL/COLR
+ tables only). Enable the ImGuiFreeTypeBuilderFlags_LoadColor on a given font. Atlas always output directly
+ as RGBA8 in this situation. Likely to make sense with IMGUI_USE_WCHAR32. (#3369) [@pshurgal]
+- Fonts: Fixed CalcTextSize() width rounding so it behaves more like a ceil. This is in order for text wrapping
+ to have enough space when provided width precisely calculated with CalcTextSize().x. (#3776)
+ Note that the rounding of either positions and widths are technically undesirable (e.g. #3437, #791) but
+ variety of code is currently on it so we are first fixing current behavior before we'll eventually change it.
+- Log/Capture: Fix various new line/spacing issue when logging widgets. [@Xipiryon, @ocornut]
+- Log/Capture: Improved the ASCII look of various widgets, making large dumps more easily human readable.
+- ImDrawList: Fixed AddCircle()/AddCircleFilled() with (rad > 0.0f && rad < 1.0f && num_segments == 0). (#3738)
+ Would lead to a buffer read overflow.
+- ImDrawList: Clarified PathArcTo() need for a_min <= a_max with an assert.
+- ImDrawList: Fixed PathArcToFast() handling of a_min > a_max.
+- Metrics: Back-ported "Viewports" debug visualizer from 'docking' branch.
+- Demo: Added 'Examples->Fullscreen Window' demo using GetMainViewport() values. (#3789)
+- Demo: 'Simple Overlay' demo now moves under main menu-bar (if any) using GetMainViewport()'s work area.
+- Backends: Win32: Dynamically loading XInput DLL instead of linking with it, facilitate compiling with
+ old WindowSDK versions or running on Windows 7. (#3646, #3645, #3248, #2716) [@Demonese]
+- Backends: Vulkan: Add support for custom Vulkan function loader and VK_NO_PROTOTYPES. (#3759, #3227) [@Hossein-Noroozpour]
+ 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]
+ 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)
+
+
+-----------------------------------------------------------------------
+ VERSION 1.80 (Released 2021-01-21)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.80
+
+Breaking Changes:
+
+- Added imgui_tables.cpp file! Manually constructed project files will need the new file added! (#3740)
- Backends: moved all backends files (imgui_impl_XXXX.cpp, imgui_impl_XXXX.h) from examples/ to backends/. (#3513)
-- Removed redirecting functions/enums names that were marked obsolete in 1.60 (April 2017):
+- Renamed ImDrawList::AddBezierCurve() to ImDrawList::AddBezierCubic(). Kept inline redirection function (will obsolete).
+- Renamed ImDrawList::PathBezierCurveTo() to ImDrawList::PathBezierCubicCurveTo(). Kept inline redirection function (will obsolete).
+- Removed redirecting functions/enums names that were marked obsolete in 1.60 (April 2018):
- io.RenderDrawListsFn pointer -> use ImGui::GetDrawData() value and call the render function of your backend
- ImGui::IsAnyWindowFocused() -> use ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow)
- ImGui::IsAnyWindowHovered() -> use ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow)
@@ -116,21 +1424,110 @@ Breaking Changes:
- Removed redirecting functions/enums names that were marked obsolete in 1.61 (May 2018):
- InputFloat (... int decimal_precision ...) -> use InputFloat (... const char* format ...) with format = "%.Xf" where X was value for decimal_precision.
- same for InputFloat2()/InputFloat3()/InputFloat4() variants taking a `int decimal_precision` parameter.
+- Removed redirecting functions/enums names that were marked obsolete in 1.63 (August 2018):
+ - ImGui::IsItemDeactivatedAfterChange() -> use ImGui::IsItemDeactivatedAfterEdit().
+ - ImGuiCol_ModalWindowDarkening -> use ImGuiCol_ModalWindowDimBg
+ - ImGuiInputTextCallback -> use ImGuiTextEditCallback
+ - ImGuiInputTextCallbackData -> use ImGuiTextEditCallbackData
- If you were still using the old names, while you are cleaning up, considering enabling
IMGUI_DISABLE_OBSOLETE_FUNCTIONS in imconfig.h even temporarily to have a pass at finding
and removing up old API calls, if any remaining.
+- Internals: Columns: renamed undocumented/internals ImGuiColumnsFlags_* to ImGuiOldColumnFlags_* to reduce
+ confusion with Tables API. Keep redirection enums (will obsolete). (#125, #513, #913, #1204, #1444, #2142, #2707)
+- Renamed io.ConfigWindowsMemoryCompactTimer to io.ConfigMemoryCompactTimer as the feature now applies
+ to other data structures. (#2636)
Other Changes:
-- Tab Bar: Made it possible to append to an existing tab bar by calling BeginTabBar()/EndTabBar() again.
-- Docs: Split examples/README.txt into docs/BACKENDS.md and docs/EXAMPLES.md improved them.
-- Docs: Consistently renamed all occurences of "binding" and "back-end" to "backend" in comments and docs.
+- Tables: added new Tables Beta API as a replacement for old Columns. (#3740, #2957, #125)
+ Check out 'Demo->Tables' for many demos.
+ Read API comments in imgui.h for details. Read extra commentary in imgui_tables.cpp.
+ - Added 16 functions:
+ - BeginTable(), EndTable()
+ - TableNextRow(), TableNextColumn(), TableSetColumnIndex()
+ - TableSetupColumn(), TableSetupScrollFreeze()
+ - TableHeadersRow(), TableHeader()
+ - TableGetRowIndex(), TableGetColumnCount(), TableGetColumnIndex(), TableGetColumnName(), TableGetColumnFlags()
+ - TableGetSortSpecs(), TableSetBgColor()
+ - Added 3 flags sets:
+ - ImGuiTableFlags (29 flags for: features, decorations, sizing policies, padding, clipping, scrolling, sorting etc.)
+ - ImGuiTableColumnFlags (24 flags for: width policies, default settings, sorting options, indentation options etc.)
+ - ImGuiTableRowFlags (1 flag for: header row)
+ - Added 2 structures: ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs
+ - Added 2 enums: ImGuiSortDirection, ImGuiTableBgTarget
+ - Added 1 style variable: ImGuiStyleVar_CellPadding
+ - Added 5 style colors: ImGuiCol_TableHeaderBg, ImGuiCol_TableBorderStrong, ImGuiCol_TableBorderLight, ImGuiCol_TableRowBg, ImGuiCol_TableRowBgAlt.
+- Tabs: Made it possible to append to an existing tab bar by calling BeginTabBar()/EndTabBar() again.
+- Tabs: Fixed using more than 128 tabs in a tab bar (scrolling policy recommended).
+- Tabs: Do not display a tooltip if the name already fits over a given tab. (#3521)
+- Tabs: Fixed minor/unlikely bug skipping over a button when scrolling left with arrows.
+- Tabs: Requested ideal content size (for auto-fit) doesn't affect horizontal scrolling. (#3414)
+- Drag and Drop: Fix losing drop source ActiveID (and often source tooltip) when opening a TreeNode()
+ or CollapsingHeader() while dragging. (#1738)
+- Drag and Drop: Fix drag and drop to tie same-size drop targets by chosen the later one. Fixes dragging
+ into a full-window-sized dockspace inside a zero-padded window. (#3519, #2717) [@Black-Cat]
+- Checkbox: Added CheckboxFlags() helper with int* type (internals have a template version, not exposed).
+- Clipper: Fixed incorrect end-list positioning when using ImGuiListClipper with 1 item (bug in 1.79). (#3663) [@nyorain]
+- InputText: Fixed updating cursor/selection position when a callback altered the buffer in a way
+ where the byte count is unchanged but the decoded character count changes. (#3587) [@gqw]
+- InputText: Fixed switching from single to multi-line while preserving same ID.
+- Combo: Fixed using IsItemEdited() after Combo() not matching the return value from Combo(). (#2034)
+- DragFloat, DragInt: very slightly increased mouse drag threshold + expressing it as a factor of default value.
+- DragFloat, DragInt: added experimental io.ConfigDragClickToInputText feature to enable turning DragXXX widgets
+ into text input with a simple mouse click-release (without moving). (#3737)
+- Nav: Fixed IsItemFocused() from returning false when Nav highlight is hidden because mouse has moved.
+ It's essentially been always the case but it doesn't make much sense. Instead we will aim at exposing
+ feedback and control of keyboard/gamepad navigation highlight and mouse hover disable flag. (#787, #2048)
+- Metrics: Fixed mishandling of ImDrawCmd::VtxOffset in wireframe mesh renderer.
+- Metrics: Rebranded as "Dear ImGui Metrics/Debugger" to clarify its purpose.
+- ImDrawList: Added ImDrawList::AddQuadBezierCurve(), ImDrawList::PathQuadBezierCurveTo() quadratic bezier
+ helpers. (#3127, #3664, #3665) [@aiekick]
+- Fonts: Updated GetGlyphRangesJapanese() to include a larger 2999 ideograms selection of Joyo/Jinmeiyo
+ kanjis, from the previous 1946 ideograms selection. This will consume a some more memory but be generally
+ much more fitting for Japanese display, until we switch to a more dynamic atlas. (#3627) [@vaiorabbit]
+- Log/Capture: fix capture to work on clipped child windows.
+- Misc: Made the ItemFlags stack shared, so effectively the ButtonRepeat/AllowKeyboardFocus states
+ (and others exposed in internals such as PushItemFlag) are inherited by stacked Begin/End pairs,
+ vs previously a non-child stacked Begin() would reset those flags back to zero for the stacked window.
+- Misc: Replaced UTF-8 decoder with one based on branchless one by Christopher Wellons. [@rokups]
+ Super minor fix handling incomplete UTF-8 contents: if input does not contain enough bytes, decoder
+ returns IM_UNICODE_CODEPOINT_INVALID and consume remaining bytes (vs old decoded consumed only 1 byte).
+- Misc: Fix format warnings when using gnu printf extensions in a setup that supports them (gcc/mingw). (#3592)
+- Misc: Made EndFrame() assertion for key modifiers being unchanged during the frame (added in 1.76) more
+ lenient, allowing full mid-frame releases. This is to accommodate the use of mid-frame modal native
+ windows calls, which leads backends such as GLFW to send key clearing events on focus loss. (#3575)
+- Style: Changed default style.WindowRounding value to 0.0f (matches default for multi-viewports).
+- Style: Reduced the size of the resizing grip, made alpha less prominent.
+- Style: Classic: Increase the default alpha value of WindowBg to be closer to other styles.
+- Demo: Clarify usage of right-aligned items in Demo>Layout>Widgets Width.
+- Backends: OpenGL3: Use glGetString(GL_VERSION) query instead of glGetIntegerv(GL_MAJOR_VERSION, ...)
+ when the later returns zero (e.g. Desktop GL 2.x). (#3530) [@xndcn]
+- Backends: OpenGL2: Backup and restore GL_SHADE_MODEL and disable GL_NORMAL_ARRAY state to increase
+ compatibility with legacy code. (#3671)
+- Backends: OpenGL3: Backup and restore GL_PRIMITIVE_RESTART state. (#3544) [@Xipiryon]
+- Backends: OpenGL2, OpenGL3: Backup and restore GL_STENCIL_TEST enable state. (#3668)
+- Backends: Vulkan: Added support for specifying which sub-pass to reference during VkPipeline creation. (@3579) [@bdero]
+- Backends: DX12: Improve Windows 7 compatibility (for D3D12On7) by loading d3d12.dll dynamically. (#3696) [@Mattiwatti]
+- Backends: Win32: Fix setting of io.DisplaySize to invalid/uninitialized data after hwnd has been closed.
+- Backends: OSX: Fix keypad-enter key not working on MacOS. (#3554) [@rokups, @lfnoise]
+- Examples: Apple+Metal: Consolidated/simplified to get closer to other examples. (#3543) [@warrenm]
+- Examples: Apple+Metal: Forward events down so OS key combination like Cmd+Q can work. (#3554) [@rokups]
+- Examples: Emscripten: Renamed example_emscripten/ to example_emscripten_opengl3/. (#3632)
+- Examples: Emscripten: Added 'make serve' helper to spawn a web-server on localhost. (#3705) [@Horki]
+- Examples: DirectX12: Move ImGui::Render() call above the first barrier to clarify its lack of effect on the graphics pipe.
+- CI: Fix testing for Windows DLL builds. (#3603, #3601) [@iboB]
+- Docs: Improved the wiki and added a https://github.com/ocornut/imgui/wiki/Useful-Widgets page. [@Xipiryon]
+ [2021/05/20: moved to https://github.com/ocornut/imgui/wiki/Useful-Extensions]
+- Docs: Split examples/README.txt into docs/BACKENDS.md and docs/EXAMPLES.md, and improved them.
+- Docs: Consistently renamed all occurrences of "binding" and "back-end" to "backend" in comments and docs.
-----------------------------------------------------------------------
VERSION 1.79 (Released 2020-10-08)
-----------------------------------------------------------------------
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.79
+
Breaking Changes:
- Fonts: Removed ImFont::DisplayOffset in favor of ImFontConfig::GlyphOffset. DisplayOffset was applied
@@ -147,7 +1544,7 @@ Breaking Changes:
- Renamed ImGuiSliderFlags_ClampOnInput to ImGuiSliderFlags_AlwaysClamp. Kept redirection enum (will obsolete).
- Renamed OpenPopupContextItem() back to OpenPopupOnItemClick(), REVERTED CHANGE FROM 1.77.
For variety of reason this is more self-explanatory and less error-prone. Kept inline redirection function.
-- Removed return value from OpenPopupOnItemClick() - returned true on mouse release on item - because it
+- Removed return value from OpenPopupOnItemClick() - returned true on mouse release on an item - because it
is inconsistent with other popups API and makes others misleading. It's also and unnecessary: you can
use IsWindowAppearing() after BeginPopup() for a similar result.
@@ -156,7 +1553,7 @@ Other Changes:
- Window: Fixed using non-zero pivot in SetNextWindowPos() when the window is collapsed. (#3433)
- Nav: Fixed navigation resuming on first visible item when using gamepad. [@rokups]
- Nav: Fixed using Alt to toggle the Menu layer when inside a Modal window. (#787)
-- Scrolling: Fixed SetScrollHere(0) functions edge snapping when called during a frame where
+- Scrolling: Fixed SetScrollHere(0) functions edge snapping when called during a frame where
ContentSize is changing (issue introduced in 1.78). (#3452).
- InputText: Added support for Page Up/Down in InputTextMultiline(). (#3430) [@Xipiryon]
- InputText: Added selection helpers in ImGuiInputTextCallbackData().
@@ -170,7 +1567,7 @@ Other Changes:
- InputText: Fixed callback's helper DeleteChars() function when cursor is inside the deleted block. (#3454)
- InputText: Made pressing Down arrow on the last line when it doesn't have a carriage return not move to
the end of the line (so it is consistent with Up arrow, and behave same as Notepad and Visual Studio.
- Note that some other text editors instead would move the crusor to the end of the line). [@Xipiryon]
+ Note that some other text editors instead would move the cursor to the end of the line). [@Xipiryon]
- DragFloat, DragScalar: Fixed ImGuiSliderFlags_ClampOnInput not being honored in the special case
where v_min == v_max. (#3361)
- SliderInt, SliderScalar: Fixed reaching of maximum value with inverted integer min/max ranges, both
@@ -185,20 +1582,20 @@ Other Changes:
rather than the Mouse Down+Up sequence, even if the _OpenOnArrow flag isn't set. This is standard behavior
and amends the change done in 1.76 which only affected cases were _OpenOnArrow flag was set.
(This is also necessary to support full multi/range-select/drag and drop operations.)
-- Tab Bar: Added TabItemButton() to submit tab that behave like a button. (#3291) [@Xipiryon]
-- Tab Bar: Added ImGuiTabItemFlags_Leading and ImGuiTabItemFlags_Trailing flags to position tabs or button
+- Tabs: Added TabItemButton() to submit tab that behave like a button. (#3291) [@Xipiryon]
+- Tabs: Added ImGuiTabItemFlags_Leading and ImGuiTabItemFlags_Trailing flags to position tabs or button
at either end of the tab bar. Those tabs won't be part of the scrolling region, and when reordering cannot
be moving outside of their section. Most often used with TabItemButton(). (#3291) [@Xipiryon]
-- Tab Bar: Added ImGuiTabItemFlags_NoReorder flag to disable reordering a given tab.
-- Tab Bar: Keep tab item close button visible while dragging a tab (independent of hovering state).
-- Tab Bar: Fixed a small bug where closing a tab that is not selected would leave a tab hole for a frame.
-- Tab Bar: Fixed a small bug where scrolling buttons (with ImGuiTabBarFlags_FittingPolicyScroll) would
+- Tabs: Added ImGuiTabItemFlags_NoReorder flag to disable reordering a given tab.
+- Tabs: Keep tab item close button visible while dragging a tab (independent of hovering state).
+- Tabs: Fixed a small bug where closing a tab that is not selected would leave a tab hole for a frame.
+- Tabs: Fixed a small bug where scrolling buttons (with ImGuiTabBarFlags_FittingPolicyScroll) would
generate an unnecessary extra draw call.
-- Tab Bar: Fixed a small bug where toggling a tab bar from Reorderable to not Reorderable would leave
+- Tabs: Fixed a small bug where toggling a tab bar from Reorderable to not Reorderable would leave
tabs reordered in the tab list popup. [@Xipiryon]
- 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 positionning popups and tooltips when they are larger than
+- Popups, Tooltips: Fix edge cases issues with positioning popups and tooltips when they are larger than
viewport on either or both axises. [@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.
@@ -223,6 +1620,8 @@ Other Changes:
VERSION 1.78 (Released 2020-08-18)
-----------------------------------------------------------------------
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.78
+
Breaking Changes:
- Obsoleted use of the trailing 'float power=1.0f' parameter for those functions: [@Shironekoben, @ocornut]
@@ -286,7 +1685,7 @@ Other Changes:
limits when close-enough by (WindowPadding - ItemPadding), which was a tweak with too many
side-effects. The behavior is still present in SetScrollHere functions as they are more explicitly
aiming at making widgets visible. May later be moved to a flag.
-- Tab Bar: Allow calling SetTabItemClosed() after a tab has been submitted (will process next frame).
+- Tabs: Allow calling SetTabItemClosed() after a tab has been submitted (will process next frame).
- InvisibleButton: Made public a small selection of ImGuiButtonFlags (previously in imgui_internal.h)
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
@@ -322,7 +1721,7 @@ Other Changes:
VERSION 1.77 (Released 2020-06-29)
-----------------------------------------------------------------------
-Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.77
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.77
Breaking Changes:
@@ -360,7 +1759,7 @@ Other Changes:
- Popups: Added ImGuiPopupFlags_AnyPopupId and ImGuiPopupFlags_AnyPopupLevel flags for IsPopupOpen(),
allowing to check if any popup is open at the current level, if a given popup is open at any popup
level, if any popup is open at all.
-- Popups: Fix an edge case where programatically closing a popup while clicking on its empty space
+- Popups: Fix an edge case where programmatically closing a popup while clicking on its empty space
would attempt to focus it and close other popups. (#2880)
- Popups: Fix BeginPopupContextVoid() when clicking over the area made unavailable by a modal. (#1636)
- Popups: Clarified some of the comments and function prototypes.
@@ -413,7 +1812,7 @@ Other Changes:
VERSION 1.76 (Released 2020-04-12)
-----------------------------------------------------------------------
-Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.76
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.76
Other Changes:
@@ -485,7 +1884,7 @@ Other Changes:
VERSION 1.75 (Released 2020-02-10)
-----------------------------------------------------------------------
-Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.75
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.75
Breaking Changes:
@@ -583,7 +1982,7 @@ Other Changes:
VERSION 1.74 (Released 2019-11-25)
-----------------------------------------------------------------------
-Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.74
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.74
Breaking Changes:
@@ -641,7 +2040,7 @@ Other Changes:
default implementation of ImFileXXX functions linking with fopen/fclose/fread/fwrite. (#2734)
- Docs: Improved and moved FAQ to docs/FAQ.md so it can be readable on the web. [@ButternCream, @ocornut]
- Docs: Moved misc/fonts/README.txt to docs/FONTS.txt.
-- Docs: Added permanent redirect from https://www.dearimgui.org/faq to FAQ page.
+- Docs: Added permanent redirect from https://www.dearimgui.com/faq to FAQ page.
- Demo: Added simple item reordering demo in Widgets -> Drag and Drop section. (#2823, #143) [@rokups]
- Metrics: Show wire-frame mesh and approximate surface area when hovering ImDrawCmd. [@ShironekoBen]
- Metrics: Expose basic details of each window key/value state storage.
@@ -662,7 +2061,7 @@ Other Changes:
VERSION 1.73 (Released 2019-09-24)
-----------------------------------------------------------------------
-Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.73
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.73
Other Changes:
@@ -673,11 +2072,11 @@ Other Changes:
- ColorPicker: Made rendering aware of global style alpha of the picker can be faded out. (#2711)
Note that some elements won't accurately fade down with the same intensity, and the color wheel
when enabled will have small overlap glitches with (style.Alpha < 1.0).
-- TabBar: Fixed single-tab not shrinking their width down.
-- TabBar: Fixed clicking on a tab larger than tab-bar width creating a bouncing feedback loop.
-- TabBar: Feed desired width (sum of unclipped tabs width) into layout system to allow for auto-resize. (#2768)
+- Tabs: Fixed single-tab not shrinking their width down.
+- Tabs: Fixed clicking on a tab larger than tab-bar width creating a bouncing feedback loop.
+- Tabs: Feed desired width (sum of unclipped tabs width) into layout system to allow for auto-resize. (#2768)
(before 1.71 tab bars fed the sum of current width which created feedback loops in certain situations).
-- TabBar: Improved shrinking for large number of tabs to avoid leaving extraneous space on the right side.
+- Tabs: Improved shrinking for large number of tabs to avoid leaving extraneous space on the right side.
Individuals tabs are given integer-rounded width and remainder is spread between tabs left-to-right.
- Columns, Separator: Fixed a bug where non-visible separators within columns would alter the next row position
differently than visible ones.
@@ -724,7 +2123,7 @@ Other Changes:
VERSION 1.72b (Released 2019-07-31)
-----------------------------------------------------------------------
-Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.72b
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.72b
Other Changes:
@@ -741,7 +2140,7 @@ Other Changes:
VERSION 1.72 (Released 2019-07-27)
-----------------------------------------------------------------------
-Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.72
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.72
Breaking Changes:
@@ -777,7 +2176,7 @@ Other Changes:
- Scrollbar: Avoid overlapping the opposite side when window (often a child window) is forcibly too small.
- Combo: Hide arrow when there's not enough space even for the square button.
- InputText: Testing for newly added ImGuiKey_KeyPadEnter key. (#2677, #2005) [@amc522]
-- TabBar: Fixed unfocused tab bar separator color (was using ImGuiCol_Tab, should use ImGuiCol_TabUnfocusedActive).
+- Tabs: Fixed unfocused tab bar separator color (was using ImGuiCol_Tab, should use ImGuiCol_TabUnfocusedActive).
- Columns: Fixed a regression from 1.71 where the right-side of the contents rectangle within each column
would wrongly use a WindowPadding.x instead of ItemSpacing.x like it always did. (#125, #2666)
- Columns: Made the right-most edge reaches up to the clipping rectangle (removing half of WindowPadding.x
@@ -799,8 +2198,8 @@ Other Changes:
returning true. This also effectively make ColorEdit4() not incorrect trigger IsItemDeactivatedAfterEdit()
when clicking the color button to open the picker popup. (#1875)
- Misc: Added IMGUI_DISABLE_METRICS_WINDOW imconfig.h setting to explicitly compile out ShowMetricsWindow().
-- Debug, Metrics: Added "Tools->Item Picker" tool which allow clicking on a widget to break in the debugger
- within the item code. The tool calls IM_DEBUG_BREAK() which can be redefined in imconfig.h if needed.
+- Debug Tools: Added "Metrics->Tools->Item Picker" tool which allow clicking on a widget to break in the
+ debugger within the item code. The tool calls IM_DEBUG_BREAK() which can be redefined in imconfig.h.
- ImDrawList: Fixed CloneOutput() helper crashing. (#1860) [@gviot]
- ImDrawList::ChannelsSplit(), ImDrawListSplitter: Fixed an issue with merging draw commands between
channel 0 and 1. (#2624)
@@ -826,7 +2225,7 @@ Other Changes:
VERSION 1.71 (Released 2019-06-12)
-----------------------------------------------------------------------
-Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.71
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.71
Breaking Changes:
@@ -872,7 +2271,7 @@ Other Changes:
viewport triggering the issue. (#2609)
- TreeNode, CollapsingHeader: Fixed highlight frame not covering horizontal area fully when using
horizontal scrolling. (#2211, #2579)
-- TabBar: Fixed BeginTabBar() within a window with horizontal scrolling from creating a feedback
+- Tabs: Fixed BeginTabBar() within a window with horizontal scrolling from creating a feedback
loop with the horizontal contents size.
- Columns: Fixed Columns() within a window with horizontal scrolling from not covering the full
horizontal area (previously only worked with an explicit contents size). (#125)
@@ -910,7 +2309,7 @@ Other Changes:
VERSION 1.70 (Released 2019-05-06)
-----------------------------------------------------------------------
-Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.70
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.70
Breaking Changes:
@@ -1001,7 +2400,7 @@ Other Changes:
VERSION 1.69 (Released 2019-03-13)
-----------------------------------------------------------------------
-Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.69
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.69
Breaking Changes:
@@ -1041,14 +2440,14 @@ Other Changes:
- ColorEdit: Fixed tooltip not honoring the ImGuiColorEditFlags_NoAlpha contract of never
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).
-- TabBar: Fixed a crash when using many BeginTabBar() recursively (didn't affect docking). (#2371)
-- TabBar: Added extra mis-usage error recovery. Past the assert, common mis-usage don't lead to
+- 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
hard crashes any more, facilitating integration with scripting languages. (#1651)
-- TabBar: Fixed ImGuiTabItemFlags_SetSelected being ignored if the tab is not visible (with
+- Tabs: Fixed ImGuiTabItemFlags_SetSelected being ignored if the tab is not visible (with
scrolling policy enabled) or if is currently appearing.
-- TabBar: Fixed Tab tooltip code making drag and drop tooltip disappear during the frame where
+- Tabs: Fixed Tab tooltip code making drag and drop tooltip disappear during the frame where
the drag payload activate a tab.
-- TabBar: Reworked scrolling policy (when ImGuiTabBarFlags_FittingPolicyScroll is set) to
+- Tabs: Reworked scrolling policy (when ImGuiTabBarFlags_FittingPolicyScroll is set) to
teleport the view when aiming at a tab far away the visible section, and otherwise accelerate
the scrolling speed to cap the scrolling time to 0.3 seconds.
- Text: Fixed large Text/TextUnformatted calls not feeding their size into layout when starting
@@ -1079,13 +2478,13 @@ Other Changes:
VERSION 1.68 (Released 2019-02-19)
-----------------------------------------------------------------------
-Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.68
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.68
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 arbitrary small value!
+ If for some reason your time step calculation gives you a zero value, replace it with a arbitrarily small value!
Other Changes:
@@ -1149,7 +2548,7 @@ Other Changes:
VERSION 1.67 (Released 2019-01-14)
-----------------------------------------------------------------------
-Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.67
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.67
Breaking Changes:
@@ -1160,7 +2559,6 @@ Breaking Changes:
- Renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Kept redirection typedef (will obsolete).
Other Changes:
-
- Added BETA api for Tab Bar/Tabs widgets: (#261, #351)
- Added BeginTabBar(), EndTabBar(), BeginTabItem(), EndTabItem(), SetTabItemClosed() API.
- Added ImGuiTabBarFlags flags for BeginTabBar().
@@ -1215,7 +2613,7 @@ Other Changes:
VERSION 1.66b (Released 2018-12-01)
-----------------------------------------------------------------------
-Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.66b
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.66b
Other Changes:
@@ -1234,7 +2632,7 @@ Other Changes:
VERSION 1.66 (Released 2018-11-22)
-----------------------------------------------------------------------
-Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.66
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.66
Breaking Changes:
@@ -1295,7 +2693,7 @@ Other Changes:
VERSION 1.65 (Released 2018-09-06)
-----------------------------------------------------------------------
-Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.65
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.65
Breaking Changes:
@@ -1321,7 +2719,7 @@ Other Changes:
VERSION 1.64 (Released 2018-08-31)
-----------------------------------------------------------------------
-Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.64
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.64
Changes:
@@ -1345,7 +2743,7 @@ Changes:
VERSION 1.63 (Released 2018-08-29)
-----------------------------------------------------------------------
-Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.63
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.63
Breaking Changes:
@@ -1439,7 +2837,7 @@ Other Changes:
VERSION 1.62 (Released 2018-06-22)
-----------------------------------------------------------------------
-Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.62
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.62
Breaking Changes:
@@ -1498,7 +2896,7 @@ Other Changes:
- ImFontAtlas: Added GetGlyphRangesChineseSimplifiedCommon() helper that returns a list of ~2500 most common Simplified Chinese
characters. (#1859) [@JX-Master, @ocornut]
- Examples: OSX: Added imgui_impl_osx.mm backend to be used along with e.g. imgui_impl_opengl2.cpp. (#281, #1870) [@pagghiu, @itamago, @ocornut]
-- Examples: GLFW: Made it possible to Shutdown/Init the backend again (by reseting the time storage properly). (#1827) [@ice1000]
+- Examples: GLFW: Made it possible to Shutdown/Init the backend again (by resetting the time storage properly). (#1827) [@ice1000]
- Examples: Win32: Fixed handling of mouse wheel messages to support sub-unit scrolling messages (typically sent by track-pads). (#1874) [@zx64]
- Examples: SDL+Vulkan: Added SDL+Vulkan example.
- Examples: Allegro5: Added support for ImGuiConfigFlags_NoMouseCursorChange flag. Added clipboard support.
@@ -1520,7 +2918,7 @@ Other Changes:
VERSION 1.61 (Released 2018-05-14)
-----------------------------------------------------------------------
-Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.61
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.61
Breaking Changes:
@@ -1596,7 +2994,7 @@ Other Changes:
VERSION 1.60 (Released 2018-04-07)
-----------------------------------------------------------------------
-Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.60
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.60
The gamepad/keyboard navigation branch (which has been in the work since July 2016) has been merged.
Gamepad/keyboard navigation is still marked as Beta and has to be enabled explicitly.
@@ -1762,7 +3160,7 @@ Other Changes:
VERSION 1.53 (Released 2017-12-25)
-----------------------------------------------------------------------
-Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.53
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.53
Breaking Changes:
@@ -1901,7 +3299,7 @@ Other Changes:
VERSION 1.52 (2017-10-27)
-----------------------------------------------------------------------
-Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.52
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.52
Breaking Changes:
@@ -2007,7 +3405,7 @@ Beta Navigation Branch:
VERSION 1.51 (2017-08-24)
-----------------------------------------------------------------------
-Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.51
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.51
Breaking Changes:
@@ -2071,7 +3469,7 @@ Other Changes:
VERSION 1.50 (2017-06-02)
-----------------------------------------------------------------------
-Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.50
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.50
Breaking Changes:
@@ -2167,7 +3565,7 @@ Other Changes:
VERSION 1.49 (2016-05-09)
-----------------------------------------------------------------------
-Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.49
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.49
Breaking Changes:
@@ -2245,7 +3643,7 @@ Other changes:
VERSION 1.48 (2016-04-09)
-----------------------------------------------------------------------
-Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.48
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.48
Breaking Changes:
@@ -2273,7 +3671,7 @@ Other Changes:
- 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-reseting variable (e.g. non saved local) can be passed.
+- 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)
- CheckboxFlags(): Added support for testing/setting multiple flags at the same time. (@DMartinek) (#555)
@@ -2315,7 +3713,7 @@ Other Changes:
VERSION 1.47 (2015-12-25)
-----------------------------------------------------------------------
-Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.47
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.47
Changes:
@@ -2368,7 +3766,7 @@ Changes:
VERSION 1.46 (2015-10-18)
-----------------------------------------------------------------------
-Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.46
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.46
Changes:
@@ -2420,7 +3818,7 @@ Changes:
VERSION 1.45 (2015-09-01)
-----------------------------------------------------------------------
-Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.45
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.45
Breaking Changes:
@@ -2480,7 +3878,7 @@ Other Changes:
VERSION 1.44 (2015-08-08)
-----------------------------------------------------------------------
-Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.44
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.44
Breaking Changes:
@@ -2524,7 +3922,7 @@ Other Changes:
VERSION 1.43 (2015-07-17)
-----------------------------------------------------------------------
-Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.43
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.43
Breaking Changes:
@@ -2596,7 +3994,7 @@ Other Changes:
VERSION 1.42 (2015-07-08)
-----------------------------------------------------------------------
-Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.42
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.42
Breaking Changes:
@@ -2641,7 +4039,7 @@ Other Changes:
VERSION 1.41 (2015-06-26)
-----------------------------------------------------------------------
-Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.41
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.41
Breaking Changes:
@@ -2685,7 +4083,7 @@ Other Changes:
VERSION 1.40 (2015-05-31)
-----------------------------------------------------------------------
-Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.40
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.40
Breaking Changes:
@@ -2773,7 +4171,664 @@ Other Changes:
- Other fixes, comments, tweaks.
+-----------------------------------------------------------------------
+ VERSION 1.38 (2015-04-20)
-----------------------------------------------------------------------
-For older version, see https://github.com/ocornut/imgui/releases
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.38
+
+Breaking Changes:
+
+- Renamed IsClipped() to IsRectClipped(). Kept inline redirection function (will obsolete).
+- Renamed ImDrawList::AddArc() to ImDrawList::AddArcFast().
+
+Other Changes:
+
+- Added DragFloat(), DragInt() widget, click and drag to adjust value with given step.
+ 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 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 PushId() GetId() variants that takes string range to avoid user making unnecessary copies.
+- Added IsItemVisible().
+- Fixed IsRectClipped() incorrectly returning false when log is enabled.
+- Slider: visual fix in the unlikely that style.GrabMinSize is larger than a slider.
+- SliderFloat: removed support for unbound slider (using FLT_MAX), caused various inconsistency. Use InputFloat()/DragFloat().
+- ColorEdit4: hide components prefix if there's no space for them.
+- Combo: adding frame padding inside the combo box.
+- Columns: mouse dragging uses absolute mouse coordinates.Fixed dragging left-most column of an auto-resizable window. #125
+- Selectable: render highlight into AutoFitPadding region but do not extend it, fixing visual gap.
+- Focus: Allow SetWindowFocus(NULL) to remove focus.
+- Focus: Clicking on void (outside an ImGui windows) loses keyboard-focus so application can use TAB.
+- Popup: Fixed hovering over a popup's child (popups disable hovering on other windows but not their childs) #197
+- Fixed active widget not releasing its active state while being clipped.
+- Fixed user-facing version of IsItemHovered() ignoring overlapping windows.
+- Fixed label vertical alignment for InputInt2(), InputInt3(), InputInt4().
+- Fixed new collapsed auto-resizing window with saved .ini settings not calculating their initial width #176
+- Fixed Begin() returning true on collapsed windows that had loaded settings #176
+- Fixed style.DisplaySafeAreaPadding handling from being applied on window prior to them auto-fitting.
+- 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: DirectX11: Removed unnecessary vertices conversion and CUSTOMVERTEX types.
+- Comments, fixes, tweaks.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.37 (2015-03-26)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.37
+
+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 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 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 CalcItemRectClosestPoint() helper.
+- 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)
+- 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.
+- InputText() last active preserve scrolling position. Reset scroll if widget size becomes bigger than contents.
+- Selectable(): not specifying a width defaults to using max of label width and remaining width.
+- 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)
+- 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 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 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 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)
+- Tweak stb_textedit integration to be lenient if another piece of code are leaking their STB_TEXTEDIT definitions/symbols.
+- Shutdown() freeing a few extra vectors so they don't have to freed by destruction (#169)
+- Examples: OpenGL2/3 examples automatically hide the OS mouse cursor if software cursor rendering is used.
+- ShowTestWindow: Added Widgets Alignment demo under Layout section
+- ShowTestWindow: Added simple dragging widget example.
+- ShowTestWindow: Graph has checkbox under the label, also demo using BeginGroup/EndGroup().
+- ShowTestWindow: Using SetNextWindowSize() in examples to encourage its use.
+- Fixes, tweaks, comments.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.36 (2015-03-18)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.36
+
+Other Changes:
+
+- Added ImGui::GetVersion(), IMGUI_VERSION (#127)
+- Added BeginGroup()/EndGroup() layout tools (#160).
+- Added Indent() / Unindent().
+- Added InputInt2(), InputInt3(), InputInt4() for completeness.
+- Added GetItemRectSize().
+- Added VSliderFloat(), VSliderInt(), vertical sliders.
+- 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.
+- 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.
+- Renamed GetWindowIsFocused() to IsWindowFocused(), kept inline redirection with old name (will obsolete).
+- Renamed GetItemRectMin()/GetItemRectMax() to GetItemRectMin()/GetItemRectMax(), kept inline redirection with old name (will obsolete).
+- Sliders: Fast-path when power=1.0f, also makes code easier to read.
+- 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.
+- 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.
+- Examples: Added 64-bit projects for MSVC.
+- Examples: Increase warning level from /W3 to /W4 for MSVC.
+- Examples: DirectX9: fixed duplicate creation of vertex buffer.
+- Renamed internal type ImGuiAabb to ImRect. Changed mentions of 'box' or 'aabb' to say 'rect'.
+- Tweaks, minor fixes and comments.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.35 (2015-03-09)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.35
+
+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).
+- 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)
+- Added GetScrollPosY(), GetScrollMaxY().
+- Fixed the Chinese/Japanese glyph ranges; include missing punctuations (#156)
+- Fixed Combo() and ListBox() labels not included in declared size, for use with SameLine(), etc. (fix #149, #151).
+- 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.
+- 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: 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.
+- ShowTestWindow: Fixed "undo" button of custom rendering applet.
+- ShowTestWindow: Added "Manipulating Window Title" example.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.34 (2015-03-02)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.34
+
+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.
+- 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.
+- Fixed clicking on a widget in a child window not focusing the parent window (#147).
+- Fixed clicking on empty space of child window not setting keyboard focus for the child window (#147).
+- Fixed IsItemHovered() behaving differently on Combo() (#145)
+- Fixed ColumnOffsets storage not honoring SetStateStorage() (not very useful but consistent).
+- Examples: Removed dependency on Glew for OpenGL examples. Removed Glew binaries for Windows.
+- Examples: Fixed link warning for OpenGL windows examples.
+- Comments, tweaks.
+
+-----------------------------------------------------------------------
+ VERSION 1.33b (2015-02-23)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.33b
+
+Other Changes:
+
+- Fixed resizing columns.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.33 (2015-02-22)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.33
+
+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: 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).
+- 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).
+- 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)
+- 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)
+- 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.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.32 (2015-02-11)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.32
+
+Other Changes:
+
+- Added Selectable() building block for various list boxes, combo boxes, etc.
+- 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_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).
+- 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.
+- Calculate framerate for the user (IO.Framerate), as a purely luxurious feature and to reduce sample code size a little.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.31 (2015-02-08)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.31
+
+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 tint_col parameter to ImageButton().
+- 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.
+- Combo/Label: label is properly clipped inside the frame (#23).
+- Added cpu-side text clipping functions which are used in some instances to avoid extra draw calls.
+- InputText: Filtering private Unicode range 0xE000-0xF8FF.
+- Fixed holding button over scrollbar creating a small feedback loop with calculation of contents size.
+- Calling SetCursorPos() automatically extends the contents size.
+- Track ownership of mouse clicks. Avoid requesting IO.WantCaptureMouse if initial click was outside of ImGui.
+- Removed the dependency on realloc().
+- Other fixes, tweaks and comments.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.30 (2015-02-01)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.30
+
+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.
+ - This sequence:
+ const void* png_data;
+ unsigned int png_size;
+ ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size);
+ //
+ - Became:
+ unsigned char* pixels;
+ int width, height;
+ // 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.
+
+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.
+- 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.
+- 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 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.
+- Clipboard: Fixed logging to clipboard on architectures where va_list are passed by reference to vsnprintf.
+- Clipboard: Improve memory reserve policy for Clipboard / ImGuiTextBuffer.
+- Tooltip: Always auto-resize.
+- Tooltip: Fixed TooltigBg color not being honored properly.
+- Tooltip: Allow SetNextWindowPos() to be used on tooltips.
+- Added io.DisplayVisibleMin / io.DisplayVisibleMax to ease integration of virtual / scrolling display.
+- Added Set/GetVoidPtr in ImGuiStorage.
+- Added ColorConvertHSVtoRGB, ColorConvertRGBtoHSV, ColorConvertFloat4ToU32 helpers.
+- Added ImColor() inline helper to easily convert colors to packed 4x1 byte or 4x1 float formats.
+- Added io.MouseDrawCursor option to draw a mouse cursor for now (on systems that don't have one)
+- Examples: Added custom drawing app example for using ImDrawList api.
+- Lots of others fixes, tweaks and comments!
+
+
+-----------------------------------------------------------------------
+ VERSION 1.20 (2015-01-07)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.20
+
+- Fixed InputInt() InputFloat() label not declaring their width, breaking usage of SameLine().
+- Fixed hovering of combo boxes that extend beyond the parent window limits.
+- Fixed text input of Unicode character in the 128-255 range.
+- Fixed clipboard pasting into an InputText box not filtering the characters according to contents semantic.
+- 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)
+- Examples: Console: added support for History callbacks + some cleanup.
+- Various small optimisations.
+- Cleanup and other fixes.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.19 (2014-12-30)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.19
+
+- Tightening default style a little.
+- Added ImGuiStyleVar_WindowRounding enum for PushStyleVar() API.
+- Added SliderInt2(), SliderInt3(), SliderInt4() for consistency.
+- 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().
+- 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.
+- Logging: Tree nodes and headers looking better when logged to text.
+- Logging: Log outputs \r\n under Windows to play it nicely with \n unaware tools such as Notepad.
+- Style editor: added a button to output colors to clipboard/tty.
+- OpenGL3 example: fix growing of VBO.
+- Cleanup and other minor fixes.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.18 (2014-12-11)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.18
+
+- 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.
+- 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.
+- Added IMGUI_INCLUDE_IMGUI_USER_H define to include user file at the bottom of imgui.h without modifying the vanilla distribution.
+- ImGuiStorage helper can store float + added helpers to get pointer to stored data.
+- Setup Travis CI integration. Builds the OpenGL examples on Linux with GCC and Clang.
+- Examples: Added a "Fixed overlay" example in ShowTestWindow().
+- Examples: Re-added OpenGL 3 programmable-pipeline example (along with the existing fixed pipeline example).
+- Examples: OpenGL examples can now resize the application window.
+- Other minor fixes and comments.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.17 (2014-12-03)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.17
+
+- Added ImGuiWindowFlags_AlwaysAutoResize + example app.
+- Calling ImGui::SetWindowSize(0,0) force an autofit without zero-sizing first.
+- ImGui::InputText() support for completion/history/custom callback + added fancy completion example in the console demo app.
+- Not word-wrapping on apostrophes.
+- 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).
+- Fixed more Clang -Weverything warnings.
+- Examples: Added DirectX11 example application.
+- Examples: Created single .sln solution for all example projects.
+- Examples: Fixed DirectX9 example window initially showing an hourglass cursor.
+- Examples: Removed Microsoft IME handler in examples, too niche/confusing. Moved equivalent code to imgui.cpp instruction block.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.16b (2014-11-21)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.16b
+
+- Fix broken PopStyleVar() crashing.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.16 (2014-11-21)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.16
+
+- General fixing of Columns API to allow filling a cell with multiple widgets before switching to the next column.
+- Added documentation INDEX to top of imgui.cpp.
+- 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).
+- 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.
+- Added IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT compile-time option to redefine the vertex layout.
+- Style editor: colors listed inside a scrolling region.
+- Examples: tweaks and fixes.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.15 (2014-11-07)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.15
+
+- Renamed IsHovered() to IsItemHovered().
+- Added word-wrapping API: TextWrapped(), PushTextWrapPos(), PopTextWrapPos().
+- Added IsItemFocused() to tell if last widget is being focused for keyboard input.
+- Added overloads of ImGui::PlotLines() and ImGui::PlotHistogram() taking a function pointer to get values.
+- Added SetWindowSize().
+- Added GetContentRegionMax() supporting columns. Some bug fixes with using columns.
+- Added PushStyleVar(),PopStyleVar() helpers to modify style from user code.
+- Added dummy IMGUI_API definition in front of all entry-points for silly DLL action.
+- Allowing BeginChild() allows to specify negative sizes to specify "use remaining minus xx".
+- Windows with the NoResize flag can still use auto-fitting.
+- Added a simple example console into the demo window.
+- Comments and fixes.
+
+
+-----------------------------------------------------------------------
+ VERSION 1.14 (2014-10-25)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.14
+
+- 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."
+- Renamed IMGUI_INCLUDE_IMGUI_USER_CPP to IMGUI_INCLUDE_IMGUI_USER_INL
+
+
+----------------------------------------------------------------------
+ VERSION 1.13 (2014-09-30)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.13
+
+- Added support for UTF-8 for international text display and text edition/input (if the font supports it).
+- Added sample "M+ font" by Coji Morishita in extra_fonts/ to display Japanese text.
+- Added IO.ImeSetInputScreenPosFn callback for positioning OS IME input.
+- Added IO.FontFallbackGlyph (default to '?').
+- OpenGL example: added commented code to load custom font from file-system.
+- OpenGL example: shared makefile for Linux and MacOSX.
+
+
+----------------------------------------------------------------------
+ VERSION 1.12 (2014-09-24)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.12
+
+- Added IO.FontBaseScale value for easy scaling of all windows.
+- 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).
+- Fixed OpenGL samples for Retina display.
+- Comments and minor fixes.
+
+
+----------------------------------------------------------------------
+ VERSION 1.11 (2014-09-10)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.11
+
+- Added more comments in the code.
+- Made radio buttons render ascii when logged into tty/file/clipboard.
+- Added ImGuiInputTextFlags_EnterReturnsTrue flag to InputText() and variants.
+- Added #define IMGUI_INCLUDE_IMGUI_USER_CPP to optionally include imgui_user.cpp from the end of imgui.cpp
+- Fixed file-descriptor leak if ImBitmapFont::LoadFromFile() calls to fseek/ftell fails.
+
+
+----------------------------------------------------------------------
+ VERSION 1.10 (2014-08-31)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.10
+
+- User can override memory allocators by #define-ing IM_MALLOC, IM_FREE, IM_REALLOC,
+- Added SetCursorPosX(), SetCursorPosY() shortcuts.
+- Checkbox() returns true when pressed.
+- Added optional external fonts data in extra_fonts/ for reference.
+- Removed the need to setup IO.FontHeight when using a custom font.
+- Added comments on external fonts usage.
+
+
+----------------------------------------------------------------------
+ VERSION 1.09 (2014-08-28)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.09
+
+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.
+
+Other Changes:
+
+- Various minor render tweaks and fixes. Better support for renderers using multisampling.
+- Moved IMGUI_FONT_TEX_UV_FOR_WHITE #define to a variable in the IO structure so font can be changed at runtime.
+- Minor other fixes, tweaks, comments.
+
+
+----------------------------------------------------------------------
+ VERSION 1.08 (2014-08-25)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.09
+
+- Fixed ImGuiTextFilter trimming of leading/trailing blanks.
+- Fixed file descriptor leak on LoadSettings() failure.
+- Fix type conversion compiler warnings.
+- Added basic sizes edition in the style editor.
+- Added CalcTextSize(), GetCursorScreenPos() functions.
+- Disable client state in OpenGL example after rendering.
+- Converted all Tabs to Spaces in sources.
+
+
+----------------------------------------------------------------------
+ VERSION 1.07 (2014-08-18)
+-----------------------------------------------------------------------
+
+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.
+- 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.
+- Fix for child windows with inverted clip rectangles (when scrolled and out of screen, Etc.).
+- Minor fixes, tweaks, comments.
+
+
+----------------------------------------------------------------------
+ VERSION 1.06 (2014-08-15)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.06
+
+- Added BeginTooltip()/EndTooltip() helpers to create tooltips with custom contents.
+- Added TextColored() helper.
+- Added a 'stride' parameter to PlotLines() / PlotHistogram().
+- Fixed PlotLines() / PlotHistogram() from occasionally wrapping back to the most-left value.
+- TreeNode() / CollapsingHeader() ignore clicks when CTRL or SHIFT are held.
+- Slowed down mouse wheel scrolling inside combo boxes.
+- Minor tweaks.
+- Fixed trailing '\n' in text strings reporting extra line height.
+- Fixed tooltip position needlessly leaking into .ini file.
+- Fixed invalid .ini file data persistently being saved back into the file.
+
+
+----------------------------------------------------------------------
+ VERSION 1.05 (2014-08-14)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.05
+
+- Added default clipboard functions for Windows + "private" clipboard on other systems (user can still override).
+- Fixed logarithmic sliders and HSV conversions on Mac/Linux.
+- Tidying up example applications so it looks easier to just grab code.
+- Added GetItemBoxMin(), GetItemBoxMax().
+- Tweaks, more consistent #define names.
+- Fix for doing multiple Begin()/End() during the same frame.
+
+
+----------------------------------------------------------------------
+ VERSION 1.04 (2014-08-13)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.04
+
+- Fixes (v1.03 introduced a bug with combo box & scissoring bug OpenGL sample).
+- Added ImGui::InputFloat2() and ImGui::SliderFloat2() functions.
+
+
+----------------------------------------------------------------------
+ VERSION 1.03 (2014-08-13)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.03
+
+- 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.
+- Fixed warnings for more stringent compilation settings.
+
+
+----------------------------------------------------------------------
+ VERSION 1.02 (2014-08-12)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.02
+
+- Comments.
+- Portability fixes.
+- Fixing and tidying up sample applications.
+- Checkboxes and radio buttons can be clicked on their labels as well as their icon.
+- Checkboxes and radio buttons display in a different color when hovered.
+
+
+----------------------------------------------------------------------
+ VERSION 1.01 (2014-08-11)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.01
+
+- Added PixelCenterOffset for OpenGL/DirectX compatibility.
+- Commented and tweaked samples.
+- Added Git ignore list.
+
+
+----------------------------------------------------------------------
+ VERSION 1.00 (2014-08-10)
+-----------------------------------------------------------------------
+
+Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.00
+
+- Initial release.
diff --git a/3rdparty/imgui/docs/CONTRIBUTING.md b/3rdparty/imgui/docs/CONTRIBUTING.md
new file mode 100644
index 0000000..81a6f0e
--- /dev/null
+++ b/3rdparty/imgui/docs/CONTRIBUTING.md
@@ -0,0 +1,80 @@
+# Contributing Guidelines
+
+## Index
+
+- [Getting Started & General Advice](#getting-started--general-advice)
+- [Issues vs Discussions](#issues-vs-discussions)
+- [How to open an Issue](#how-to-open-an-issue)
+- [How to open a Pull Request](#how-to-open-a-pull-request)
+- [Copyright / Contributor License Agreement](#copyright--contributor-license-agreement)
+
+## Getting Started & General Advice
+
+- Article: [How To Ask Good Questions](https://bit.ly/3nwRnx1).
+- Please browse the [Wiki](https://github.com/ocornut/imgui/wiki) to find code snippets, links and other resources (e.g. [Useful extensions](https://github.com/ocornut/imgui/wiki/Useful-Extensions)).
+- Please read [docs/FAQ.md](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md).
+- Please read [docs/FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md) if your question relates to fonts or text.
+- Please read one of the [examples/](https://github.com/ocornut/imgui/tree/master/examples) application if your question relates to setting up Dear ImGui.
+- Please run `ImGui::ShowDemoWindow()` to explore the demo and its sources.
+- Please use the search function of your IDE to search in for comments related to your situation.
+- Please use the search function of GitHub to look for similar issues. You may [browse issues by Labels](https://github.com/ocornut/imgui/labels).
+- Please use a web search engine to look for similar issues.
+- If you get a crash or assert, use a debugger to locate the line triggering it and read the comments around.
+- Please don't be a [Help Vampire](https://slash7.com/2006/12/22/vampires/).
+
+## Issues vs Discussions
+
+If you:
+- Cannot BUILD or LINK examples.
+- Cannot BUILD, or LINK, or RUN Dear ImGui in your application or custom engine.
+- Cannot LOAD a font.
+
+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.
+
+## How to open an issue
+
+You may use the Issue Tracker to submit bug reports, feature requests or suggestions. You may ask for help or advice as well. But **PLEASE CAREFULLY READ THIS WALL OF TEXT. ISSUES IGNORING THOSE GUIDELINES MAY BE CLOSED. USERS IGNORING THOSE GUIDELINES MIGHT BE BLOCKED.**
+
+Please do your best to clarify your request. The amount of incomplete or ambiguous requests due to people not following those guidelines is often overwhelming. Issues created without the requested information may be closed prematurely. Exceptionally entitled, impolite, or lazy requests may lead to bans.
+
+**PLEASE UNDERSTAND THAT OPEN-SOURCE SOFTWARE LIVES OR DIES BY THE AMOUNT OF ENERGY MAINTAINERS CAN SPARE. WE HAVE LOTS OF STUFF TO DO. THIS IS AN ATTENTION ECONOMY AND MANY LAZY OR MINOR ISSUES ARE HOGGING OUR ATTENTION AND DRAINING ENERGY, TAKING US AWAY FROM MORE IMPORTANT WORK.**
+
+Steps:
+
+- Article: [How To Ask Good Questions](https://bit.ly/3nwRnx1).
+- **PLEASE DO FILL THE REQUESTED NEW ISSUE TEMPLATE.** Including Dear ImGui version number, branch name, platform/renderer back-ends (imgui_impl_XXX files), operating system.
+- **Try to be explicit with your GOALS, your EXPECTATIONS and what you have tried**. Be mindful of [The XY Problem](http://xyproblem.info/). What you have in mind or in your code is not obvious to other people. People frequently discuss problems and suggest incorrect solutions without first clarifying their goals. When requesting a new feature, please describe the usage context (how you intend to use it, why you need it, etc.). If you tried something and it failed, show us what you tried.
+- **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 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. Please test your shortened code to ensure it exhibits the problem. **Often while creating the MCVE you will end up solving 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.
+- 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.
+
+**Some unfortunate words of warning**
+- If you are involved in cheating schemes (e.g. DLL injection) for competitive online multiplayer games, please don't try posting here. We won't answer and you will be blocked. It doesn't matter if your question relates to said project. We've had too many of you and need to project our time and sanity.
+- Due to frequent abuse of this service from the aforementioned users, if your GitHub account is anonymous and was created five minutes ago please understand that your post will receive more scrutiny and incomplete questions will be harshly dismissed.
+
+If you have been using Dear ImGui for a while or have been using C/C++ for several years or have demonstrated good behavior here, it is ok to not fulfill every item to the letter. Those are guidelines and experienced users or members of the community will know which information is useful in a given context.
+
+## 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.
+- 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 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 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 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).
+
+Thank you for reading!
+
+## 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.
+
diff --git a/3rdparty/imgui/docs/EXAMPLES.md b/3rdparty/imgui/docs/EXAMPLES.md
index d318bd3..d6d1bb6 100644
--- a/3rdparty/imgui/docs/EXAMPLES.md
+++ b/3rdparty/imgui/docs/EXAMPLES.md
@@ -2,73 +2,81 @@ _(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.
+**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)).
+
+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.
+**Once Dear ImGui is setup and running, run and refer to `ImGui::ShowDemoWindow()` in imgui_demo.cpp for usage of the end-user API.**
You can find Windows binaries for some of those example applications at:
- http://www.dearimgui.org/binaries
+ http://www.dearimgui.com/binaries
### Getting Started
Integration in a typical existing application, should take <20 lines when using standard backends.
- At initialization:
- call ImGui::CreateContext()
- call ImGui_ImplXXXX_Init() for each backend.
+```cpp
+At initialization:
+ call ImGui::CreateContext()
+ call ImGui_ImplXXXX_Init() for each backend.
- At the beginning of your frame:
- call ImGui_ImplXXXX_NewFrame() for each backend.
- call ImGui::NewFrame()
+At the beginning of your frame:
+ call ImGui_ImplXXXX_NewFrame() for each backend.
+ call ImGui::NewFrame()
- At the end of your frame:
- call ImGui::Render()
- call ImGui_ImplXXXX_RenderDrawData() for your Renderer backend.
+At the end of your frame:
+ call ImGui::Render()
+ call ImGui_ImplXXXX_RenderDrawData() for your Renderer backend.
- At shutdown:
- call ImGui_ImplXXXX_Shutdown() for each backend.
- call ImGui::DestroyContext()
+At shutdown:
+ call ImGui_ImplXXXX_Shutdown() for each backend.
+ call ImGui::DestroyContext()
+```
Example (using [backends/imgui_impl_win32.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_win32.cpp) + [backends/imgui_impl_dx11.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_dx11.cpp)):
- // Create a Dear ImGui context, setup some options
- ImGui::CreateContext();
- ImGuiIO& io = ImGui::GetIO();
- io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable some options
-
- // Initialize Platform + Renderer backends (here: using imgui_impl_win32.cpp + imgui_impl_dx11.cpp)
- ImGui_ImplWin32_Init(my_hwnd);
- ImGui_ImplDX11_Init(my_d3d_device, my_d3d_device_context);
-
- // Application main loop
- while (true)
- {
- // Beginning of frame: update Renderer + Platform backend, start Dear ImGui frame
- ImGui_ImplDX11_NewFrame();
- ImGui_ImplWin32_NewFrame();
- ImGui::NewFrame();
-
- // Any application code here
- ImGui::Text("Hello, world!");
-
- // End of frame: render Dear ImGui
- ImGui::Render();
- ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
+```cpp
+// Create a Dear ImGui context, setup some options
+ImGui::CreateContext();
+ImGuiIO& io = ImGui::GetIO();
+io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable some options
- // Swap
- g_pSwapChain->Present(1, 0);
- }
+// Initialize Platform + Renderer backends (here: using imgui_impl_win32.cpp + imgui_impl_dx11.cpp)
+ImGui_ImplWin32_Init(my_hwnd);
+ImGui_ImplDX11_Init(my_d3d_device, my_d3d_device_context);
- // Shutdown
- ImGui_ImplDX11_Shutdown();
- ImGui_ImplWin32_Shutdown();
- ImGui::DestroyContext();
+// Application main loop
+while (true)
+{
+ // Beginning of frame: update Renderer + Platform backend, start Dear ImGui frame
+ ImGui_ImplDX11_NewFrame();
+ ImGui_ImplWin32_NewFrame();
+ ImGui::NewFrame();
+
+ // Any application code here
+ ImGui::Text("Hello, world!");
+
+ // End of frame: render Dear ImGui
+ ImGui::Render();
+ ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
+
+ // Swap
+ g_pSwapChain->Present(1, 0);
+}
+
+// Shutdown
+ImGui_ImplDX11_Shutdown();
+ImGui_ImplWin32_Shutdown();
+ImGui::DestroyContext();
+```
Please read 'PROGRAMMER GUIDE' in imgui.cpp for notes on how to setup Dear ImGui in your codebase.
Please read the comments and instruction at the top of each file.
-Please read FAQ at http://www.dearimgui.org/faq
+Please read FAQ at http://www.dearimgui.com/faq
-If you are using of the backend provided here, you can add the backends/imgui_impl_xxxx(.cpp,.h)
+If you are using any of the backends provided here, you can add the backends/imgui_impl_xxxx(.cpp,.h)
files to your project and use as-in. Each imgui_impl_xxxx.cpp file comes with its own individual
Changelog, so if you want to update them later it will be easier to catch up with what changed.
@@ -79,11 +87,15 @@ Changelog, so if you want to update them later it will be easier to catch up wit
Allegro 5 example.
= main.cpp + imgui_impl_allegro5.cpp
+[example_android_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_android_opengl3/)
+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/)
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.
-(NB: imgui_impl_osx.mm is currently not as feature complete as other platforms backends.
+It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
+(NB: imgui_impl_osx.mm is currently not as feature complete as other platforms backends.
You may prefer to use the GLFW Or SDL backends, which will also support Windows and Linux.)
[example_apple_opengl2/](https://github.com/ocornut/imgui/blob/master/examples/example_apple_opengl2/)
@@ -92,11 +104,10 @@ OSX + OpenGL2 example.
(NB: imgui_impl_osx.mm is currently not as feature complete as other platforms backends.
You may prefer to use the GLFW Or SDL backends, which will also support Windows and Linux.)
-[example_emscripten/](https://github.com/ocornut/imgui/blob/master/examples/example_emscripten/)
-Emcripten + SDL2 + OpenGL3+/ES2/ES3 example.
-= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp
-Note that other examples based on SDL or GLFW + OpenGL could easily be modified to work with Emscripten.
-We provide this to make the Emscripten differences obvious, and have them not pollute all other examples.
+[example_emscripten_wgpu/](https://github.com/ocornut/imgui/blob/master/examples/example_emscripten_wgpu/)
+Emcripten + GLFW + WebGPU example.
+= main.cpp + imgui_impl_glfw.cpp + imgui_impl_wgpu.cpp
+Note that the 'example_glfw_opengl3' and 'example_sdl2_opengl3' examples also supports Emscripten!
[example_glfw_metal/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_metal/)
GLFW (Mac) + Metal example.
@@ -105,21 +116,18 @@ GLFW (Mac) + Metal example.
[example_glfw_opengl2/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_opengl2/)
GLFW + OpenGL2 example (legacy, fixed pipeline).
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl2.cpp
-**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
-**Prefer using OPENGL3 code (with gl3w/glew/glad/glad2/glbinding, you can replace the OpenGL function loader)**
+**DO NOT USE THIS IF YOUR CODE/ENGINE IS USING MODERN GL or WEBGL (SHADERS, VBO, VAO, etc.)**
This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter.
-If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to
-make things more complicated, will require your code to reset many OpenGL attributes to their initial
+If your code is using GL3+ context or any semi modern GL calls, using this renderer is likely to
+make things more complicated, will require your code to reset many GL attributes to their initial
state, and might confuse your GPU driver. One star, not recommended.
[example_glfw_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_opengl3/)
-GLFW (Win32, Mac, Linux) + OpenGL3+/ES2/ES3 example (programmable pipeline).
+GLFW (Win32, Mac, Linux) + OpenGL3+/ES2/ES3 example (modern, programmable pipeline).
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl3.cpp
-This uses more modern OpenGL calls and custom shaders.
-Prefer using that if you are using modern OpenGL in your application (anything with shaders).
-(Please be mindful that accessing OpenGL3+ functions requires a function loader, which are a frequent
-source for confusion for new users. We use a loader in imgui_impl_opengl3.cpp which may be different
-from the one your app normally use. Read imgui_impl_opengl3.h for details and how to change it.)
+This uses more modern GL calls and custom shaders.
+This support building with Emscripten and targetting WebGL.
+Prefer using that if you are using modern GL or WebGL in your application.
[example_glfw_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_vulkan/)
GLFW (Win32, Mac, Linux) + Vulkan example.
@@ -132,47 +140,46 @@ GLUT (e.g., FreeGLUT on Linux/Windows, GLUT framework on OSX) + OpenGL2 example.
= main.cpp + imgui_impl_glut.cpp + imgui_impl_opengl2.cpp
Note that GLUT/FreeGLUT is largely obsolete software, prefer using GLFW or SDL.
-[example_marmalade/](https://github.com/ocornut/imgui/blob/master/examples/example_marmalade/)
-Marmalade example using IwGx.
-= main.cpp + imgui_impl_marmalade.cpp
-
[example_null/](https://github.com/ocornut/imgui/blob/master/examples/example_null/)
Null example, compile and link imgui, create context, run headless with no inputs and no graphics output.
= main.cpp
This is used to quickly test compilation of core imgui files in as many setups as possible.
Because this application doesn't create a window nor a graphic context, there's no graphics output.
-[example_sdl_directx11/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl_directx11/)
+[example_sdl2_directx11/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_directx11/)
SDL2 + DirectX11 example, Windows only.
-= main.cpp + imgui_impl_sdl.cpp + imgui_impl_dx11.cpp
-This to demonstrate usage of DirectX with SDL.
+= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_dx11.cpp
+This to demonstrate usage of DirectX with SDL2.
-[example_sdl_metal/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl_metal/)
-SDL2 (Mac) + Metal example.
-= main.mm + imgui_impl_sdl.cpp + imgui_impl_metal.mm
+[example_sdl2_metal/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_metal/)
+SDL2 + Metal example, Mac only.
+= main.mm + imgui_impl_sdl2.cpp + imgui_impl_metal.mm
-[example_sdl_opengl2/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl_opengl2/)
+[example_sdl2_opengl2/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_opengl2/)
SDL2 (Win32, Mac, Linux etc.) + OpenGL example (legacy, fixed pipeline).
-= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl2.cpp
-**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
-**Prefer using OPENGL3 code (with gl3w/glew/glad/glad2/glbinding, you can replace the OpenGL function loader)**
+= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_opengl2.cpp
+**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING GL OR WEBGL (SHADERS, VBO, VAO, etc.)**
This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter.
-If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to
-make things more complicated, will require your code to reset many OpenGL attributes to their initial
+If your code is using GL3+ context or any semi modern GL calls, using this renderer is likely to
+make things more complicated, will require your code to reset many GL attributes to their initial
state, and might confuse your GPU driver. One star, not recommended.
-[example_sdl_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl_opengl3/)
+[example_sdl2_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_opengl3/)
SDL2 (Win32, Mac, Linux, etc.) + OpenGL3+/ES2/ES3 example.
-= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp
-This uses more modern OpenGL calls and custom shaders.
-Prefer using that if you are using modern OpenGL in your application (anything with shaders).
-(Please be mindful that accessing OpenGL3+ functions requires a function loader, which are a frequent
-source for confusion for new users. We use a loader in imgui_impl_opengl3.cpp which may be different
-from the one your app normally use. Read imgui_impl_opengl3.h for details and how to change it.)
+= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_opengl3.cpp
+This uses more modern GL calls and custom shaders.
+This support building with Emscripten and targetting WebGL.
+Prefer using that if you are using modern GL or WebGL in your application.
-[example_sdl_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl_vulkan/)
+[example_sdl2_sdlrenderer/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_sdlrenderer/)
+SDL2 (Win32, Mac, Linux, etc.) + SDL_Renderer (most graphics backends are supported underneath)
+= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_sdlrenderer.cpp
+This requires SDL 2.0.18+ (released November 2021)
+We do not really recommend using SDL_Renderer as it is a rather primitive API.
+
+[example_sdl2_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_vulkan/)
SDL2 (Win32, Mac, Linux, etc.) + Vulkan example.
-= main.cpp + imgui_impl_sdl.cpp + imgui_impl_vulkan.cpp
+= main.cpp + imgui_impl_sdl2.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.
@@ -194,13 +201,13 @@ DirectX12 example, Windows only.
This is quite long and tedious, because: DirectX12.
-### Miscallaneous
+### Miscellaneous
**Building**
-Unfortunately in 2020 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. For most examples here we choose to provide:
+third party software and build systems. For most examples here we choose to provide:
- Makefiles for Linux/OSX
- Batch files for Visual Studio 2008+
- A .sln project file for Visual Studio 2012+
@@ -215,12 +222,12 @@ 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,
-e.g. the value of 'io.MousePos' provided at the time of NewFrame() will result in windows being moved
+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,
-but not limited to Dear ImGui windows). Because UI rendering and interaction happens on the same plane
+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
diff --git a/3rdparty/imgui/docs/FAQ.md b/3rdparty/imgui/docs/FAQ.md
index d474607..1855f43 100644
--- a/3rdparty/imgui/docs/FAQ.md
+++ b/3rdparty/imgui/docs/FAQ.md
@@ -1,7 +1,7 @@
-# FAQ (Frequenty Asked Questions)
+# FAQ (Frequently Asked Questions)
You may link to this document using short form:
- https://www.dearimgui.org/faq
+ https://www.dearimgui.com/faq
or its real address:
https://github.com/ocornut/imgui/blob/master/docs/FAQ.md
or view this file with any Markdown viewer.
@@ -16,16 +16,17 @@ or view this file with any Markdown viewer.
| [Which version should I get?](#q-which-version-should-i-get) |
| **Q&A: Integration** |
| **[How to get started?](#q-how-to-get-started)** |
-| **[How can I tell whether to dispatch mouse/keyboard to Dear ImGui or to my application?](#q-how-can-i-tell-whether-to-dispatch-mousekeyboard-to-dear-imgui-or-to-my-application)** |
+| **[How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?](#q-how-can-i-tell-whether-to-dispatch-mousekeyboard-to-dear-imgui-or-my-application)** |
| [How can I enable keyboard or gamepad controls?](#q-how-can-i-enable-keyboard-or-gamepad-controls) |
| [How can I 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) |
-| [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) |
+| [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** |
-| **[Why is my widget not reacting when I click on it? How can I have multiple widgets with the same label? Why are multiple widgets reacting when I interact with one?](#q-why-is-my-widget-not-reacting-when-i-click-on-it)** |
+| **[About the ID Stack system.. Why is my widget not reacting when I click on it? 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 use my own math types instead of ImVec2/ImVec4?](#q-how-can-i-use-my-own-math-types-instead-of-imvec2imvec4) |
+| [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) |
| [How can I display custom shapes? (using low-level ImDrawList API)](#q-how-can-i-display-custom-shapes-using-low-level-imdrawlist-api) |
| **Q&A: Fonts, Text** |
@@ -47,16 +48,16 @@ or view this file with any Markdown viewer.
### Q: Where is the documentation?
-**This library is poorly documented at the moment and expects of the user to be acquainted with C/C++.**
+**This library is poorly documented at the moment and expects the user to be acquainted with C/C++.**
+- The [Wiki](https://github.com/ocornut/imgui/wiki) is a hub to many resources and links.
- Dozens of standalone example applications using e.g. OpenGL/DirectX are provided in the [examples/](https://github.com/ocornut/imgui/blob/master/examples/) folder to explain how to integrate Dear ImGui with your own engine/application. You can run those applications and explore them.
- See demo code in [imgui_demo.cpp](https://github.com/ocornut/imgui/blob/master/imgui_demo.cpp) and particularly the `ImGui::ShowDemoWindow()` function. The demo covers most features of Dear ImGui, so you can read the code and see its output.
- See documentation: [Backends](https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md), [Examples](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md), [Fonts](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md).
- See documentation and comments at the top of [imgui.cpp](https://github.com/ocornut/imgui/blob/master/imgui.cpp) + general API comments in [imgui.h](https://github.com/ocornut/imgui/blob/master/imgui.h).
-- The [Wiki](https://github.com/ocornut/imgui/wiki) has many resources and links.
- The [Glossary](https://github.com/ocornut/imgui/wiki/Glossary) page may be useful.
-- The [Issues](https://github.com/ocornut/imgui/issues) section can be searched for past questions and issues.
-- Your programming IDE is your friend, find the type or function declaration to find comments associated to it.
-- The `ImGui::ShowMetricsWindow()` function exposes lots of internal information and tools. Although it is primary designed as a debugging tool, having access to that information tends to help understands concepts.
+- The [Issues](https://github.com/ocornut/imgui/issues) and [Discussions](https://github.com/ocornut/imgui/discussions) sections can be searched for past questions and issues.
+- Your programming IDE is your friend, find the type or function declaration to find comments associated with it.
+- The `ImGui::ShowMetricsWindow()` function exposes lots of internal information and tools. Although it is primarily designed as a debugging tool, having access to that information tends to help understands concepts.
##### [Return to Index](#index)
@@ -66,7 +67,7 @@ or view this file with any Markdown viewer.
**This library is called Dear ImGui**. Please refer to it as Dear ImGui (not ImGui, not IMGUI).
-(The library misleadingly started its life in 2014 as "ImGui" due to the fact that I didn't give it a proper name when when I released 1.0, and had no particular expectation that it would take off. However, the term IMGUI (immediate-mode graphical user interface) was coined before and is being used in variety of other situations e.g. Unity uses it own implementation of the IMGUI paradigm. To reduce the ambiguity without affecting existing code bases, I have decided in December 2015 a fully qualified name "Dear ImGui" for this library.
+(The library misleadingly started its life in 2014 as "ImGui" due to the fact that I didn't give it a proper name when I released 1.0, and had no particular expectation that it would take off. However, the term IMGUI (immediate-mode graphical user interface) was coined before and is being used in variety of other situations e.g. Unity uses it own implementation of the IMGUI paradigm. To reduce the ambiguity without affecting existing code bases, I have decided in December 2015 a fully qualified name "Dear ImGui" for this library.
##### [Return to Index](#index)
@@ -81,9 +82,6 @@ You may use the [docking](https://github.com/ocornut/imgui/tree/docking) branch
Many projects are using this branch and it is kept in sync with master regularly.
-You may merge in the [tables](https://github.com/ocornut/imgui/tree/tables) branch which includes:
-- [Table features](https://github.com/ocornut/imgui/issues/2957)
-
##### [Return to Index](#index)
----
@@ -94,26 +92,39 @@ You may merge in the [tables](https://github.com/ocornut/imgui/tree/tables) bran
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 `PROGRAMMER GUIDE` section of [imgui.cpp](https://github.com/ocornut/imgui/blob/master/imgui.cpp).
+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.
+
+For first-time users having issues compiling/linking/running or issues loading fonts, please use [GitHub Discussions](https://github.com/ocornut/imgui/discussions).
##### [Return to Index](#index)
---
-### Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or to my application?
+### Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?
You can read the `io.WantCaptureMouse`, `io.WantCaptureKeyboard` and `io.WantTextInput` flags from the ImGuiIO structure.
+- When `io.WantCaptureMouse` is set, you need to discard/hide the mouse inputs from your underlying application.
+- When `io.WantCaptureKeyboard` is set, you need to discard/hide the keyboard inputs from your underlying application.
+- When `io.WantTextInput` is set, you can notify your OS/engine to popup an on-screen keyboard, if available (e.g. on a mobile phone, or console OS).
-e.g. `if (ImGui::GetIO().WantCaptureMouse) { ... }`
+Important: you should always pass your mouse/keyboard inputs to Dear ImGui, regardless of the value `io.WantCaptureMouse`/`io.WantCaptureKeyboard`. This is because e.g. we need to detect that you clicked in the void to unfocus its own windows, and other reasons.
-- When `io.WantCaptureMouse` is set, imgui wants to use your mouse state, and you may want to discard/hide the inputs from the rest of your application.
-- When `io.WantCaptureKeyboard` is set, imgui wants to use your keyboard state, and you may want to discard/hide the inputs from the rest of your application.
-- When `io.WantTextInput` is set to may want to notify your OS to popup an on-screen keyboard, if available (e.g. on a mobile phone, or console OS).
+```cpp
+void MyLowLevelMouseButtonHandler(int button, bool down)
+{
+ // (1) ALWAYS forward mouse data to ImGui! This is automatic with default backends. With your own backend:
+ ImGuiIO& io = ImGui::GetIO();
+ io.AddMouseButtonEvent(button, down);
-**Note:** You should always pass your mouse/keyboard inputs to Dear ImGui, even when the io.WantCaptureXXX flag are set false.
- This is because imgui needs to detect that you clicked in the void to unfocus its own windows.
+ // (2) ONLY forward mouse data to your underlying app/game.
+ if (!io.WantCaptureMouse)
+ my_game->HandleMouseData(...);
+}
+```
-**Note:** The `io.WantCaptureMouse` is more correct that any manual attempt to "check if the mouse is hovering a window" (don't do that!). It handle mouse dragging correctly (both dragging that started over your application or over a Dear ImGui window) and handle e.g. popup and modal windows blocking inputs.
+
+**Note:** The `io.WantCaptureMouse` is more correct that any manual attempt to "check if the mouse is hovering a window" (don't do that!). It handles mouse dragging correctly (both dragging that started over your application or over a Dear ImGui window) and handle e.g. popup and modal windows blocking inputs.
**Note:** Those flags are updated by `ImGui::NewFrame()`. However it is generally more correct and easier that you poll flags from the previous frame, then submit your inputs, then call `NewFrame()`. If you attempt to do the opposite (which is generally harder) you are likely going to submit your inputs after `NewFrame()`, and therefore too late.
@@ -129,7 +140,7 @@ e.g. `if (ImGui::GetIO().WantCaptureMouse) { ... }`
- The gamepad/keyboard navigation is fairly functional and keeps being improved. The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable. Gamepad support is particularly useful to use Dear ImGui on a game console (e.g. PS4, Switch, XB1) without a mouse connected!
- Keyboard: set `io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard` to enable.
- Gamepad: set `io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad` to enable (with a supporting backend).
-- See [Control Sheets for Gamepads](http://www.dearimgui.org/controls_sheets) (reference PNG/PSD for for PS4, XB1, Switch gamepads).
+- See [Control Sheets for Gamepads](http://www.dearimgui.com/controls_sheets) (reference PNG/PSD for PS4, XB1, Switch gamepads).
- See `USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS` section of [imgui.cpp](https://github.com/ocornut/imgui/blob/master/imgui.cpp) for more details.
##### [Return to Index](#index)
@@ -151,23 +162,37 @@ Console SDK also sometimes provide equivalent tooling or wrapper for Synergy-lik
---
-### Q: I integrated Dear ImGui in my engine and little squares are showing instead of text..
-This usually means that: your font texture wasn't uploaded into GPU, or your shader or other rendering state are not reading from the right texture (e.g. texture wasn't bound).
-If this happens using the standard backends it is probably that the texture failed to upload, which could happens if for some reason your texture is too big. Also see [docs/FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md).
+### Q: I integrated Dear ImGui in my engine and little squares are showing instead of text...
+Your renderer 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 could happens if for some reason your texture is too big. Also see [docs/FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md).
+- 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)
---
-### Q: 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 displaying outside their expected windows boundaries..
+### Q: 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 displaying outside their expected windows boundaries...
You are probably mishandling the clipping rectangles in your render function.
Each draw command needs the triangle rendered using the clipping rectangle provided in the ImDrawCmd structure (`ImDrawCmd->CllipRect`).
Rectangles provided by Dear ImGui are defined as
`(x1=left,y1=top,x2=right,y2=bottom)`
and **NOT** as
-`(x1,y1,width,height)`
-Refer to rendering backends in the [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder for references of how to handle the `ClipRect` field.
+`(x1,y1,width,height)`.
+Refer to rendering backends in the [backends/](https://github.com/ocornut/imgui/tree/master/backends) folder for references of how to handle the `ClipRect` field.
+For example, the [DirectX11 backend](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_dx11.cpp) does this:
+```cpp
+// Project scissor/clipping rectangles into framebuffer space
+ImVec2 clip_off = draw_data->DisplayPos;
+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;
+
+// Apply scissor/clipping rectangle
+const D3D11_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
+ctx->RSSetScissorRects(1, &r);
+```
##### [Return to Index](#index)
@@ -175,27 +200,34 @@ Refer to rendering backends in the [examples/](https://github.com/ocornut/imgui/
# Q&A: Usage
+### Q: About the ID Stack system...
### Q: Why is my widget not reacting when I click on it?
### Q: How can I have widgets with an empty label?
### Q: How can I have multiple widgets with the same label?
+### Q: How can I have multiple windows with the same label?
A primer on labels and the ID Stack...
-Dear ImGui internally need to uniquely identify UI elements.
+Dear ImGui internally needs to uniquely identify UI elements.
Elements that are typically not clickable (such as calls to the Text functions) don't need an ID.
Interactive widgets (such as calls to Button buttons) need a unique ID.
-Unique ID are used internally to track active widgets and occasionally associate state to widgets.
-Unique ID are implicitly built from the hash of multiple elements that identify the "path" to the UI element.
+
+**Unique IDs are used internally to track active widgets and occasionally associate state to widgets.
+Unique IDs are implicitly built from the hash of multiple elements that identify the "path" to the UI element.**
+
+Since Dear ImGui 1.85, you can use `Demo>Tools>Stack Tool` or call `ImGui::ShowStackToolWindow()`. The tool display intermediate values leading to the creation of a unique ID, making things easier to debug and understand.
+
+![Stack tool](https://user-images.githubusercontent.com/8225057/136235657-a0ea5665-dcd1-423f-9be6-dc3f8ced8f12.png)
- Unique ID are often derived from a string label and at minimum scoped within their host window:
-```c
+```cpp
Begin("MyWindow");
Button("OK"); // Label = "OK", ID = hash of ("MyWindow", "OK")
Button("Cancel"); // Label = "Cancel", ID = hash of ("MyWindow", "Cancel")
End();
```
- Other elements such as tree nodes, etc. also pushes to the ID stack:
-```c
+```cpp
Begin("MyWindow");
if (TreeNode("MyTreeNode"))
{
@@ -205,7 +237,7 @@ if (TreeNode("MyTreeNode"))
End();
```
- Two items labeled "OK" in different windows or different tree locations won't collide:
-```
+```cpp
Begin("MyFirstWindow");
Button("OK"); // Label = "OK", ID = hash of ("MyFirstWindow", "OK")
End();
@@ -214,49 +246,51 @@ Button("OK"); // Label = "OK", ID = hash of ("MyOtherWindow", "OK")
End();
```
-We used "..." above to signify whatever was already pushed to the ID stack previously:
-
- If you have a same ID twice in the same location, you'll have a conflict:
-```c
+```cpp
+Begin("MyWindow");
Button("OK");
-Button("OK"); // ID collision! Interacting with either button will trigger the first one.
+Button("OK"); // ERROR: ID collision with the first button! Interacting with either button will trigger the first one.
+Button(""); // ERROR: ID collision with Begin("MyWindow")!
+End();
```
-Fear not! this is easy to solve and there are many ways to solve it!
+Fear not! This is easy to solve and there are many ways to solve it!
- Solving ID conflict in a simple/local context:
-When passing a label you can optionally specify extra ID information within string itself.
+When passing a label you can optionally specify extra ID information within the string itself.
Use "##" to pass a complement to the ID that won't be visible to the end-user.
-This helps solving the simple collision cases when you know e.g. at compilation time which items
+This helps solve the simple collision cases when you know e.g. at compilation time which items
are going to be created:
-```c
+```cpp
Begin("MyWindow");
Button("Play"); // Label = "Play", ID = hash of ("MyWindow", "Play")
-Button("Play##foo1"); // Label = "Play", ID = hash of ("MyWindow", "Play##foo1") // Different from above
-Button("Play##foo2"); // Label = "Play", ID = hash of ("MyWindow", "Play##foo2") // Different from above
+Button("Play##foo1"); // Label = "Play", ID = hash of ("MyWindow", "Play##foo1") // Different from other buttons
+Button("Play##foo2"); // Label = "Play", ID = hash of ("MyWindow", "Play##foo2") // Different from other buttons
+Button("##foo"); // Label = "", ID = hash of ("MyWindow", "##foo") // Different from window
End();
```
- If you want to completely hide the label, but still need an ID:
-```c
+```cpp
Checkbox("##On", &b); // Label = "", ID = hash of (..., "##On") // No visible label, just a checkbox!
```
-- Occasionally/rarely you might want change a label while preserving a constant ID. This allows
-you to animate labels. For example you may want to include varying information in a window title bar,
+- Occasionally/rarely you might want to change a label while preserving a constant ID. This allows
+you to animate labels. For example, you may want to include varying information in a window title bar,
but windows are uniquely identified by their ID. Use "###" to pass a label that isn't part of ID:
-```c
+```cpp
Button("Hello###ID"); // Label = "Hello", ID = hash of (..., "###ID")
-Button("World###ID"); // Label = "World", ID = hash of (..., "###ID") // Same as above, even if the label looks different
+Button("World###ID"); // Label = "World", ID = hash of (..., "###ID") // Same ID, different label
sprintf(buf, "My game (%f FPS)###MyGame", fps);
Begin(buf); // Variable title, ID = hash of "MyGame"
```
- Solving ID conflict in a more general manner:
-Use PushID() / PopID() to create scopes and manipulate the ID stack, as to avoid ID conflicts
+Use `PushID()` / `PopID()` to create scopes and manipulate the ID stack, as to avoid ID conflicts
within the same window. This is the most convenient way of distinguishing ID when iterating and
creating many UI elements programmatically.
-You can push a pointer, a string or an integer value into the ID stack.
-Remember that ID are formed from the concatenation of _everything_ pushed into the ID stack.
-At each level of the stack we store the seed used for items at this level of the ID stack.
-```c
+You can push a pointer, a string, or an integer value into the ID stack.
+Remember that IDs are formed from the concatenation of _everything_ pushed into the ID stack.
+At each level of the stack, we store the seed used for items at this level of the ID stack.
+```cpp
Begin("Window");
for (int i = 0; i < 100; i++)
{
@@ -281,7 +315,7 @@ for (int i = 0; i < 100; i++)
End();
```
- You can stack multiple prefixes into the ID stack:
-```c
+```cpp
Button("Click"); // Label = "Click", ID = hash of (..., "Click")
PushID("node");
Button("Click"); // Label = "Click", ID = hash of (..., "node", "Click")
@@ -290,8 +324,8 @@ PushID("node");
PopID();
PopID();
```
-- Tree nodes implicitly creates a scope for you by calling PushID().
-```c
+- Tree nodes implicitly create a scope for you by calling `PushID()`:
+```cpp
Button("Click"); // Label = "Click", ID = hash of (..., "Click")
if (TreeNode("node")) // <-- this function call will do a PushID() for you (unless instructed not to, with a special flag)
{
@@ -300,8 +334,8 @@ if (TreeNode("node")) // <-- this function call will do a PushID() for you (unl
}
```
-When working with trees, ID are used to preserve the open/close state of each tree node.
-Depending on your use cases you may want to use strings, indices or pointers as ID.
+When working with trees, IDs are used to preserve the open/close state of each tree node.
+Depending on your use cases you may want to use strings, indices, or pointers as ID.
- e.g. when following a single pointer that may change over time, using a static string as ID
will preserve your node open/closed state when the targeted object change.
- e.g. when displaying a list of objects, using indices or pointers as ID will preserve the
@@ -322,28 +356,28 @@ Short explanation:
**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 API (OpenGL, DirectX, etc.).
+- 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.
-ImTextureID is nothing more that a void*, aka 4/8 bytes worth of data: just enough to store 1 pointer or 1 integer of your choice.
-Dear ImGui doesn't know or understand what you are storing in ImTextureID, it merely pass ImTextureID values until they reach your rendering function.
+ImTextureID is nothing more than a void*, aka 4/8 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.
- 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:
- ImTextureID = GLuint
- See ImGui_ImplOpenGL3_RenderDrawData() function in imgui_impl_opengl3.cpp
```
-```
+```cpp
DirectX9:
- ImTextureID = LPDIRECT3DTEXTURE9
- See ImGui_ImplDX9_RenderDrawData() function in imgui_impl_dx9.cpp
```
-```
+```cpp
DirectX11:
- ImTextureID = ID3D11ShaderResourceView*
- See ImGui_ImplDX11_RenderDrawData() function in imgui_impl_dx11.cpp
```
-```
+```cpp
DirectX12:
- ImTextureID = D3D12_GPU_DESCRIPTOR_HANDLE
- See ImGui_ImplDX12_RenderDrawData() function in imgui_impl_dx12.cpp
@@ -351,9 +385,9 @@ DirectX12:
For example, in the OpenGL example backend we store raw OpenGL texture identifier (GLuint) inside ImTextureID.
Whereas in the DirectX11 example backend we store a pointer to ID3D11ShaderResourceView inside ImTextureID, which is a higher-level structure tying together both the texture and information about its format and how to read it.
-- If you have a custom engine built over e.g. OpenGL, instead of passing GLuint around you may decide to use a high-level data type to carry information about the texture as well as how to display it (shaders, etc.). The decision of what to use as ImTextureID can always be made better knowing how your codebase is designed. If your engine has high-level data types for "textures" and "material" then you may want to use them.
+- If you have a custom engine built over e.g. OpenGL, instead of passing GLuint around you may decide to use a high-level data type to carry information about the texture as well as how to display it (shaders, etc.). The decision of what to use as ImTextureID can always be made better by knowing how your codebase is designed. If your engine has high-level data types for "textures" and "material" then you may want to use them.
If you are starting with OpenGL or DirectX or Vulkan and haven't built much of a rendering engine over them, keeping the default ImTextureID representation suggested by the example backends is probably the best choice.
-(Advanced users may also decide to keep a low-level type in ImTextureID, and use ImDrawList callback and pass information to their renderer)
+(Advanced users may also decide to keep a low-level type in ImTextureID, use ImDrawList callback and pass information to their renderer)
User code may do:
```cpp
@@ -364,18 +398,18 @@ ImGui::Image((void*)texture, ImVec2(texture->Width, texture->Height));
The renderer function called after ImGui::Render() will receive that same value that the user code passed:
```cpp
// Cast ImTextureID / void* stored in the draw command as our texture type
-MyTexture* texture = (MyTexture*)pcmd->TextureId;
+MyTexture* texture = (MyTexture*)pcmd->GetTexID();
MyEngineBindTexture2D(texture);
```
-Once you understand this design you will understand that loading image files and turning them into displayable textures is not within the scope of Dear ImGui.
-This is by design and is actually a good thing, because it means your code has full control over your data types and how you display them.
-If you want to display an image file (e.g. PNG file) into the screen, please refer to documentation and tutorials for the graphics API you are using.
+Once you understand this design, you will understand that loading image files and turning them into displayable textures is not within the scope of Dear ImGui.
+This is by design and is a good thing because it means your code has full control over your data types and how you display them.
+If you want to display an image file (e.g. PNG file) on the screen, please refer to documentation and tutorials for the graphics API you are using.
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) to find simplified examples for loading textures with OpenGL, DirectX9 and DirectX11.
C/C++ tip: a void* is pointer-sized storage. You may safely store any pointer or integer into it by casting your value to ImTextureID / void*, and vice-versa.
Because both end-points (user code and rendering function) are under your control, you know exactly what is stored inside the ImTextureID / void*.
-Examples:
+Here are some examples:
```cpp
GLuint my_tex = XXX;
void* my_void_ptr;
@@ -393,17 +427,25 @@ Finally, you may call `ImGui::ShowMetricsWindow()` to explore/visualize/understa
---
-### Q: How can I use my own math types instead of ImVec2/ImVec4?
+### Q: How can I use maths operators with ImVec2?
-You can edit [imconfig.h](https://github.com/ocornut/imgui/blob/master/imconfig.h) and setup the `IM_VEC2_CLASS_EXTRA`/`IM_VEC4_CLASS_EXTRA` macros to add implicit type conversions.
-This way you'll be able to use your own types everywhere, e.g. passing `MyVector2` or `glm::vec2` to ImGui functions instead of `ImVec2`.
+We do not export maths operators by default in imgui.h in order to not conflict with the use of your own maths types and maths operators. As a convenience, you may use `#defne IMGUI_DEFINE_MATH_OPERATORS` + `#include "imgui.h"` to access our basic maths operators.
+
+##### [Return to Index](#index)
+
+---
+
+### Q: How can I use my own maths types instead of ImVec2/ImVec4?
+
+You can setup your [imconfig.h](https://github.com/ocornut/imgui/blob/master/imconfig.h) file with `IM_VEC2_CLASS_EXTRA`/`IM_VEC4_CLASS_EXTRA` macros to add implicit type conversions to our own maths types.
+This way you will be able to use your own types everywhere, e.g. passing `MyVector2` or `glm::vec2` to ImGui functions instead of `ImVec2`.
##### [Return to Index](#index)
---
### Q: How can I interact with standard C++ types (such as std::string and std::vector)?
-- Being highly portable (backends/bindings for several languages, frameworks, programming style, obscure or older platforms/compilers), and aiming for compatibility & performance suitable for every modern real-time game engines, dear imgui does not use any of std C++ types. We use raw types (e.g. char* instead of std::string) because they adapt to more use cases.
+- Being highly portable (backends/bindings for several languages, frameworks, programming styles, obscure or older platforms/compilers), and aiming for compatibility & performance suitable for every modern real-time game engine, Dear ImGui does not use any of std C++ types. We use raw types (e.g. char* instead of std::string) because they adapt to more use cases.
- To use ImGui::InputText() with a std::string or any resizable string class, see [misc/cpp/imgui_stdlib.h](https://github.com/ocornut/imgui/blob/master/misc/cpp/imgui_stdlib.h).
- To use combo boxes and list boxes with `std::vector` or any other data structure: the `BeginCombo()/EndCombo()` API
lets you iterate and submit items yourself, so does the `ListBoxHeader()/ListBoxFooter()` API.
@@ -412,12 +454,12 @@ Prefer using them over the old and awkward `Combo()/ListBox()` api.
You may write your own one-liner wrappers to facilitate user code (tip: add new functions in ImGui:: namespace from your code).
- Dear ImGui applications often need to make intensive use of strings. It is expected that many of the strings you will pass
to the API are raw literals (free in C/C++) or allocated in a manner that won't incur a large cost on your application.
-Please bear in mind that using `std::string` on applications with large amount of UI may incur unsatisfactory performances.
+Please bear in mind that using `std::string` on applications with a large amount of UI may incur unsatisfactory performances.
Modern implementations of `std::string` often include small-string optimization (which is often a local buffer) but those
are not configurable and not the same across implementations.
-- If you are finding your UI traversal cost to be too large, make sure your string usage is not leading to excessive amount
-of heap allocations. Consider using literals, statically sized buffers and your own helper functions. A common pattern
-is that you will need to build lots of strings on the fly, and their maximum length can be easily be scoped ahead.
+- If you are finding your UI traversal cost to be too large, make sure your string usage is not leading to an excessive amount
+of heap allocations. Consider using literals, statically sized buffers, and your own helper functions. A common pattern
+is that you will need to build lots of strings on the fly, and their maximum length can be easily scoped ahead.
One possible implementation of a helper to facilitate printf-style building of strings: https://github.com/ocornut/Str
This is a small helper where you can instance strings with configurable local buffers length. Many game engines will
provide similar or better string helpers.
@@ -429,8 +471,7 @@ provide similar or better string helpers.
### Q: How can I display custom shapes? (using low-level ImDrawList API)
- You can use the low-level `ImDrawList` api to render shapes within a window.
-
-```
+```cpp
ImGui::Begin("My shapes");
ImDrawList* draw_list = ImGui::GetWindowDrawList();
@@ -439,12 +480,12 @@ ImDrawList* draw_list = ImGui::GetWindowDrawList();
ImVec2 p = ImGui::GetCursorScreenPos();
// Draw a red circle
-draw_list->AddCircleFilled(ImVec2(p.x + 50, p.y + 50), 30.0f, IM_COL32(255, 0, 0, 255), 16);
+draw_list->AddCircleFilled(ImVec2(p.x + 50, p.y + 50), 30.0f, IM_COL32(255, 0, 0, 255));
// Draw a 3 pixel thick yellow line
draw_list->AddLine(ImVec2(p.x, p.y), ImVec2(p.x + 100.0f, p.y + 100.0f), IM_COL32(255, 255, 0, 255), 3.0f);
-// Advance the ImGui cursor to claim space in the window (otherwise the window will appears small and needs to be resized)
+// Advance the ImGui cursor to claim space in the window (otherwise the window will appear small and needs to be resized)
ImGui::Dummy(ImVec2(200, 200));
ImGui::End();
@@ -453,10 +494,11 @@ ImGui::End();
- Refer to "Demo > Examples > Custom Rendering" in the demo window and read the code of `ShowExampleAppCustomRendering()` in `imgui_demo.cpp` from more examples.
- To generate colors: you can use the macro `IM_COL32(255,255,255,255)` to generate them at compile time, or use `ImGui::GetColorU32(IM_COL32(255,255,255,255))` or `ImGui::GetColorU32(ImVec4(1.0f,1.0f,1.0f,1.0f))` to generate a color that is multiplied by the current value of `style.Alpha`.
-- Math operators: if you have setup `IM_VEC2_CLASS_EXTRA` in `imconfig.h` to bind your own math types, you can use your own math types and their natural operators instead of ImVec2. ImVec2 by default doesn't export any math operators in the public API. You may use `#define IMGUI_DEFINE_MATH_OPERATORS` `#include "imgui_internal.h"` to use the internally defined math operators, but instead prefer using your own math library and set it up in `imconfig.h`.
-- You can use `ImGui::GetBackgroundDrawList()` or `ImGui::GetForegroundDrawList()` to access draw lists which will be displayed behind and over every other dear imgui windows (one bg/fg drawlist per viewport). This is very convenient if you need to quickly display something on the screen that is not associated to a dear imgui window.
-- You can also create your own empty window and draw inside it. Call Begin() with the NoBackground | NoDecoration | NoSavedSettings | NoInputs flags (The `ImGuiWindowFlags_NoDecoration` flag itself is a shortcut for NoTitleBar | NoResize | NoScrollbar | NoCollapse). Then you can retrieve the ImDrawList* via GetWindowDrawList() and draw to it in any way you like.
-- You can create your own ImDrawList instance. You'll need to initialize them with `ImGui::GetDrawListSharedData()`, or create your own instancing ImDrawListSharedData, and then call your renderer function with your own ImDrawList or ImDrawData data.
+- Math operators: if you have setup `IM_VEC2_CLASS_EXTRA` in `imconfig.h` to bind your own math types, you can use your own math types and their natural operators instead of ImVec2. ImVec2 by default doesn't export any math operators in the public API. You may use `#define IMGUI_DEFINE_MATH_OPERATORS` `#include "imgui.h"` to use our math operators, but instead prefer using your own math library and set it up in `imconfig.h`.
+- You can use `ImGui::GetBackgroundDrawList()` or `ImGui::GetForegroundDrawList()` to access draw lists which will be displayed behind and over every other Dear ImGui window (one bg/fg drawlist per viewport). This is very convenient if you need to quickly display something on the screen that is not associated with a Dear ImGui window.
+- You can also create your own empty window and draw inside it. Call Begin() with the NoBackground | NoDecoration | NoSavedSettings | NoInputs flags (The `ImGuiWindowFlags_NoDecoration` flag itself is a shortcut for NoTitleBar | NoResize | NoScrollbar | NoCollapse). Then you can retrieve the ImDrawList* via `GetWindowDrawList()` and draw to it in any way you like.
+- You can create your own ImDrawList instance. You'll need to initialize them with `ImGui::GetDrawListSharedData()`, or create your own instancing `ImDrawListSharedData`, and then call your renderer function with your own ImDrawList or ImDrawData data.
+- Looking for fun? The [ImDrawList coding party 2020](https://github.com/ocornut/imgui/issues/3606) thread is full of "don't do this at home" extreme uses of the ImDrawList API.
##### [Return to Index](#index)
@@ -466,9 +508,9 @@ ImGui::End();
### Q: How should I handle DPI in my application?
-The short answer is: obtain the desired DPI scale, load a suitable font resized with that scale (always round down font size to nearest integer), and scale your Style structure accordingly using `style.ScaleAllSizes()`.
+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()`.
-Your application may want to detect DPI change and reload the font and reset style being frames.
+Your application may want to detect DPI change and reload the fonts and reset style between frames.
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.
@@ -476,16 +518,24 @@ Down the line Dear ImGui will provide a variety of standardized reference values
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).
-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 scale). The current way to handle this on the application side is:
+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, remap the current font from one atlas to the other (may need to maintain a remapping table of your fonts at variying DPI scale).
+- 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).
-This approach is relatively easy and functional but come with two issues:
+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.
-Please note that if you are not using multi-viewports with multi-monitors using different DPI scale, you can ignore all of this and use the simpler technique recommended at the top.
+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.
+
+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:
+
+- For SDL: the flag `SDL_WINDOW_ALLOW_HIGHDPI` 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.
+ - Use an [application manifest file](https://learn.microsoft.com/en-us/windows/win32/hidpi/setting-the-default-dpi-awareness-for-a-process) to set the `` property.
### Q: How can I load a different font than the default?
Use the font atlas to load the TTF/OTF file you want:
@@ -507,7 +557,7 @@ backslash \ within a string literal, you need to write it double backslash "\\":
```cpp
io.Fonts->AddFontFromFileTTF("MyFolder\MyFont.ttf", size); // WRONG (you are escaping the M here!)
-io.Fonts->AddFontFromFileTTF("MyFolder\\MyFont.ttf", size; // CORRECT
+io.Fonts->AddFontFromFileTTF("MyFolder\\MyFont.ttf", size; // CORRECT (Windows only)
io.Fonts->AddFontFromFileTTF("MyFolder/MyFont.ttf", size); // ALSO CORRECT
```
@@ -516,11 +566,11 @@ io.Fonts->AddFontFromFileTTF("MyFolder/MyFont.ttf", size); // ALSO CORRECT
---
### Q: How can I easily use icons in my application?
-The most convenient and practical way is to merge an icon font such as FontAwesome inside you
+The most convenient and practical way is to merge an icon font such as FontAwesome inside your
main font. Then you can refer to icons within your strings.
You may want to see `ImFontConfig::GlyphMinAdvanceX` to make your icon look monospace to facilitate alignment.
(Read the [docs/FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md) file for more details about icons font loading.)
-With some extra effort, you may use colorful icon by registering custom rectangle space inside the font atlas,
+With some extra effort, you may use colorful icons by registering custom rectangle space inside the font atlas,
and copying your own graphics data into it. See docs/FONTS.md about using the AddCustomRectFontGlyph API.
##### [Return to Index](#index)
@@ -544,7 +594,7 @@ io.Fonts->GetTexDataAsRGBA32() or GetTexDataAsAlpha8()
ImFontConfig config;
config.OversampleH = 2;
config.OversampleV = 1;
-config.GlyphOffset.y -= 1.0f; // Move everything by 1 pixels up
+config.GlyphOffset.y -= 1.0f; // Move everything by 1 pixel up
config.GlyphExtraSpacing.x = 1.0f; // Increase spacing between characters
io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_pixels, &config);
@@ -554,7 +604,7 @@ ImFontConfig config;
config.MergeMode = true;
io.Fonts->AddFontDefault();
io.Fonts->AddFontFromFileTTF("fontawesome-webfont.ttf", 16.0f, &config, ranges); // Merge icon font
-io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_pixels, NULL, &config, io.Fonts->GetGlyphRangesJapanese()); // Merge japanese glyphs
+io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_pixels, nullptr, &config, io.Fonts->GetGlyphRangesJapanese()); // Merge japanese glyphs
```
##### [Return to Index](#index)
@@ -566,7 +616,7 @@ When loading a font, pass custom Unicode ranges to specify the glyphs to load.
```cpp
// Add default Japanese ranges
-io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, NULL, io.Fonts->GetGlyphRangesJapanese());
+io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, nullptr, io.Fonts->GetGlyphRangesJapanese());
// Or create your own custom ranges (e.g. for a game you can feed your entire game script and only build the characters the game need)
ImVector ranges;
@@ -575,20 +625,20 @@ builder.AddText("Hello world"); // Add a string (here "He
builder.AddChar(0x7262); // Add a specific character
builder.AddRanges(io.Fonts->GetGlyphRangesJapanese()); // Add one of the default ranges
builder.BuildRanges(&ranges); // Build the final result (ordered ranges with all the unique characters submitted)
-io.Fonts->AddFontFromFileTTF("myfontfile.ttf", 16.0f, NULL, ranges.Data);
+io.Fonts->AddFontFromFileTTF("myfontfile.ttf", 16.0f, nullptr, ranges.Data);
```
-All your strings needs to use UTF-8 encoding. In C++11 you can encode a string literal in UTF-8
+All your strings need to use UTF-8 encoding. In C++11 you can encode a string literal in UTF-8
by using the u8"hello" syntax. Specifying literal in your source code using a local code page
(such as CP-923 for Japanese or CP-1251 for Cyrillic) will NOT work!
-Otherwise you can convert yourself to UTF-8 or load text data from file already saved as UTF-8.
+Otherwise, you can convert yourself to UTF-8 or load text data from a file already saved as UTF-8.
Text input: it is up to your application to pass the right character code by calling `io.AddInputCharacter()`.
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 copy the HWND of your window to io.ImeWindowHandle in order for
-the default implementation of io.ImeSetInputScreenPosFn() to set your Microsoft IME position correctly.
+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 io.SetPlatformImeDataFn() to set your Microsoft IME position correctly.
##### [Return to Index](#index)
@@ -602,7 +652,8 @@ You may take a look at:
- [Quotes](https://github.com/ocornut/imgui/wiki/Quotes)
- [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui)
-- [Gallery](https://github.com/ocornut/imgui/issues/3488)
+- [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors)
+- [Gallery](https://github.com/ocornut/imgui/issues/5886)
##### [Return to Index](#index)
@@ -610,9 +661,9 @@ You may take a look at:
### Q: Can you create elaborate/serious tools with Dear ImGui?
-Yes. People have written game editors, data browsers, debuggers, profilers and all sort 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.
+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 that the more typical RMGUI paradigm.
@@ -622,9 +673,9 @@ Dear ImGui is built to be efficient and scalable toward the needs for AAA-qualit
### Q: Can you reskin the look of Dear ImGui?
-Somehow. You can alter the look of the interface to some degree: changing colors, sizes, padding, rounding, fonts. However, as Dear ImGui is designed and optimized to create debug tools, the amount of skinning you can apply is limited. There is only so much you can stray away from the default look and feel of the interface. Dear ImGui is NOT designed to create user interface for games, although with ingenious use of the low-level API you can do it.
+Somehow. You can alter the look of the interface to some degree: changing colors, sizes, padding, rounding, and fonts. However, as Dear ImGui is designed and optimized to create debug tools, the amount of skinning you can apply is limited. There is only so much you can stray away from the default look and feel of the interface. Dear ImGui is NOT designed to create a user interface for games, although with ingenious use of the low-level API you can do it.
-A reasonably skinned application may look like (screenshot from [#2529](https://github.com/ocornut/imgui/issues/2529#issuecomment-524281119))
+A reasonably skinned application may look like (screenshot from [#2529](https://github.com/ocornut/imgui/issues/2529#issuecomment-524281119)):
![minipars](https://user-images.githubusercontent.com/314805/63589441-d9794f00-c5b1-11e9-8d96-cfc1b93702f7.png)
##### [Return to Index](#index)
@@ -633,7 +684,7 @@ A reasonably skinned application may look like (screenshot from [#2529](https://
### Q: Why using C++ (as opposed to C)?
-Dear ImGui takes advantage of a few C++ languages features for convenience but nothing anywhere Boost insanity/quagmire. Dear ImGui does NOT require C++11 so it can be used with most old C++ compilers. Dear ImGui doesn't use any C++ header file. Language-wise, function overloading and default parameters are used to make the API easier to use and code more terse. Doing so I believe the API is sitting on a sweet spot and giving up on those features would make the API more cumbersome. Other features such as namespace, constructors and templates (in the case of the ImVector<> class) are also relied on as a convenience.
+Dear ImGui takes advantage of a few C++ language features for convenience but nothing anywhere Boost insanity/quagmire. Dear ImGui doesn't use any C++ header file. Dear ImGui uses a very small subset of C++11 features. In particular, function overloading and default parameters are used to make the API easier to use and code terser. Doing so I believe the API is sitting on a sweet spot and giving up on those features would make the API more cumbersome. Other features such as namespace, constructors, and templates (in the case of the ImVector<> class) are also relied on as a convenience.
There is an auto-generated [c-api for Dear ImGui (cimgui)](https://github.com/cimgui/cimgui) by Sonoro1234 and Stephan Dilly. It is designed for creating bindings to other languages. If possible, I would suggest using your target language functionalities to try replicating the function overloading and default parameters used in C++ else the API may be harder to use. Also see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings) for various third-party bindings.
@@ -644,11 +695,11 @@ There is an auto-generated [c-api for Dear ImGui (cimgui)](https://github.com/ci
# Q&A: Community
### Q: How can I help?
-- Businesses: please reach out to `contact AT dearimgui.org` if you work in a place using Dear ImGui! We can discuss ways for your company to fund development via invoiced technical support, maintenance or sponsoring contacts. This is among the most useful thing you can do for Dear ImGui. With increased funding we can hire more people working on this project.
+- Businesses: please reach out to `contact AT dearimgui.com` if you work in a place using Dear ImGui! We can discuss ways for your company to fund development via invoiced technical support, maintenance, or sponsoring contacts. This is among the most useful thing you can do for Dear ImGui. With increased funding, we can hire more people to work on this project.
- Individuals: you can support continued maintenance and development via PayPal donations. See [README](https://github.com/ocornut/imgui/blob/master/docs/README.md).
-- If you are experienced with Dear ImGui and C++, look at the [GitHub Issues](https://github.com/ocornut/imgui/issues), look at the [Wiki](https://github.com/ocornut/imgui/wiki), read [docs/TODO.txt](https://github.com/ocornut/imgui/blob/master/docs/TODO.txt) and see how you want to help and can help!
-- Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere etc.
-You may post screenshot or links in the [gallery threads](https://github.com/ocornut/imgui/issues/3488). Visuals are ideal as they inspire other programmers. Disclosing your use of dear imgui help the library grow credibility, and help other teams and programmers with taking decisions.
+- If you are experienced with Dear ImGui and C++, look at [GitHub Issues](https://github.com/ocornut/imgui/issues), [GitHub Discussions](https://github.com/ocornut/imgui/discussions), the [Wiki](https://github.com/ocornut/imgui/wiki), read [docs/TODO.txt](https://github.com/ocornut/imgui/blob/master/docs/TODO.txt), and see how you want to help and can help!
+- Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere, etc.
+You may post screenshots or links in the [gallery threads](https://github.com/ocornut/imgui/issues/5886). Visuals are ideal as they inspire other programmers. Disclosing your use of Dear ImGui helps the library grow credibility, and helps other teams and programmers with taking decisions.
- If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues or sometimes incomplete PR.
##### [Return to Index](#index)
diff --git a/3rdparty/imgui/docs/FONTS.md b/3rdparty/imgui/docs/FONTS.md
index 87e6ee0..ff62733 100644
--- a/3rdparty/imgui/docs/FONTS.md
+++ b/3rdparty/imgui/docs/FONTS.md
@@ -5,19 +5,18 @@ _(You may browse this at https://github.com/ocornut/imgui/blob/master/docs/FONTS
The code in imgui.cpp embeds a copy of 'ProggyClean.ttf' (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.
+You may also load external .TTF/.OTF files.
In the [misc/fonts/](https://github.com/ocornut/imgui/tree/master/misc/fonts) folder you can find a few suggested fonts, provided as a convenience.
-**Read the FAQ:** https://www.dearimgui.org/faq (there is a Fonts section!)
-
-**Use the Discord server**: http://discord.dearimgui.org and not the GitHub issue tracker for basic font loading questions.
+**Also read the FAQ:** https://www.dearimgui.com/faq (there is a Fonts section!)
## Index
- [Readme First](#readme-first)
- [How should I handle DPI in my application?](#how-should-i-handle-dpi-in-my-application)
- [Fonts Loading Instructions](#font-loading-instructions)
-- [Using Icons](#using-icons)
-- [Using FreeType Rasterizer](#using-freetype-rasterizer)
+- [Using Icon Fonts](#using-icon-fonts)
+- [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)
- [Using Custom Colorful Icons](#using-custom-colorful-icons)
- [Using Font Data Embedded In Source Code](#using-font-data-embedded-in-source-code)
@@ -28,11 +27,15 @@ In the [misc/fonts/](https://github.com/ocornut/imgui/tree/master/misc/fonts) fo
---------------------------------------
## Readme First
-- 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.
+- You can use the `Metrics/Debugger` window (available in `Demo>Tools`) to browse your fonts and understand what's going on if you have an issue. You can also reach it in `Demo->Tools->Style Editor->Fonts`. The same information are also available in the Style Editor under Fonts.
-- You can use the style editor `ImGui::ShowStyleEditor()` in the "Fonts" section to browse your fonts and understand what's going on if you have an issue. You can also reach it in `Demo->Tools->Style Editor->Fonts`:
+![Fonts debugging](https://user-images.githubusercontent.com/8225057/135429892-0e41ef8d-33c5-4991-bcf6-f997a0bcfd6b.png)
-![imgui_capture_0008](https://user-images.githubusercontent.com/8225057/84162822-1a731f00-aa71-11ea-9b6b-89c2332aa161.png)
+- You can use the `UTF-8 Encoding viewer` in `Metrics/Debugger` to verify the content of your UTF-8 strings. From C/C++ code, you can call `ImGui::DebugTextEncoding("my string");` function to verify that your UTF-8 encoding is correct.
+
+![UTF-8 Encoding viewer](https://user-images.githubusercontent.com/8225057/166505963-8a0d7899-8ee8-4558-abb2-1ae523dc02f9.png)
+
+- 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.
- Make sure your font ranges data are persistent (available during the calls to `GetTexDataAsAlpha8()`/`GetTexDataAsRGBA32()/`Build()`.
@@ -70,12 +73,14 @@ If you get an assert stating "Could not load font file!", your font filename is
**Load multiple fonts:**
```cpp
+// Init
ImGuiIO& io = ImGui::GetIO();
ImFont* font1 = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels);
ImFont* font2 = io.Fonts->AddFontFromFileTTF("anotherfont.otf", size_pixels);
-
-// Select font at runtime
-ImGui::Text("Hello"); // use the default font (which is the first loaded font)
+```
+```cpp
+// In application loop: select font at runtime
+ImGui::Text("Hello"); // use the default font (which is the first loaded font)
ImGui::PushFont(font2);
ImGui::Text("Hello with another font");
ImGui::PopFont();
@@ -112,13 +117,13 @@ io.Fonts->Build();
```cpp
// Basic Latin, Extended Latin
-io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, NULL, io.Fonts->GetGlyphRangesDefault());
+io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, nullptr, io.Fonts->GetGlyphRangesDefault());
// Default + Selection of 2500 Ideographs used by Simplified Chinese
-io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, NULL, io.Fonts->GetGlyphRangesChineseSimplifiedCommon());
+io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, nullptr, io.Fonts->GetGlyphRangesChineseSimplifiedCommon());
// Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs
-io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, NULL, io.Fonts->GetGlyphRangesJapanese());
+io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, nullptr, io.Fonts->GetGlyphRangesJapanese());
```
See [Using Custom Glyph Ranges](#using-custom-glyph-ranges) section to create your own ranges.
@@ -127,7 +132,7 @@ See [Using Custom Glyph Ranges](#using-custom-glyph-ranges) section to create yo
```cpp
ImGuiIO& io = ImGui::GetIO();
-io.Fonts->AddFontFromFileTTF("NotoSansCJKjp-Medium.otf", 20.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
+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);
@@ -144,29 +149,29 @@ ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
**Font Atlas too large?**
-- If you have very 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 glyphs appears as white rectangles.
-- In particular, using a large range such as `GetGlyphRangesChineseSimplifiedCommon()` is not recommended unless you set `OversampleH`/`OversampleV` to 1 and use a small font size.
-- 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.
+- If you have very 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 appears as a white rectangle.
+- 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.
Some solutions:
1. Reduce glyphs ranges by calculating them from source localization data.
- You can use the `ImFontGlyphRangesBuilder` for this purpose, this will be the biggest win!
-2. You may reduce oversampling, e.g. `font_config.OversampleH = font_config.OversampleV = 1`, this will largely reduce your texture size.
+ 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!
+2. You may reduce oversampling, e.g. `font_config.OversampleH = 2`, this will largely reduce your texture size.
+ Note that while OversampleH = 2 looks visibly very close to 3 in most situations, with OversampleH = 1 the quality drop will be noticeable.
3. Set `io.Fonts.TexDesiredWidth` to specify a texture width to minimize texture height (see comment in `ImFontAtlas::Build()` function).
4. Set `io.Fonts.Flags |= ImFontAtlasFlags_NoPowerOfTwoHeight;` to disable rounding the texture height to the next power of two.
5. Read about oversampling [here](https://github.com/nothings/stb/blob/master/tests/oversample).
+6. To support the extended range of unicode beyond 0xFFFF (e.g. emoticons, dingbats, symbols, shapes, ancient languages, etc...) add `#define IMGUI_USE_WCHAR32`in your `imconfig.h`.
##### [Return to Index](#index)
-## Using Icons
+## Using Icon Fonts
Using an icon font (such as [FontAwesome](http://fontawesome.io) or [OpenFontIcons](https://github.com/traverseda/OpenFontIcons)) is an easy and practical way to use icons in your Dear ImGui application.
A common pattern is to merge the icon font within your main font, so you can embed icons directly from your strings without having to change fonts back and forth.
To refer to the icon UTF-8 codepoints from your C++ code, you may use those headers files created by Juliette Foucaut: https://github.com/juliettef/IconFontCppHeaders.
-
+
So you can use `ICON_FA_SEARCH` as a string that will render as a "Search" icon.
Example Setup:
@@ -197,7 +202,7 @@ Here's an application using icons ("Avoyd", https://www.avoyd.com):
##### [Return to Index](#index)
-## Using FreeType Rasterizer
+## 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.
@@ -207,6 +212,28 @@ Here's an application using icons ("Avoyd", https://www.avoyd.com):
##### [Return to Index](#index)
+## Using Colorful Glyphs/Emojis
+
+- Rendering of colored emojis is only supported by imgui_freetype with FreeType 2.10+.
+- You will need to load fonts with the `ImGuiFreeTypeBuilderFlags_LoadColor` flag.
+- Emojis are frequently encoded in upper Unicode layers (character codes >0x10000) and will need dear imgui compiled with `IMGUI_USE_WCHAR32`.
+- Not all types of color fonts are supported by FreeType at the moment.
+- Stateful Unicode features such as skin tone modifiers are not supported by the text renderer.
+
+![colored glyphs](https://user-images.githubusercontent.com/8225057/106171241-9dc4ba80-6191-11eb-8a69-ca1467b206d1.png)
+
+```cpp
+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);
+```
+
+##### [Return to Index](#index)
+
## 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.
@@ -218,7 +245,7 @@ builder.AddChar(0x7262); // Add a specific charact
builder.AddRanges(io.Fonts->GetGlyphRangesJapanese()); // Add one of the default ranges
builder.BuildRanges(&ranges); // Build the final result (ordered ranges with all the unique characters submitted)
-io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, NULL, ranges.Data);
+io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, nullptr, ranges.Data);
io.Fonts->Build(); // Build the atlas while 'ranges' is still in scope and not deleted.
```
@@ -226,7 +253,7 @@ io.Fonts->Build(); // Build the atlas while
## Using Custom Colorful Icons
-**(This is a BETA api, use if you are familiar with dear imgui and with your rendering backend)**
+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.
@@ -244,14 +271,14 @@ rect_ids[1] = io.Fonts->AddCustomRectFontGlyph(font, 'b', 13, 13, 13+1);
io.Fonts->Build();
// Retrieve texture in RGBA format
-unsigned char* tex_pixels = NULL;
+unsigned char* tex_pixels = nullptr;
int tex_width, tex_height;
io.Fonts->GetTexDataAsRGBA32(&tex_pixels, &tex_width, &tex_height);
for (int rect_n = 0; rect_n < IM_ARRAYSIZE(rect_ids); rect_n++)
{
- int rect_id = rects_ids[rect_n];
- if (const ImFontAtlas::CustomRect* rect = io.Fonts->GetCustomRectByIndex(rect_id))
+ int rect_id = rect_ids[rect_n];
+ if (const ImFontAtlasCustomRect* rect = io.Fonts->GetCustomRectByIndex(rect_id))
{
// 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++)
@@ -269,8 +296,8 @@ for (int rect_n = 0; rect_n < IM_ARRAYSIZE(rect_ids); rect_n++)
## Using Font Data Embedded In Source Code
- Compile and use [binary_to_compressed_c.cpp](https://github.com/ocornut/imgui/blob/master/misc/fonts/binary_to_compressed_c.cpp) to create a compressed C style array that you can embed in source code.
-- See the documentation in [binary_to_compressed_c.cpp](https://github.com/ocornut/imgui/blob/master/misc/fonts/binary_to_compressed_c.cpp) for instruction on how to use the tool.
-- You may find a precompiled version binary_to_compressed_c.exe for Windows instead of demo binaries package (see [README](https://github.com/ocornut/imgui/blob/master/docs/README.md)).
+- See the documentation in [binary_to_compressed_c.cpp](https://github.com/ocornut/imgui/blob/master/misc/fonts/binary_to_compressed_c.cpp) for instructions on how to use the tool.
+- You may find a precompiled version binary_to_compressed_c.exe for Windows inside the demo binaries package (see [README](https://github.com/ocornut/imgui/blob/master/docs/README.md)).
- The tool can optionally output Base85 encoding to reduce the size of _source code_ but the read-only arrays in the actual binary will be about 20% bigger.
Then load the font with:
@@ -286,10 +313,10 @@ ImFont* font = io.Fonts->AddFontFromMemoryCompressedBase85TTF(compressed_data_ba
## About filenames
-**Please note that many new C/C++ users have issues their files _because the filename they provide is wrong_.**
+**Please note that many new C/C++ users have issues loading their files _because the filename they provide is wrong_.**
Two things to watch for:
-- Make sure your IDE/debugger settings starts your executable from the right working directory. In Visual Studio you can change your working directory in project `Properties > General > Debugging > Working Directory`. People assume that their execution will start from the root folder of the project, where by default it oftens start from the folder where object or executable files are stored.
+- Make sure your IDE/debugger settings starts your executable from the right working directory. In Visual Studio you can change your working directory in project `Properties > General > Debugging > Working Directory`. People assume that their execution will start from the root folder of the project, where by default it often starts from the folder where object or executable files are stored.
```cpp
// Relative filename depends on your Working Directory when running your program!
io.Fonts->AddFontFromFileTTF("MyImage01.jpg", ...);
@@ -310,39 +337,31 @@ In some situations, you may also use `/` path separator under Windows.
Some fonts files are available in the `misc/fonts/` folder:
-```
-Roboto-Medium.ttf
- Apache License 2.0
- by Christian Robetson
- https://fonts.google.com/specimen/Roboto
+**Roboto-Medium.ttf**, by Christian Robetson
+ Apache License 2.0
+ https://fonts.google.com/specimen/Roboto
-Cousine-Regular.ttf
- by Steve Matteson
- Digitized data copyright (c) 2010 Google Corporation.
- Licensed under the SIL Open Font License, Version 1.1
- https://fonts.google.com/specimen/Cousine
+**Cousine-Regular.ttf**, by Steve Matteson
+ Digitized data copyright (c) 2010 Google Corporation.
+ Licensed under the SIL Open Font License, Version 1.1
+ https://fonts.google.com/specimen/Cousine
-DroidSans.ttf
- Copyright (c) Steve Matteson
- Apache License, version 2.0
- https://www.fontsquirrel.com/fonts/droid-sans
+**DroidSans.ttf**, by Steve Matteson
+ Apache License 2.0
+ https://www.fontsquirrel.com/fonts/droid-sans
-ProggyClean.ttf
- Copyright (c) 2004, 2005 Tristan Grimmer
- MIT License
- recommended loading setting: Size = 13.0, GlyphOffset.y = +1
- http://www.proggyfonts.net/
+**ProggyClean.ttf**, by Tristan Grimmer
+ MIT License
+ (recommended loading setting: Size = 13.0, GlyphOffset.y = +1)
+ http://www.proggyfonts.net/
-ProggyTiny.ttf
- Copyright (c) 2004, 2005 Tristan Grimmer
- MIT License
- recommended loading setting: Size = 10.0, GlyphOffset.y = +1
- http://www.proggyfonts.net/
+**ProggyTiny.ttf**, by Tristan Grimmer
+ MIT License
+ (recommended loading setting: Size = 10.0, GlyphOffset.y = +1)
+ http://www.proggyfonts.net/
-Karla-Regular.ttf
- Copyright (c) 2012, Jonathan Pinhorn
- SIL OPEN FONT LICENSE Version 1.1
-```
+**Karla-Regular.ttf**, by Jonathan Pinhorn
+ SIL OPEN FONT LICENSE Version 1.1
##### [Return to Index](#index)
diff --git a/3rdparty/imgui/docs/README.md b/3rdparty/imgui/docs/README.md
index a946315..c16c46f 100644
--- a/3rdparty/imgui/docs/README.md
+++ b/3rdparty/imgui/docs/README.md
@@ -1,43 +1,49 @@
Dear ImGui
=====
-[![Build Status](https://github.com/ocornut/imgui/workflows/build/badge.svg)](https://github.com/ocornut/imgui/actions?workflow=build) [![Static Analysis Status](https://github.com/ocornut/imgui/workflows/static-analysis/badge.svg)](https://github.com/ocornut/imgui/actions?workflow=static-analysis)
-
-(This library is available under a free and permissive license, but needs financial support to sustain its continued improvements. In addition to maintenance and stability there are many desirable features yet to be added. If your company is using Dear ImGui, please consider reaching out.)
-
-Businesses: support continued development and maintenance via invoiced technical support, maintenance, sponsoring contracts:
- _E-mail: contact @ dearimgui dot com_
-
-Individuals: support continued development and maintenance [here](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WGHNC6MBFLZ2S).
-
-Also see [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors) page.
+
"Give someone state and they'll have a bug one day, but teach them how to represent state in two separate locations that have to be kept in sync and they'll have bugs for a lifetime."