1 Commits
Author SHA1 Message Date
MoonPowerandGitHub 67c7f478f8 Merge branch 'ocornut:master' into sdl_cpu 2026-03-15 00:01:39 +01:00
96 changed files with 1638 additions and 6831 deletions
+4 -3
View File
@@ -1,7 +1,5 @@
## Misc artifacts
## OSX artifacts
.DS_Store
.claude
.vscode
## Dear ImGui artifacts
imgui.ini
@@ -59,6 +57,9 @@ examples/example_sdl3_wgpu/web/*
.idea
cmake-build-*
## VS code artifacts
.vscode
## Unix executables from our example Makefiles
examples/example_apple_metal/example_apple_metal
examples/example_apple_opengl2/example_apple_opengl2
+4 -10
View File
@@ -9,7 +9,6 @@
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// Missing features or Issues:
// [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert vertices manually.
// [ ] Renderer: Missing support for DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest callbacks: Allegro5 cannot enable/disable LINEAR bitmap flags after creation.
// [ ] Platform: Missing gamepad support.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
@@ -22,7 +21,6 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2026-04-23: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState (others cannot be supported by Allegro5). (#9378)
// 2025-09-18: Call platform_io.ClearRendererHandlers() and platform_io.ClearPlatformHandlers() on shutdown.
// 2025-08-12: Inputs: fixed missing support for ImGuiKey_PrintScreen under Windows, as raw Allegro 5 does not receive it.
// 2025-08-12: Added ImGui_ImplAllegro5_SetDisplay() function to change current ALLEGRO_DISPLAY, as Allegro applications often need to do that.
@@ -138,10 +136,7 @@ static void ImGui_ImplAllegro5_SetupRenderState(ImDrawData* draw_data)
}
}
// Draw callbacks
static void ImGui_ImplAllegro5_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way.
// Render function
// Render function.
void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
{
// Avoid rendering when minimized
@@ -157,7 +152,6 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
// Backup Allegro state that will be modified
ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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;
@@ -214,7 +208,8 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
if (pcmd->UserCallback)
{
// User callback, registered via ImDrawList::AddCallback()
if (pcmd->UserCallback == ImGui_ImplAllegro5_DrawCallback_ResetRenderState)
// (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_ImplAllegro5_SetupRenderState(draw_data);
else
pcmd->UserCallback(draw_list, pcmd);
@@ -491,12 +486,11 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
ImGui_ImplAllegro5_SetDisplay(display);
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
#if ALLEGRO_HAS_CLIPBOARD
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Platform_SetClipboardTextFn = ImGui_ImplAllegro5_SetClipboardText;
platform_io.Platform_GetClipboardTextFn = ImGui_ImplAllegro5_GetClipboardText;
#endif
platform_io.DrawCallback_ResetRenderState = ImGui_ImplAllegro5_DrawCallback_ResetRenderState;
return true;
}
-1
View File
@@ -9,7 +9,6 @@
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// Missing features or Issues:
// [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert vertices manually.
// [ ] Renderer: Missing support for DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest callbacks: Allegro5 cannot enable/disable LINEAR bitmap flags after creation.
// [ ] Platform: Missing gamepad support.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
File diff suppressed because it is too large Load Diff
-81
View File
@@ -1,81 +0,0 @@
// dear imgui: CPU framebuffer renderer backend
// (supports caller-owned framebuffers/textures in generic packed pixel formats)
//
// Implemented features:
// [X] Renderer: User texture binding. Use 'ImGui_ImplCPU_Texture*' as texture identifier.
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices.
// [X] Renderer: Texture updates support for dynamic font atlas.
#pragma once
#ifndef IMGUI_DISABLE
#include "imgui.h"
struct ImGui_ImplCPU_PixelFormat;
typedef ImU32 (*ImGui_ImplCPU_MapColorFn)(const ImGui_ImplCPU_PixelFormat* format, unsigned char r, unsigned char g, unsigned char b, unsigned char a);
struct ImGui_ImplCPU_PixelFormat
{
int BitsPerPixel;
int BytesPerPixel;
ImU32 Rmask;
ImU32 Gmask;
ImU32 Bmask;
ImU32 Amask;
ImU8 Rshift;
ImU8 Gshift;
ImU8 Bshift;
ImU8 Ashift;
ImU8 Rloss;
ImU8 Gloss;
ImU8 Bloss;
ImU8 Aloss;
const ImU32* Palette; // Optional palette entries stored as IM_COL32(r, g, b, a).
int PaletteSize; // Number of palette entries, or 0 when Palette is unused.
ImGui_ImplCPU_MapColorFn MapColorFn; // Optional indexed/paletted mapping override. Return a raw packed pixel value.
};
enum ImGui_ImplCPU_BuiltinFormat
{
ImGui_ImplCPU_BuiltinFormat_RGBA8888 = 0,
ImGui_ImplCPU_BuiltinFormat_BGRA8888,
ImGui_ImplCPU_BuiltinFormat_ARGB8888,
ImGui_ImplCPU_BuiltinFormat_ABGR8888,
ImGui_ImplCPU_BuiltinFormat_RGB565,
ImGui_ImplCPU_BuiltinFormat_ARGB1555,
ImGui_ImplCPU_BuiltinFormat_RGBA4444,
ImGui_ImplCPU_BuiltinFormat_RGB888,
ImGui_ImplCPU_BuiltinFormat_BGR888,
ImGui_ImplCPU_BuiltinFormat_Alpha8,
ImGui_ImplCPU_BuiltinFormat_COUNT
};
struct ImGui_ImplCPU_Framebuffer
{
unsigned char* Pixels;
int Width;
int Height;
int Pitch;
const ImGui_ImplCPU_PixelFormat* Format; // Optional. Defaults to ImGui_ImplCPU_BuiltinFormat_RGBA8888.
};
struct ImGui_ImplCPU_Texture
{
const unsigned char* Pixels;
int Width;
int Height;
int Pitch;
const ImGui_ImplCPU_PixelFormat* Format; // Optional. Defaults to ImGui_ImplCPU_BuiltinFormat_RGBA8888.
};
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API const ImGui_ImplCPU_PixelFormat* ImGui_ImplCPU_GetBuiltinPixelFormat(ImGui_ImplCPU_BuiltinFormat format);
IMGUI_IMPL_API bool ImGui_ImplCPU_Init();
IMGUI_IMPL_API void ImGui_ImplCPU_Shutdown();
IMGUI_IMPL_API void ImGui_ImplCPU_NewFrame();
IMGUI_IMPL_API void ImGui_ImplCPU_RenderDrawData(ImDrawData* draw_data, ImGui_ImplCPU_Framebuffer* framebuffer);
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates
// by setting ImDrawData::Textures = nullptr to handle this manually.
IMGUI_IMPL_API void ImGui_ImplCPU_UpdateTexture(ImTextureData* tex);
#endif // #ifndef IMGUI_DISABLE
+7 -13
View File
@@ -16,8 +16,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2026-04-23: DirectX10: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. Obsoleting samplers from ImGui_ImplDX10_RenderState. (#9378)
// 2026-01-19: DirectX10: Added 'SamplerNearest' in ImGui_ImplDX10_RenderState. Renamed 'SamplerDefault' to 'SamplerLinear'.
// 2026-01-19: DirectX11: Added 'SamplerNearest' in ImGui_ImplDX11_RenderState. Renamed 'SamplerDefault' to 'SamplerLinear'.
// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
// 2025-06-11: DirectX10: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas.
// 2025-05-07: DirectX10: Honor draw_data->FramebufferScale to allow for custom backends and experiment using it (consistently with other renderer backends, even though in normal condition it is not set under Windows).
@@ -154,11 +153,6 @@ static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device*
device->RSSetState(bd->pRasterizerState);
}
// Draw callbacks
static void ImGui_ImplDX10_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way.
static void ImGui_ImplDX10_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); bd->pd3dDevice->PSSetSamplers(0, 1, &bd->pTexSamplerLinear); }
static void ImGui_ImplDX10_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); bd->pd3dDevice->PSSetSamplers(0, 1, &bd->pTexSamplerNearest); }
// Render function
void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
{
@@ -183,7 +177,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
D3D10_BUFFER_DESC desc = {};
desc.Usage = D3D10_USAGE_DYNAMIC;
desc.ByteWidth = (UINT)bd->VertexBufferSize * sizeof(ImDrawVert);
desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert);
desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
desc.MiscFlags = 0;
@@ -197,7 +191,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
D3D10_BUFFER_DESC desc = {};
desc.Usage = D3D10_USAGE_DYNAMIC;
desc.ByteWidth = (UINT)bd->IndexBufferSize * sizeof(ImDrawIdx);
desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx);
desc.BindFlags = D3D10_BIND_INDEX_BUFFER;
desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
if (device->CreateBuffer(&desc, nullptr, &bd->pIB) < 0)
@@ -266,6 +260,8 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
ImGui_ImplDX10_RenderState render_state;
render_state.Device = bd->pd3dDevice;
render_state.SamplerLinear = bd->pTexSamplerLinear;
render_state.SamplerNearest = bd->pTexSamplerNearest;
render_state.VertexConstantBuffer = bd->pVertexConstantBuffer;
platform_io.Renderer_RenderState = &render_state;
@@ -283,7 +279,8 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
if (pcmd->UserCallback != nullptr)
{
// User callback, registered via ImDrawList::AddCallback()
if (pcmd->UserCallback == ImGui_ImplDX10_DrawCallback_ResetRenderState)
// (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_ImplDX10_SetupRenderState(draw_data, device);
else
pcmd->UserCallback(draw_list, pcmd);
@@ -616,9 +613,6 @@ bool ImGui_ImplDX10_Init(ID3D10Device* device)
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION;
platform_io.DrawCallback_ResetRenderState = ImGui_ImplDX10_DrawCallback_ResetRenderState;
platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplDX10_DrawCallback_SetSamplerLinear;
platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplDX10_DrawCallback_SetSamplerNearest;
// Get factory from device
IDXGIDevice* pDXGIDevice = nullptr;
+2 -2
View File
@@ -41,9 +41,9 @@ IMGUI_IMPL_API void ImGui_ImplDX10_UpdateTexture(ImTextureData* tex);
struct ImGui_ImplDX10_RenderState
{
ID3D10Device* Device;
ID3D10SamplerState* SamplerLinear;
ID3D10SamplerState* SamplerNearest;
ID3D10Buffer* VertexConstantBuffer;
//ID3D10SamplerState* SamplerLinear; // Use ImDrawList::AddCallback(ImGui::GetPlatform().DrawCallback_SetSamplerLinear)
//ID3D10SamplerState* SamplerNearest; // Use ImDrawList::AddCallback(ImGui::GetPlatform().DrawCallback_SetSamplerNearest)
};
#endif // #ifndef IMGUI_DISABLE
+8 -15
View File
@@ -17,7 +17,6 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2026-04-23: DirectX11: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. Obsoleting samplers from ImGui_ImplDX11_RenderState. (#9378)
// 2026-01-19: DirectX11: Added 'SamplerNearest' in ImGui_ImplDX11_RenderState. Renamed 'SamplerDefault' to 'SamplerLinear'.
// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
// 2025-06-11: DirectX11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas.
@@ -86,7 +85,6 @@ struct ImGui_ImplDX11_Data
ID3D11DepthStencilState* pDepthStencilState;
int VertexBufferSize;
int IndexBufferSize;
ImGui_ImplDX11_RenderState* RenderState; // == (ImGui_ImplDX11_RenderState*)ImGui::GetPlatformIO().Renderer_RenderState during rendering.
ImGui_ImplDX11_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
};
@@ -161,11 +159,6 @@ static void ImGui_ImplDX11_SetupRenderState(const ImDrawData* draw_data, ID3D11D
device_ctx->RSSetState(bd->pRasterizerState);
}
// Draw callbacks
static void ImGui_ImplDX11_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way.
static void ImGui_ImplDX11_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); bd->RenderState->DeviceContext->PSSetSamplers(0, 1, &bd->pTexSamplerLinear); }
static void ImGui_ImplDX11_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); bd->RenderState->DeviceContext->PSSetSamplers(0, 1, &bd->pTexSamplerNearest); }
// Render function
void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
{
@@ -190,7 +183,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
D3D11_BUFFER_DESC desc = {};
desc.Usage = D3D11_USAGE_DYNAMIC;
desc.ByteWidth = (UINT)bd->VertexBufferSize * sizeof(ImDrawVert);
desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert);
desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
desc.MiscFlags = 0;
@@ -203,7 +196,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
D3D11_BUFFER_DESC desc = {};
desc.Usage = D3D11_USAGE_DYNAMIC;
desc.ByteWidth = (UINT)bd->IndexBufferSize * sizeof(ImDrawIdx);
desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx);
desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
if (bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pIB) < 0)
@@ -281,8 +274,10 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
ImGui_ImplDX11_RenderState render_state;
render_state.Device = bd->pd3dDevice;
render_state.DeviceContext = bd->pd3dDeviceContext;
render_state.SamplerLinear = bd->pTexSamplerLinear;
render_state.SamplerNearest = bd->pTexSamplerNearest;
render_state.VertexConstantBuffer = bd->pVertexConstantBuffer;
platform_io.Renderer_RenderState = bd->RenderState = &render_state;
platform_io.Renderer_RenderState = &render_state;
// Render command lists
// (Because we merged all buffers into a single one, we maintain our own offset into them)
@@ -298,7 +293,8 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
if (pcmd->UserCallback != nullptr)
{
// User callback, registered via ImDrawList::AddCallback()
if (pcmd->UserCallback == ImGui_ImplDX11_DrawCallback_ResetRenderState)
// (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_ImplDX11_SetupRenderState(draw_data, device);
else
pcmd->UserCallback(draw_list, pcmd);
@@ -324,7 +320,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
global_idx_offset += draw_list->IdxBuffer.Size;
global_vtx_offset += draw_list->VtxBuffer.Size;
}
platform_io.Renderer_RenderState = bd->RenderState = nullptr;
platform_io.Renderer_RenderState = nullptr;
// Restore modified DX state
device->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
@@ -633,9 +629,6 @@ bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_co
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
platform_io.DrawCallback_ResetRenderState = ImGui_ImplDX11_DrawCallback_ResetRenderState;
platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplDX11_DrawCallback_SetSamplerLinear;
platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplDX11_DrawCallback_SetSamplerNearest;
// Get factory from device
IDXGIDevice* pDXGIDevice = nullptr;
+2 -2
View File
@@ -44,9 +44,9 @@ struct ImGui_ImplDX11_RenderState
{
ID3D11Device* Device;
ID3D11DeviceContext* DeviceContext;
ID3D11SamplerState* SamplerLinear;
ID3D11SamplerState* SamplerNearest;
ID3D11Buffer* VertexConstantBuffer;
//ID3D11SamplerState* SamplerLinear; // Use ImDrawList::AddCallback(ImGui::GetPlatform().DrawCallback_SetSamplerLinear)
//ID3D11SamplerState* SamplerNearest; // Use ImDrawList::AddCallback(ImGui::GetPlatform().DrawCallback_SetSamplerNearest)
};
#endif // #ifndef IMGUI_DISABLE
+12 -21
View File
@@ -20,7 +20,6 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2026-04-23: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. (#9378)
// 2025-10-11: DirectX12: Reuse texture upload buffer and grow it only when necessary. (#9002)
// 2025-09-29: DirectX12: Rework synchronization logic. (#8961)
// 2025-09-29: DirectX12: Enable swapchain tearing to eliminate viewports framerate throttling. (#8965)
@@ -92,8 +91,6 @@ struct ImGui_ImplDX12_Texture
struct ImGui_ImplDX12_Data
{
ImGui_ImplDX12_InitInfo InitInfo;
ImGui_ImplDX12_RenderState* RenderState;
IDXGIFactory5* pdxgiFactory;
ID3D12Device* pd3dDevice;
ID3D12RootSignature* pRootSignatureLinear;
@@ -145,15 +142,19 @@ struct VERTEX_CONSTANT_BUFFER_DX12
float mvp[4][4];
};
// FIXME-WIP: Allow user to forward declare those two, for until we come up with a backend agnostic API to do this. (#9173)
void ImGui_ImplDX12_SetupSamplerLinear(ID3D12GraphicsCommandList* command_list);
void ImGui_ImplDX12_SetupSamplerNearest(ID3D12GraphicsCommandList* command_list);
// Functions
static void ImGui_ImplDX12_SetupSamplerLinear(ID3D12GraphicsCommandList* command_list)
void ImGui_ImplDX12_SetupSamplerLinear(ID3D12GraphicsCommandList* command_list)
{
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
command_list->SetPipelineState(bd->pPipelineStateLinear);
command_list->SetGraphicsRootSignature(bd->pRootSignatureLinear);
}
static void ImGui_ImplDX12_SetupSamplerNearest(ID3D12GraphicsCommandList* command_list)
void ImGui_ImplDX12_SetupSamplerNearest(ID3D12GraphicsCommandList* command_list)
{
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
command_list->SetPipelineState(bd->pPipelineStateNearest);
@@ -199,7 +200,7 @@ static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12Graphic
command_list->IASetVertexBuffers(0, 1, &vbv);
D3D12_INDEX_BUFFER_VIEW ibv = {};
ibv.BufferLocation = fr->IndexBuffer->GetGPUVirtualAddress();
ibv.SizeInBytes = (UINT)fr->IndexBufferSize * sizeof(ImDrawIdx);
ibv.SizeInBytes = fr->IndexBufferSize * sizeof(ImDrawIdx);
ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT;
command_list->IASetIndexBuffer(&ibv);
command_list->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
@@ -219,11 +220,6 @@ static inline void SafeRelease(T*& res)
res = nullptr;
}
// Draw callbacks
static void ImGui_ImplDX12_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way.
static void ImGui_ImplDX12_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); ImGui_ImplDX12_SetupSamplerLinear(bd->RenderState->CommandList); }
static void ImGui_ImplDX12_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); ImGui_ImplDX12_SetupSamplerNearest(bd->RenderState->CommandList); }
// Render function
void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* command_list)
{
@@ -321,7 +317,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
ImGui_ImplDX12_RenderState render_state;
render_state.Device = bd->pd3dDevice;
render_state.CommandList = command_list;
platform_io.Renderer_RenderState = bd->RenderState = &render_state;
platform_io.Renderer_RenderState = &render_state;
// Render command lists
// (Because we merged all buffers into a single one, we maintain our own offset into them)
@@ -338,7 +334,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
{
// 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 == ImGui_ImplDX12_DrawCallback_ResetRenderState)
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
ImGui_ImplDX12_SetupRenderState(draw_data, command_list, fr);
else
pcmd->UserCallback(draw_list, pcmd);
@@ -365,7 +361,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
global_idx_offset += draw_list->IdxBuffer.Size;
global_vtx_offset += draw_list->VtxBuffer.Size;
}
platform_io.Renderer_RenderState = bd->RenderState = nullptr;
platform_io.Renderer_RenderState = nullptr;
}
static void ImGui_ImplDX12_DestroyTexture(ImTextureData* tex)
@@ -668,7 +664,7 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
bd->pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&bd->pRootSignatureLinear));
blob->Release();
// Nearest sampler
// Root Signature for ImDrawCallback_SetSamplerNearest
staticSampler[0].Filter = D3D12_FILTER_MIN_MAG_MIP_POINT;
if (D3D12SerializeRootSignatureFn(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, nullptr) != S_OK)
return false;
@@ -817,6 +813,7 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
return false;
}
// Pipeline State for ImDrawCallback_SetSamplerNearest
psoDesc.pRootSignature = bd->pRootSignatureNearest;
result_pipeline_state = bd->pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&bd->pPipelineStateNearest));
@@ -930,11 +927,6 @@ bool ImGui_ImplDX12_Init(ImGui_ImplDX12_InitInfo* init_info)
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.DrawCallback_ResetRenderState = ImGui_ImplDX12_DrawCallback_ResetRenderState;
platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplDX12_DrawCallback_SetSamplerLinear;
platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplDX12_DrawCallback_SetSamplerNearest;
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
if (init_info->SrvDescriptorAllocFn == nullptr)
ImGui_ImplDX12_InitLegacySingleDescriptorMode(init_info);
@@ -979,7 +971,6 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO
bool ret = ImGui_ImplDX12_Init(&init_info);
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
bd->commandQueueOwned = true;
ImGuiIO& io = ImGui::GetIO();
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasTextures; // Using legacy ImGui_ImplDX12_Init() call with 1 SRV descriptor we cannot support multiple textures.
+51 -62
View File
@@ -17,8 +17,6 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2026-04-23: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. (#9378)
// 2026-03-19: Fixed issue in ImGui_ImplDX9_UpdateTexture() if ImTextureID_Invalid is defined to be != 0, which became the default since 2026-03-12. (#9295, #9310)
// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
// 2025-06-11: DirectX9: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas.
// 2024-10-07: DirectX9: Changed default texture sampler to Clamp instead of Repeat/Wrap.
@@ -163,11 +161,6 @@ static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
}
}
// Draw callbacks
static void ImGui_ImplDX9_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way.
static void ImGui_ImplDX9_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); }
static void ImGui_ImplDX9_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT); bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_POINT); }
// Render function.
void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
{
@@ -190,14 +183,14 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
{
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
if (device->CreateVertexBuffer((UINT)bd->VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &bd->pVB, nullptr) < 0)
if (device->CreateVertexBuffer(bd->VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &bd->pVB, nullptr) < 0)
return;
}
if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
{
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
if (device->CreateIndexBuffer((UINT)bd->IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &bd->pIB, nullptr) < 0)
if (device->CreateIndexBuffer(bd->IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &bd->pIB, nullptr) < 0)
return;
}
@@ -275,7 +268,8 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
if (pcmd->UserCallback != nullptr)
{
// User callback, registered via ImDrawList::AddCallback()
if (pcmd->UserCallback == ImGui_ImplDX9_DrawCallback_ResetRenderState)
// (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_ImplDX9_SetupRenderState(draw_data);
else
pcmd->UserCallback(draw_list, pcmd);
@@ -330,6 +324,46 @@ static bool ImGui_ImplDX9_CheckFormatSupport(LPDIRECT3DDEVICE9 pDevice, D3DFORMA
return support;
}
bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
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_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = 4096;
bd->pd3dDevice = device;
bd->pd3dDevice->AddRef();
bd->HasRgbaSupport = ImGui_ImplDX9_CheckFormatSupport(bd->pd3dDevice, D3DFMT_A8B8G8R8);
return true;
}
void ImGui_ImplDX9_Shutdown()
{
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
ImGui_ImplDX9_InvalidateDeviceObjects();
if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
platform_io.ClearRendererHandlers();
IM_DELETE(bd);
}
// Convert RGBA32 to BGRA32 (because RGBA32 is not well supported by DX9 devices)
static void ImGui_ImplDX9_CopyTextureRegion(bool tex_use_colors, const ImU32* src, int src_pitch, ImU32* dst, int dst_pitch, int w, int h)
{
@@ -397,15 +431,14 @@ void ImGui_ImplDX9_UpdateTexture(ImTextureData* tex)
}
else if (tex->Status == ImTextureStatus_WantDestroy)
{
if (tex->TexID != ImTextureID_Invalid)
if (LPDIRECT3DTEXTURE9 backend_tex = (LPDIRECT3DTEXTURE9)tex->TexID)
{
IM_ASSERT(tex->TexID == (ImTextureID)(intptr_t)backend_tex);
backend_tex->Release();
if (LPDIRECT3DTEXTURE9 backend_tex = (LPDIRECT3DTEXTURE9)tex->TexID)
{
IM_ASSERT(tex->TexID == (ImTextureID)(intptr_t)backend_tex);
backend_tex->Release();
// Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
tex->SetTexID(ImTextureID_Invalid);
}
// Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
tex->SetTexID(ImTextureID_Invalid);
}
tex->SetStatus(ImTextureStatus_Destroyed);
}
}
@@ -442,50 +475,6 @@ void ImGui_ImplDX9_NewFrame()
IM_UNUSED(bd);
}
bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
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_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = 4096;
platform_io.DrawCallback_ResetRenderState = ImGui_ImplDX9_DrawCallback_ResetRenderState;
platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplDX9_DrawCallback_SetSamplerLinear;
platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplDX9_DrawCallback_SetSamplerNearest;
bd->pd3dDevice = device;
bd->pd3dDevice->AddRef();
bd->HasRgbaSupport = ImGui_ImplDX9_CheckFormatSupport(bd->pd3dDevice, D3DFMT_A8B8G8R8);
return true;
}
void ImGui_ImplDX9_Shutdown()
{
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
ImGui_ImplDX9_InvalidateDeviceObjects();
if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
platform_io.ClearRendererHandlers();
IM_DELETE(bd);
}
//-----------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE
+1 -16
View File
@@ -29,8 +29,6 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2026-04-21: Added a Win32-specific implementation of ImGui_ImplGlfw_GetContentScaleXXXX functions for legacy GLFW 3.2.
// 2026-03-25: Mouse cursor is properly restored if changed by user app/code while using glfwSetInputMode(..., GLFW_CURSOR_DISABLED) or ImGuiConfigFlags_NoMouseCursorChange. Amend change from 2025-12-10.
// 2026-02-10: Try to set IMGUI_IMPL_GLFW_DISABLE_X11 / IMGUI_IMPL_GLFW_DISABLE_WAYLAND automatically if corresponding headers are not accessible. (#9225)
// 2025-12-12: Added IMGUI_IMPL_GLFW_DISABLE_X11 / IMGUI_IMPL_GLFW_DISABLE_WAYLAND to forcefully disable either.
// 2025-12-10: Avoid repeated glfwSetCursor()/glfwSetInputMode() calls when unnecessary. Lowers overhead for very high framerates (e.g. 10k+ FPS).
@@ -861,10 +859,7 @@ static void ImGui_ImplGlfw_UpdateMouseCursor()
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(bd->Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
{
bd->LastMouseCursor = nullptr; // Invalidate so that if user changes underlying cursor we will update it next time we can.
return;
}
ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
// (those braces are here to reduce diff with multi-viewports support in 'docking' branch)
@@ -949,16 +944,6 @@ static void ImGui_ImplGlfw_UpdateGamepads()
#undef MAP_ANALOG
}
// For GFLW 3.2 + Windows: include a simplified non-monitor aware version of ImGui_ImplWin32_GetDpiScaleForMonitor().
// This is merely a band-aid to make using GLFW 3.2 a little bit nicer, but prefer to use GLFW 3.3+ or the full correct functions from the Win32 backend.
#if !GLFW_HAS_PER_MONITOR_DPI && defined(_WIN32) && !defined(NOGDI)
static float ImGui_ImplWin32_GetLegacyDpiScale() { const HDC dc = ::GetDC(nullptr); UINT xdpi = ::GetDeviceCaps(dc, LOGPIXELSX); ::ReleaseDC(nullptr, dc); return (float)xdpi / 96.0f; }
static void glfwGetWindowContentScale(GLFWwindow*, float* x_scale, float* y_scale) { *x_scale = *y_scale = ImGui_ImplWin32_GetLegacyDpiScale(); }
static void glfwGetMonitorContentScale(GLFWmonitor*, float* x_scale, float* y_scale) { *x_scale = *y_scale = ImGui_ImplWin32_GetLegacyDpiScale(); }
#undef GLFW_HAS_PER_MONITOR_DPI
#define GLFW_HAS_PER_MONITOR_DPI 1
#endif
// - On Windows the process needs to be marked DPI-aware!! SDL2 doesn't do it by default. You can call ::SetProcessDPIAware() or call ImGui_ImplWin32_EnableDpiAwareness() from Win32 backend.
// - Apple platforms use FramebufferScale so we always return 1.0f.
// - Some accessibility applications are declaring virtual monitors with a DPI of 0.0f, see #7902. We preserve this value for caller to handle.
@@ -1027,7 +1012,7 @@ void ImGui_ImplGlfw_NewFrame()
// (Accept glfwGetTime() not returning a monotonically increasing value. Seems to happens on disconnecting peripherals and probably on VMs and Emscripten, see #6491, #6189, #6114, #3644)
double current_time = glfwGetTime();
if (current_time <= bd->Time)
current_time = bd->Time + 0.00001;
current_time = bd->Time + 0.00001f;
io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f);
bd->Time = current_time;
+54 -86
View File
@@ -16,11 +16,6 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2026-04-28: Added support for standard draw callbacks (in platform_io): DrawCallback_SetSamplerLinear and DrawCallback_SetSamplerNearest. (#9378, #9381)
// 2026-04-23: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState (others are not yet supported). (#9378)
// 2026-04-14: Metal: use a dedicated bufferCacheLock to avoid crashing when bufferCache is replaced by a new object while being used for @synchronize(). (#9367)
// 2026-04-03: Metal: avoid redundant vertex buffer bind in SetupRenderState. (#9343)
// 2026-03-19: Fixed issue in ImGui_ImplMetal_RenderDrawData() if ImTextureID_Invalid is defined to be != 0, which became the default since 2026-03-12. (#9295, #9310)
// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
// 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplMetal_CreateFontsTexture() and ImGui_ImplMetal_DestroyFontsTexture().
// 2025-02-03: Metal: Crash fix. (#8367)
@@ -78,12 +73,9 @@
@interface MetalContext : NSObject
@property (nonatomic, strong) id<MTLDevice> device;
@property (nonatomic, strong) id<MTLDepthStencilState> depthStencilState;
@property (nonatomic, strong) id<MTLSamplerState> samplerStateLinear;
@property (nonatomic, strong) id<MTLSamplerState> samplerStateNearest;
@property (nonatomic, strong) FramebufferDescriptor* framebufferDescriptor; // framebuffer descriptor for current frame; transient
@property (nonatomic, strong) NSMutableDictionary* renderPipelineStateCache; // pipeline cache; keyed on framebuffer descriptors
@property (nonatomic, strong) NSMutableArray<MetalBuffer*>* bufferCache;
@property (nonatomic, strong) NSObject* bufferCacheLock;
@property (nonatomic, assign) double lastBufferCachePurge;
- (MetalBuffer*)dequeueReusableBufferOfLength:(NSUInteger)length device:(id<MTLDevice>)device;
- (id<MTLRenderPipelineState>)renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor*)descriptor device:(id<MTLDevice>)device;
@@ -92,7 +84,6 @@
struct ImGui_ImplMetal_Data
{
MetalContext* SharedMetalContext;
id<MTLRenderCommandEncoder> RenderCommandEncoder;
ImGui_ImplMetal_Data() { memset((void*)this, 0, sizeof(*this)); }
};
@@ -135,6 +126,41 @@ bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device)
#pragma mark - Dear ImGui Metal Backend API
bool ImGui_ImplMetal_Init(id<MTLDevice> device)
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
ImGui_ImplMetal_Data* bd = IM_NEW(ImGui_ImplMetal_Data)();
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_metal";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
bd->SharedMetalContext = [[MetalContext alloc] init];
bd->SharedMetalContext.device = device;
return true;
}
void ImGui_ImplMetal_Shutdown()
{
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
IM_UNUSED(bd);
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
ImGui_ImplMetal_DestroyDeviceObjects();
ImGui_ImplMetal_DestroyBackendData();
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
platform_io.ClearRendererHandlers();
}
void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor)
{
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
@@ -187,16 +213,11 @@ static void ImGui_ImplMetal_SetupRenderState(ImDrawData* draw_data, id<MTLComman
[commandEncoder setVertexBytes:&ortho_projection length:sizeof(ortho_projection) atIndex:1];
[commandEncoder setRenderPipelineState:renderPipelineState];
[commandEncoder setFragmentSamplerState:bd->SharedMetalContext.samplerStateLinear atIndex:0];
[commandEncoder setVertexBuffer:vertexBuffer.buffer offset:vertexBufferOffset atIndex:0];
[commandEncoder setVertexBuffer:vertexBuffer.buffer offset:0 atIndex:0];
[commandEncoder setVertexBufferOffset:vertexBufferOffset atIndex:0];
}
// Draw callbacks
static void ImGui_ImplMetal_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way.
static void ImGui_ImplMetal_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); [bd->RenderCommandEncoder setFragmentSamplerState:bd->SharedMetalContext.samplerStateLinear atIndex:0]; }
static void ImGui_ImplMetal_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); [bd->RenderCommandEncoder setFragmentSamplerState:bd->SharedMetalContext.samplerStateNearest atIndex:0]; }
// Metal Render function.
void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, id<MTLCommandBuffer> commandBuffer, id<MTLRenderCommandEncoder> commandEncoder)
{
@@ -233,7 +254,6 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, id<MTLCommandBuffer>
MetalBuffer* vertexBuffer = [ctx dequeueReusableBufferOfLength:vertexBufferLength device:commandBuffer.device];
MetalBuffer* indexBuffer = [ctx dequeueReusableBufferOfLength:indexBufferLength device:commandBuffer.device];
bd->RenderCommandEncoder = commandEncoder;
ImGui_ImplMetal_SetupRenderState(draw_data, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, 0);
// Will project scissor/clipping rectangles into framebuffer space
@@ -254,7 +274,8 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, id<MTLCommandBuffer>
if (pcmd->UserCallback)
{
// User callback, registered via ImDrawList::AddCallback()
if (pcmd->UserCallback == ImGui_ImplMetal_DrawCallback_ResetRenderState)
// (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(draw_data, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, vertexBufferOffset);
else
pcmd->UserCallback(draw_list, pcmd);
@@ -268,8 +289,8 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, id<MTLCommandBuffer>
// 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 > (float)fb_width) { clip_max.x = (float)fb_width; }
if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; }
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
@@ -286,8 +307,7 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, id<MTLCommandBuffer>
[commandEncoder setScissorRect:scissorRect];
// Bind texture, Draw
ImTextureID tex_id = pcmd->GetTexID();
if (tex_id != ImTextureID_Invalid)
if (ImTextureID tex_id = pcmd->GetTexID())
[commandEncoder setFragmentTexture:(__bridge id<MTLTexture>)(void*)(intptr_t)(tex_id) atIndex:0];
[commandEncoder setVertexBufferOffset:(vertexBufferOffset + pcmd->VtxOffset * sizeof(ImDrawVert)) atIndex:0];
@@ -306,13 +326,14 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, id<MTLCommandBuffer>
MetalContext* sharedMetalContext = bd->SharedMetalContext;
[commandBuffer addCompletedHandler:^(id<MTLCommandBuffer>)
{
@synchronized(sharedMetalContext.bufferCacheLock)
{
[sharedMetalContext.bufferCache addObject:vertexBuffer];
[sharedMetalContext.bufferCache addObject:indexBuffer];
}
dispatch_async(dispatch_get_main_queue(), ^{
@synchronized(sharedMetalContext.bufferCache)
{
[sharedMetalContext.bufferCache addObject:vertexBuffer];
[sharedMetalContext.bufferCache addObject:indexBuffer];
}
});
}];
bd->RenderCommandEncoder = nil;
}
static void ImGui_ImplMetal_DestroyTexture(ImTextureData* tex)
@@ -389,17 +410,7 @@ bool ImGui_ImplMetal_CreateDeviceObjects(id<MTLDevice> device)
depthStencilDescriptor.depthWriteEnabled = NO;
depthStencilDescriptor.depthCompareFunction = MTLCompareFunctionAlways;
bd->SharedMetalContext.depthStencilState = [device newDepthStencilStateWithDescriptor:depthStencilDescriptor];
MTLSamplerDescriptor* samplerDescriptor = [[MTLSamplerDescriptor alloc] init];
samplerDescriptor.minFilter = MTLSamplerMinMagFilterLinear;
samplerDescriptor.magFilter = MTLSamplerMinMagFilterLinear;
samplerDescriptor.mipFilter = MTLSamplerMipFilterLinear;
bd->SharedMetalContext.samplerStateLinear = [device newSamplerStateWithDescriptor:samplerDescriptor];
samplerDescriptor.minFilter = MTLSamplerMinMagFilterNearest;
samplerDescriptor.magFilter = MTLSamplerMinMagFilterNearest;
samplerDescriptor.mipFilter = MTLSamplerMipFilterNearest;
bd->SharedMetalContext.samplerStateNearest = [device newSamplerStateWithDescriptor:samplerDescriptor];
#ifdef IMGUI_IMPL_METAL_CPP
[samplerDescriptor release];
[depthStencilDescriptor release];
#endif
@@ -416,48 +427,6 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
ImGui_ImplMetal_DestroyTexture(tex);
[bd->SharedMetalContext.renderPipelineStateCache removeAllObjects];
bd->SharedMetalContext.samplerStateLinear = nil;
bd->SharedMetalContext.samplerStateNearest = nil;
}
bool ImGui_ImplMetal_Init(id<MTLDevice> device)
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
ImGui_ImplMetal_Data* bd = IM_NEW(ImGui_ImplMetal_Data)();
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_metal";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.DrawCallback_ResetRenderState = ImGui_ImplMetal_DrawCallback_ResetRenderState;
platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplMetal_DrawCallback_SetSamplerLinear;
platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplMetal_DrawCallback_SetSamplerNearest;
bd->SharedMetalContext = [[MetalContext alloc] init];
bd->SharedMetalContext.device = device;
return true;
}
void ImGui_ImplMetal_Shutdown()
{
ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();
IM_UNUSED(bd);
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
ImGui_ImplMetal_DestroyDeviceObjects();
ImGui_ImplMetal_DestroyBackendData();
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
platform_io.ClearRendererHandlers();
}
#pragma mark - MetalBuffer implementation
@@ -543,7 +512,6 @@ void ImGui_ImplMetal_Shutdown()
{
self.renderPipelineStateCache = [NSMutableDictionary dictionary];
self.bufferCache = [NSMutableArray array];
self.bufferCacheLock = [[NSObject alloc] init];
_lastBufferCachePurge = GetMachAbsoluteTimeInSeconds();
}
return self;
@@ -551,9 +519,9 @@ void ImGui_ImplMetal_Shutdown()
- (MetalBuffer*)dequeueReusableBufferOfLength:(NSUInteger)length device:(id<MTLDevice>)device
{
double now = GetMachAbsoluteTimeInSeconds();
uint64_t now = GetMachAbsoluteTimeInSeconds();
@synchronized(self.bufferCacheLock)
@synchronized(self.bufferCache)
{
// Purge old buffers that haven't been useful for a while
if (now - self.lastBufferCachePurge > 1.0)
@@ -620,9 +588,9 @@ void ImGui_ImplMetal_Shutdown()
"}\n"
"\n"
"fragment half4 fragment_main(VertexOut in [[stage_in]],\n"
" texture2d<half, access::sample> texture [[texture(0)]],\n"
" sampler textureSampler [[sampler(0)]]) {\n"
" half4 texColor = texture.sample(textureSampler, in.texCoords);\n"
" texture2d<half, access::sample> texture [[texture(0)]]) {\n"
" constexpr sampler linearSampler(coord::normalized, min_filter::linear, mag_filter::linear, mip_filter::linear);\n"
" half4 texColor = texture.sample(linearSampler, in.texCoords);\n"
" return half4(in.color) * texColor;\n"
"}\n";
+34 -62
View File
@@ -6,7 +6,6 @@
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// Missing features or Issues:
// [ ] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [ ] Renderer: Use of DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest is emulated by poking to glTexParameter(), as legacy OpenGL doesn't have glBindSampler().
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@@ -26,8 +25,6 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2026-04-23: OpenGL: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. (#9378)
// 2026-03-12: OpenGL: Fixed invalid assert in ImGui_ImplOpenGL3_UpdateTexture() if ImTextureID_Invalid is defined to be != 0, which became the default since 2026-03-12. (#9295)
// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
// 2025-07-15: OpenGL: Set GL_UNPACK_ALIGNMENT to 1 before updating textures. (#8802)
// 2025-06-11: OpenGL: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplOpenGL2_CreateFontsTexture() and ImGui_ImplOpenGL2_DestroyFontsTexture().
@@ -88,9 +85,6 @@
// OpenGL data
struct ImGui_ImplOpenGL2_Data
{
bool UseTexParameterToSetSampler;
GLuint NextSampler;
ImGui_ImplOpenGL2_Data() { memset((void*)this, 0, sizeof(*this)); }
};
@@ -102,6 +96,37 @@ static ImGui_ImplOpenGL2_Data* ImGui_ImplOpenGL2_GetBackendData()
}
// Functions
bool ImGui_ImplOpenGL2_Init()
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
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";
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
return true;
}
void ImGui_ImplOpenGL2_Shutdown()
{
ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
ImGui_ImplOpenGL2_DestroyDeviceObjects();
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasTextures);
platform_io.ClearRendererHandlers();
IM_DELETE(bd);
}
void ImGui_ImplOpenGL2_NewFrame()
{
ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
@@ -112,7 +137,6 @@ void ImGui_ImplOpenGL2_NewFrame()
static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height)
{
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
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
@@ -130,7 +154,6 @@ static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_wid
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glShadeModel(GL_SMOOTH);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
bd->NextSampler = GL_LINEAR;
// 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 other state, e.g. for current shader using the commented lines below.
@@ -155,18 +178,12 @@ static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_wid
glLoadIdentity();
}
// Draw callbacks
static void ImGui_ImplOpenGL2_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way.
static void ImGui_ImplOpenGL2_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); bd->UseTexParameterToSetSampler = true; bd->NextSampler = GL_LINEAR; }
static void ImGui_ImplOpenGL2_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); bd->UseTexParameterToSetSampler = true; bd->NextSampler = GL_NEAREST; }
// OpenGL2 Render function.
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly.
// This is in order to be able to run within an OpenGL engine that doesn't do so.
void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
{
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
if (fb_width == 0 || fb_height == 0)
@@ -210,7 +227,8 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
if (pcmd->UserCallback)
{
// User callback, registered via ImDrawList::AddCallback()
if (pcmd->UserCallback == ImGui_ImplOpenGL2_DrawCallback_ResetRenderState)
// (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_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height);
else
pcmd->UserCallback(draw_list, pcmd);
@@ -227,17 +245,7 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
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
GLuint pcmd_texture = (GLuint)(intptr_t)pcmd->GetTexID();
glBindTexture(GL_TEXTURE_2D, pcmd_texture);
// Emulate sampler change (even though it is technically part of texture data)
// As a sort of hack/workaround, we only start writing using glTextParameter() if sampler is ever changed explicitly.
if (bd->UseTexParameterToSetSampler)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, bd->NextSampler);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, bd->NextSampler);
}
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);
}
}
@@ -335,42 +343,6 @@ void ImGui_ImplOpenGL2_DestroyDeviceObjects()
}
}
bool ImGui_ImplOpenGL2_Init()
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
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";
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.DrawCallback_ResetRenderState = ImGui_ImplOpenGL2_DrawCallback_ResetRenderState;
platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplOpenGL2_DrawCallback_SetSamplerLinear;
platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplOpenGL2_DrawCallback_SetSamplerNearest;
return true;
}
void ImGui_ImplOpenGL2_Shutdown()
{
ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
ImGui_ImplOpenGL2_DestroyDeviceObjects();
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasTextures);
platform_io.ClearRendererHandlers();
IM_DELETE(bd);
}
//-----------------------------------------------------------------------------
#if defined(__clang__)
-1
View File
@@ -6,7 +6,6 @@
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// Missing features or Issues:
// [ ] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [ ] Renderer: Use of DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest is emulated by poking to glTexParameter(), as legacy OpenGL doesn't have glBindSampler().
// 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.
+136 -182
View File
@@ -23,8 +23,6 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2026-04-23: OpenGL: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. (#9378)
// 2026-03-12: OpenGL: Fixed invalid assert in ImGui_ImplOpenGL3_UpdateTexture() if ImTextureID_Invalid is defined to be != 0, which became the default since 2026-03-12. (#9295)
// 2025-12-11: OpenGL: Fixed embedded loader multiple init/shutdown cycles broken on some platforms. (#8792, #9112)
// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
// 2025-07-22: OpenGL: Add and call embedded loader shutdown during ImGui_ImplOpenGL3_Shutdown() to facilitate multiple init/shutdown cycles in same process. (#8792)
@@ -253,12 +251,6 @@ struct ImGui_ImplOpenGL3_Data
bool HasBindSampler;
bool HasClipOrigin;
bool UseBufferSubData;
bool UseTexParameterToSetSampler;
GLuint NextSampler; // Used if !HasBindSampler && UseTexParameterToSetSampler.
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
GLuint TexSamplers[2]; // Used if HasBindSimpler. (0=linear, 1=nearest)
#endif
ImVector<char> TempBuffer;
ImGui_ImplOpenGL3_Data() { memset((void*)this, 0, sizeof(*this)); }
@@ -319,6 +311,139 @@ static void ImGui_ImplOpenGL3_ShutdownLoader()
}
// Functions
bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
// Initialize loader
if (!ImGui_ImplOpenGL3_InitLoader())
return false;
// Setup backend capabilities flags
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)
const char* gl_version_str = (const char*)glGetString(GL_VERSION);
#if defined(IMGUI_IMPL_OPENGL_ES2)
// GLES 2
bd->GlVersion = 200;
bd->GlProfileIsES2 = true;
IM_UNUSED(gl_version_str);
#else
// Desktop or GLES 3
GLint major = 0;
GLint minor = 0;
glGetIntegerv(GL_MAJOR_VERSION, &major);
glGetIntegerv(GL_MINOR_VERSION, &minor);
if (major == 0 && minor == 0)
sscanf(gl_version_str, "%d.%d", &major, &minor); // Query GL_VERSION in desktop GL 2.x, the string will start with "<major>.<minor>"
bd->GlVersion = (GLuint)(major * 100 + minor * 10);
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &bd->MaxTextureSize);
#if defined(IMGUI_IMPL_OPENGL_ES3)
bd->GlProfileIsES3 = true;
#else
if (strncmp(gl_version_str, "OpenGL ES 3", 11) == 0)
bd->GlProfileIsES3 = true;
#endif
#if defined(GL_CONTEXT_PROFILE_MASK)
if (!bd->GlProfileIsES3 && bd->GlVersion >= 320)
glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &bd->GlProfileMask);
bd->GlProfileIsCompat = (bd->GlProfileMask & GL_CONTEXT_COMPATIBILITY_PROFILE_BIT) != 0;
#endif
bd->UseBufferSubData = false;
/*
// Query vendor to enable glBufferSubData kludge
#ifdef _WIN32
if (const char* vendor = (const char*)glGetString(GL_VENDOR))
if (strncmp(vendor, "Intel", 5) == 0)
bd->UseBufferSubData = true;
#endif
*/
#endif
#ifdef IMGUI_IMPL_OPENGL_DEBUG
printf("GlVersion = %d, \"%s\"\nGlProfileIsCompat = %d\nGlProfileMask = 0x%X\nGlProfileIsES2/IsEs3 = %d/%d\nGL_VENDOR = '%s'\nGL_RENDERER = '%s'\n", bd->GlVersion, gl_version_str, bd->GlProfileIsCompat, bd->GlProfileMask, bd->GlProfileIsES2, bd->GlProfileIsES3, (const char*)glGetString(GL_VENDOR), (const char*)glGetString(GL_RENDERER)); // [DEBUG]
#endif
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
if (bd->GlVersion >= 320)
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
#endif
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = (int)bd->MaxTextureSize;
// Store GLSL version string so we can refer to it later in case we recreate shaders.
// Note: GLSL version is NOT the same as GL version. Leave this to nullptr if unsure.
if (glsl_version == nullptr)
{
#if defined(IMGUI_IMPL_OPENGL_ES2)
glsl_version = "#version 100";
#elif defined(IMGUI_IMPL_OPENGL_ES3)
glsl_version = "#version 300 es";
#elif defined(__APPLE__)
glsl_version = "#version 150";
#else
glsl_version = "#version 130";
#endif
}
IM_ASSERT((int)strlen(glsl_version) + 2 < IM_COUNTOF(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 the OpenGL function loader didn't do its job. Let us know!
GLint current_texture;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &current_texture);
// Detect extensions we support
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE
bd->HasPolygonMode = (!bd->GlProfileIsES2 && !bd->GlProfileIsES3);
#endif
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
bd->HasBindSampler = (bd->GlVersion >= 330 || bd->GlProfileIsES3);
#endif
bd->HasClipOrigin = (bd->GlVersion >= 450);
#ifdef IMGUI_IMPL_OPENGL_HAS_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_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
ImGui_ImplOpenGL3_DestroyDeviceObjects();
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
platform_io.ClearRendererHandlers();
IM_DELETE(bd);
ImGui_ImplOpenGL3_ShutdownLoader();
}
void ImGui_ImplOpenGL3_NewFrame()
{
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
@@ -385,7 +510,7 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
if (bd->HasBindSampler)
glBindSampler(0, bd->TexSamplers[0]); // We use combined texture/sampler state. Applications using GL 3.3 and GL ES 3.0 may set that otherwise.
glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 and GL ES 3.0 may set that otherwise.
#endif
(void)vertex_array_object;
@@ -404,16 +529,6 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)offsetof(ImDrawVert, col)));
}
// Draw callbacks
static void ImGui_ImplOpenGL3_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way.
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
static void ImGui_ImplOpenGL3_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); if (bd->HasBindSampler) { glBindSampler(0, bd->TexSamplers[0]); } else { bd->UseTexParameterToSetSampler = true; bd->NextSampler = GL_LINEAR; } }
static void ImGui_ImplOpenGL3_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); if (bd->HasBindSampler) { glBindSampler(0, bd->TexSamplers[1]); } else { bd->UseTexParameterToSetSampler = true; bd->NextSampler = GL_NEAREST; } }
#else
static void ImGui_ImplOpenGL3_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); bd->UseTexParameterToSetSampler = true; bd->NextSampler = GL_LINEAR; }
static void ImGui_ImplOpenGL3_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); bd->UseTexParameterToSetSampler = true; bd->NextSampler = GL_NEAREST; }
#endif
// OpenGL3 Render function.
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly.
// This is in order to be able to run within an OpenGL engine that doesn't do so.
@@ -528,7 +643,8 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
if (pcmd->UserCallback != nullptr)
{
// User callback, registered via ImDrawList::AddCallback()
if (pcmd->UserCallback == ImGui_ImplOpenGL3_DrawCallback_ResetRenderState)
// (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_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object);
else
pcmd->UserCallback(draw_list, pcmd);
@@ -546,15 +662,6 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
// Bind texture, Draw
GL_CALL(glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID()));
// Emulate sampler change (even though it is technically part of texture data)
// As a sort of hack/workaround, we only start writing using glTextParameter() if sampler is ever changed explicitly.
if (!bd->HasBindSampler && bd->UseTexParameterToSetSampler)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, bd->NextSampler);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, bd->NextSampler);
}
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
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));
@@ -920,20 +1027,6 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
glGenBuffers(1, &bd->VboHandle);
glGenBuffers(1, &bd->ElementsHandle);
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
if (bd->HasBindSampler)
{
glGenSamplers(2, &bd->TexSamplers[0]);
for (int sampler_n = 0; sampler_n < 2; sampler_n++)
{
GL_CALL(glSamplerParameteri(bd->TexSamplers[sampler_n], GL_TEXTURE_MIN_FILTER, (sampler_n == 0) ? GL_LINEAR : GL_NEAREST));
GL_CALL(glSamplerParameteri(bd->TexSamplers[sampler_n], GL_TEXTURE_MAG_FILTER, (sampler_n == 0) ? GL_LINEAR : GL_NEAREST));
GL_CALL(glSamplerParameteri(bd->TexSamplers[sampler_n], GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
GL_CALL(glSamplerParameteri(bd->TexSamplers[sampler_n], GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));
}
}
#endif
// Restore modified GL state
glBindTexture(GL_TEXTURE_2D, last_texture);
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
@@ -951,9 +1044,6 @@ void ImGui_ImplOpenGL3_DestroyDeviceObjects()
{
ImGui_ImplOpenGL3_InitLoader();
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
if (bd->TexSamplers[0]) { glDeleteSamplers(2, &bd->TexSamplers[0]); bd->TexSamplers[0] = bd->TexSamplers[1] = 0; }
#endif
if (bd->VboHandle) { glDeleteBuffers(1, &bd->VboHandle); bd->VboHandle = 0; }
if (bd->ElementsHandle) { glDeleteBuffers(1, &bd->ElementsHandle); bd->ElementsHandle = 0; }
if (bd->ShaderHandle) { glDeleteProgram(bd->ShaderHandle); bd->ShaderHandle = 0; }
@@ -964,142 +1054,6 @@ void ImGui_ImplOpenGL3_DestroyDeviceObjects()
ImGui_ImplOpenGL3_DestroyTexture(tex);
}
bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
// Initialize loader
if (!ImGui_ImplOpenGL3_InitLoader())
return false;
// Setup backend capabilities flags
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)
const char* gl_version_str = (const char*)glGetString(GL_VERSION);
#if defined(IMGUI_IMPL_OPENGL_ES2)
// GLES 2
bd->GlVersion = 200;
bd->GlProfileIsES2 = true;
IM_UNUSED(gl_version_str);
#else
// Desktop or GLES 3
GLint major = 0;
GLint minor = 0;
glGetIntegerv(GL_MAJOR_VERSION, &major);
glGetIntegerv(GL_MINOR_VERSION, &minor);
if (major == 0 && minor == 0)
sscanf(gl_version_str, "%d.%d", &major, &minor); // Query GL_VERSION in desktop GL 2.x, the string will start with "<major>.<minor>"
bd->GlVersion = (GLuint)(major * 100 + minor * 10);
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &bd->MaxTextureSize);
#if defined(IMGUI_IMPL_OPENGL_ES3)
bd->GlProfileIsES3 = true;
#else
if (strncmp(gl_version_str, "OpenGL ES 3", 11) == 0)
bd->GlProfileIsES3 = true;
#endif
#if defined(GL_CONTEXT_PROFILE_MASK)
if (!bd->GlProfileIsES3 && bd->GlVersion >= 320)
glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &bd->GlProfileMask);
bd->GlProfileIsCompat = (bd->GlProfileMask & GL_CONTEXT_COMPATIBILITY_PROFILE_BIT) != 0;
#endif
bd->UseBufferSubData = false;
/*
// Query vendor to enable glBufferSubData kludge
#ifdef _WIN32
if (const char* vendor = (const char*)glGetString(GL_VENDOR))
if (strncmp(vendor, "Intel", 5) == 0)
bd->UseBufferSubData = true;
#endif
*/
#endif
#ifdef IMGUI_IMPL_OPENGL_DEBUG
printf("GlVersion = %d, \"%s\"\nGlProfileIsCompat = %d\nGlProfileMask = 0x%X\nGlProfileIsES2/IsEs3 = %d/%d\nGL_VENDOR = '%s'\nGL_RENDERER = '%s'\n", bd->GlVersion, gl_version_str, bd->GlProfileIsCompat, bd->GlProfileMask, bd->GlProfileIsES2, bd->GlProfileIsES3, (const char*)glGetString(GL_VENDOR), (const char*)glGetString(GL_RENDERER)); // [DEBUG]
#endif
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
if (bd->GlVersion >= 320)
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
#endif
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = (int)bd->MaxTextureSize;
platform_io.DrawCallback_ResetRenderState = ImGui_ImplOpenGL3_DrawCallback_ResetRenderState;
platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplOpenGL3_DrawCallback_SetSamplerLinear;
platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplOpenGL3_DrawCallback_SetSamplerNearest;
// Store GLSL version string so we can refer to it later in case we recreate shaders.
// Note: GLSL version is NOT the same as GL version. Leave this to nullptr if unsure.
if (glsl_version == nullptr)
{
#if defined(IMGUI_IMPL_OPENGL_ES2)
glsl_version = "#version 100";
#elif defined(IMGUI_IMPL_OPENGL_ES3)
glsl_version = "#version 300 es";
#elif defined(__APPLE__)
glsl_version = "#version 150";
#else
glsl_version = "#version 130";
#endif
}
IM_ASSERT((int)strlen(glsl_version) + 2 < IM_COUNTOF(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 the OpenGL function loader didn't do its job. Let us know!
GLint current_texture;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &current_texture);
// Detect extensions we support
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE
bd->HasPolygonMode = (!bd->GlProfileIsES2 && !bd->GlProfileIsES3);
#endif
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
bd->HasBindSampler = (bd->GlVersion >= 330 || bd->GlProfileIsES3);
#endif
bd->HasClipOrigin = (bd->GlVersion >= 450);
#ifdef IMGUI_IMPL_OPENGL_HAS_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_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
ImGui_ImplOpenGL3_DestroyDeviceObjects();
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
platform_io.ClearRendererHandlers();
IM_DELETE(bd);
ImGui_ImplOpenGL3_ShutdownLoader();
}
//-----------------------------------------------------------------------------
#if defined(__GNUC__)
+2 -8
View File
@@ -21,7 +21,6 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2026-04-16: Made ImGui_ImplSDL2_GetContentScaleForWindow(), ImGui_ImplSDL2_GetContentScaleForDisplay() helpers return a minimum of 1.0f, as some Linux setup seems to report <1.0f value and this breaks scaling border size. (#9369)
// 2026-02-13: Inputs: systems other than X11 are back to starting mouse capture on mouse down (reverts 2025-02-26 change). Only X11 requires waiting for a drag by default (not ideal, but a better default for X11 users). Added ImGui_ImplSDL2_SetMouseCaptureMode() for X11 debugger users. (#3650, #6410, #9235)
// 2026-01-15: Changed GetClipboardText() handler to return nullptr on error aka clipboard contents is not text. Consistent with other backends. (#9168)
// 2025-09-24: Skip using the SDL_GetGlobalMouseState() state when one of our window is hovered, as the SDL_MOUSEMOTION data is reliable. Fix macOS notch mouse coordinates issue in fullscreen mode + better perf on X11. (#7919, #7786)
@@ -749,7 +748,6 @@ float ImGui_ImplSDL2_GetContentScaleForWindow(SDL_Window* window)
return ImGui_ImplSDL2_GetContentScaleForDisplay(SDL_GetWindowDisplayIndex(window));
}
// SDL_GetDisplayDPI() seems rather unreliable on Linux.
float ImGui_ImplSDL2_GetContentScaleForDisplay(int display_index)
{
const char* sdl_driver = SDL_GetCurrentVideoDriver();
@@ -759,11 +757,7 @@ float ImGui_ImplSDL2_GetContentScaleForDisplay(int display_index)
#if !defined(__APPLE__) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__)
float dpi = 0.0f;
if (SDL_GetDisplayDPI(display_index, &dpi, nullptr, nullptr) == 0)
{
if (dpi < 96.0f)
dpi = 96.0f;
return dpi / 96.0f;
}
#endif
#endif
IM_UNUSED(display_index);
@@ -890,7 +884,7 @@ static void ImGui_ImplSDL2_GetWindowSizeAndFramebufferScale(SDL_Window* window,
if (out_size != nullptr)
*out_size = ImVec2((float)w, (float)h);
if (out_framebuffer_scale != nullptr)
*out_framebuffer_scale = (w > 0 && h > 0) ? ImVec2((float)display_w / (float)w, (float)display_h / (float)h) : ImVec2(1.0f, 1.0f);
*out_framebuffer_scale = (w > 0 && h > 0) ? ImVec2((float)display_w / w, (float)display_h / h) : ImVec2(1.0f, 1.0f);
}
void ImGui_ImplSDL2_NewFrame()
@@ -908,7 +902,7 @@ void ImGui_ImplSDL2_NewFrame()
Uint64 current_time = SDL_GetPerformanceCounter();
if (current_time <= bd->Time)
current_time = bd->Time + 1;
io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / (double)frequency) : (float)(1.0f / 60.0f);
io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f);
bd->Time = current_time;
if (bd->MouseLastLeaveFrame && bd->MouseLastLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0)
+3 -3
View File
@@ -686,8 +686,8 @@ static void ImGui_ImplSDL3_UpdateMouseData()
int window_x, window_y;
SDL_GetGlobalMouseState(&mouse_x, &mouse_y);
SDL_GetWindowPosition(focused_window, &window_x, &window_y);
mouse_x -= (float)window_x;
mouse_y -= (float)window_y;
mouse_x -= window_x;
mouse_y -= window_y;
io.AddMousePosEvent(mouse_x, mouse_y);
}
}
@@ -860,7 +860,7 @@ void ImGui_ImplSDL3_NewFrame()
Uint64 current_time = SDL_GetPerformanceCounter();
if (current_time <= bd->Time)
current_time = bd->Time + 1;
io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / (double)frequency) : (float)(1.0f / 60.0f);
io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f);
bd->Time = current_time;
if (bd->MousePendingLeaveFrame && bd->MousePendingLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0)
+16 -32
View File
@@ -22,8 +22,6 @@
// Calling the function is MANDATORY, otherwise the ImGui will not upload neither the vertex nor the index buffer for the GPU. See imgui_impl_sdlgpu3.cpp for more info.
// CHANGELOG
// 2026-04-23: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. Obsoleting samplers from ImGui_ImplSDLGPU3_RenderState. (#9378)
// 2026-03-19: Fixed issue in ImGui_ImplSDLGPU3_DestroyTexture() if ImTextureID_Invalid is defined to be != 0, which became the default since 2026-03-12. (#9295, #9310)
// 2026-02-25: Removed unnecessary call to SDL_WaitForGPUIdle when releasing vertex/index buffers. (#9262)
// 2025-11-26: macOS version can use MSL shaders in order to support macOS 10.14+ (vs Metallib shaders requiring macOS 14+). Requires calling SDL_CreateGPUDevice() with SDL_GPU_SHADERFORMAT_MSL.
// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
@@ -60,10 +58,6 @@ struct ImGui_ImplSDLGPU3_Data
{
ImGui_ImplSDLGPU3_InitInfo InitInfo;
// Render state
ImGui_ImplSDLGPU3_RenderState* RenderState = nullptr; // == ImGui::GetPlatformIO().Renderer_RenderState during rendering.
SDL_GPUSampler* CurrentSampler = nullptr;
// Graphics pipeline & shaders
SDL_GPUShader* VertexShader = nullptr;
SDL_GPUShader* FragmentShader = nullptr;
@@ -92,10 +86,10 @@ static ImGui_ImplSDLGPU3_Data* ImGui_ImplSDLGPU3_GetBackendData()
return ImGui::GetCurrentContext() ? (ImGui_ImplSDLGPU3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
}
static void ImGui_ImplSDLGPU3_SetupRenderState(ImDrawData* draw_data, SDL_GPUGraphicsPipeline* pipeline, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass* render_pass, ImGui_ImplSDLGPU3_FrameData* fd, uint32_t fb_width, uint32_t fb_height)
static void ImGui_ImplSDLGPU3_SetupRenderState(ImDrawData* draw_data, ImGui_ImplSDLGPU3_RenderState* render_state, SDL_GPUGraphicsPipeline* pipeline, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass* render_pass, ImGui_ImplSDLGPU3_FrameData* fd, uint32_t fb_width, uint32_t fb_height)
{
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
bd->CurrentSampler = bd->TexSamplerLinear;
render_state->SamplerCurrent = bd->TexSamplerLinear;
// Bind graphics pipeline
SDL_BindGPUGraphicsPipeline(render_pass, pipeline);
@@ -179,8 +173,8 @@ void ImGui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuff
ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
ImGui_ImplSDLGPU3_FrameData* fd = &bd->MainWindowFrameData;
uint32_t vertex_size = (uint32_t)draw_data->TotalVtxCount * sizeof(ImDrawVert);
uint32_t index_size = (uint32_t)draw_data->TotalIdxCount * sizeof(ImDrawIdx);
uint32_t vertex_size = draw_data->TotalVtxCount * sizeof(ImDrawVert);
uint32_t index_size = draw_data->TotalIdxCount * sizeof(ImDrawIdx);
if (fd->VertexBuffer == nullptr || fd->VertexBufferSize < vertex_size)
CreateOrResizeBuffers(&fd->VertexBuffer, &fd->VertexTransferBuffer, &fd->VertexBufferSize, vertex_size, SDL_GPU_BUFFERUSAGE_VERTEX);
if (fd->IndexBuffer == nullptr || fd->IndexBufferSize < index_size)
@@ -221,11 +215,6 @@ void ImGui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuff
SDL_EndGPUCopyPass(copy_pass);
}
// Draw callbacks
static void ImGui_ImplSDLGPU3_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way.
static void ImGui_ImplSDLGPU3_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); bd->CurrentSampler = bd->TexSamplerLinear; }
static void ImGui_ImplSDLGPU3_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); bd->CurrentSampler = bd->TexSamplerNearest; }
void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass* render_pass, SDL_GPUGraphicsPipeline* pipeline)
{
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
@@ -248,9 +237,11 @@ void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffe
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
ImGui_ImplSDLGPU3_RenderState render_state;
render_state.Device = bd->InitInfo.Device;
platform_io.Renderer_RenderState = bd->RenderState = &render_state;
render_state.SamplerLinear = render_state.SamplerCurrent = bd->TexSamplerLinear;
render_state.SamplerNearest = bd->TexSamplerNearest;
platform_io.Renderer_RenderState = &render_state;
ImGui_ImplSDLGPU3_SetupRenderState(draw_data, pipeline, command_buffer, render_pass, fd, fb_width, fb_height);
ImGui_ImplSDLGPU3_SetupRenderState(draw_data, &render_state, pipeline, command_buffer, render_pass, fd, fb_width, fb_height);
// Render command lists
// (Because we merged all buffers into a single one, we maintain our own offset into them)
@@ -264,8 +255,9 @@ void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffe
if (pcmd->UserCallback != nullptr)
{
// User callback, registered via ImDrawList::AddCallback()
if (pcmd->UserCallback == ImGui_ImplSDLGPU3_DrawCallback_ResetRenderState)
ImGui_ImplSDLGPU3_SetupRenderState(draw_data, pipeline, command_buffer, render_pass, fd, fb_width, fb_height);
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
ImGui_ImplSDLGPU3_SetupRenderState(draw_data, &render_state, pipeline, command_buffer, render_pass, fd, fb_width, fb_height);
else
pcmd->UserCallback(draw_list, pcmd);
}
@@ -278,8 +270,8 @@ void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffe
// Clamp to viewport as SDL_SetGPUScissor() won't accept values that are off bounds
if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
if (clip_max.x > (float)fb_width) { clip_max.x = (float)fb_width; }
if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; }
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;
@@ -294,7 +286,7 @@ void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffe
// Bind DescriptorSet with font or user texture
SDL_GPUTextureSamplerBinding texture_sampler_binding;
texture_sampler_binding.texture = (SDL_GPUTexture*)(intptr_t)pcmd->GetTexID();
texture_sampler_binding.sampler = bd->CurrentSampler;
texture_sampler_binding.sampler = render_state.SamplerCurrent;
SDL_BindGPUFragmentSamplers(render_pass, 0, &texture_sampler_binding, 1);
// Draw
@@ -313,16 +305,13 @@ void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffe
// We perform a call to SDL_SetGPUScissor() to set back a full viewport which is likely to fix things for 99% users but technically this is not perfect. (See github #4644)
SDL_Rect scissor_rect { 0, 0, fb_width, fb_height };
SDL_SetGPUScissor(render_pass, &scissor_rect);
platform_io.Renderer_RenderState = bd->RenderState = nullptr;
}
static void ImGui_ImplSDLGPU3_DestroyTexture(ImTextureData* tex)
{
ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
if (tex->GetTexID() != ImTextureID_Invalid)
if (SDL_GPUTexture* raw_tex = (SDL_GPUTexture*)(intptr_t)tex->GetTexID())
SDL_ReleaseGPUTexture(bd->InitInfo.Device, raw_tex);
if (SDL_GPUTexture* raw_tex = (SDL_GPUTexture*)(intptr_t)tex->GetTexID())
SDL_ReleaseGPUTexture(bd->InitInfo.Device, raw_tex);
// Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
tex->SetTexID(ImTextureID_Invalid);
@@ -665,11 +654,6 @@ bool ImGui_ImplSDLGPU3_Init(ImGui_ImplSDLGPU3_InitInfo* info)
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.DrawCallback_ResetRenderState = ImGui_ImplSDLGPU3_DrawCallback_ResetRenderState;
platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplSDLGPU3_DrawCallback_SetSamplerLinear;
platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplSDLGPU3_DrawCallback_SetSamplerNearest;
IM_ASSERT(info->Device != nullptr);
IM_ASSERT(info->ColorTargetFormat != SDL_GPU_TEXTUREFORMAT_INVALID);
+3
View File
@@ -57,6 +57,9 @@ IMGUI_IMPL_API void ImGui_ImplSDLGPU3_UpdateTexture(ImTextureData* tex);
struct ImGui_ImplSDLGPU3_RenderState
{
SDL_GPUDevice* Device;
SDL_GPUSampler* SamplerLinear; // Bilinear filtering sampler
SDL_GPUSampler* SamplerNearest; // Nearest/point filtering sampler
SDL_GPUSampler* SamplerCurrent; // Current sampler (may be changed by callback)
};
#endif // #ifndef IMGUI_DISABLE
+40 -51
View File
@@ -14,10 +14,8 @@
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
// Missing features or Issues:
// [ ] Renderer: Missing support for DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest callbacks: SDLRenderer2 does not support changing SDL_SCALE_MODE while rendering.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
@@ -26,9 +24,6 @@
// - Introduction, links and more at the top of imgui.cpp
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2026-04-23: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState (others cannot be supported). (#9378)
// 2026-03-12: Fixed invalid assert in ImGui_ImplSDLRenderer2_UpdateTexture() if ImTextureID_Invalid is defined to be != 0, which became the default since 2026-03-12. (#9295)
// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
// 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplSDLRenderer2_CreateFontsTexture() and ImGui_ImplSDLRenderer2_DestroyFontsTexture().
// 2025-01-18: Use endian-dependent RGBA32 texture format, to match SDL_Color.
@@ -76,6 +71,41 @@ static ImGui_ImplSDLRenderer2_Data* ImGui_ImplSDLRenderer2_GetBackendData()
}
// Functions
bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer)
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!");
// Setup backend capabilities flags
ImGui_ImplSDLRenderer2_Data* bd = IM_NEW(ImGui_ImplSDLRenderer2_Data)();
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_sdlrenderer2";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
bd->Renderer = renderer;
return true;
}
void ImGui_ImplSDLRenderer2_Shutdown()
{
ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
ImGui_ImplSDLRenderer2_DestroyDeviceObjects();
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
platform_io.ClearRendererHandlers();
IM_DELETE(bd);
}
static void ImGui_ImplSDLRenderer2_SetupRenderState(SDL_Renderer* renderer)
{
// Clear out any viewports and cliprect set by the user
@@ -91,9 +121,6 @@ void ImGui_ImplSDLRenderer2_NewFrame()
IM_UNUSED(bd);
}
// Draw callbacks
static void ImGui_ImplSDLRenderer2_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way.
void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer)
{
// If there's a scale factor set by the user, use that instead
@@ -156,7 +183,8 @@ void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
if (pcmd->UserCallback)
{
// User callback, registered via ImDrawList::AddCallback()
if (pcmd->UserCallback == ImGui_ImplSDLRenderer2_DrawCallback_ResetRenderState)
// (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_ImplSDLRenderer2_SetupRenderState(renderer);
else
pcmd->UserCallback(draw_list, pcmd);
@@ -239,9 +267,8 @@ void ImGui_ImplSDLRenderer2_UpdateTexture(ImTextureData* tex)
}
else if (tex->Status == ImTextureStatus_WantDestroy)
{
if (tex->TexID != ImTextureID_Invalid)
if (SDL_Texture* sdl_texture = (SDL_Texture*)(intptr_t)tex->TexID)
SDL_DestroyTexture(sdl_texture);
if (SDL_Texture* sdl_texture = (SDL_Texture*)(intptr_t)tex->TexID)
SDL_DestroyTexture(sdl_texture);
// Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
tex->SetTexID(ImTextureID_Invalid);
@@ -264,44 +291,6 @@ void ImGui_ImplSDLRenderer2_DestroyDeviceObjects()
}
}
bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer)
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!");
// Setup backend capabilities flags
ImGui_ImplSDLRenderer2_Data* bd = IM_NEW(ImGui_ImplSDLRenderer2_Data)();
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_sdlrenderer2";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.DrawCallback_ResetRenderState = ImGui_ImplSDLRenderer2_DrawCallback_ResetRenderState;
bd->Renderer = renderer;
return true;
}
void ImGui_ImplSDLRenderer2_Shutdown()
{
ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
ImGui_ImplSDLRenderer2_DestroyDeviceObjects();
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
platform_io.ClearRendererHandlers();
IM_DELETE(bd);
}
//-----------------------------------------------------------------------------
#if defined(__clang__)
-2
View File
@@ -14,8 +14,6 @@
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
// Missing features or Issues:
// [ ] Renderer: Missing support for DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest callbacks: SDLRenderer2 does not support changing SDL_SCALE_MODE while rendering.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+40 -57
View File
@@ -15,7 +15,7 @@
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
@@ -24,9 +24,6 @@
// - Introduction, links and more at the top of imgui.cpp
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2026-04-23: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. (#9378)
// 2026-03-12: Fixed invalid assert in ImGui_ImplSDLRenderer3_UpdateTexture() if ImTextureID_Invalid is defined to be != 0, which became the default since 2026-03-12. (#9295)
// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
// 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplSDLRenderer3_CreateFontsTexture() and ImGui_ImplSDLRenderer3_DestroyFontsTexture().
// 2025-01-18: Use endian-dependent RGBA32 texture format, to match SDL_Color.
@@ -61,9 +58,6 @@ struct ImGui_ImplSDLRenderer3_Data
SDL_Renderer* Renderer; // Main viewport's renderer
ImVector<SDL_FColor> ColorBuffer;
// Render State
SDL_ScaleMode CurrentScaleMode;
ImGui_ImplSDLRenderer3_Data() { memset((void*)this, 0, sizeof(*this)); }
};
@@ -75,6 +69,41 @@ static ImGui_ImplSDLRenderer3_Data* ImGui_ImplSDLRenderer3_GetBackendData()
}
// Functions
bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer)
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!");
// Setup backend capabilities flags
ImGui_ImplSDLRenderer3_Data* bd = IM_NEW(ImGui_ImplSDLRenderer3_Data)();
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_sdlrenderer3";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
bd->Renderer = renderer;
return true;
}
void ImGui_ImplSDLRenderer3_Shutdown()
{
ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
ImGui_ImplSDLRenderer3_DestroyDeviceObjects();
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
platform_io.ClearRendererHandlers();
IM_DELETE(bd);
}
static void ImGui_ImplSDLRenderer3_SetupRenderState(SDL_Renderer* renderer)
{
// Clear out any viewports and cliprect set by the user
@@ -108,11 +137,6 @@ static int SDL_RenderGeometryRaw8BitColor(SDL_Renderer* renderer, ImVector<SDL_F
return SDL_RenderGeometryRaw(renderer, texture, xy, xy_stride, color3, sizeof(*color3), uv, uv_stride, num_vertices, indices, num_indices, size_indices);
}
// Draw callbacks
static void ImGui_ImplSDLRenderer3_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way.
static void ImGui_ImplSDLRenderer3_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData(); bd->CurrentScaleMode = SDL_SCALEMODE_LINEAR; }
static void ImGui_ImplSDLRenderer3_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData(); bd->CurrentScaleMode = SDL_SCALEMODE_NEAREST; }
void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer)
{
ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
@@ -179,7 +203,8 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
if (pcmd->UserCallback)
{
// User callback, registered via ImDrawList::AddCallback()
if (pcmd->UserCallback == ImGui_ImplSDLRenderer3_DrawCallback_ResetRenderState)
// (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_ImplSDLRenderer3_SetupRenderState(renderer);
else
pcmd->UserCallback(draw_list, pcmd);
@@ -205,7 +230,6 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
// Bind texture, Draw
SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
SDL_SetTextureScaleMode(tex, bd->CurrentScaleMode);
SDL_RenderGeometryRaw8BitColor(renderer, bd->ColorBuffer, tex,
xy, (int)sizeof(ImDrawVert),
color, (int)sizeof(ImDrawVert),
@@ -259,9 +283,8 @@ void ImGui_ImplSDLRenderer3_UpdateTexture(ImTextureData* tex)
}
else if (tex->Status == ImTextureStatus_WantDestroy)
{
if (tex->TexID != ImTextureID_Invalid)
if (SDL_Texture* sdl_texture = (SDL_Texture*)(intptr_t)tex->TexID)
SDL_DestroyTexture(sdl_texture);
if (SDL_Texture* sdl_texture = (SDL_Texture*)(intptr_t)tex->TexID)
SDL_DestroyTexture(sdl_texture);
// Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
tex->SetTexID(ImTextureID_Invalid);
@@ -284,46 +307,6 @@ void ImGui_ImplSDLRenderer3_DestroyDeviceObjects()
}
}
bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer)
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!");
// Setup backend capabilities flags
ImGui_ImplSDLRenderer3_Data* bd = IM_NEW(ImGui_ImplSDLRenderer3_Data)();
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_sdlrenderer3";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.DrawCallback_ResetRenderState = ImGui_ImplSDLRenderer3_DrawCallback_ResetRenderState;
platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplSDLRenderer3_DrawCallback_SetSamplerLinear;
platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplSDLRenderer3_DrawCallback_SetSamplerNearest;
bd->Renderer = renderer;
return true;
}
void ImGui_ImplSDLRenderer3_Shutdown()
{
ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
ImGui_ImplSDLRenderer3_DestroyDeviceObjects();
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
platform_io.ClearRendererHandlers();
IM_DELETE(bd);
}
//-----------------------------------------------------------------------------
#if defined(__clang__)
+1 -1
View File
@@ -15,7 +15,7 @@
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
+2 -3
View File
@@ -975,7 +975,7 @@ bool ImGui_ImplSDLSurface2_Init(SDL_Surface* surface)
ImGui_ImplSDLSurface2_InitSurfaceInfo(&bd->TargetInfo, surface);
bd->FontSurface = ImGui_ImplSDLSurface2_CreateFontAtlasSurface();
if (bd->FontSurface != nullptr)
io.Fonts->SetTexID((ImTextureID)bd->FontSurface);
io.Fonts->TexID = (ImTextureID)bd->FontSurface;
return true;
}
@@ -987,8 +987,7 @@ void ImGui_ImplSDLSurface2_Shutdown()
ImGuiIO& io = ImGui::GetIO();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
if (io.Fonts->TexData != nullptr)
io.Fonts->TexData->SetTexID(ImTextureID_Invalid);
io.Fonts->TexID = nullptr;
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
platform_io.ClearRendererHandlers();
+108 -189
View File
@@ -2,7 +2,7 @@
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
// Implemented features:
// [!] Renderer: User texture binding. Use a VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE 'VkDescriptorSet' as texture identifier. Call ImGui_ImplVulkan_AddTexture() to register one. Read the FAQ about ImTextureID/ImTextureRef + https://github.com/ocornut/imgui/pull/914 for discussions.
// [!] Renderer: User texture binding. Use 'VkDescriptorSet' as texture identifier. Call ImGui_ImplVulkan_AddTexture() to register one. Read the FAQ about ImTextureID/ImTextureRef + https://github.com/ocornut/imgui/pull/914 for discussions.
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
@@ -27,16 +27,6 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2026-04-23: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. (#9378)
// 2026-04-22: *BREAKING CHANGE* redesigned to use separate ImageView + Sampler instead of Combined Image Sampler. This change allows us to facilitate changing samplers, in line with other backends.
// - When registering custom textures: changed ImGui_ImplVulkan_AddTexture() signature to remove Sampler.
// - Before: ImGui_ImplVulkan_AddTexture(VkSampler, VkImageView, VkImageLayout)
// - After: ImGui_ImplVulkan_AddTexture(VkImageView, VkImageLayout)
// - Kept inline redirection function that ignores the sampler.
// - When creating your own descriptor pool (instead of letting backend creates its own):
// - Before: need at least IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE descriptors of type VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER.
// - After: need at least IMGUI_IMPL_VULKAN_MINIMUM_SAMPLED_IMAGE_POOL_SIZE descriptors of type VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE.
// + IMGUI_IMPL_VULKAN_MINIMUM_SAMPLER_POOL_SIZE descriptors of type VK_DESCRIPTOR_TYPE_SAMPLER.
// 2026-03-11: Vulkan: Added ImGui_ImplVulkan_PipelineInfo::ExtraDynamicStates[] to allow specifying extra dynamic states to add when creating the VkPipeline. (#9211)
// 2025-09-26: [Helpers] *BREAKING CHANGE*: Vulkan: Helper ImGui_ImplVulkanH_DestroyWindow() does not call vkDestroySurfaceKHR(): as surface is created by caller of ImGui_ImplVulkanH_CreateOrResizeWindow(), it is more consistent that we don't destroy it. (#9163)
// 2026-01-05: [Helpers] *BREAKING CHANGE*: Vulkan: Helper for creating render pass uses ImGui_ImplVulkanH_Window::AttachmentDesc to create render pass. Removed ClearEnabled. (#9152)
@@ -276,12 +266,10 @@ struct ImGui_ImplVulkan_Texture
struct ImGui_ImplVulkan_Data
{
ImGui_ImplVulkan_InitInfo VulkanInitInfo;
ImGui_ImplVulkan_RenderState* RenderState; // == ImGui::GetPlatformIO().Renderer_RenderState during rendering.
VkDeviceSize BufferMemoryAlignment;
VkDeviceSize NonCoherentAtomSize;
VkPipelineCreateFlags PipelineCreateFlags;
VkDescriptorSetLayout DescriptorSetLayoutTexture;
VkDescriptorSetLayout DescriptorSetLayoutSampler;
VkDescriptorSetLayout DescriptorSetLayout;
VkPipelineLayout PipelineLayout;
VkPipeline Pipeline; // pipeline for main render pass (created by app)
VkShaderModule ShaderModuleVert;
@@ -290,10 +278,7 @@ struct ImGui_ImplVulkan_Data
ImVector<VkFormat> PipelineRenderingCreateInfoColorAttachmentFormats; // Deep copy of format array
// Texture management
VkSampler SamplerLinear;
VkSampler SamplerNearest;
VkDescriptorSet SamplerLinearDS;
VkDescriptorSet SamplerNearestDS;
VkSampler TexSamplerLinear;
VkCommandPool TexCommandPool;
VkCommandBuffer TexCommandBuffer;
@@ -333,7 +318,7 @@ void main()
*/
static uint32_t __glsl_shader_vert_spv[] =
{
0x07230203,0x00010000,0x0008000b,0x0000002e,0x00000000,0x00020011,0x00000001,0x0006000b,
0x07230203,0x00010000,0x00080001,0x0000002e,0x00000000,0x00020011,0x00000001,0x0006000b,
0x00000001,0x4c534c47,0x6474732e,0x3035342e,0x00000000,0x0003000e,0x00000000,0x00000001,
0x000a000f,0x00000000,0x00000004,0x6e69616d,0x00000000,0x0000000b,0x0000000f,0x00000015,
0x0000001b,0x0000001c,0x00030003,0x00000002,0x000001c2,0x00040005,0x00000004,0x6e69616d,
@@ -346,10 +331,10 @@ static uint32_t __glsl_shader_vert_spv[] =
0x00050006,0x0000001e,0x00000000,0x61635375,0x0000656c,0x00060006,0x0000001e,0x00000001,
0x61725475,0x616c736e,0x00006574,0x00030005,0x00000020,0x00006370,0x00040047,0x0000000b,
0x0000001e,0x00000000,0x00040047,0x0000000f,0x0000001e,0x00000002,0x00040047,0x00000015,
0x0000001e,0x00000001,0x00030047,0x00000019,0x00000002,0x00050048,0x00000019,0x00000000,
0x0000000b,0x00000000,0x00040047,0x0000001c,0x0000001e,0x00000000,0x00030047,0x0000001e,
0x00000002,0x00050048,0x0000001e,0x00000000,0x00000023,0x00000000,0x00050048,0x0000001e,
0x00000001,0x00000023,0x00000008,0x00020013,0x00000002,0x00030021,0x00000003,0x00000002,
0x0000001e,0x00000001,0x00050048,0x00000019,0x00000000,0x0000000b,0x00000000,0x00030047,
0x00000019,0x00000002,0x00040047,0x0000001c,0x0000001e,0x00000000,0x00050048,0x0000001e,
0x00000000,0x00000023,0x00000000,0x00050048,0x0000001e,0x00000001,0x00000023,0x00000008,
0x00030047,0x0000001e,0x00000002,0x00020013,0x00000002,0x00030021,0x00000003,0x00000002,
0x00030016,0x00000006,0x00000020,0x00040017,0x00000007,0x00000006,0x00000004,0x00040017,
0x00000008,0x00000006,0x00000002,0x0004001e,0x00000009,0x00000007,0x00000008,0x00040020,
0x0000000a,0x00000003,0x00000009,0x0004003b,0x0000000a,0x0000000b,0x00000003,0x00040015,
@@ -381,44 +366,39 @@ static uint32_t __glsl_shader_vert_spv[] =
/*
#version 450 core
layout(location = 0) out vec4 fColor;
layout(set=0, binding=0) uniform texture2D _Texture;
layout(set=1, binding=0) uniform sampler _Sampler;
layout(set=0, binding=0) uniform sampler2D sTexture;
layout(location = 0) in struct { vec4 Color; vec2 UV; } In;
void main()
{
fColor = In.Color * texture(sampler2D(_Texture, _Sampler), In.UV.st);
fColor = In.Color * texture(sTexture, In.UV.st);
}
*/
static uint32_t __glsl_shader_frag_spv[] =
{
0x07230203,0x00010000,0x0008000b,0x00000023,0x00000000,0x00020011,0x00000001,0x0006000b,
0x07230203,0x00010000,0x00080001,0x0000001e,0x00000000,0x00020011,0x00000001,0x0006000b,
0x00000001,0x4c534c47,0x6474732e,0x3035342e,0x00000000,0x0003000e,0x00000000,0x00000001,
0x0007000f,0x00000004,0x00000004,0x6e69616d,0x00000000,0x00000009,0x0000000d,0x00030010,
0x00000004,0x00000007,0x00030003,0x00000002,0x000001c2,0x00040005,0x00000004,0x6e69616d,
0x00000000,0x00040005,0x00000009,0x6c6f4366,0x0000726f,0x00030005,0x0000000b,0x00000000,
0x00050006,0x0000000b,0x00000000,0x6f6c6f43,0x00000072,0x00040006,0x0000000b,0x00000001,
0x00005655,0x00030005,0x0000000d,0x00006e49,0x00050005,0x00000015,0x7865545f,0x65727574,
0x00000000,0x00050005,0x00000019,0x6d61535f,0x72656c70,0x00000000,0x00040047,0x00000009,
0x0000001e,0x00000000,0x00040047,0x0000000d,0x0000001e,0x00000000,0x00040047,0x00000015,
0x00000021,0x00000000,0x00040047,0x00000015,0x00000022,0x00000000,0x00040047,0x00000019,
0x00000021,0x00000000,0x00040047,0x00000019,0x00000022,0x00000001,0x00020013,0x00000002,
0x00030021,0x00000003,0x00000002,0x00030016,0x00000006,0x00000020,0x00040017,0x00000007,
0x00000006,0x00000004,0x00040020,0x00000008,0x00000003,0x00000007,0x0004003b,0x00000008,
0x00000009,0x00000003,0x00040017,0x0000000a,0x00000006,0x00000002,0x0004001e,0x0000000b,
0x00000007,0x0000000a,0x00040020,0x0000000c,0x00000001,0x0000000b,0x0004003b,0x0000000c,
0x0000000d,0x00000001,0x00040015,0x0000000e,0x00000020,0x00000001,0x0004002b,0x0000000e,
0x0000000f,0x00000000,0x00040020,0x00000010,0x00000001,0x00000007,0x00090019,0x00000013,
0x00000006,0x00000001,0x00000000,0x00000000,0x00000000,0x00000001,0x00000000,0x00040020,
0x00000014,0x00000000,0x00000013,0x0004003b,0x00000014,0x00000015,0x00000000,0x0002001a,
0x00000017,0x00040020,0x00000018,0x00000000,0x00000017,0x0004003b,0x00000018,0x00000019,
0x00000000,0x0003001b,0x0000001b,0x00000013,0x0004002b,0x0000000e,0x0000001d,0x00000001,
0x00040020,0x0000001e,0x00000001,0x0000000a,0x00050036,0x00000002,0x00000004,0x00000000,
0x00000003,0x000200f8,0x00000005,0x00050041,0x00000010,0x00000011,0x0000000d,0x0000000f,
0x0004003d,0x00000007,0x00000012,0x00000011,0x0004003d,0x00000013,0x00000016,0x00000015,
0x0004003d,0x00000017,0x0000001a,0x00000019,0x00050056,0x0000001b,0x0000001c,0x00000016,
0x0000001a,0x00050041,0x0000001e,0x0000001f,0x0000000d,0x0000001d,0x0004003d,0x0000000a,
0x00000020,0x0000001f,0x00050057,0x00000007,0x00000021,0x0000001c,0x00000020,0x00050085,
0x00000007,0x00000022,0x00000012,0x00000021,0x0003003e,0x00000009,0x00000022,0x000100fd,
0x00005655,0x00030005,0x0000000d,0x00006e49,0x00050005,0x00000016,0x78655473,0x65727574,
0x00000000,0x00040047,0x00000009,0x0000001e,0x00000000,0x00040047,0x0000000d,0x0000001e,
0x00000000,0x00040047,0x00000016,0x00000022,0x00000000,0x00040047,0x00000016,0x00000021,
0x00000000,0x00020013,0x00000002,0x00030021,0x00000003,0x00000002,0x00030016,0x00000006,
0x00000020,0x00040017,0x00000007,0x00000006,0x00000004,0x00040020,0x00000008,0x00000003,
0x00000007,0x0004003b,0x00000008,0x00000009,0x00000003,0x00040017,0x0000000a,0x00000006,
0x00000002,0x0004001e,0x0000000b,0x00000007,0x0000000a,0x00040020,0x0000000c,0x00000001,
0x0000000b,0x0004003b,0x0000000c,0x0000000d,0x00000001,0x00040015,0x0000000e,0x00000020,
0x00000001,0x0004002b,0x0000000e,0x0000000f,0x00000000,0x00040020,0x00000010,0x00000001,
0x00000007,0x00090019,0x00000013,0x00000006,0x00000001,0x00000000,0x00000000,0x00000000,
0x00000001,0x00000000,0x0003001b,0x00000014,0x00000013,0x00040020,0x00000015,0x00000000,
0x00000014,0x0004003b,0x00000015,0x00000016,0x00000000,0x0004002b,0x0000000e,0x00000018,
0x00000001,0x00040020,0x00000019,0x00000001,0x0000000a,0x00050036,0x00000002,0x00000004,
0x00000000,0x00000003,0x000200f8,0x00000005,0x00050041,0x00000010,0x00000011,0x0000000d,
0x0000000f,0x0004003d,0x00000007,0x00000012,0x00000011,0x0004003d,0x00000014,0x00000017,
0x00000016,0x00050041,0x00000019,0x0000001a,0x0000000d,0x00000018,0x0004003d,0x0000000a,
0x0000001b,0x0000001a,0x00050057,0x00000007,0x0000001c,0x00000017,0x0000001b,0x00050085,
0x00000007,0x0000001d,0x00000012,0x0000001c,0x0003003e,0x00000009,0x0000001d,0x000100fd,
0x00010038
};
@@ -501,7 +481,9 @@ static void ImGui_ImplVulkan_SetupRenderState(ImDrawData* draw_data, VkPipeline
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
// Bind pipeline:
vkCmdBindPipeline(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
{
vkCmdBindPipeline(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
}
// Bind Vertex And Index Buffer:
if (draw_data->TotalVtxCount > 0)
@@ -513,33 +495,31 @@ static void ImGui_ImplVulkan_SetupRenderState(ImDrawData* draw_data, VkPipeline
}
// Setup viewport:
VkViewport viewport;
viewport.x = 0;
viewport.y = 0;
viewport.width = (float)fb_width;
viewport.height = (float)fb_height;
viewport.minDepth = 0.0f;
viewport.maxDepth = 1.0f;
vkCmdSetViewport(command_buffer, 0, 1, &viewport);
{
VkViewport viewport;
viewport.x = 0;
viewport.y = 0;
viewport.width = (float)fb_width;
viewport.height = (float)fb_height;
viewport.minDepth = 0.0f;
viewport.maxDepth = 1.0f;
vkCmdSetViewport(command_buffer, 0, 1, &viewport);
}
// Setup scale and translation:
// Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
float constants[4];
constants[0] = 2.0f / draw_data->DisplaySize.x; // Scale
constants[1] = 2.0f / draw_data->DisplaySize.y;
constants[2] = -1.0f - draw_data->DisplayPos.x * constants[0]; // Translate
constants[3] = -1.0f - draw_data->DisplayPos.y * constants[1];
vkCmdPushConstants(command_buffer, bd->PipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(float) * 4, constants);
// Setup sampler
vkCmdBindDescriptorSets(bd->RenderState->CommandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, bd->PipelineLayout, 1, 1, &bd->SamplerLinearDS, 0, nullptr);
{
float scale[2];
scale[0] = 2.0f / draw_data->DisplaySize.x;
scale[1] = 2.0f / draw_data->DisplaySize.y;
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, 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);
}
}
// Draw callbacks
static void ImGui_ImplVulkan_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way.
static void ImGui_ImplVulkan_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); vkCmdBindDescriptorSets(bd->RenderState->CommandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, bd->PipelineLayout, 1, 1, &bd->SamplerLinearDS, 0, nullptr); }
static void ImGui_ImplVulkan_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); vkCmdBindDescriptorSets(bd->RenderState->CommandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, bd->PipelineLayout, 1, 1, &bd->SamplerNearestDS, 0, nullptr); }
// Render function
void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline pipeline)
{
@@ -611,16 +591,16 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
vkUnmapMemory(v->Device, rb->IndexBufferMemory);
}
// Setup desired Vulkan state
ImGui_ImplVulkan_SetupRenderState(draw_data, pipeline, command_buffer, rb, fb_width, fb_height);
// Setup render state structure (for callbacks and custom texture bindings)
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
ImGui_ImplVulkan_RenderState render_state;
render_state.CommandBuffer = command_buffer;
render_state.Pipeline = pipeline;
render_state.PipelineLayout = bd->PipelineLayout;
platform_io.Renderer_RenderState = bd->RenderState = &render_state;
// Setup desired Vulkan state
ImGui_ImplVulkan_SetupRenderState(draw_data, pipeline, command_buffer, rb, fb_width, fb_height);
platform_io.Renderer_RenderState = &render_state;
// Will project scissor/clipping rectangles into framebuffer space
ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
@@ -628,7 +608,7 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
// Render command lists
// (Because we merged all buffers into a single one, we maintain our own offset into them)
VkDescriptorSet last_image_view = VK_NULL_HANDLE;
VkDescriptorSet last_desc_set = VK_NULL_HANDLE;
int global_vtx_offset = 0;
int global_idx_offset = 0;
for (const ImDrawList* draw_list : draw_data->CmdLists)
@@ -639,13 +619,12 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
if (pcmd->UserCallback != nullptr)
{
// User callback, registered via ImDrawList::AddCallback()
if (pcmd->UserCallback == ImGui_ImplVulkan_DrawCallback_ResetRenderState)
{
// (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_ImplVulkan_SetupRenderState(draw_data, pipeline, command_buffer, rb, fb_width, fb_height);
last_image_view = VK_NULL_HANDLE;
}
else
pcmd->UserCallback(draw_list, pcmd);
last_desc_set = VK_NULL_HANDLE;
}
else
{
@@ -656,8 +635,8 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
// 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 > (float)fb_width) { clip_max.x = (float)fb_width; }
if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; }
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;
@@ -669,11 +648,11 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
scissor.extent.height = (uint32_t)(clip_max.y - clip_min.y);
vkCmdSetScissor(command_buffer, 0, 1, &scissor);
// Bind DescriptorSets for image view (font or user texture) and samplers
VkDescriptorSet image_view = (VkDescriptorSet)pcmd->GetTexID();
if (image_view != last_image_view)
vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, bd->PipelineLayout, 0, 1, &image_view, 0, nullptr);
last_image_view = image_view;
// Bind DescriptorSet with font or user texture
VkDescriptorSet desc_set = (VkDescriptorSet)pcmd->GetTexID();
if (desc_set != last_desc_set)
vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, bd->PipelineLayout, 0, 1, &desc_set, 0, nullptr);
last_desc_set = desc_set;
// Draw
vkCmdDrawIndexed(command_buffer, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
@@ -682,7 +661,7 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
global_idx_offset += draw_list->IdxBuffer.Size;
global_vtx_offset += draw_list->VtxBuffer.Size;
}
platform_io.Renderer_RenderState = bd->RenderState = nullptr;
platform_io.Renderer_RenderState = nullptr;
// Note: at this point both vkCmdSetViewport() and vkCmdSetScissor() have been called.
// Our last values will leak into user/application rendering IF:
@@ -776,7 +755,7 @@ void ImGui_ImplVulkan_UpdateTexture(ImTextureData* tex)
}
// Create the Descriptor Set
backend_tex->DescriptorSet = ImGui_ImplVulkan_AddTexture(backend_tex->ImageView, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
backend_tex->DescriptorSet = ImGui_ImplVulkan_AddTexture(bd->TexSamplerLinear, backend_tex->ImageView, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
// Store identifiers
tex->SetTexID((ImTextureID)backend_tex->DescriptorSet);
@@ -1071,83 +1050,15 @@ static VkPipeline ImGui_ImplVulkan_CreatePipeline(VkDevice device, const VkAlloc
return pipeline;
}
static void ImGui_ImplVulkan_CreateDescriptorSetLayout(VkDescriptorSetLayout* p_layout, VkDescriptorType descriptor_type)
{
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
VkDescriptorSetLayoutBinding binding[1] = {};
binding[0].descriptorType = descriptor_type;
binding[0].descriptorCount = 1;
binding[0].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
VkDescriptorSetLayoutCreateInfo info = {};
info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
info.bindingCount = 1;
info.pBindings = binding;
VkResult err = vkCreateDescriptorSetLayout(v->Device, &info, v->Allocator, p_layout);
check_vk_result(err);
}
static VkDescriptorSet ImGui_ImplVulkan_CreateSamplerDS(VkSampler sampler)
{
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
VkDescriptorSet descriptor_set;
VkDescriptorSetAllocateInfo alloc_info = {};
alloc_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
alloc_info.descriptorPool = bd->DescriptorPool ? bd->DescriptorPool : v->DescriptorPool;
alloc_info.descriptorSetCount = 1;
alloc_info.pSetLayouts = &bd->DescriptorSetLayoutSampler;
VkResult err = vkAllocateDescriptorSets(v->Device, &alloc_info, &descriptor_set);
check_vk_result(err);
VkDescriptorImageInfo desc_image = {};
desc_image.sampler = sampler;
VkWriteDescriptorSet sampler_write_desc = {};
sampler_write_desc.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
sampler_write_desc.dstSet = descriptor_set;
sampler_write_desc.descriptorCount = 1;
sampler_write_desc.dstBinding = 0;
sampler_write_desc.descriptorType = VK_DESCRIPTOR_TYPE_SAMPLER;
sampler_write_desc.pImageInfo = &desc_image;
vkUpdateDescriptorSets(v->Device, 1, &sampler_write_desc, 0, nullptr);
return descriptor_set;
}
bool ImGui_ImplVulkan_CreateDeviceObjects()
{
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
VkResult err;
if (!bd->DescriptorSetLayoutTexture)
ImGui_ImplVulkan_CreateDescriptorSetLayout(&bd->DescriptorSetLayoutTexture, VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE);
if (!bd->DescriptorSetLayoutSampler)
ImGui_ImplVulkan_CreateDescriptorSetLayout(&bd->DescriptorSetLayoutSampler, VK_DESCRIPTOR_TYPE_SAMPLER);
if (v->DescriptorPoolSize != 0)
{
IM_ASSERT(v->DescriptorPoolSize >= IMGUI_IMPL_VULKAN_MINIMUM_SAMPLED_IMAGE_POOL_SIZE);
VkDescriptorPoolSize pool_sizes[] =
{
{ VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, v->DescriptorPoolSize },
{ VK_DESCRIPTOR_TYPE_SAMPLER, IMGUI_IMPL_VULKAN_MINIMUM_SAMPLER_POOL_SIZE },
};
VkDescriptorPoolCreateInfo pool_info = {};
pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
pool_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT;
pool_info.maxSets = v->DescriptorPoolSize + IMGUI_IMPL_VULKAN_MINIMUM_SAMPLER_POOL_SIZE;
pool_info.poolSizeCount = (uint32_t)IM_COUNTOF(pool_sizes);
pool_info.pPoolSizes = pool_sizes;
err = vkCreateDescriptorPool(v->Device, &pool_info, v->Allocator, &bd->DescriptorPool);
check_vk_result(err);
}
// Create samplers
// Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling.
if (!bd->SamplerLinear || !bd->SamplerNearest)
if (!bd->TexSamplerLinear)
{
// 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;
@@ -1159,16 +1070,37 @@ bool ImGui_ImplVulkan_CreateDeviceObjects()
info.minLod = -1000;
info.maxLod = 1000;
info.maxAnisotropy = 1.0f;
err = vkCreateSampler(v->Device, &info, v->Allocator, &bd->SamplerLinear);
err = vkCreateSampler(v->Device, &info, v->Allocator, &bd->TexSamplerLinear);
check_vk_result(err);
bd->SamplerLinearDS = ImGui_ImplVulkan_CreateSamplerDS(bd->SamplerLinear);
}
info.magFilter = VK_FILTER_NEAREST;
info.minFilter = VK_FILTER_NEAREST;
info.mipmapMode = VK_SAMPLER_MIPMAP_MODE_NEAREST;
err = vkCreateSampler(v->Device, &info, v->Allocator, &bd->SamplerNearest);
if (!bd->DescriptorSetLayout)
{
VkDescriptorSetLayoutBinding binding[1] = {};
binding[0].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
binding[0].descriptorCount = 1;
binding[0].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
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, &bd->DescriptorSetLayout);
check_vk_result(err);
}
if (v->DescriptorPoolSize != 0)
{
IM_ASSERT(v->DescriptorPoolSize >= IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE);
VkDescriptorPoolSize pool_size = { VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, v->DescriptorPoolSize };
VkDescriptorPoolCreateInfo pool_info = {};
pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
pool_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT;
pool_info.maxSets = v->DescriptorPoolSize;
pool_info.poolSizeCount = 1;
pool_info.pPoolSizes = &pool_size;
err = vkCreateDescriptorPool(v->Device, &pool_info, v->Allocator, &bd->DescriptorPool);
check_vk_result(err);
bd->SamplerNearestDS = ImGui_ImplVulkan_CreateSamplerDS(bd->SamplerNearest);
}
if (!bd->PipelineLayout)
@@ -1178,10 +1110,10 @@ bool ImGui_ImplVulkan_CreateDeviceObjects()
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[2] = { bd->DescriptorSetLayoutTexture, bd->DescriptorSetLayoutSampler };
VkDescriptorSetLayout set_layout[1] = { bd->DescriptorSetLayout };
VkPipelineLayoutCreateInfo layout_info = {};
layout_info.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
layout_info.setLayoutCount = 2;
layout_info.setLayoutCount = 1;
layout_info.pSetLayouts = set_layout;
layout_info.pushConstantRangeCount = 1;
layout_info.pPushConstantRanges = push_constants;
@@ -1261,12 +1193,10 @@ void ImGui_ImplVulkan_DestroyDeviceObjects()
if (bd->TexCommandBuffer) { vkFreeCommandBuffers(v->Device, bd->TexCommandPool, 1, &bd->TexCommandBuffer); bd->TexCommandBuffer = VK_NULL_HANDLE; }
if (bd->TexCommandPool) { vkDestroyCommandPool(v->Device, bd->TexCommandPool, v->Allocator); bd->TexCommandPool = VK_NULL_HANDLE; }
if (bd->SamplerLinear) { vkDestroySampler(v->Device, bd->SamplerLinear, v->Allocator); bd->SamplerLinear = VK_NULL_HANDLE; }
if (bd->SamplerNearest) { vkDestroySampler(v->Device, bd->SamplerNearest, v->Allocator); bd->SamplerNearest = VK_NULL_HANDLE; }
if (bd->TexSamplerLinear) { vkDestroySampler(v->Device, bd->TexSamplerLinear, v->Allocator); bd->TexSamplerLinear = 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->DescriptorSetLayoutTexture) { vkDestroyDescriptorSetLayout(v->Device, bd->DescriptorSetLayoutTexture, v->Allocator); bd->DescriptorSetLayoutTexture = VK_NULL_HANDLE; }
if (bd->DescriptorSetLayoutSampler) { vkDestroyDescriptorSetLayout(v->Device, bd->DescriptorSetLayoutSampler, v->Allocator); bd->DescriptorSetLayoutSampler = VK_NULL_HANDLE; }
if (bd->DescriptorSetLayout) { vkDestroyDescriptorSetLayout(v->Device, bd->DescriptorSetLayout, v->Allocator); bd->DescriptorSetLayout = VK_NULL_HANDLE; }
if (bd->PipelineLayout) { vkDestroyPipelineLayout(v->Device, bd->PipelineLayout, v->Allocator); bd->PipelineLayout = VK_NULL_HANDLE; }
if (bd->Pipeline) { vkDestroyPipeline(v->Device, bd->Pipeline, v->Allocator); bd->Pipeline = VK_NULL_HANDLE; }
if (bd->DescriptorPool) { vkDestroyDescriptorPool(v->Device, bd->DescriptorPool, v->Allocator); bd->DescriptorPool = VK_NULL_HANDLE; }
@@ -1362,11 +1292,6 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info)
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.DrawCallback_ResetRenderState = ImGui_ImplVulkan_DrawCallback_ResetRenderState;
platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplVulkan_DrawCallback_SetSamplerLinear;
platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplVulkan_DrawCallback_SetSamplerNearest;
// Sanity checks
IM_ASSERT(info->Instance != VK_NULL_HANDLE);
IM_ASSERT(info->PhysicalDevice != VK_NULL_HANDLE);
@@ -1432,7 +1357,7 @@ void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count)
// Register a texture by creating a descriptor
// FIXME: This is experimental in the sense that we are unsure how to best design/tackle this problem, please post to https://github.com/ocornut/imgui/pull/914 if you have suggestions.
VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkImageView image_view, VkImageLayout image_layout)
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;
@@ -1445,7 +1370,7 @@ VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkImageView image_view, VkImageLayou
alloc_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
alloc_info.descriptorPool = pool;
alloc_info.descriptorSetCount = 1;
alloc_info.pSetLayouts = &bd->DescriptorSetLayoutTexture;
alloc_info.pSetLayouts = &bd->DescriptorSetLayout;
VkResult err = vkAllocateDescriptorSets(v->Device, &alloc_info, &descriptor_set);
check_vk_result(err);
}
@@ -1454,27 +1379,20 @@ VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkImageView image_view, VkImageLayou
if (descriptor_set != VK_NULL_HANDLE)
{
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_SAMPLED_IMAGE;
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;
}
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkSampler sampler, VkImageView image_view, VkImageLayout image_layout)
{
IM_UNUSED(sampler);
return ImGui_ImplVulkan_AddTexture(image_view, image_layout);
}
#endif
void ImGui_ImplVulkan_RemoveTexture(VkDescriptorSet descriptor_set)
{
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
@@ -1875,6 +1793,7 @@ void ImGui_ImplVulkanH_CreateOrResizeWindow(VkInstance instance, VkPhysicalDevic
VkCommandPoolCreateInfo pool_info = {};
pool_info.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO;
pool_info.queueFamilyIndex = queue_family;
pool_info.flags = VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT;
VkResult err = vkCreateCommandPool(device, &pool_info, allocator, &command_pool);
check_vk_result(err);
+8 -11
View File
@@ -2,7 +2,7 @@
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
// Implemented features:
// [!] Renderer: User texture binding. Use a VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE 'VkDescriptorSet' as texture identifier. Call ImGui_ImplVulkan_AddTexture() to register one. Read the FAQ about ImTextureID/ImTextureRef + https://github.com/ocornut/imgui/pull/914 for discussions.
// [!] Renderer: User texture binding. Use 'VkDescriptorSet' as texture identifier. Call ImGui_ImplVulkan_AddTexture() to register one. Read the FAQ about ImTextureID/ImTextureRef + https://github.com/ocornut/imgui/pull/914 for discussions.
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
@@ -78,8 +78,7 @@
#endif
// Backend uses a small number of descriptors per font atlas + as many as additional calls done to ImGui_ImplVulkan_AddTexture().
#define IMGUI_IMPL_VULKAN_MINIMUM_SAMPLED_IMAGE_POOL_SIZE (8) // Minimum per atlas
#define IMGUI_IMPL_VULKAN_MINIMUM_SAMPLER_POOL_SIZE (2) // Minimum for linear + nearest
#define IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE (8) // Minimum per atlas
// Specify settings to create pipeline and swapchain
struct ImGui_ImplVulkan_PipelineInfo
@@ -110,7 +109,7 @@ struct ImGui_ImplVulkan_InitInfo
uint32_t QueueFamily;
VkQueue Queue;
VkDescriptorPool DescriptorPool; // See requirements in note above; ignored if using DescriptorPoolSize > 0
uint32_t DescriptorPoolSize; // Optional: set to create internal ImageView descriptor pool automatically instead of using DescriptorPool.
uint32_t DescriptorPoolSize; // Optional: set to create internal descriptor pool automatically instead of using DescriptorPool.
uint32_t MinImageCount; // >= 2
uint32_t ImageCount; // >= MinImageCount
VkPipelineCache PipelineCache; // Optional
@@ -153,14 +152,12 @@ IMGUI_IMPL_API void ImGui_ImplVulkan_CreateMainPipeline(const ImGui_
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually.
IMGUI_IMPL_API void ImGui_ImplVulkan_UpdateTexture(ImTextureData* tex);
// Register a texture (VkDescriptorSet for a VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE == ImTextureID)
IMGUI_IMPL_API VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkImageView image_view, VkImageLayout image_layout);
// 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);
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
IMGUI_IMPL_API VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkSampler sampler, VkImageView image_view, VkImageLayout image_layout); // Ignore VkSampler
#endif
// 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(uint32_t api_version, PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data = nullptr);
@@ -257,7 +254,7 @@ struct ImGui_ImplVulkanH_Window
memset((void*)this, 0, sizeof(*this));
// Parameters to create SwapChain
PresentMode = VK_PRESENT_MODE_MAX_ENUM_KHR; // Ensure we get an error if user doesn't set this.
PresentMode = (VkPresentModeKHR)~0; // Ensure we get an error if user doesn't set this.
// Parameters to create RenderPass
AttachmentDesc.format = VK_FORMAT_UNDEFINED; // Will automatically use wd->SurfaceFormat.format.
+44 -159
View File
@@ -20,8 +20,6 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2026-04-23: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. (#9378)
// 2026-03-25: Added support for WGVK native backend via IMGUI_IMPL_WEBGPU_BACKEND_WGVK define, with SPIRV shaders if WGSL is not available. (#9316, #9246, #9257)
// 2026-03-09: Removed support for Emscripten < 4.0.10. (#9281)
// 2025-10-16: Update to compile with Dawn and Emscripten's 4.0.10+ '--use-port=emdawnwebgpu' ports. (#8381, #8898)
// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
@@ -58,14 +56,14 @@
#include <stdio.h>
// One of IMGUI_IMPL_WEBGPU_BACKEND_DAWN or IMGUI_IMPL_WEBGPU_BACKEND_WGPU must be provided. See imgui_impl_wgpu.h for more details.
#if !defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) && !defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) && !defined(IMGUI_IMPL_WEBGPU_BACKEND_WGVK)
#error Exactly one of IMGUI_IMPL_WEBGPU_BACKEND_DAWN, IMGUI_IMPL_WEBGPU_BACKEND_WGPU or IMGUI_IMPL_WEBGPU_BACKEND_WGVK must be defined!
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) == defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
#error Exactly one of IMGUI_IMPL_WEBGPU_BACKEND_DAWN or IMGUI_IMPL_WEBGPU_BACKEND_WGPU must be defined!
#endif
#if defined(__EMSCRIPTEN__) && defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
#error Emscripten <4.0.10 with '-sUSE_WEBGPU=1' is not supported anymore.
#endif
#if defined IMGUI_IMPL_WEBGPU_BACKEND_DAWN || defined IMGUI_IMPL_WEBGPU_BACKEND_WGVK
#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
// Dawn renamed WGPUProgrammableStageDescriptor to WGPUComputeState (see: https://github.com/webgpu-native/webgpu-headers/pull/413)
// Using type alias until WGPU adopts the same naming convention (#8369)
using WGPUProgrammableStageDescriptor = WGPUComputeState;
@@ -84,13 +82,11 @@ struct ImGui_ImplWGPU_Texture
struct RenderResources
{
WGPUSampler SamplerLinear = nullptr; // Bilinear sampler
WGPUSampler SamplerNearest = nullptr; // Nearest/point sampler
WGPUBuffer Uniforms = nullptr; // Shader uniforms
WGPUBindGroup CommonBindGroupLinear = nullptr; // Common bind-group bound to group 0 (uniforms + SamplerLinear)
WGPUBindGroup CommonBindGroupNearest = nullptr; // Common bind-group bound to group 0 (uniforms + SamplerNearest)
ImGuiStorage ImageBindGroups; // Resources bind-group to bind the font/image resources to pipeline (this is a key->value map)
WGPUBindGroupLayout ImageBindGroupLayout = nullptr; // Cache layout used for the image bind group. Avoids allocating unnecessary JS objects when working with WebASM
WGPUSampler Sampler = nullptr; // Sampler for textures
WGPUBuffer Uniforms = nullptr; // Shader uniforms
WGPUBindGroup CommonBindGroup = nullptr; // Resources bind-group to bind the common resources to pipeline
ImGuiStorage ImageBindGroups; // Resources bind-group to bind the font/image resources to pipeline (this is a key->value map)
WGPUBindGroupLayout ImageBindGroupLayout = nullptr; // Cache layout used for the image bind group. Avoids allocating unnecessary JS objects when working with WebASM
};
struct FrameResources
@@ -117,7 +113,6 @@ struct ImGui_ImplWGPU_Data
WGPUTextureFormat renderTargetFormat = WGPUTextureFormat_Undefined;
WGPUTextureFormat depthStencilFormat = WGPUTextureFormat_Undefined;
WGPURenderPipeline pipelineState = nullptr;
ImGui_ImplWGPU_RenderState* RenderState = nullptr; // == ImGui::GetPlatformIO().Renderer_RenderState during rendering.
RenderResources renderResources;
FrameResources* pFrameResources = nullptr;
@@ -190,60 +185,6 @@ fn main(in: VertexOutput) -> @location(0) vec4<f32> {
}
)";
// Same shader as __shader_vert_wgsl[] but compiled as SPIRV.
// 'wgslc -o vert.spv vert.wgsl' + 'binary_to_compressed_c -u8 -nocompress vert.spv'
static const unsigned char __shader_vert_spirv[1996] =
{
3,2,35,7,0,3,1,0,1,0,23,0,90,0,0,0,0,0,0,0,17,0,2,0,1,0,0,0,14,0,3,0,0,0,0,0,1,0,0,0,15,0,12,0,0,0,0,0,78,0,0,0,109,97,105,110,0,0,0,0,8,0,0,0,12,0,0,0,13,0,0,0,16,0,0,0,18,0,0,0,19,
0,0,0,21,0,0,0,71,0,4,0,4,0,0,0,6,0,0,0,16,0,0,0,72,0,5,0,3,0,0,0,0,0,0,0,35,0,0,0,0,0,0,0,71,0,3,0,3,0,0,0,2,0,0,0,71,0,4,0,1,0,0,0,34,0,0,0,0,0,0,0,71,0,4,0,1,0,0,0,33,0,0,0,0,0,
0,0,71,0,3,0,1,0,0,0,24,0,0,0,71,0,4,0,8,0,0,0,30,0,0,0,0,0,0,0,71,0,4,0,12,0,0,0,30,0,0,0,1,0,0,0,71,0,4,0,13,0,0,0,30,0,0,0,2,0,0,0,71,0,4,0,16,0,0,0,11,0,0,0,0,0,0,0,71,0,4,0,18,
0,0,0,30,0,0,0,0,0,0,0,71,0,4,0,19,0,0,0,30,0,0,0,1,0,0,0,71,0,4,0,21,0,0,0,11,0,0,0,1,0,0,0,21,0,4,0,6,0,0,0,32,0,0,0,0,0,0,0,23,0,4,0,5,0,0,0,6,0,0,0,4,0,0,0,43,0,4,0,6,0,0,0,7,0,
0,0,5,0,0,0,28,0,4,0,4,0,0,0,5,0,0,0,7,0,0,0,30,0,3,0,3,0,0,0,4,0,0,0,32,0,4,0,2,0,0,0,2,0,0,0,3,0,0,0,59,0,4,0,2,0,0,0,1,0,0,0,2,0,0,0,22,0,3,0,11,0,0,0,32,0,0,0,23,0,4,0,10,0,0,0,
11,0,0,0,2,0,0,0,32,0,4,0,9,0,0,0,1,0,0,0,10,0,0,0,59,0,4,0,9,0,0,0,8,0,0,0,1,0,0,0,59,0,4,0,9,0,0,0,12,0,0,0,1,0,0,0,23,0,4,0,15,0,0,0,11,0,0,0,4,0,0,0,32,0,4,0,14,0,0,0,1,0,0,0,15,
0,0,0,59,0,4,0,14,0,0,0,13,0,0,0,1,0,0,0,32,0,4,0,17,0,0,0,3,0,0,0,15,0,0,0,59,0,4,0,17,0,0,0,16,0,0,0,3,0,0,0,59,0,4,0,17,0,0,0,18,0,0,0,3,0,0,0,32,0,4,0,20,0,0,0,3,0,0,0,10,0,0,0,
59,0,4,0,20,0,0,0,19,0,0,0,3,0,0,0,32,0,4,0,22,0,0,0,3,0,0,0,11,0,0,0,59,0,4,0,22,0,0,0,21,0,0,0,3,0,0,0,30,0,5,0,24,0,0,0,15,0,0,0,15,0,0,0,10,0,0,0,30,0,5,0,25,0,0,0,10,0,0,0,10,
0,0,0,15,0,0,0,33,0,4,0,27,0,0,0,24,0,0,0,25,0,0,0,32,0,4,0,30,0,0,0,7,0,0,0,24,0,0,0,46,0,3,0,24,0,0,0,31,0,0,0,32,0,4,0,33,0,0,0,7,0,0,0,15,0,0,0,43,0,4,0,6,0,0,0,34,0,0,0,0,0,0,
0,24,0,4,0,36,0,0,0,15,0,0,0,4,0,0,0,43,0,4,0,11,0,0,0,40,0,0,0,0,0,0,0,43,0,4,0,11,0,0,0,41,0,0,0,0,0,128,63,43,0,4,0,6,0,0,0,44,0,0,0,1,0,0,0,32,0,4,0,47,0,0,0,7,0,0,0,10,0,0,0,43,
0,4,0,6,0,0,0,48,0,0,0,2,0,0,0,33,0,4,0,52,0,0,0,36,0,0,0,6,0,0,0,43,0,4,0,6,0,0,0,55,0,0,0,16,0,0,0,32,0,4,0,57,0,0,0,2,0,0,0,5,0,0,0,43,0,4,0,6,0,0,0,66,0,0,0,32,0,0,0,43,0,4,0,6,
0,0,0,72,0,0,0,48,0,0,0,19,0,2,0,79,0,0,0,33,0,3,0,80,0,0,0,79,0,0,0,54,0,5,0,24,0,0,0,23,0,0,0,0,0,0,0,27,0,0,0,55,0,3,0,25,0,0,0,26,0,0,0,248,0,2,0,28,0,0,0,59,0,5,0,30,0,0,0,29,
0,0,0,7,0,0,0,31,0,0,0,65,0,5,0,33,0,0,0,32,0,0,0,29,0,0,0,34,0,0,0,57,0,5,0,36,0,0,0,35,0,0,0,37,0,0,0,34,0,0,0,81,0,5,0,10,0,0,0,38,0,0,0,26,0,0,0,0,0,0,0,80,0,6,0,15,0,0,0,39,0,
0,0,38,0,0,0,40,0,0,0,41,0,0,0,145,0,5,0,15,0,0,0,42,0,0,0,35,0,0,0,39,0,0,0,62,0,4,0,32,0,0,0,42,0,0,0,0,0,0,0,65,0,5,0,33,0,0,0,43,0,0,0,29,0,0,0,44,0,0,0,81,0,5,0,15,0,0,0,45,0,
0,0,26,0,0,0,2,0,0,0,62,0,4,0,43,0,0,0,45,0,0,0,0,0,0,0,65,0,5,0,47,0,0,0,46,0,0,0,29,0,0,0,48,0,0,0,81,0,5,0,10,0,0,0,49,0,0,0,26,0,0,0,1,0,0,0,62,0,4,0,46,0,0,0,49,0,0,0,0,0,0,0,
61,0,5,0,24,0,0,0,50,0,0,0,29,0,0,0,0,0,0,0,254,0,2,0,50,0,0,0,56,0,1,0,54,0,5,0,36,0,0,0,37,0,0,0,0,0,0,0,52,0,0,0,55,0,3,0,6,0,0,0,51,0,0,0,248,0,2,0,53,0,0,0,134,0,5,0,6,0,0,0,54,
0,0,0,51,0,0,0,55,0,0,0,65,0,6,0,57,0,0,0,56,0,0,0,1,0,0,0,34,0,0,0,54,0,0,0,61,0,5,0,5,0,0,0,58,0,0,0,56,0,0,0,0,0,0,0,124,0,4,0,15,0,0,0,59,0,0,0,58,0,0,0,128,0,5,0,6,0,0,0,60,0,
0,0,55,0,0,0,51,0,0,0,134,0,5,0,6,0,0,0,61,0,0,0,60,0,0,0,55,0,0,0,65,0,6,0,57,0,0,0,62,0,0,0,1,0,0,0,34,0,0,0,61,0,0,0,61,0,5,0,5,0,0,0,63,0,0,0,62,0,0,0,0,0,0,0,124,0,4,0,15,0,0,
0,64,0,0,0,63,0,0,0,128,0,5,0,6,0,0,0,65,0,0,0,66,0,0,0,51,0,0,0,134,0,5,0,6,0,0,0,67,0,0,0,65,0,0,0,55,0,0,0,65,0,6,0,57,0,0,0,68,0,0,0,1,0,0,0,34,0,0,0,67,0,0,0,61,0,5,0,5,0,0,0,
69,0,0,0,68,0,0,0,0,0,0,0,124,0,4,0,15,0,0,0,70,0,0,0,69,0,0,0,128,0,5,0,6,0,0,0,71,0,0,0,72,0,0,0,51,0,0,0,134,0,5,0,6,0,0,0,73,0,0,0,71,0,0,0,55,0,0,0,65,0,6,0,57,0,0,0,74,0,0,0,
1,0,0,0,34,0,0,0,73,0,0,0,61,0,5,0,5,0,0,0,75,0,0,0,74,0,0,0,0,0,0,0,124,0,4,0,15,0,0,0,76,0,0,0,75,0,0,0,80,0,7,0,36,0,0,0,77,0,0,0,59,0,0,0,64,0,0,0,70,0,0,0,76,0,0,0,254,0,2,0,77,
0,0,0,56,0,1,0,54,0,5,0,79,0,0,0,78,0,0,0,0,0,0,0,80,0,0,0,248,0,2,0,81,0,0,0,61,0,5,0,10,0,0,0,82,0,0,0,8,0,0,0,0,0,0,0,61,0,5,0,10,0,0,0,83,0,0,0,12,0,0,0,0,0,0,0,61,0,5,0,15,0,0,
0,84,0,0,0,13,0,0,0,0,0,0,0,80,0,6,0,25,0,0,0,85,0,0,0,82,0,0,0,83,0,0,0,84,0,0,0,57,0,5,0,24,0,0,0,86,0,0,0,23,0,0,0,85,0,0,0,81,0,5,0,15,0,0,0,87,0,0,0,86,0,0,0,0,0,0,0,62,0,4,0,
16,0,0,0,87,0,0,0,0,0,0,0,81,0,5,0,15,0,0,0,88,0,0,0,86,0,0,0,1,0,0,0,62,0,4,0,18,0,0,0,88,0,0,0,0,0,0,0,81,0,5,0,10,0,0,0,89,0,0,0,86,0,0,0,2,0,0,0,62,0,4,0,19,0,0,0,89,0,0,0,0,0,
0,0,62,0,4,0,21,0,0,0,41,0,0,0,0,0,0,0,253,0,1,0,56,0,1,0,
};
// Same shader as __shader_frag_wgsl[] but compiled as SPIRV.
// 'wgslc -o frag.spv frag.wgsl' + 'binary_to_compressed_c -u8 -nocompress frag.spv'
static const unsigned char __shader_frag_spirv[1392] =
{
3,2,35,7,0,3,1,0,1,0,23,0,60,0,0,0,0,0,0,0,17,0,2,0,1,0,0,0,11,0,6,0,48,0,0,0,71,76,83,76,46,115,116,100,46,52,53,48,0,0,0,0,14,0,3,0,0,0,0,0,1,0,0,0,15,0,9,0,4,0,0,0,51,0,0,0,109,
97,105,110,0,0,0,0,15,0,0,0,18,0,0,0,19,0,0,0,22,0,0,0,16,0,3,0,51,0,0,0,7,0,0,0,71,0,4,0,4,0,0,0,6,0,0,0,16,0,0,0,72,0,5,0,3,0,0,0,0,0,0,0,35,0,0,0,0,0,0,0,71,0,3,0,3,0,0,0,2,0,0,
0,71,0,4,0,1,0,0,0,34,0,0,0,0,0,0,0,71,0,4,0,1,0,0,0,33,0,0,0,0,0,0,0,71,0,3,0,1,0,0,0,24,0,0,0,71,0,4,0,8,0,0,0,34,0,0,0,0,0,0,0,71,0,4,0,8,0,0,0,33,0,0,0,1,0,0,0,71,0,4,0,11,0,0,
0,34,0,0,0,1,0,0,0,71,0,4,0,11,0,0,0,33,0,0,0,0,0,0,0,71,0,4,0,15,0,0,0,11,0,0,0,15,0,0,0,71,0,4,0,18,0,0,0,30,0,0,0,0,0,0,0,71,0,4,0,19,0,0,0,30,0,0,0,1,0,0,0,71,0,4,0,22,0,0,0,30,
0,0,0,0,0,0,0,21,0,4,0,6,0,0,0,32,0,0,0,0,0,0,0,23,0,4,0,5,0,0,0,6,0,0,0,4,0,0,0,43,0,4,0,6,0,0,0,7,0,0,0,5,0,0,0,28,0,4,0,4,0,0,0,5,0,0,0,7,0,0,0,30,0,3,0,3,0,0,0,4,0,0,0,32,0,4,0,
2,0,0,0,2,0,0,0,3,0,0,0,59,0,4,0,2,0,0,0,1,0,0,0,2,0,0,0,26,0,2,0,10,0,0,0,32,0,4,0,9,0,0,0,0,0,0,0,10,0,0,0,59,0,4,0,9,0,0,0,8,0,0,0,0,0,0,0,22,0,3,0,14,0,0,0,32,0,0,0,25,0,9,0,13,
0,0,0,14,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,32,0,4,0,12,0,0,0,0,0,0,0,13,0,0,0,59,0,4,0,12,0,0,0,11,0,0,0,0,0,0,0,23,0,4,0,17,0,0,0,14,0,0,0,4,0,0,0,32,0,4,0,16,
0,0,0,1,0,0,0,17,0,0,0,59,0,4,0,16,0,0,0,15,0,0,0,1,0,0,0,59,0,4,0,16,0,0,0,18,0,0,0,1,0,0,0,23,0,4,0,21,0,0,0,14,0,0,0,2,0,0,0,32,0,4,0,20,0,0,0,1,0,0,0,21,0,0,0,59,0,4,0,20,0,0,0,
19,0,0,0,1,0,0,0,32,0,4,0,23,0,0,0,3,0,0,0,17,0,0,0,59,0,4,0,23,0,0,0,22,0,0,0,3,0,0,0,30,0,5,0,25,0,0,0,17,0,0,0,17,0,0,0,21,0,0,0,33,0,4,0,27,0,0,0,17,0,0,0,25,0,0,0,27,0,3,0,34,
0,0,0,13,0,0,0,23,0,4,0,38,0,0,0,14,0,0,0,3,0,0,0,32,0,4,0,40,0,0,0,2,0,0,0,5,0,0,0,43,0,4,0,6,0,0,0,41,0,0,0,0,0,0,0,43,0,4,0,6,0,0,0,42,0,0,0,4,0,0,0,19,0,2,0,52,0,0,0,33,0,3,0,53,
0,0,0,52,0,0,0,54,0,5,0,17,0,0,0,24,0,0,0,0,0,0,0,27,0,0,0,55,0,3,0,25,0,0,0,26,0,0,0,248,0,2,0,28,0,0,0,81,0,5,0,17,0,0,0,29,0,0,0,26,0,0,0,1,0,0,0,61,0,5,0,13,0,0,0,30,0,0,0,11,0,
0,0,0,0,0,0,61,0,5,0,10,0,0,0,31,0,0,0,8,0,0,0,0,0,0,0,81,0,5,0,21,0,0,0,32,0,0,0,26,0,0,0,2,0,0,0,86,0,5,0,34,0,0,0,33,0,0,0,30,0,0,0,31,0,0,0,87,0,6,0,17,0,0,0,35,0,0,0,33,0,0,0,
32,0,0,0,0,0,0,0,133,0,5,0,17,0,0,0,36,0,0,0,29,0,0,0,35,0,0,0,79,0,8,0,38,0,0,0,37,0,0,0,36,0,0,0,36,0,0,0,0,0,0,0,1,0,0,0,2,0,0,0,65,0,6,0,40,0,0,0,39,0,0,0,1,0,0,0,41,0,0,0,42,0,
0,0,61,0,5,0,5,0,0,0,43,0,0,0,39,0,0,0,0,0,0,0,81,0,5,0,6,0,0,0,44,0,0,0,43,0,0,0,0,0,0,0,124,0,4,0,14,0,0,0,45,0,0,0,44,0,0,0,80,0,6,0,38,0,0,0,46,0,0,0,45,0,0,0,45,0,0,0,45,0,0,0,
12,0,7,0,38,0,0,0,47,0,0,0,48,0,0,0,26,0,0,0,37,0,0,0,46,0,0,0,81,0,5,0,14,0,0,0,49,0,0,0,36,0,0,0,3,0,0,0,80,0,5,0,17,0,0,0,50,0,0,0,47,0,0,0,49,0,0,0,254,0,2,0,50,0,0,0,56,0,1,0,
54,0,5,0,52,0,0,0,51,0,0,0,0,0,0,0,53,0,0,0,248,0,2,0,54,0,0,0,61,0,5,0,17,0,0,0,55,0,0,0,15,0,0,0,0,0,0,0,61,0,5,0,17,0,0,0,56,0,0,0,18,0,0,0,0,0,0,0,61,0,5,0,21,0,0,0,57,0,0,0,19,
0,0,0,0,0,0,0,80,0,6,0,25,0,0,0,58,0,0,0,55,0,0,0,56,0,0,0,57,0,0,0,57,0,5,0,17,0,0,0,59,0,0,0,24,0,0,0,58,0,0,0,62,0,4,0,22,0,0,0,59,0,0,0,0,0,0,0,253,0,1,0,56,0,1,0,
};
static void SafeRelease(ImDrawIdx*& res)
{
if (res)
@@ -300,11 +241,9 @@ static void SafeRelease(WGPUShaderModule& res)
}
static void SafeRelease(RenderResources& res)
{
SafeRelease(res.SamplerLinear);
SafeRelease(res.SamplerNearest);
SafeRelease(res.Sampler);
SafeRelease(res.Uniforms);
SafeRelease(res.CommonBindGroupLinear);
SafeRelease(res.CommonBindGroupNearest);
SafeRelease(res.CommonBindGroup);
SafeRelease(res.ImageBindGroupLayout);
};
@@ -316,10 +255,9 @@ static void SafeRelease(FrameResources& res)
SafeRelease(res.VertexBufferHost);
}
static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModuleWGSL(const char* wgsl_source)
static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModule(const char* wgsl_source)
{
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
IM_UNUSED(bd);
WGPUShaderSourceWGSL wgsl_desc = {};
wgsl_desc.chain.sType = WGPUSType_ShaderSourceWGSL;
@@ -328,46 +266,6 @@ static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModuleWGSL(con
WGPUShaderModuleDescriptor desc = {};
desc.nextInChain = (WGPUChainedStruct*)&wgsl_desc;
// Detect shader compilation errors by using an error scope.
// Flag to be passed into the validation callback `userdata1` pointer.
int validation_error = 0;
wgpuDevicePushErrorScope(bd->wgpuDevice, WGPUErrorFilter_Validation);
WGPUShaderModule module = wgpuDeviceCreateShaderModule(bd->wgpuDevice, &desc);
WGPUPopErrorScopeCallbackInfo pop_cb = {};
pop_cb.mode = WGPUCallbackMode_AllowSpontaneous;
pop_cb.callback = [](WGPUPopErrorScopeStatus, WGPUErrorType type, WGPUStringView, void* userdata1, void*)
{
if (type == WGPUErrorType_Validation)
*static_cast<int*>(userdata1) = 1;
};
pop_cb.userdata1 = &validation_error;
wgpuDevicePopErrorScope(bd->wgpuDevice, pop_cb);
WGPUProgrammableStageDescriptor stage_desc = {};
if (module && !validation_error)
{
stage_desc.module = module;
stage_desc.entryPoint = { "main", WGPU_STRLEN };
}
else if (module)
{
wgpuShaderModuleRelease(module);
}
return stage_desc;
}
static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModuleSPIRV(const void* spirv_binary, size_t spirv_length)
{
ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData();
WGPUShaderSourceSPIRV spirv_desc = {};
spirv_desc.chain.sType = WGPUSType_ShaderSourceSPIRV;
spirv_desc.code = (const uint32_t *)spirv_binary;
spirv_desc.codeSize = ((uint32_t)(spirv_length / 4));
WGPUShaderModuleDescriptor desc = {};
desc.nextInChain = (WGPUChainedStruct*)&spirv_desc;
WGPUProgrammableStageDescriptor stage_desc = {};
stage_desc.module = wgpuDeviceCreateShaderModule(bd->wgpuDevice, &desc);
@@ -446,19 +344,15 @@ static void ImGui_ImplWGPU_SetupRenderState(ImDrawData* draw_data, WGPURenderPas
wgpuRenderPassEncoderSetVertexBuffer(ctx, 0, fr->VertexBuffer, 0, fr->VertexBufferSize * sizeof(ImDrawVert));
wgpuRenderPassEncoderSetIndexBuffer(ctx, fr->IndexBuffer, sizeof(ImDrawIdx) == 2 ? WGPUIndexFormat_Uint16 : WGPUIndexFormat_Uint32, 0, fr->IndexBufferSize * sizeof(ImDrawIdx));
wgpuRenderPassEncoderSetPipeline(ctx, bd->pipelineState);
wgpuRenderPassEncoderSetBindGroup(ctx, 0, bd->renderResources.CommonBindGroupLinear, 0, nullptr);
wgpuRenderPassEncoderSetBindGroup(ctx, 0, bd->renderResources.CommonBindGroup, 0, nullptr);
// Setup blend factor
WGPUColor blend_color = { 0.f, 0.f, 0.f, 0.f };
wgpuRenderPassEncoderSetBlendConstant(ctx, &blend_color);
}
// Draw callbacks
static void ImGui_ImplWGPU_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way.
static void ImGui_ImplWGPU_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); wgpuRenderPassEncoderSetBindGroup(bd->RenderState->RenderPassEncoder, 0, bd->renderResources.CommonBindGroupLinear, 0, nullptr); }
static void ImGui_ImplWGPU_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); wgpuRenderPassEncoderSetBindGroup(bd->RenderState->RenderPassEncoder, 0, bd->renderResources.CommonBindGroupNearest, 0, nullptr); }
// Render function
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder)
{
// Avoid rendering when minimized
@@ -542,8 +436,8 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
}
int64_t vb_write_size = MEMALIGN((char*)vtx_dst - (char*)fr->VertexBufferHost, 4);
int64_t ib_write_size = MEMALIGN((char*)idx_dst - (char*)fr->IndexBufferHost, 4);
wgpuQueueWriteBuffer(bd->defaultQueue, fr->VertexBuffer, 0, fr->VertexBufferHost, (size_t)vb_write_size);
wgpuQueueWriteBuffer(bd->defaultQueue, fr->IndexBuffer, 0, fr->IndexBufferHost, (size_t)ib_write_size);
wgpuQueueWriteBuffer(bd->defaultQueue, fr->VertexBuffer, 0, fr->VertexBufferHost, vb_write_size);
wgpuQueueWriteBuffer(bd->defaultQueue, fr->IndexBuffer, 0, fr->IndexBufferHost, ib_write_size);
// Setup desired render state
ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr);
@@ -553,7 +447,7 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
ImGui_ImplWGPU_RenderState render_state;
render_state.Device = bd->wgpuDevice;
render_state.RenderPassEncoder = pass_encoder;
platform_io.Renderer_RenderState = bd->RenderState = &render_state;
platform_io.Renderer_RenderState = &render_state;
// Render command lists
// (Because we merged all buffers into a single one, we maintain our own offset into them)
@@ -569,7 +463,8 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
if (pcmd->UserCallback != nullptr)
{
// User callback, registered via ImDrawList::AddCallback()
if (pcmd->UserCallback == ImGui_ImplWGPU_DrawCallback_ResetRenderState)
// (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_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr);
else
pcmd->UserCallback(draw_list, pcmd);
@@ -580,11 +475,12 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
ImTextureID tex_id = pcmd->GetTexID();
ImGuiID tex_id_hash = ImHashData(&tex_id, sizeof(tex_id), 0);
WGPUBindGroup bind_group = (WGPUBindGroup)bd->renderResources.ImageBindGroups.GetVoidPtr(tex_id_hash);
if (!bind_group && tex_id != 0)
if ((bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bd->renderResources.ImageBindGroupLayout, (WGPUTextureView)tex_id)) != 0)
bd->renderResources.ImageBindGroups.SetVoidPtr(tex_id_hash, bind_group);
if (bind_group)
wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, (WGPUBindGroup)bind_group, 0, nullptr);
if (!bind_group)
{
bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bd->renderResources.ImageBindGroupLayout, (WGPUTextureView)tex_id);
bd->renderResources.ImageBindGroups.SetVoidPtr(tex_id_hash, bind_group);
}
wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, (WGPUBindGroup)bind_group, 0, nullptr);
// Project scissor/clipping rectangles into framebuffer space
ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
@@ -593,8 +489,8 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
// Clamp to viewport as wgpuRenderPassEncoderSetScissorRect() 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 > (float)fb_width) { clip_max.x = (float)fb_width; }
if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; }
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;
@@ -616,7 +512,7 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
}
image_bind_groups.Data.resize(0);
platform_io.Renderer_RenderState = bd->RenderState = nullptr;
platform_io.Renderer_RenderState = nullptr;
}
static void ImGui_ImplWGPU_DestroyTexture(ImTextureData* tex)
@@ -769,15 +665,14 @@ bool ImGui_ImplWGPU_CreateDeviceObjects()
graphics_pipeline_desc.layout = wgpuDeviceCreatePipelineLayout(bd->wgpuDevice, &layout_desc);
// Create the vertex shader
WGPUProgrammableStageDescriptor vertex_shader_desc = ImGui_ImplWGPU_CreateShaderModuleWGSL(__shader_vert_wgsl);
if (!vertex_shader_desc.module) vertex_shader_desc = ImGui_ImplWGPU_CreateShaderModuleSPIRV(__shader_vert_spirv, sizeof(__shader_vert_spirv));
WGPUProgrammableStageDescriptor vertex_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__shader_vert_wgsl);
graphics_pipeline_desc.vertex.module = vertex_shader_desc.module;
graphics_pipeline_desc.vertex.entryPoint = vertex_shader_desc.entryPoint;
// Vertex input configuration
WGPUVertexAttribute attribute_desc[] =
{
#if defined IMGUI_IMPL_WEBGPU_BACKEND_DAWN || defined IMGUI_IMPL_WEBGPU_BACKEND_WGVK
#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN
{ nullptr, WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, pos), 0 },
{ nullptr, WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, uv), 1 },
{ nullptr, WGPUVertexFormat_Unorm8x4, (uint64_t)offsetof(ImDrawVert, col), 2 },
@@ -798,8 +693,7 @@ bool ImGui_ImplWGPU_CreateDeviceObjects()
graphics_pipeline_desc.vertex.buffers = buffer_layouts;
// Create the pixel shader
WGPUProgrammableStageDescriptor pixel_shader_desc = ImGui_ImplWGPU_CreateShaderModuleWGSL(__shader_frag_wgsl);
if (!pixel_shader_desc.module) pixel_shader_desc = ImGui_ImplWGPU_CreateShaderModuleSPIRV(__shader_frag_spirv, sizeof(__shader_frag_spirv));
WGPUProgrammableStageDescriptor pixel_shader_desc = ImGui_ImplWGPU_CreateShaderModule(__shader_frag_wgsl);
// Create the blending setup
WGPUBlendState blend_state = {};
@@ -844,35 +738,29 @@ bool ImGui_ImplWGPU_CreateDeviceObjects()
ImGui_ImplWGPU_CreateUniformBuffer();
// Create samplers (Linear/Nearest)
// Create sampler
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
WGPUSamplerDescriptor sampler_desc = {};
sampler_desc.minFilter = WGPUFilterMode_Linear;
sampler_desc.magFilter = WGPUFilterMode_Linear;
sampler_desc.mipmapFilter = WGPUMipmapFilterMode_Linear;
sampler_desc.addressModeU = WGPUAddressMode_ClampToEdge;
sampler_desc.addressModeV = WGPUAddressMode_ClampToEdge;
sampler_desc.addressModeW = WGPUAddressMode_ClampToEdge;
sampler_desc.maxAnisotropy = 1;
sampler_desc.minFilter = WGPUFilterMode_Linear;
sampler_desc.magFilter = WGPUFilterMode_Linear;
sampler_desc.mipmapFilter = WGPUMipmapFilterMode_Linear;
bd->renderResources.SamplerLinear = wgpuDeviceCreateSampler(bd->wgpuDevice, &sampler_desc);
sampler_desc.minFilter = WGPUFilterMode_Nearest;
sampler_desc.magFilter = WGPUFilterMode_Nearest;
sampler_desc.mipmapFilter = WGPUMipmapFilterMode_Nearest;
bd->renderResources.SamplerNearest = wgpuDeviceCreateSampler(bd->wgpuDevice, &sampler_desc);
bd->renderResources.Sampler = wgpuDeviceCreateSampler(bd->wgpuDevice, &sampler_desc);
// Create resource bind groups (one per sampler, otherwise identical)
// Create resource bind group
WGPUBindGroupEntry common_bg_entries[] =
{
{ nullptr, 0, bd->renderResources.Uniforms, 0, MEMALIGN(sizeof(Uniforms), 16), 0, 0 },
{ nullptr, 1, 0, 0, 0, bd->renderResources.SamplerLinear, 0 },
{ nullptr, 1, 0, 0, 0, bd->renderResources.Sampler, 0 },
};
WGPUBindGroupDescriptor common_bg_descriptor = {};
common_bg_descriptor.layout = bg_layouts[0];
common_bg_descriptor.entryCount = sizeof(common_bg_entries) / sizeof(WGPUBindGroupEntry);
common_bg_descriptor.entries = common_bg_entries;
bd->renderResources.CommonBindGroupLinear = wgpuDeviceCreateBindGroup(bd->wgpuDevice, &common_bg_descriptor);
common_bg_entries[1].sampler = bd->renderResources.SamplerNearest;
bd->renderResources.CommonBindGroupNearest = wgpuDeviceCreateBindGroup(bd->wgpuDevice, &common_bg_descriptor);
bd->renderResources.CommonBindGroup = wgpuDeviceCreateBindGroup(bd->wgpuDevice, &common_bg_descriptor);
bd->renderResources.ImageBindGroupLayout = bg_layouts[1];
SafeRelease(vertex_shader_desc.module);
@@ -918,17 +806,10 @@ bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info)
#endif
#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
io.BackendRendererName = "imgui_impl_wgpu (WGPU, Native)";
#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_WGVK)
io.BackendRendererName = "imgui_impl_wgpu (WGVK, Native)";
#endif
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.DrawCallback_ResetRenderState = ImGui_ImplWGPU_DrawCallback_ResetRenderState;
platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplWGPU_DrawCallback_SetSamplerLinear;
platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplWGPU_DrawCallback_SetSamplerNearest;
bd->initInfo = *init_info;
bd->wgpuDevice = init_info->Device;
bd->defaultQueue = wgpuDeviceGetQueue(bd->wgpuDevice);
@@ -937,7 +818,11 @@ bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info)
bd->numFramesInFlight = init_info->NumFramesInFlight;
bd->frameIndex = UINT_MAX;
bd->renderResources.Sampler = nullptr;
bd->renderResources.Uniforms = nullptr;
bd->renderResources.CommonBindGroup = nullptr;
bd->renderResources.ImageBindGroups.Data.reserve(100);
bd->renderResources.ImageBindGroupLayout = nullptr;
// Create buffers with a default size (they will later be grown as needed)
bd->pFrameResources = new FrameResources[bd->numFramesInFlight];
@@ -992,7 +877,7 @@ void ImGui_ImplWGPU_NewFrame()
bool ImGui_ImplWGPU_IsSurfaceStatusError(WGPUSurfaceGetCurrentTextureStatus status)
{
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGVK)
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN)
return (status == WGPUSurfaceGetCurrentTextureStatus_Error);
#else
return (status == WGPUSurfaceGetCurrentTextureStatus_OutOfMemory || status == WGPUSurfaceGetCurrentTextureStatus_DeviceLost);
@@ -1009,7 +894,7 @@ bool ImGui_ImplWGPU_IsSurfaceStatusSubOptimal(WGPUSurfaceGetCurrentTextureStatus
}
// Helpers to obtain a string
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGVK)
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN)
const char* ImGui_ImplWGPU_GetErrorTypeName(WGPUErrorType type)
{
switch (type)
+1 -2
View File
@@ -3,7 +3,7 @@
// (Please note that WebGPU is a recent API, may not be supported by all browser, and its ecosystem is generally a mess)
// When targeting native platforms:
// - One of IMGUI_IMPL_WEBGPU_BACKEND_DAWN, IMGUI_IMPL_WEBGPU_BACKEND_WGPU or IMGUI_IMPL_WEBGPU_BACKEND_WGVK *must* be provided.
// - One of IMGUI_IMPL_WEBGPU_BACKEND_DAWN or IMGUI_IMPL_WEBGPU_BACKEND_WGPU *must* be provided.
// When targeting Emscripten:
// - We now defaults to IMGUI_IMPL_WEBGPU_BACKEND_DAWN and requires Emscripten 4.0.10+, which correspond to using Emscripten '--use-port=emdawnwebgpu'.
// - Emscripten < 4.0.10 is not supported anymore (old '-sUSE_WEBGPU=1' option).
@@ -12,7 +12,6 @@
// This requirement may be removed once WebGPU stabilizes and backends converge on a unified interface.
//#define IMGUI_IMPL_WEBGPU_BACKEND_DAWN
//#define IMGUI_IMPL_WEBGPU_BACKEND_WGPU
//#define IMGUI_IMPL_WEBGPU_BACKEND_WGVK
// Implemented features:
// [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID/ImTextureRef!
+4 -11
View File
@@ -21,7 +21,6 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2026-05-19: DPI: ImGui_ImplWin32_EnableDpiAwareness() helper uses SetProcessDpiAwarenessContext() instead of SetThreadDpiAwarenessContext(), fixes DPI scaling issues with e.g. OpenGL. (#9403)
// 2026-01-28: Inputs: Minor optimization not submitting gamepad input if packet number has not changed (reworked from 2025-09-23 attempt). (#9202, #8556)
// 2025-12-03: Inputs: handle WM_IME_CHAR/WM_IME_COMPOSITION messages to support Unicode inputs on MBCS (non-Unicode) Windows. (#9099, #3653, #5961)
// 2025-10-19: Inputs: Revert previous change to allow for io.ClearInputKeys() on focus-out not losing gamepad state.
@@ -413,7 +412,7 @@ void ImGui_ImplWin32_NewFrame()
// Setup time step
INT64 current_time = 0;
::QueryPerformanceCounter((LARGE_INTEGER*)&current_time);
io.DeltaTime = (float)((double)(current_time - bd->Time) / (double)bd->TicksPerSecond);
io.DeltaTime = (float)(current_time - bd->Time) / bd->TicksPerSecond;
bd->Time = current_time;
// Update OS mouse position
@@ -887,7 +886,6 @@ DECLARE_HANDLE(DPI_AWARENESS_CONTEXT);
typedef HRESULT(WINAPI* PFN_SetProcessDpiAwareness)(PROCESS_DPI_AWARENESS); // Shcore.lib + dll, Windows 8.1+
typedef HRESULT(WINAPI* PFN_GetDpiForMonitor)(HMONITOR, MONITOR_DPI_TYPE, UINT*, UINT*); // Shcore.lib + dll, Windows 8.1+
typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib + dll, Windows 10 v1607+ (Creators Update)
typedef BOOL(WINAPI* PFN_SetProcessDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib + dll, Windows 10 v1703+ (Creators Update)
// Helper function to enable DPI awareness without setting up a manifest
void ImGui_ImplWin32_EnableDpiAwareness()
@@ -895,12 +893,7 @@ void ImGui_ImplWin32_EnableDpiAwareness()
if (_IsWindows10OrGreater())
{
static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process
if (PFN_SetProcessDpiAwarenessContext SetProcessDpiAwarenessContextFn = (PFN_SetProcessDpiAwarenessContext)::GetProcAddress(user32_dll, "SetProcessDpiAwarenessContext")) // Windows 10 v1703+
{
SetProcessDpiAwarenessContextFn(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2);
return;
}
if (PFN_SetThreadDpiAwarenessContext SetThreadDpiAwarenessContextFn = (PFN_SetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "SetThreadDpiAwarenessContext")) // Windows 10 v1607+
if (PFN_SetThreadDpiAwarenessContext SetThreadDpiAwarenessContextFn = (PFN_SetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "SetThreadDpiAwarenessContext"))
{
SetThreadDpiAwarenessContextFn(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2);
return;
@@ -937,7 +930,7 @@ float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor)
{
GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi);
IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
return (float)xdpi / 96.0f;
return xdpi / 96.0f;
}
}
#ifndef NOGDI
@@ -947,7 +940,7 @@ float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor)
IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
::ReleaseDC(nullptr, dc);
#endif
return (float)xdpi / 96.0f;
return xdpi / 96.0f;
}
float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd)
+2 -3
View File
@@ -1,8 +1,7 @@
#version 450 core
layout(location = 0) out vec4 fColor;
layout(set=0, binding=0) uniform texture2D _Texture;
layout(set=1, binding=0) uniform sampler _Sampler;
layout(set=0, binding=0) uniform sampler2D sTexture;
layout(location = 0) in struct {
vec4 Color;
@@ -11,5 +10,5 @@ layout(location = 0) in struct {
void main()
{
fColor = In.Color * texture(sampler2D(_Texture, _Sampler), In.UV.st);
fColor = In.Color * texture(sTexture, In.UV.st);
}
+3 -4
View File
@@ -84,7 +84,6 @@ List of Platforms Backends:
List of Renderer Backends:
imgui_impl_cpu.cpp ; Generic packed-pixel CPU framebuffer renderer (RGBA/BGRA/RGB565/indexed, etc. see example_sdl2_cpu, example_apple_cpu)
imgui_impl_dx9.cpp ; DirectX9
imgui_impl_dx10.cpp ; DirectX10
imgui_impl_dx11.cpp ; DirectX11
@@ -106,7 +105,7 @@ List of high-level Frameworks Backends (combining Platform + Renderer):
imgui_impl_null.cpp
Emscripten is also supported!
The SDL2+CPU, SDL2+GL, SDL3+GL, SDL2+Surface, SDL3+Surface, GLFW+GL and GLFW+WebGPU examples are all ready to build and run with Emscripten.
The SDL2+GL, SDL3+GL, SDL2+Surface, SDL3+Surface, GLFW+GL and GLFW+WebGPU examples are all ready to build and run with Emscripten.
### Recommended Backends
@@ -258,8 +257,8 @@ void MyImGuiBackend_RenderDrawData(ImDrawData* draw_data)
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback)
{
if (pcmd->UserCallback == platform_io.DrawCallback_ResetRenderState)
MyEngineSetupSenderState();
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
MyEngineSetupenderState();
else
pcmd->UserCallback(cmd_list, pcmd);
}
+35 -342
View File
@@ -36,261 +36,22 @@ HOW TO UPDATE?
- Please report any issue!
-----------------------------------------------------------------------
VERSION 1.92.9 WIP (In Progress)
VERSION 1.92.7 WIP (In Progress)
-----------------------------------------------------------------------
Breaking Changes:
- TreeNode: commented out legacy name `ImGuiTreeNodeFlags_SpanTextWidth` which
was obsoleted in 1.90.7 (May 2024). Use `ImGuiTreeNodeFlags_SpanLabelWidth`.
Other Changes:
- Windows:
- Clicking on a window's empty-space to move/focus a window checks
for lack of mouse button ownership. This gives an additional opportunity
for user code to bypass it without using a clickable item. (#9382)
- Clicking on a window's empty-space to move/focus a window checks
for lack of queued focus request. (#9382)
- InputText:
- Added `style.InputTextCursorSize` to configure cursor/caret thickness. (#7031, #9409)
This is automatically scaled by `style.ScaleAllSizes()`.
- Fonts:
- Added `IMGUI_DISABLE_DEFAULT_FONT_BITMAP`/`IMGUI_DISABLE_DEFAULT_FONT_VECTOR` to
disable embedding either fonts separately. (#9407)
- Tweak `CalcTextSize()` awkward width rounding/ceiling code to reduce floating-point
imprecisions altering the result by 1 even at relatively small width. (#791)
- Fixed an issue where passing a manually created ImFontAtlas to CreateContext() would
incorrectly destroy it in DestroyContext() when ref-count gets back to zero. (#9426)
- DrawList:
- Minor optimization to `AddLine()`, `AddLineH()`, `AddLineV()` functions. (#4091)
- Added `ImDrawListFlags_TextNoPixelSnap` to disable snapping of AddText()
coordinates for a given scope. (#3437, #9417, #2291)
- ColorButton:
- Small rendering tweak/optimization for the alpha checkerboard.
- Demo:
- Extract 'Widgets->Tree Nodes->Selectable Nodes' out of the 'Advanced'
demo for clarity (manual reimplementation of basic selection).
- Backends:
- Win32:
- Uses `SetProcessDpiAwarenessContext()` instead of `SetThreadDpiAwarenessContext()`
when available, fixing OpenGL DPI scaling issues as e.g. NVIDIA drivers tends
to spawn multiple-thread to manage OpenGL. (#9403)
-----------------------------------------------------------------------
VERSION 1.92.8 (Released 2026-05-12)
-----------------------------------------------------------------------
Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.92.8
Breaking Changes:
- DrawList: swapped the last two arguments of `AddRect()`, `AddPolyline()`, `PathStroke()`.
- Before: `void ImDrawList::AddRect(ImVec2 p_min, ImVec2 p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0, float thickness = 1.0f);`
- After: `void ImDrawList::AddRect(ImVec2 p_min, ImVec2 p_max, ImU32 col, float rounding = 0.0f, float thickness = 1.0f, ImDrawFlags flags = 0);`
- Before: `void ImDrawList::AddPolyline(const ImVec2* points, int num_points, ImU32 col, ImDrawFlags flags, float thickness);`
- After: `void ImDrawList::AddPolyline(const ImVec2* points, int num_points, ImU32 col, float thickness, ImDrawFlags flags = 0);`
- Before: `void ImDrawList::PathStroke(ImU32 col, ImDrawFlags flags = 0, float thickness = 1.0f);`
- After: `void ImDrawList::PathStroke(ImU32 col, float thickness = 1.0f, ImDrawFlags flags = 0);`
Added inline redirection functions when IMGUI_DISABLE_OBSOLETE_FUNCTIONS is off.
Marked the old functions are =delete when IMGUI_DISABLE_OBSOLETE_FUNCTIONS is on, to allow for better type-checking.
Effectively the typical call site is changing from:
- Before: `window->DrawList->AddRect(p_min, p_max, color, rounding, ImDrawFlags_None, border_size);`
- After: `window->DrawList->AddRect(p_min, p_max, color, rounding, border_size);`
Notes:
- Users of C++ and other languages with type-checking will be notified at compile-time of any mistakes.
- Users of high-level bindings or languages with no type-checking will be notified at runtime via an assert for invalid flags value.
If you are a binding maintainer consider doing something to facilitate transition or error detection.
- This is perhaps the worst breaking change in our history :( but it makes ImDrawList function signatures consistent.
As we are aiming to add flags and features to variety of ImDrawList functions, that consistency becomes more important.
The new order is also more convenient as `flags` are less frequently used than `thickness` in real code.
- As a general policy in Dear ImGui, all our flags default to 0 so ImDrawFlags_None was likely written 0 in some call sites.
- Consider adding `#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS` in your imconfig.h, even temporarily, to clean up legacy code.
- Reminder: you do NOT need to specify `ImDrawFlags_RoundCornersAll` for rounding, it is already the default!
- DrawList: obsoleted `ImDrawCallback_ResetRenderState` in favor of using `ImGui::GetPlatformIO().DrawCallback_ResetRenderState`,
which is part of our new standard draw callbacks. (#9378)
Redirecting the earlier value into the later one when set, so both old and new code should work.
- DrawList: changed value of `ImDrawFlags_Closed`. It was previously advertised as "always == 1" when introduced
in 1.82 (2021/02), in order to facilitate backward compatibility with the legacy `bool closed` flag. This
guarantee has been removed. The bit is reserved, and `AddPolyline()`, `PathStroke()` will assert when it is used.
- Backends:
- Vulkan: redesigned to use separate ImageView + Sampler instead of Combined Image Sampler. (#914)
This change allows us to facilitate changing samplers, in line with other backends. [@yaz0r, @ocornut]
- When creating your own descriptor pool (instead of letting backend creates its own):
- Before: need at least `IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE` descriptors of type `VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER`.
- After: need at least `IMGUI_IMPL_VULKAN_MINIMUM_SAMPLED_IMAGE_POOL_SIZE` descriptors of type `VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE`.
+ `IMGUI_IMPL_VULKAN_MINIMUM_SAMPLER_POOL_SIZE` descriptors of type `VK_DESCRIPTOR_TYPE_SAMPLER`.
- When registering custom textures: changed ImGui_ImplVulkan_AddTexture() signature to remove Sampler.
- Before: `ImGui_ImplVulkan_AddTexture(VkSampler, VkImageView, VkImageLayout)`
- After: `ImGui_ImplVulkan_AddTexture(VkImageView, VkImageLayout)`
- Kept inline redirection function that ignores the sampler (will obsolete).
- DirectX10, DirectX11, SDLGPU3, Vulkan: removed samplers from `ImGui_ImplXXXX_RenderState`.
Prefer to use backend-agnostic DrawCallback_SetSamplerLinear which works everywhere! (#9378)
If there is a legit need/request for them or any render state we can always add them back.
Other Changes:
- DrawList:
- Added room in `ImGuiPlatformIO` for standard backend-agnostic draw callbacks. Those callbacks
are setup/provided by the backend and available in most of our standard backends.
They allow backend-agnostic code from e.g. switching to a Nearest/Point sampler without
messing with custom Renderer-specific callbacks.
platform_io.DrawCallback_ResetRenderState; // Request to reset the graphics/render state.
platform_io.DrawCallback_SetSamplerLinear; // Request to set current texture sampling to Linear
platform_io.DrawCallback_SetSamplerNearest; // Request to set current texture sampling to Nearest/Point
Note that some backends might not support all callbacks.
(#9378, #9371, #3590, #8926, #2973, #7485, #7468, #6969, #5118, #7616, #9173, #8322, #7230,
#5999, #6452, #5156, #7342, #7592, #7511)
- Made `AddCallback()` user data default to Null for convenience.
- Added `AddLineH()`, `AddLineV()` helpers to draw horizontal and vertical lines. [@memononen]
The new functions are more optimal and will be part of a larger effort in 1.93 to fix
inconsistencies and improve the DrawList API. In the current API, `AddLine()` adds a "magic" +0.5f
offset and then center the line, whereas AddLineH()/AddLineV() use the right side of the line to expand.
For thickness=1.0f lines this is equivalent:
`AddLine({10,3}, {20,3}, ...)` --> `AddLineH(x1=10, x2=20, y=3, ...)`.
`AddLine({3,10}, {3,20}, ...)` --> `AddLineV(x=3, y1=10, y2=20, ...)`.
For larger integer thickness, AddLine() will center but may be blurry, AddLineH()/AddLineV()
will expand "inside" (to the right side) and will always be sharp.
A subsequent release will expand on those concepts and add new options.
- InputText:
- InputTextMultiline: fixed an issue processing deactivation logic when an active
multi-line edit is clipped due to being out of view.
- Fixed a crash when toggling ReadOnly while active. (#9354)
- `CharFilter` callback event sets CursorPos/SelectionStart/SelectionEnd. (#816)
- Tables:
- Fixed issues reporting ideal size to parent window/container: (#9352, #7651)
- When both scrollbars are visible but only one of ScrollX/ScrollY was explicitly requested.
- When vertical scrollbar was not at the top, the computation was often incorrect.
- Windows:
- Fixed a single-axis auto-resizing feedback loop issue with nested containers
and varying scrollbar visibility. (#9352)
- Detect and report error when calling End() instead of EndPopup() on a popup. (#9351)
- Child windows with only `ImGuiChildFlags_AutoResizeY` flag keep using the proportional
default `ItemWidth`. (#9355)
- Using mouse wheel to scroll takes and keeps ownership of the corresponding keys
(e.g. `ImGuiKey_MouseWheelY`) while a wheeling window is locked. (#2604, #3795)
- InputInt, InputFloat, InputScalar:
- Reinstated `ImGuiInputTextFlags_EnterReturnsTrue` support which was removed in 1.91.4.
(#8665, #9299, #8065, #3946, #6284, #9117)
- Fixed the fact that it didn't return true when validating same value.
- Fixed losing value when tabbing out or losing focus.
- Made it that pressing +/- step buttons also return true, which is in line
with 1.91.4 behavior.
- In a majority of cases you should use `IsItemDeactivatedAfterEdit()` instead,
but it still has a few edge cases flaws (to be addressed soon).
- Allow passing a format string that does not display the scalar value.
Parsing input with default format for the type. (#9385) [@FireFox2000000]
- Multi-Select:
- Fixed an issue using Multi-Select within a Table causing column width measurement to
be invalid when trailing column contents is not submitted in the last row. (#9341, #8250)
- Fixed an issue using Multi-Select within a Table with the right-most column visible,
which could lead to an extra vertical offset in the Header row. (#8250)
- Multi-Select + Box-Select:
- Fixed an issue using `ImGuiMultiSelectFlags_BoxSelect1d` mode while scrolling.
Notably, using mouse wheel while holding a box-selection could lead items close to windows
edges from not being correctly unselected. (#7994, #8250, #7821, #7850, #7970)
- Improved dirty/unclip rectangle logic for `ImGuiMultiSelectFlags_BoxSelect2d`.
- Fixed an issue using `ImGuiMultiSelectFlags_BoxSelect2d` mode, where
items out of view wouldn't be properly selected while scrolling while mouse cursor
is hovering outside of selection scope. (#7994, #1861, #6518)
- Fixed an issue where items out of horizontal view would sometimes lead
to incorrect merging of sequential selection requests while also scrolling fast
enough to overlap multiple rows during a frame. (#7994, #1861, #6518)
- Fixed an issue using `ImGuiMultiSelectFlags_BoxSelect2d` mode in a Table
while relying on the `TableNextColumn()` return value to perform coarse clipping. (#7994)
- Disabled merging consecutive selection requests as we have no reliable
way of detecting if user has submitted all consecutive items without clipping gaps,
and `ImGuiSelectionUserData` is technically opaque storage. (#7994, #1861)
(we will probably bring this back as a minor optimization if we have a way to for
user to tell us `ImGuiSelectionUserData` are indices)
- Fixes for using across nested child windows. (#8364)
- Box-Select + Clipper: fixed an issue selecting items while scrolling while a clipper
active. (#7994, #8250, #7821, #7850, #7970)
- Box-Select + Tables: fixed an issue using box-selection in a tables with
items straying out of columns boundaries. (#7994, #2221)
- Box-Select + Tables: fixed an issue when calling `BeginMultiSelect()` in a table
before layout has been locked (first row or headers row submitted). (#8250)
- Menus:
- BeginMenu()/MenuItem(): fixed accidental triggering of child menu items when
opening a menu inside a small host window forcing the child menu window to be
repositioned under the mouse cursor. (#8233, #9394)
Done by reworking `BeginMenu()`/`MenuItem()`: they previously avoiding taking
ActiveID + key/click ownership (in order to allow releasing button on another item).
Now they take them and release them once the mouse is moved outside item boundaries.
- Inputs:
- SetItemKeyOwner(): return true if ownership has been requested, which typically
needs to to checked for gating further tests. This is important as the function
may fail. (#456, #2637, #2620, #2891, #3370, #3724, #4828, #5108, #5242, #5641)
- SetItemKeyOwner(): does not set ownership is key is already taken. Effectively
this makes using `SetItemKeyOwner(ImGuiKey_MouseWheelY)` over an item work as
expected while not having item react if a scroll wheel is actively in progress.
May be subject to further redesign, e.g. conditional flags. Feedback welcome!
- Style:
- Checkbox: added `ImGuiCol_CheckboxSelectedBg` to change or accentuate the
background color of checked/mixed checkboxes. (#9392)
- Added `ImGuiStyleVar_DragDropTargetRounding`. (#9056)
- Fixed vertical scrollbar top coordinates when using thick borders on windows
with no title bar and no menu bar. (#9366)
- Fonts:
- imgui_freetype: add FreeType headers & compiled version in 'About Dear ImGui' details.
- Assert when using MergeMode with an explicit size over a target font with an implicit
size, as scale factor are likely erroneous. (#9361)
- Clipper:
- Improved error reporting when misusing the clipper inside a table (prioritize
reporting the common clipper error over a table sanity check assert). (#9350)
- Tweaked assert triggering when first item height measurement fails, and made it
a better recoverable error. (#9350)
- Misc:
- Minor optimization: reduce redundant label scanning in common widgets.
- Added missing Test Engine hooks for `PlotLines()`, `PlotHistogram()`, `VSliderXXX()`
and `TableHeader()` functions.
- Demo:
- Added simple demo for a scrollable/zoomable image viewer with a grid.
Available in `Examples->Image Viewer` and `Widgets->Images`.
- Backends:
- Added support for new standardized draw callbacks in most backends: (#9378)
- Allegro5: Reset n/a n/a
- DX9: Reset SetSamplerLinear SetSamplerNearest
- DX10: Reset SetSamplerLinear SetSamplerNearest
- DX11: Reset SetSamplerLinear SetSamplerNearest
- DX12: Reset SetSamplerLinear SetSamplerNearest
- Metal: Reset SetSamplerLinear SetSamplerNearest
- OpenGL2: Reset SetSamplerLinear SetSamplerNearest
- OpenGL3+: Reset SetSamplerLinear SetSamplerNearest
- SDLGPU3: Reset SetSamplerLinear SetSamplerNearest
- SDLRenderer2: Reset n/a n/a
- SDLRenderer3: Reset SetSamplerLinear SetSamplerNearest
- Vulkan: Reset SetSamplerLinear SetSamplerNearest
- WebGPU: Reset SetSamplerLinear SetSamplerNearest
(Vulkan backend by @yaz0r, Metal by @ssh4net, others by @ocornut)
- GLFW: added a Win32-specific implementation of `ImGui_ImplGlfw_GetContentScaleXXXX`
functions for legacy GLFW 3.2. (#9003)
- Metal: avoid redundant vertex buffer bind in `SetupRenderState()`, which leads
to validation issue. (#9343) [@Hunam6]
- Metal: use a dedicated `bufferCacheLock` to avoid crashing when `bufferCache` is
replaced by a new object while being used for `@synchronize()`. (#9367) [@andygrundman]
- SDL2: made `ImGui_ImplSDL2_GetContentScaleForWindow()`/`ImGui_ImplSDL2_GetContentScaleForDisplay()`
helpers return a minimum of 1.0f, as some Linux setup seems to report <1.0f value
and this breaks scaling border size. (#9369)
- WebGPU: rework choice/detection of using WGSL/SPIR-V shader on WGVK. (#9316, #9246, #9257, #9387)
- Examples:
- Update VS toolset in all .vcxproj from VS2015 (v140) to VS2017 (v141). The later is the
first that supports vcpkg. Onward we will likely stop testing building the library with VS2015.
- GLFW+Vulkan, SDL2+Vulkan, SDL3+Vulkan, Win32+Vulkan: reworked to create a descriptor pool with:
- `IMGUI_IMPL_VULKAN_MINIMUM_SAMPLED_IMAGE_POOL_SIZE` descriptors of type `VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE`.
- `IMGUI_IMPL_VULKAN_MINIMUM_SAMPLER_POOL_SIZE` descriptors of type `VK_DESCRIPTOR_TYPE_SAMPLER`.
-----------------------------------------------------------------------
VERSION 1.92.7 (Released 2026-04-02)
-----------------------------------------------------------------------
Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.92.7
Breaking Changes:
- Separator: fixed a legacy quirk where `Separator()` was submitting a zero-height
- Changed default ImTextureID_Invalid value to -1 instead of 0 if not #define-d.
(#9293, #8745, #8465, #7090)
- It seems like a better default since it will work with backends storing
indices or memory offsets inside ImTextureID, where 0 might be a valid value.
- If this is causing problem with e.g your custom ImTextureID definition, you can
add '#define ImTextureID_Invalid 0' to your imconfig.h + PLEASE report this to GitHub.
- If you have hardcoded e.g. 'if (tex_id == 0)' checks they should be updated.
e.g. OpenGL2, OpenGL3 and SDLRenderer3 backends incorrectly had 'IM_ASSERT(tex->TexID == 0)'
lines which were replaced with 'IM_ASSERT(tex->TexID == ImTextureID_Invalid)'.
If you have copied or forked backends consider fixing locally. (#9295)
- Separator(): fixed a legacy quirk where Separator() was submitting a zero-height
item for layout purpose, even though it draws a 1-pixel separator.
The fix could affect code e.g. computing height from multiple widgets in order to
allocate vertical space for a footer or multi-line status bar. (#2657, #9263)
@@ -302,18 +63,16 @@ Breaking Changes:
BeginChild("ScrollingRegion", { 0, -footer_height });
When such idiom was used and assuming zero-height Separator, it is likely that
in 1.92.7 the resulting window will have unexpected 1 pixel scrolling range.
- Multi-Select: renamed `ImGuiMultiSelectFlags_SelectOnClick` to `ImGuiMultiSelectFlags_SelectOnAuto`.
Kept inline redirection enum (will obsolete).
- Combo(), ListBox(): commented out legacy signatures which were obsoleted in 1.90
(Nov 2023), when the getter callback type was changed from:
bool (*getter)(void* user_data, int idx, const char** out_text)
getter type: bool (*getter)(void* user_data, int idx, const char** out_text)
To:
const char* (*getter)(void* user_data, int idx)
getter type: const char* (*getter)(void* user_data, int idx)
Other Changes:
- TreeNode:
- Moved `TreeNodeGetOpen()` helper to public API. I was hesitant to make this public
- Moved TreeNodeGetOpen() helper to public API. I was hesitant to make this public
because I intend to provide a more generic and feature-full version, but in the meanwhile
this will do. (#3823, #9251, #7553, #6754, #5423, #2958, #2079, #1947, #1131, #722)
- In 'Demo->Property Editor' demonstrate a way to perform tree clipping by fast-forwarding
@@ -322,113 +81,48 @@ Other Changes:
it was prior to 1.91.
- InputText:
- Shift+Enter in multi-line editor always adds a new line, regardless of
`ImGuiInputTextFlags_CtrlEnterForNewLine` being set or not. (#9239)
- Reworked `io.ConfigInputTextEnterKeepActive` mode so that pressing Enter will
deactivate/reactivate the item in order for e.g. `IsItemDeactivatedAfterEdit()`
ImGuiInputTextFlags_CtrlEnterForNewLine being set or not. (#9239)
- Reworked io.ConfigInputTextEnterKeepActive mode so that pressing Enter will
deactivate/reactivate the item in order for e.g. IsItemDeactivatedAfterEdit()
signals to be emitted the same way regardless of that setting. (#9001, #9115)
- Fixed a glitch when using `ImGuiInputTextFlags_ElideLeft` where the local x offset
- Fixed a glitch when using ImGuiInputTextFlags_ElideLeft where the local x offset
would be incorrect during the deactivation frame. (#9298)
- Fixed a crash introduced in 1.92.6 when handling `ImGuiInputTextFlags_CallbackResize`
in certain situations. (#9174)
- Fixed selection highlight Y1 offset being very slightly off (since 1.92.3). (#9311) [@v-ein]
- InputTextMultiline: fixed an issue introduced in 1.92.3 where line count calculated
for vertical scrollbar range would be +1 when the widget is inactive, word-wrap is
disabled and the text buffer ends with '\n'. Fixed a similar issue related to clipping
large amount of text.
- InputTextMultiline: avoid going through reactivation code and fixed losing revert value
when activating scrollbar.
- InputTextMultiline: fixed an issue where edit buffer wouldn't be reapplied to back
buffer on the `IsItemDeactivatedAfterEdit()` frame. This could create issues when
using the idiom of not applying edits before `IsItemDeactivatedAfterEdit()`.
(#9308, #8915, #8273)
- Tables:
- Allow reordering columns by dragging them in the context menu. (#9312)
- Context menu now presents columns in display order. (#9312)
- Fixed and clarified the behavior of using `TableSetupScrollFreeze()` with columns>1,
and where some of the columns within that range were Hidable.
- Before: `TableSetupScrollFreeze(N, 0)`: include the N left-most visible columns as
part of the scroll freeze. So if you intentionally hide columns <N, the scroll
freeze area would start covering the subsequent/following columns (N+1) etc.
- After: `TableSetupScrollFreeze(N, 0)`: include the N left-most columns (regardless of visibility),
as part of the scroll freeze. So if you intentionally hide columns <N, the scroll
freeze area will cover less columns.
- This is generally more sane and logical.
- Fixed dragging a header to reorder outside of visible bounds (due to horizontal scrolling)
from losing active id.
- Angled Headers: angled section for column being reordered via the regular headers
stays highlighted during reordering.
- Style:
- Fonts: fixed an issue introduced in 1.92.6 where `style.FontBaseSize` would be
cleared during the first frame if no fonts was explicitly added before.
- Border sizes are now scaled (and rounded) by `ScaleAllSizes()`.
- When using large values with `ScallAllSizes()`, the following items thickness
- Border sizes are now scaled (and rounded) by ScaleAllSizes().
- When using large values with ScallAllSizes(), the following items thickness
are scaled to integer amounts:
- `InputText()` caret/cursor thickness. (#7031)
- `CloseButton()` thickness.
- `TextLink()` underline thickness.
- `ColorButton()` border thickness.
- `Separator()` thickness, via scaling newly added `style.SeparatorSize`. (#2657, #9263)
- InputText Caret/cursor thickness. (#7031)
- CloseButton() thickness.
- TextLink() underline thickness.
- ColorButton() border thickness.
- Separator() thickness, via scaling newly added style.SeparatorSize. (#2657, #9263)
- Nav:
- Popups: Shift+F10 or Menu key can now open popups menus when using
`BeginPopupContextItem()`, `BeginPopupContextWindow()` or `OpenPopupOnItemClick()`.
(#8803, #9270) [@exelix11, @ocornut]
- Changed Gamepad mapping for "Activate with Text Input" action: (#8803, #787)
- Previously: press North button (PS4/PS5 triangle, Switch X, Xbox Y).
- Now: long press (hold) Activate button (PS4/PS5 cross, Switch B, Xbox A) for ~0.60 secs.
This is rarely used, somehow easier to discover, and frees a button for other uses.
See updated Gamepad Control Sheets: https://www.dearimgui.com/controls_sheets
- Short Gamepad Activation press on InputText() always activate with Text Input mode.
- Popups: Shift+F10 or Menu key can now open popups menus when using
BeginPopupContextItem(), BeginPopupContextWindow() or OpenPopupOnItemClick().
(#8803, #9270) [@exelix11, @ocornut]
- Popups: pressing North button (PS4/PS5 triangle, SwitchX, Xbox Y) also open popups menus.
- Multi-Select:
- Added `ImGuiMultiSelectFlags_SelectOnClickAlways` mode (rarely used).
This prevents Drag and Drop of multiple items, but it allows to start a new Box-Selection
from inside an existing selection (Excel style). (#9307, #1861)
- Clipper:
- Clear `DisplayStart`/`DisplayEnd` fields when `Step()` returns false.
- Added `UserIndex` helper storage. This is solely a convenience for cases where
you may want to carry an index around.
- Always pulls current context on `ImGuiListClipper::Begin()`, consistent with public
API design, and avoids issues with clipper instances outliving contexts. (#9324, #5856)
- Scrollbar:
- Implemented a custom tweak to extend hit-testing bounding box when window is sitting
at the edge of a viewport (e.g. fullscreen or docked window), so that e.g. mouse the
mouse at the extreme of the screen will reach the scrollbar. (#9276)
- Fixed an issue which could lead initial click to move the current scroll by a pixel.
- Button:
- Moved `ImGuiButtonFlags_AllowOverlap` from imgui_internal.h to imgui.h,
as a convenience for when using e.g. `InvisibleButton()`.
- Focus: fixed fallback "Debug" window temporarily taking focus and setting `io.WantCaptureKeyboard`
- Focus: fixed fallback "Debug" window temporarily taking focus and setting io.WantCaptureKeyboard
for one frame on e.g. application boot if no other windows are submitted. (#9243)
- DrawList:
- PathArcTo(): fixed erroneous segment count for pathologically small arcs on large
circles. (#9331, #9313) [@thedmd, @epajarre]
- Memory:
- Discard/GC of ImDrawList buffers for unused windows favor restoring them to
~Size*1.05 instead of Capacity when awakening again. Facilitate releasing ImDrawList
buffers after unusual usage spike. (#9303)
- Fixed `GetForegroundDrawList()`/`GetBackgroundDrawList()` per-viewport buffers not being
collected when unused for `io.ConfigMemoryCompactTimer` amount of time. (#9303)
- Demo: fixed `IMGUI_DEMO_MARKER` locations for examples applets. (#9261, #3689) [@pthom]
- Misc: added missing ImVec2/ImVec4 operators. (#9339, #8258) [@dkosmari, @ArashPartow]
- Internals:
- ButtonBehavior: fixed internal/low-level `ImGuiButtonFlags_PressedOnRelease`
(as well as equivalent `ImGuiSelectableFlags_SelectOnRelease` for Selectable) from
not taking current active id. `ImGuiButtonFlags_NoHoldingActiveID` allows that.
This was only used internally by MenuItem().
- Demo: fixed IMGUI_DEMO_MARKER locations for examples applets. (#9261, #3689) [@pthom]
- Backends:
- DirectX9, OpenGL2, OpenGL3, Metal, SDLGPU3, SDLRenderer2, SDLRenderer3: fixed easy-to-fix
issues in code assuming ImTextureID_Invalid is always defined to 0. (#9295, #9310)
- GLFW: mouse cursor is properly restored if changed by user app/code while using
`glfwSetInputMode(..., GLFW_CURSOR_DISABLED)` or `ImGuiConfigFlags_NoMouseCursorChange`.
Amend optimization done in 1.92.6.
- SDLGPU3: removed unnecessary call to `SDL_WaitForGPUIdle()` when releasing
- SDLGPU3: removed unnecessary call to SDL_WaitForGPUIdle when releasing
vertex/index buffers. (#9262) [@jaenis]
- WebGPU: fixed version check for Emscripten 5.0.0+.
- WebGPU: removed support for Emscripten <4.0.10. (#9281) [@ypujante]
- WebGPU: added support for WGVK native backend via `IMGUI_IMPL_WEBGPU_BACKEND_WGVK`,
using SPIRV shaders if WGSL is not available. (#9316, #9246, #9257) [@r-lyeh]
(WGVK is a lightweight alternative to Dawn or WGPU for native applications,
which is easier to build/setup, see: https://github.com/manuel5975p/WGVK)
- Examples:
- Emscripten: added `tabindex=-1` to canvas in our shell_minimal.htm. Without it,
the canvas was not focusable in the DOM, which in turn make some backends
@@ -436,15 +130,14 @@ Other Changes:
- Emscripten: fixed minor rendering issues with our HTML shell. (#9281) [@ypujante]
- hidden small blue outline when canvas is focused on Chrome.
- hidden scrollbar in Firefox.
- Vulkan: added `ImGui_ImplVulkan_PipelineInfo::ExtraDynamicStates[]` to allow specifying
- Vulkan: added ImGui_ImplVulkan_PipelineInfo::ExtraDynamicStates[] to allow specifying
extra dynamic states to add when creating the VkPipeline. (#9211) [@DziubanMaciej]
- Vulkan: `ImGui_ImplVulkan_AddTexture()` skips updating descriptor_set if failing
- Vulkan: ImGui_ImplVulkan_AddTexture() skips updating descriptor_set if failing
to allocate one. (#8677) [@micb25]
- WebGPU: fixed undefined behaviors in example code for requesting adapter
and device. (#9246, #9256) [@r-lyeh]
- SDL2+WebGPU: fixed hi-dpi handling. (#9300) [@ypujante]
- GLFW/SDL2/SDL3+WebGPU: added support for WGVK. (#9316, #9246, #9257) [@r-lyeh, @ocornut]
- GLFW/SDL2/SDL3+WebGPU: removed support for Emscripten <4.0.10. (#9281) [@ypujante]
- GLFW/SDL2/SDL3+WebGPU: removed suport for Emscripten <4.0.10. (#9281) [@ypujante]
-----------------------------------------------------------------------
-11
View File
@@ -71,11 +71,6 @@ OSX + OpenGL2 example. <BR>
(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_cpu/](https://github.com/ocornut/imgui/blob/master/examples/example_apple_cpu/) <BR>
OSX + CPU framebuffer example. <BR>
= main.mm + imgui_impl_osx.mm + imgui_impl_cpu.cpp <BR>
This is a native Cocoa example, renders to a native BGRA framebuffer, and does not use SDL.<BR>
[example_glfw_wgpu/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_wgpu/) <BR>
GLFW + WebGPU example. Supports Emscripten (web), Dawn (native), WGPU (native). <BR>
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_wgpu.cpp
@@ -155,12 +150,6 @@ SDL2 (Win32, Mac, Linux, etc.) + SDL_Surface CPU renderer example.<BR>
= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_sdlsurface2.cpp <BR>
This supports building with Emscripten.<BR>
[example_sdl2_cpu/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_cpu/) <BR>
SDL2 (Win32, Mac, Linux, etc.) + caller-owned packed-pixel CPU framebuffer renderer example.<BR>
= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_cpu.cpp <BR>
This derives the CPU framebuffer format from the current SDL window surface.<BR>
This supports building with Emscripten.<BR>
[example_sdl2_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_vulkan/) <BR>
SDL2 (Win32, Mac, Linux, etc.) + Vulkan example. <BR>
= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_vulkan.cpp <BR>
+24 -98
View File
@@ -25,7 +25,7 @@ or view this file with any Markdown viewer.
| [I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around...](#q-i-integrated-dear-imgui-in-my-engine-and-some-elements-are-clipping-or-disappearing-when-i-move-windows-around) |
| [I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries...](#q-i-integrated-dear-imgui-in-my-engine-and-some-elements-are-displaying-outside-their-expected-windows-boundaries) |
| **Q&A: Usage** |
| **[About the ID Stack system...](#q-about-the-id-stack-system)**<br>**[How can I have multiple widgets with the same label?](#q-how-can-i-have-multiple-widgets-with-the-same-label) (using `##` or `PushID()`)**<br>**[How can I have widgets with an empty label?](#q-how-can-i-have-widgets-with-an-empty-label) (using `##`)**<br>**[How can I animate the label of an existing widget?](#q-how-can-i-change-the-label-of-an-existing-widget) (using `###`)**<br>**[General description of the label and ID Stack system.](#general-description-of-the-label-and-id-stack-system)** |
| **[About the ID Stack system..<br>Why is my widget not reacting when I click on it?<br>Why is the wrong widget reacting when I click on one?<br>How can I have widgets with an empty label?<br>How can I have multiple widgets with the same label?<br>How can I have multiple windows with the same label?](#q-about-the-id-stack-system)** |
| [How can I display an image?](#q-how-can-i-display-an-image)<br>[What are ImTextureID/ImTextureRef?](#q-what-are-imtextureidimtextureref)|
| [How can I use maths operators with ImVec2?](#q-how-can-i-use-maths-operators-with-imvec2) |
| [How can I use my own maths types instead of ImVec2/ImVec4?](#q-how-can-i-use-my-own-maths-types-instead-of-imvec2imvec4) |
@@ -263,19 +263,15 @@ ctx->RSSetScissorRects(1, &r);
# Q&A: Usage
## Q: About the ID Stack system...
### Q: About the ID Stack system...
### Q: Why is my widget not reacting when I click on it?
### Q: Why is the wrong widget reacting when I click on one?
### 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?
**USING THE SAME LABEL+ID IS THE MOST COMMON USER MISTAKE!**
<br>**USING AN EMPTY LABEL IS THE SAME AS USING THE SAME LABEL AS YOUR PARENT WIDGET!**
<br>Read the questions in this section for a more general understand of how labels and ID works in Dear ImGui.
TL;DR;
- Widgets labels are also used to compute Widgets unique identifiers.
- Unique identifiers are hashes of the label + of the parent scope (e.g. parent window or parent tree node labels).
- You can use `PushID()` to append to the identifier without making it visible.
- You can use `"##something"` in a label to append to the identifier without making it visible.
- You can use `"###something"` in a label to make the identifier ignore the visible part.
<table>
<tr>
<td><img src="https://github.com/user-attachments/assets/776a8315-1164-4178-9a8c-df52e0ff28aa"></td>
@@ -306,99 +302,16 @@ ImGui::End();
</tr>
</table>
### Q: How can I have multiple widgets with the same label?
A. When widgets are in a same scope and finite, you can use a `"##something"` suffix which will be part of the identifier but not visible as a label.
```cpp
Button("Play"); // Label = "Play", ID = hash of ("MyWindow", "Play")
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
```
B. More generally, e.g. in loops, you can use `PushID()/PopID()` to push a prefix which will be part of the identifier.
```cpp
// Using PushID() with a string
for (int i = 0; i < 100; i++)
{
MyObject* obj = Objects[i];
PushID(obj->Name);
Button("Click"); // Label = "Click", ID = hash of ("Window", obj->Name, "Click")
PopID();
}
```
```cpp
// Using PushID() with an index
for (int i = 0; i < 100; i++)
{
PushID(i);
Button("Click"); // Label = "Click", ID = hash of ("Window", i, "Click")
PopID();
}
```
### Q: How can I have widgets with an empty label?
If you want to completely hide the label, but still need an ID:
```cpp
Checkbox("##On", &b); // Label = "", ID = hash of (..., "##On") // No visible label, just a checkbox!
```
##### [Return to Index](#index)
### Q: How can I make a label dynamic?
Dear ImGui is very dynamic so you can submit different widgets every frame.
However, in order to preserve widget state (eg. which tree node is open; which button is focused) the library internaly refers to their unique ID.
Occasionally you might want to change a label while preserving a constant ID. This allows you to change/animate labels while persisting associated state.
For example, you may want to include varying information in a window title bar or button label.
Using "###" exclude the preceeding part from ID computation:
```cpp
Button("Hello###ID"); // Label = "Enable", ID = hash of (..., "ID")
Button("World###ID"); // Label = "Disable", ID = hash of (..., "ID") // Same ID, different label
```
Using a same ID ensure that associated related e.g. weither the widget is focused, won't be lost when the label changes.
<table>
<tr>
<td><img src="https://github.com/user-attachments/assets/2bf18756-e122-498d-bbd4-5c44bb1018d5"></td>
<td>
<pre lang="cpp">
// Window label has animating FPS counter
// Window ID stays the same = hash of "MyGame"
char buf[128];
sprintf(buf, "My game (%.1f FPS)###MyGame", io.Framerate);
ImGui::Begin(buf);
&nbsp;
// Label changes between "Enable" and "Disable"
// ID stays the same = hash of ("MyGame", "MyButton")
if (ImGui::Button(enabled ? "Disable###MyButton" : "Enable###MyButton", { -FLT_MIN, 0.0f }))
enabled = !enabled;
&nbsp;
ImGui::End();
</pre>
</td>
</tr>
</table>
(Hint: I'd suggest wrapping sprintf in something more compact to use, e.g. [ocornut/Str](https://github.com/ocornut/Str) for what I personally use).
##### [Return to Index](#index)
### General description of the label and ID Stack system
A primer on labels and the ID Stack...
Dear ImGui internally needs to uniquely identify UI elements.
Elements that are typically not clickable (such as calls to Text() functions) don't need an ID.
Interactive widgets (such as calls to Button() functions) need a unique ID.
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 IDs are used internally to track active widgets and occasionally associate state to widgets.<BR>
Unique IDs are implicitly built from the hash of multiple elements that identify the "path" to the UI element.**
You can use `Demo>Tools>ID Stack Tool` or call `ImGui::ShowIDStackToolWindow()`. The tool display intermediate values leading to the creation of a unique ID, making things easier to debug and understand.
Since Dear ImGui 1.85, you can use `Demo>Tools>ID Stack Tool` or call `ImGui::ShowIDStackToolWindow()`. 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)
@@ -452,7 +365,20 @@ Button("Play##foo2"); // Label = "Play", ID = hash of ("MyWindow", "Play##foo
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:
```cpp
Checkbox("##On", &b); // Label = "", ID = hash of (..., "##On") // No visible label, just a checkbox!
```
- 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:
```cpp
Button("Hello###ID"); // Label = "Hello", ID = hash of (..., "###ID")
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
within the same window. This is the most convenient way of distinguishing ID when iterating and
-11
View File
@@ -77,17 +77,6 @@ Some solutions:
You can use the `ImFontGlyphRangesBuilder` for this purpose and rebuilding your atlas between frames when new characters are needed. This will be the biggest win!
- Set `io.Fonts.Flags |= ImFontAtlasFlags_NoPowerOfTwoHeight;` to disable rounding the texture height to the next power of two.
### (5) Reduce texture resizes/copy on startup
🆕 Since 1.92, the ImFontAtlas is initially created using a 512x128 texture, then grows as glyphs and fonts are used. Atlas growth leads to alloc+copy, and both the old and new sized textures are present in memory for a short time (typically one frame). If you use known fonts and want to reduce initial growth, you may set `TexMinWidth` and `TexMinHeight` during initializaton.
```cpp
ImFontAtlas* atlas = io.Fonts;
atlas->TexMinWidth = 1024;
atlas->TexMinHeight = 1024;
atlas->AddFont(...);
```
##### [Return to Index](#index)
---------------------------------------
+1 -1
View File
@@ -43,7 +43,7 @@ Dear ImGui is particularly suited to integration in game engines (for tooling),
**Backends for a variety of graphics API and rendering platforms** are provided in the [backends/](https://github.com/ocornut/imgui/tree/master/backends) folder, along with example applications in the [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder. You may also create your own backend. Anywhere where you can render textured triangles, you can render Dear ImGui.
C++20 users wishing to use a module may use the [stripe2933/imgui-module](https://github.com/stripe2933/imgui-module) third-party extension.
C++20 users wishing to use a module may the use [stripe2933/imgui-module](https://github.com/stripe2933/imgui-module) third-party extension.
See the [Getting Started & Integration](#getting-started--integration) section of this document for more details.
-17
View File
@@ -1,17 +0,0 @@
# Security Policy
Dear ImGui is primarily designed for developer tools and technical applications running trusted code and trusted data.
Given that the library was not designed as a hardened security boundary against hostile or intentionally malformed inputs:
consider not using it in a context where a crash (through e.g. intentionally malformed inputs) could lead to privilege elevation.
E.g. running in a privileged process and interacting with non-privileged clients feeding code or data to Dear ImGui.
Dear ImGui development efforts are focused on improving developer experience, usability, correctness, and robustness in real-world applications.
We will do our best to reduce e.g. crashes caused by common programmer mistakes.
However, the project does not specifically focus on adversarial fuzzing scenarios, allocation-failure hardening, or highly artificial edge cases that are unlikely to occur in normal usage.
## Reporting a Vulnerability
Considering the above policy, most things may be reported in GitHub Issues.
If you have a reason to disclose privately, please reach out to the contact address listed in README.
+29 -13
View File
@@ -2,14 +2,12 @@ dear imgui
ISSUES & TODO LIST
Issue numbers (#) refer to GitHub issues listed at https://github.com/ocornut/imgui/issues/XXXX
THIS LIST IS NOT WELL MAINTAINED. MOST OF THE WORK HAPPENS ON GITHUB NOWADAYS.
The list below consist mostly of ideas noted down before they are requested/discussed by users (at which point they usually exist on the github issue tracker).
It's mostly a bunch of personal notes, probably incomplete. Feel free to query if you have any questions.
- doc: checklist app to verify backends/integration of imgui (test inputs, rendering, callback, etc.).
- doc: add a proper documentation system (maybe relying on automation? #435)
- doc: checklist app to verify backends/integration of imgui (test inputs, rendering, callback, etc.).
- doc/tips: tips of the day: website? applet in imgui_club?
- window: preserve/restore relative focus ordering (persistent or not), and e.g. of multiple reappearing windows (#2304) -> also see docking reference to same #.
@@ -31,9 +29,9 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- window/clipping: some form of clipping when DisplaySize (or corresponding viewport) is zero.
- window/tabbing: add a way to signify that a window or docked window requires attention (e.g. blinking title bar, trying to click behind a modal).
- window/id_stack: add e.g. window->GetIDFromPath() with support for leading / and ../ (#1390, #331) -> model from test engine.
! scrolling: exposing horizontal scrolling with Shift+Wheel even when scrollbar is disabled expose various issues (#2424, #1463)
! scrolling: exposing horizontal scrolling with Shift+Wheel even when scrollbar is disabled expose lots of issues (#2424, #1463)
- scrolling: while holding down a scrollbar, try to keep the same contents visible (at least while not moving mouse)
- scrolling: allow immediately effective change of scroll after Begin() if we haven't appended items yet.
- scrolling: forward mouse wheel scrolling to parent window when at the edge of scrolling limits? (useful for listbox,tables?)
- scrolling/style: shadows on scrollable areas to denote that there is more contents (see e.g. DaVinci Resolve ui)
@@ -53,32 +51,38 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- widgets: display mode: widget-label, label-widget (aligned on column or using fixed size), label-newline-tab-widget etc. (#395)
- widgets: clean up widgets internal toward exposing everything and stabilizing imgui_internals.h.
- widgets: add always-allow-overlap mode. This should perhaps be the default? one problem is that highlight after mouse-wheel scrolling gets deferred, makes scrolling more flickery.
- widgets: start exposing PushItemFlag() and ImGuiItemFlags
- widgets: alignment options in style (e.g. center Selectable, Right-Align within Button, etc.) #1260
- widgets: activate by identifier (trigger button, focus given id)
- widgets: custom glyph/shapes replacements for stock shapes. (also #6090 #2431 #2235 #6517)
- widgets: coloredit: keep reporting as active when picker is on?
- widgets: group/ScalarN functions: expose more per-component information. e.g. store NextItemData.ComponentIdx set by scalarn function, groups can expose them back somehow.
- widgets: group/scalarn functions: expose more per-component information. e.g. store NextItemData.ComponentIdx set by scalarn function, groups can expose them back somehow.
- selectable: using (size.x == 0.0f) and (SelectableTextAlign.x > 0.0f) followed by SameLine() is currently not supported.
- selectable: generic BeginSelectable()/EndSelectable() mechanism. (work out alongside range-select branch)
- selectable: a way to visualize partial/mixed selection (e.g. parent tree node has children with mixed selection)
- input text: flag to disable live update of the user buffer (also applies to float/int text input) (#701)
- input text: preserve scrolling when unfocused?
- input text: reorganize event handling, allow CharFilter to modify buffers, allow multiple events? (#541)
- input text: expose CursorPos in char filter event (#816)
- input text: try usage idiom of using InputText with data only exposed through get/set accessors, without extraneous copy/alloc. (#3009)
- input text: access public fields via a non-callback API e.g. InputTextGetState("xxx") that may return nullptr if not active (available in internals)
- input text: flag to disable live update of the user buffer (also applies to float/int text input) (#701)
- input text: hover tooltip could show unclamped text
- input text: support for INSERT key to toggle overwrite mode. currently disabled because stb_textedit behavior is unsatisfactory on multi-line. (#2863)
- input text: option to Tab after an Enter validation.
- input text: add ImGuiInputTextFlags_EnterToApply? (off #218)
- input text: easier ways to update buffer (from source char*) while owned. preserve some sort of cursor position for multi-line text.
- input text: add discard flag (e.g. ImGuiInputTextFlags_DiscardActiveBuffer) or make it easier to clear active focus for text replacement during edition (#725)
- input text: display bug when clicking a drag/slider after an input text in a different window has all-selected text (order dependent). actually a very old bug but no one appears to have noticed it.
- input text: allow centering/positioning text so that ctrl+clicking Drag or Slider keeps the textual value at the same pixel position.
- input text: decorrelate display layout from inputs with custom template - e.g. what's the easiest way to implement a nice IP/Mac address input editor?
- input text: callback system (global) so user can plug in an expression evaluator easily. (#1691)
- input text: global callback system so user can plug in an expression evaluator easily. (#1691)
- input text: force scroll to end or scroll to a given line/contents (so user can implement a log or a search feature)
- input text: a way to preview completion (e.g. disabled text completing from the cursor)
- input text: a side bar that could e.g. preview where errors are. probably left to the user to draw but we'd need to give them the info there.
- input text: a way for the user to provide syntax coloring.
- input text: Shift+TAB with ImGuiInputTextFlags_AllowTabInput could eat preceding blanks, up to tab_count.
- input text multi-line: don't directly call AddText() which does an unnecessary vertex reserve for character count prior to clipping. and/or more line-based clipping to AddText(). and/or reorganize TextUnformatted/RenderText for more efficiency for large text (e.g TextUnformatted could clip and log separately, etc).
- input text multi-line: support for copy/cut without selection (copy/cut current line?)
- input text multi-line: line numbers? status bar? (follow up on #200)
- input text multi-line: behave better when user changes input buffer while editing is active (even though it is illegal behavior). namely, the change of buffer can create a scrollbar glitch (#725)
@@ -107,7 +111,11 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
!- color: the color conversion helpers/types are a mess and needs sorting out.
- color: (api breaking) ImGui::ColorConvertXXX functions should be loose ImColorConvertXX to match imgui_internals.h
- plot: full featured plot/graph api w/ scrolling, zooming etc. --> promote using ImPlot
- (plot: deleted all other todo lines on 2023-06-28)
- clipper: ability to disable the clipping through a simple flag/bool.
- clipper: ability to run without knowing full count in advance.
- clipper: horizontal clipping support. (#2580)
- separator: expose flags (#759)
@@ -133,19 +141,22 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- knob: rotating knob widget (#942)
- drag float: support for reversed drags (min > max) (removed is_locked, also see fdc526e)
- drag float: up/down axis
- drag float: power != 0.0f with current value being outside the range keeps the value stuck.
- drag float: added leeway on edge (e.g. a few invisible steps past the clamp limits)
- combo: a way/helper to customize the combo preview (#1658) -> experimental BeginComboPreview()
- combo/listbox: keyboard control. need InputText-like non-active focus + key handling. considering keyboard for custom listbox (pr #203)
- listbox: multiple selection (WIP range-select branch)
- listbox: unselect option (#1208)
- listbox: make it easier/more natural to implement range-select (need some sort of info/ref about the last clicked/focused item that user can translate to an index?) (WIP range-select branch)
- listbox: user may want to initial scroll to focus on the one selected value?
- listbox: disable capturing mouse wheel if the listbox has no scrolling. (#1681)
- listbox: scrolling should track modified selection.
- listbox: future api should allow to enable horizontal scrolling (#2510)
!- popups/menus: clarify usage of popups id, how MenuItem/Selectable closing parent popups affects the ID, etc. this is quite fishy needs improvement! (#331, #402)
- modals: make modal title bar blink when trying to click outside the modal.
- modals: technically speaking, we could make Begin() with ImGuiWindowFlags_Modal work without involving popup. May help untangle a few things, as modals are more like regular windows than popups. (#402)
- modals: make modal title bar blink when trying to click outside the modal
- modals: technically speaking, we could make Begin() with ImGuiWindowFlags_Modal work without involving popup. May help untangle a few things, as modals are more like regular windows than popups.
- popups: if the popup functions took explicit ImGuiID it would allow the user to manage the scope of those ID. (#331)
- popups: clicking outside (to close popup) and holding shouldn't drag window below.
- popups: add variant using global identifier similar to Begin/End (#402)
@@ -187,7 +198,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- style: FramePadding could be different for up vs down (#584)
- style: WindowPadding needs to be EVEN as the 0.5 multiplier used on this value probably have a subtle effect on clip rectangle
- style: have a more global HSV setter (e.g. alter hue on all elements). consider replacing active/hovered by offset in HSV space? (#438, #707, #1223)
- style: gradients fill (#4722, #1223) ~ 2 bg colors for each fill? tricky with rounded shapes and using textures for corners.
- style: gradients fill (#1223) ~ 2 bg colors for each fill? tricky with rounded shapes and using textures for corners.
- style editor: color child window height expressed in multiple of line height.
- log: improve logging of ArrowButton, ListBox, TabItem
@@ -203,6 +214,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- filters: fuzzy matches (may use code at blog.forrestthewoods.com/4cffeed33fdb)
- drag and drop: focus drag target window on hold (even without open)
- drag and drop: releasing a drop shows the "..." tooltip for one frame - since e13e598 (#1725)
- drag and drop: drag source on a group object (would need e.g. an invisible button covering group in EndGroup) https://twitter.com/paniq/status/1121446364909535233
- drag and drop: have some way to know when a drag begin from BeginDragDropSource() pov. (see 2018/01/11 post in #143)
- drag and drop: allow preview tooltip to be submitted from a different place than the drag source. (#1725)
@@ -235,6 +247,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- font: make it easier to submit own bitmap font (same texture, another texture?). (#2127, #2575)
- font: MemoryTTF taking ownership confusing/not obvious, maybe default should be opposite?
- font: storing MinAdvanceX per font would allow us to skip calculating line width (under a threshold of character count) in loops looking for block width
- font/demo: demonstrate use of ImFontGlyphRangesBuilder.
- font/draw: vertical and/or rotated text renderer (#705) - vertical is easier clipping wise
- font/draw: need to be able to specify wrap start position.
- font/draw: better reserve policy for large horizontal block of text (shouldn't reserve for all clipped lines). also see #3349.
@@ -260,11 +273,12 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- nav: NavFlattened: ESC on a flattened child should select something.
- nav: NavFlattened: broken: in typical usage scenario, the items of a fully clipped child are currently not considered to enter into a NavFlattened child.
- nav: NavFlattened: cannot access menu-bar of a flattened child window with Alt/menu key (not a very common use case..).
- nav: simulate right-click or context activation? (SHIFT+F10, keyboard Menu key?)
- nav/popup: esc/enter default behavior for popups, e.g. be able to mark an "ok" or "cancel" button that would get triggered by those keys, default validation button, etc.
- nav/treenode: left within a tree node block as a fallback (ImGuiTreeNodeFlags_NavLeftJumpsBackHere by default?)
- nav/menus: pressing left-right on a vertically clipped menu bar tends to jump to the collapse/close buttons.
- nav/menus: allow pressing Menu to leave a sub-menu.
! nav/menus: a way to access the main menu bar with Alt? (currently needs CTRL+TAB) or last focused window menu bar?
- nav/menus: a way to access the main menu bar with Alt? (currently needs CTRL+TAB) or last focused window menu bar?
- nav/menus: when using the main menu bar, even though we restore focus after, the underlying window loses its title bar highlight during menu manipulation. could we prevent it?
- nav/menus: main menu bar currently cannot restore a nullptr focus. Could save NavWindow at the time of being focused, similarly to what popup do?
- nav/menus: Alt,Up could open the first menu (e.g. "File") currently it tends to nav into the window/collapse menu. Do do that we would need custom transition?
@@ -283,6 +297,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- misc: no way to run a root-most GetID() with ImGui:: api since there's always a Debug window in the stack. (mentioned in #2960)
- misc: make the ImGuiCond values linear (non-power-of-two). internal storage for ImGuiWindow can use integers to combine into flags (Why?)
- misc: PushItemFlag(): add a flag to disable keyboard capture when used with mouse? (#1682)
- misc: use more size_t in public api?
- misc: support for string view/range instead of char* would e.g. facilitate usage with Rust (#683, #3038, WIP string_view branch)
- demo: demonstrate using PushStyleVar() in more details.
@@ -300,7 +315,8 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- backends: opengl: could use a single vertex buffer and glBufferSubData for uploads?
- backends: opengl: explicitly disable GL_STENCIL_TEST in bindings.
- backends: vulkan: viewport: support for synchronized swapping of multiple swap chains.
- backends: emscripten: dedicated backend? (#8178, #9120, eg. https://github.com/floooh/sokol-samples/blob/master/html5/imgui-emsc.cc#L42)
- backends: bgfx: https://gist.github.com/RichardGale/6e2b74bc42b3005e08397236e4be0fd0
- backends: emscripten: with refactored examples, we could provide a direct imgui_impl_emscripten platform layer (see eg. https://github.com/floooh/sokol-samples/blob/master/html5/imgui-emsc.cc#L42)
- bindings: ways to use clang ast dump to generate bindings or helpers for bindings? (e.g. clang++ -Xclang -ast-dump=json imgui.h) (--> use https://github.com/dearimgui/dear_bindings)
@@ -28,27 +28,27 @@
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
-23
View File
@@ -1,23 +0,0 @@
# Makefile for example_apple_cpu, for macOS only
CXX = clang++
EXE = example_apple_cpu
IMGUI_DIR = ../..
SOURCES = main.mm
SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_osx.mm $(IMGUI_DIR)/backends/imgui_impl_cpu.cpp
OPTFLAGS ?= -O2
CXXFLAGS = -std=c++11 -ObjC++ -fobjc-arc -g $(OPTFLAGS) -Wall -Wextra -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
FRAMEWORKS = -framework Cocoa -framework GameController
all: $(EXE)
@echo Build complete for Mac OS X
$(EXE): $(SOURCES)
$(CXX) $(CXXFLAGS) $(SOURCES) -o $(EXE) $(FRAMEWORKS)
run: all
./$(EXE)
clean:
rm -f $(EXE) *.o
-14
View File
@@ -1,14 +0,0 @@
# How to Build
## macOS
Use the provided `Makefile` or directly:
```sh
clang++ -std=c++11 -ObjC++ -fobjc-arc -I ../.. -I ../../backends \
main.mm ../../backends/imgui_impl_osx.mm ../../backends/imgui_impl_cpu.cpp ../../imgui*.cpp \
-framework Cocoa -framework GameController \
-o example_apple_cpu
```
This example uses Cocoa + `imgui_impl_osx` for windowing/input and `imgui_impl_cpu` for rendering.
It renders to a native BGRA CPU framebuffer and does not use SDL.
Binary file not shown.
-424
View File
@@ -1,424 +0,0 @@
// Dear ImGui: standalone macOS example using Cocoa + CPU framebuffer rendering.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#import <Cocoa/Cocoa.h>
#include "imgui.h"
#include "imgui_impl_cpu.h"
#include "imgui_impl_osx.h"
#include <chrono>
#include <cmath>
#include <string.h>
struct ExampleTimingHistory
{
double Samples[120];
int Count;
int Offset;
ExampleTimingHistory() : Count(0), Offset(0) { memset(Samples, 0, sizeof(Samples)); }
void AddSample(double value_ms)
{
Samples[Offset] = value_ms;
Offset = (Offset + 1) % IM_ARRAYSIZE(Samples);
if (Count < IM_ARRAYSIZE(Samples))
Count++;
}
double GetAverageMs() const
{
if (Count == 0)
return 0.0;
double total = 0.0;
for (int i = 0; i < Count; i++)
total += Samples[i];
return total / (double)Count;
}
};
struct ExampleFramebuffer
{
ImVector<unsigned char> Storage;
ImGui_ImplCPU_Framebuffer CPU;
CGColorSpaceRef ColorSpace;
CGDataProviderRef DataProvider;
CGImageRef Image;
ExampleFramebuffer() : ColorSpace(nullptr), DataProvider(nullptr), Image(nullptr)
{
CPU.Pixels = nullptr;
CPU.Width = 0;
CPU.Height = 0;
CPU.Pitch = 0;
CPU.Format = nullptr;
}
};
static double ExampleGetTimeMs()
{
typedef std::chrono::steady_clock Clock;
return std::chrono::duration<double, std::milli>(Clock::now().time_since_epoch()).count();
}
static void DestroyFramebuffer(ExampleFramebuffer* framebuffer)
{
if (framebuffer->Image != nullptr)
{
CGImageRelease(framebuffer->Image);
framebuffer->Image = nullptr;
}
if (framebuffer->DataProvider != nullptr)
{
CGDataProviderRelease(framebuffer->DataProvider);
framebuffer->DataProvider = nullptr;
}
if (framebuffer->ColorSpace != nullptr)
{
CGColorSpaceRelease(framebuffer->ColorSpace);
framebuffer->ColorSpace = nullptr;
}
framebuffer->CPU.Pixels = nullptr;
framebuffer->CPU.Width = 0;
framebuffer->CPU.Height = 0;
framebuffer->CPU.Pitch = 0;
framebuffer->Storage.clear();
}
static ImU32 PackBGRA(unsigned char r, unsigned char g, unsigned char b, unsigned char a)
{
#if defined(__BYTE_ORDER__) && (__BYTE_ORDER__ == __ORDER_BIG_ENDIAN__)
return ((ImU32)b << 24) | ((ImU32)g << 16) | ((ImU32)r << 8) | (ImU32)a;
#else
return (ImU32)b | ((ImU32)g << 8) | ((ImU32)r << 16) | ((ImU32)a << 24);
#endif
}
static bool RecreateFramebuffer(ExampleFramebuffer* framebuffer, int width, int height)
{
DestroyFramebuffer(framebuffer);
framebuffer->Storage.resize(width * height * 4);
framebuffer->CPU.Pixels = framebuffer->Storage.Data;
framebuffer->CPU.Width = width;
framebuffer->CPU.Height = height;
framebuffer->CPU.Pitch = width * 4;
framebuffer->CPU.Format = ImGui_ImplCPU_GetBuiltinPixelFormat(ImGui_ImplCPU_BuiltinFormat_BGRA8888);
if (framebuffer->CPU.Pixels == nullptr)
return false;
framebuffer->ColorSpace = CGColorSpaceCreateDeviceRGB();
if (framebuffer->ColorSpace == nullptr)
{
DestroyFramebuffer(framebuffer);
return false;
}
framebuffer->DataProvider = CGDataProviderCreateWithData(nullptr, framebuffer->CPU.Pixels, (size_t)framebuffer->CPU.Pitch * (size_t)framebuffer->CPU.Height, nullptr);
if (framebuffer->DataProvider == nullptr)
{
DestroyFramebuffer(framebuffer);
return false;
}
framebuffer->Image = CGImageCreate((size_t)framebuffer->CPU.Width, (size_t)framebuffer->CPU.Height, 8, 32, (size_t)framebuffer->CPU.Pitch, framebuffer->ColorSpace, kCGBitmapByteOrder32Little | kCGImageAlphaNoneSkipFirst, framebuffer->DataProvider, nullptr, false, kCGRenderingIntentDefault);
if (framebuffer->Image == nullptr)
{
DestroyFramebuffer(framebuffer);
return false;
}
return true;
}
static void ClearFramebuffer(ImGui_ImplCPU_Framebuffer* framebuffer, unsigned char r, unsigned char g, unsigned char b, unsigned char a)
{
const ImU32 pixel = PackBGRA(r, g, b, a);
for (int y = 0; y < framebuffer->Height; y++)
{
ImU32* dst = (ImU32*)(void*)(framebuffer->Pixels + (size_t)y * (size_t)framebuffer->Pitch);
for (int x = 0; x < framebuffer->Width; x++)
dst[x] = pixel;
}
}
//-----------------------------------------------------------------------------------
// AppView
//-----------------------------------------------------------------------------------
@interface AppView : NSView
- (void)shutdownImGui;
@end
@implementation AppView
{
ExampleFramebuffer _framebuffer;
ExampleTimingHistory _rasterTimes;
ExampleTimingHistory _presentTimes;
BOOL _imguiInitialized;
BOOL _frameScheduled;
}
- (instancetype)initWithFrame:(NSRect)frame
{
self = [super initWithFrame:frame];
return self;
}
- (BOOL)isFlipped
{
return YES;
}
- (void)viewDidMoveToWindow
{
[super viewDidMoveToWindow];
if (self.window != nil && !_imguiInitialized)
[self initializeImGui];
}
- (void)dealloc
{
[self shutdownImGui];
}
- (void)initializeImGui
{
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
ImGui::StyleColorsDark();
ImGui_ImplOSX_Init(self);
ImGui_ImplCPU_Init();
_imguiInitialized = YES;
[self scheduleNextFrameAfter:0.0];
}
- (void)shutdownImGui
{
if (!_imguiInitialized)
return;
DestroyFramebuffer(&_framebuffer);
ImGui_ImplCPU_Shutdown();
ImGui_ImplOSX_Shutdown();
ImGui::DestroyContext();
_imguiInitialized = NO;
}
// Queue the next draw on the main loop instead of pacing to display refresh.
- (void)scheduleNextFrameAfter:(double)delay_seconds
{
if (_frameScheduled)
return;
_frameScheduled = YES;
dispatch_time_t when = dispatch_time(DISPATCH_TIME_NOW, (int64_t)(delay_seconds * (double)NSEC_PER_SEC));
dispatch_after(when, dispatch_get_main_queue(), ^{
self->_frameScheduled = NO;
[self setNeedsDisplay:YES];
});
}
- (void)renderFrame
{
if (!_imguiInitialized)
return;
if (self.window == nil || [self.window isMiniaturized])
{
[self scheduleNextFrameAfter:0.01];
return;
}
const CGFloat scale = self.window.backingScaleFactor > 0.0 ? self.window.backingScaleFactor : 1.0;
const int logical_w = (int)llround(self.bounds.size.width);
const int logical_h = (int)llround(self.bounds.size.height);
const int framebuffer_w = (int)llround(self.bounds.size.width * scale);
const int framebuffer_h = (int)llround(self.bounds.size.height * scale);
if (framebuffer_w <= 0 || framebuffer_h <= 0)
{
[self scheduleNextFrameAfter:0.01];
return;
}
if (_framebuffer.CPU.Width != framebuffer_w || _framebuffer.CPU.Height != framebuffer_h)
if (!RecreateFramebuffer(&_framebuffer, framebuffer_w, framebuffer_h))
return;
// Start the Dear ImGui frame
ImGui_ImplCPU_NewFrame();
ImGui_ImplOSX_NewFrame(self);
ImGui::NewFrame();
// Our state
static bool show_demo_window = true;
static bool show_another_window = false;
static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
// 1. Show the big demo window
if (show_demo_window)
ImGui::ShowDemoWindow(&show_demo_window);
// 2. Show a simple window that we create ourselves.
{
static float f = 0.0f;
static int counter = 0;
ImGuiIO& io = ImGui::GetIO();
ImGui::Begin("Hello, world!");
ImGui::Text("This is some useful text.");
ImGui::Checkbox("Demo Window", &show_demo_window);
ImGui::Checkbox("Another Window", &show_another_window);
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
ImGui::ColorEdit3("clear color", (float*)&clear_color);
if (ImGui::Button("Button"))
counter++;
ImGui::SameLine();
ImGui::Text("counter = %d", counter);
ImGui::Text("Raster %.3f ms | Present %.3f ms", _rasterTimes.GetAverageMs(), _presentTimes.GetAverageMs());
ImGui::Text("Window %d x %d | Framebuffer %d x %d (scale %.2f)", logical_w, logical_h, framebuffer_w, framebuffer_h, scale);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
ImGui::End();
}
// 3. Show another simple window.
if (show_another_window)
{
ImGui::Begin("Another Window", &show_another_window);
ImGui::Text("Hello from another window!");
if (ImGui::Button("Close Me"))
show_another_window = false;
ImGui::End();
}
// Rendering
ImGui::Render();
const double raster_start_ms = ExampleGetTimeMs();
ClearFramebuffer(&_framebuffer.CPU,
(unsigned char)(clear_color.x * 255),
(unsigned char)(clear_color.y * 255),
(unsigned char)(clear_color.z * 255),
(unsigned char)(clear_color.w * 255));
ImGui_ImplCPU_RenderDrawData(ImGui::GetDrawData(), &_framebuffer.CPU);
_rasterTimes.AddSample(ExampleGetTimeMs() - raster_start_ms);
}
- (void)drawRect:(NSRect)dirtyRect
{
IM_UNUSED(dirtyRect);
[self renderFrame];
if (_framebuffer.Image != nullptr)
{
CGContextRef context = NSGraphicsContext.currentContext.CGContext;
// CGImage draws with a bottom-up raster convention here, while the CPU framebuffer is top-down.
const double present_start_ms = ExampleGetTimeMs();
CGContextSaveGState(context);
CGContextTranslateCTM(context, 0.0, self.bounds.size.height);
CGContextScaleCTM(context, 1.0, -1.0);
CGContextDrawImage(context, CGRectMake(0.0, 0.0, self.bounds.size.width, self.bounds.size.height), _framebuffer.Image);
CGContextRestoreGState(context);
_presentTimes.AddSample(ExampleGetTimeMs() - present_start_ms);
}
[self scheduleNextFrameAfter:0.0];
}
@end
//-----------------------------------------------------------------------------------
// AppDelegate
//-----------------------------------------------------------------------------------
@interface AppDelegate : NSObject <NSApplicationDelegate>
@property (nonatomic, readonly) NSWindow* window;
@property (nonatomic, readonly) AppView* view;
@end
@implementation AppDelegate
{
NSWindow* _window;
AppView* _view;
}
@synthesize window = _window;
@synthesize view = _view;
- (BOOL)applicationShouldTerminateAfterLastWindowClosed:(NSApplication*)application
{
IM_UNUSED(application);
return YES;
}
- (void)setupMenu
{
NSMenu* main_menu_bar = [[NSMenu alloc] init];
NSMenu* app_menu = [[NSMenu alloc] initWithTitle:@"Dear ImGui macOS+CPU Example"];
NSMenuItem* menu_item = [app_menu addItemWithTitle:@"Quit Dear ImGui macOS+CPU Example" action:@selector(terminate:) keyEquivalent:@"q"];
[menu_item setKeyEquivalentModifierMask:NSEventModifierFlagCommand];
menu_item = [[NSMenuItem alloc] init];
[menu_item setSubmenu:app_menu];
[main_menu_bar addItem:menu_item];
[NSApp setMainMenu:main_menu_bar];
}
- (void)applicationDidFinishLaunching:(NSNotification*)notification
{
IM_UNUSED(notification);
[NSApp setActivationPolicy:NSApplicationActivationPolicyRegular];
[self setupMenu];
NSRect view_rect = NSMakeRect(100.0, 100.0, 1280.0, 720.0);
_window = [[NSWindow alloc] initWithContentRect:view_rect styleMask:NSWindowStyleMaskTitled | NSWindowStyleMaskMiniaturizable | NSWindowStyleMaskResizable | NSWindowStyleMaskClosable backing:NSBackingStoreBuffered defer:NO];
[_window setTitle:@"Dear ImGui macOS+CPU Example"];
[_window setAcceptsMouseMovedEvents:YES];
[_window setOpaque:YES];
_view = [[AppView alloc] initWithFrame:_window.contentView.bounds];
[_view setAutoresizingMask:NSViewWidthSizable | NSViewHeightSizable];
[_window setContentView:_view];
[_window makeKeyAndOrderFront:NSApp];
[NSApp activateIgnoringOtherApps:YES];
}
- (void)applicationWillTerminate:(NSNotification*)notification
{
IM_UNUSED(notification);
[_view shutdownImGui];
}
@end
int main(int argc, char** argv)
{
IM_UNUSED(argc);
IM_UNUSED(argv);
@autoreleasepool
{
NSApplication* application = [NSApplication sharedApplication];
AppDelegate* delegate = [AppDelegate new];
[application setDelegate:delegate];
[application run];
}
return 0;
}
@@ -28,27 +28,27 @@
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
@@ -28,27 +28,27 @@
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
@@ -28,27 +28,27 @@
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
+1 -2
View File
@@ -193,8 +193,7 @@ static void SetupVulkan(ImVector<const char*> instance_extensions)
{
VkDescriptorPoolSize pool_sizes[] =
{
{ VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, IMGUI_IMPL_VULKAN_MINIMUM_SAMPLED_IMAGE_POOL_SIZE },
{ VK_DESCRIPTOR_TYPE_SAMPLER, IMGUI_IMPL_VULKAN_MINIMUM_SAMPLER_POOL_SIZE },
{ VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE },
};
VkDescriptorPoolCreateInfo pool_info = {};
pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
+15 -59
View File
@@ -1,24 +1,19 @@
# Building for desktop with Dawn:
# Building for desktop (WebGPU-native) with Dawn:
# 1. git clone https://github.com/google/dawn dawn
# 2. cmake -B build -DIMGUI_DAWN_DIR=dawn
# 3. cmake --build build
# The resulting binary will be found at one of the following locations:
# * build/example_glfw_wgpu[.exe] or build/Debug/example_glfw_wgpu[.exe]
# * build/Debug/example_glfw_wgpu[.exe]
# * build/example_glfw_wgpu[.exe]
# Building for desktop with WGPU-Native:
# Building for desktop (WGPU-Native) with WGPU-Native:
# 1. download WGPU-Native autogenerated binary modules for your platform/compiler from: https://github.com/gfx-rs/wgpu-native/releases
# 2. unzip the downloaded file in your_preferred_folder
# 3. cmake -B build -DIMGUI_WGPU_DIR=your_preferred_folder ("full path" or "relative" starting from current directory)
# 4. cmake --build build
# The resulting binary will be found at one of the following locations:
# * build/example_glfw_wgpu[.exe] or build/Debug/example_glfw_wgpu[.exe]
# Building for desktop with WGVK (MUCH EASIER)
# 1. git clone https://github.com/manuel5975p/WGVK dawn
# 2. cmake -B build -DIMGUI_WGVK_DIR=wgvk
# 3. cmake --build build
# The resulting binary will be found at one of the following locations:
# * build/example_glfw_wgpu[.exe] or build/Debug/example_glfw_wgpu[.exe]
# * build/Debug/example_glfw_wgpu[.exe]
# * build/example_glfw_wgpu[.exe]
# Building for Emscripten:
# 1. Install Emscripten SDK following the instructions: https://emscripten.org/docs/getting_started/downloads.html
@@ -71,14 +66,13 @@ if(EMSCRIPTEN)
set(LIBRARIES glfw)
add_compile_options(-sDISABLE_EXCEPTION_CATCHING=1 -DIMGUI_DISABLE_FILE_FUNCTIONS=1)
else() # Native/Desktop build
# Check DAWN/WGPU/WGVK directory
# If it's Native/Desktop build, IMGUI_DAWN_DIR or IMGUI_WGPU_DIR or IMGUI_WGVK_DIR must be specified
if(NOT IMGUI_DAWN_DIR AND NOT IMGUI_WGPU_DIR AND NOT IMGUI_WGVK_DIR)
message(FATAL_ERROR "Please specify one of IMGUI_DAWN_DIR/IMGUI_WGPU_DIR/IMGUI_WGVK_DIR base directory.")
# Check DAWN/WGPU directory
if(NOT IMGUI_DAWN_DIR AND NOT IMGUI_WGPU_DIR) # if it's Native/Desktop build, IMGUI_DAWN_DIR or IMGUI_WGPU_DIR must be specified
message(FATAL_ERROR "Please specify the Dawn or WGPU base directory")
endif()
if((IMGUI_DAWN_DIR AND (IMGUI_WGPU_DIR OR IMGUI_WGVK_DIR)) OR (IMGUI_WGPU_DIR AND IMGUI_WGVK_DIR))
message(FATAL_ERROR "Please specify only one of IMGUI_DAWN_DIR/IMGUI_WGPU_DIR/IMGUI_WGVK_DIR base directory.")
if(IMGUI_DAWN_DIR AND IMGUI_WGPU_DIR) # both IMGUI_DAWN_DIR and IMGUI_WGPU_DIR cannot be set
message(FATAL_ERROR "Please specify only one between Dawn / WGPU base directory")
endif()
if(APPLE) # Add SDL2 module to get Surface, with libs and file property for MacOS build
@@ -88,7 +82,7 @@ else() # Native/Desktop build
find_package(glfw3 REQUIRED)
if(IMGUI_DAWN_DIR)
if(IMGUI_DAWN_DIR) # DAWN-Native build options
list(APPEND CMAKE_PREFIX_PATH ${IMGUI_DAWN_DIR})
find_package(Dawn) # Search for a Dawn installation using IMGUI_DAWN_DIR in CMAKE_PREFIX_PATH
if(Dawn_FOUND)
@@ -131,9 +125,7 @@ else() # Native/Desktop build
set(LIBRARIES webgpu_dawn glfw)
endif()
endif()
if(IMGUI_WGPU_DIR)
else() # WGPU-Native build options
set(WGPU_NATIVE_LIB_DIR ${IMGUI_WGPU_DIR}/lib)
find_library(WGPU_LIBRARY NAMES libwgpu_native.a wgpu_native.lib wgpu_native HINTS ${WGPU_NATIVE_LIB_DIR} REQUIRED)
if(WIN32)
@@ -144,31 +136,6 @@ else() # Native/Desktop build
set(LIBRARIES glfw ${WGPU_LIBRARY} ${OS_LIBRARIES})
endif()
if(IMGUI_WGVK_DIR)
find_package(Vulkan REQUIRED)
set(WGVK_PLATFORM_LIBS)
set(WGVK_PLATFORM_DEFS)
if(WIN32)
list(APPEND WGVK_PLATFORM_DEFS SUPPORT_WIN32_SURFACE=1)
elseif(APPLE)
list(APPEND WGVK_PLATFORM_DEFS SUPPORT_METAL_SURFACE=1)
elseif(UNIX)
find_package(PkgConfig QUIET)
pkg_check_modules(WAYLAND_CLIENT QUIET wayland-client)
if(WAYLAND_CLIENT_FOUND)
list(APPEND WGVK_PLATFORM_DEFS SUPPORT_WAYLAND_SURFACE=1)
list(APPEND WGVK_PLATFORM_LIBS ${WAYLAND_CLIENT_LIBRARIES})
endif()
find_package(X11 QUIET)
if(X11_FOUND)
list(APPEND WGVK_PLATFORM_DEFS SUPPORT_XLIB_SURFACE=1)
list(APPEND WGVK_PLATFORM_LIBS X11::X11)
endif()
list(APPEND WGVK_PLATFORM_LIBS m dl pthread)
endif()
set(LIBRARIES glfw Vulkan::Vulkan ${WGVK_PLATFORM_LIBS})
endif()
endif()
add_executable(${IMGUI_EXECUTABLE} ${IMGUI_EXAMPLE_SOURCE_FILES})
@@ -201,21 +168,10 @@ if(NOT EMSCRIPTEN) # WegGPU-Native settings
if(NOT Dawn_FOUND)
target_link_libraries(${IMGUI_EXECUTABLE} INTERFACE webgpu_cpp)
endif()
endif()
if(IMGUI_WGPU_DIR)
else()
target_compile_definitions(${IMGUI_EXECUTABLE} PUBLIC "IMGUI_IMPL_WEBGPU_BACKEND_WGPU")
target_include_directories(${IMGUI_EXECUTABLE} PUBLIC ${IMGUI_WGPU_DIR}/include)
endif()
if(IMGUI_WGVK_DIR)
target_sources(${IMGUI_EXECUTABLE} PRIVATE ${IMGUI_WGVK_DIR}/src/wgvk.c)
target_compile_definitions(${IMGUI_EXECUTABLE} PUBLIC "IMGUI_IMPL_WEBGPU_BACKEND_WGVK")
target_compile_definitions(${IMGUI_EXECUTABLE} PRIVATE ${WGVK_PLATFORM_DEFS})
target_include_directories(${IMGUI_EXECUTABLE} PUBLIC ${IMGUI_WGVK_DIR}/include)
if (MSVC)
target_compile_options(${IMGUI_EXECUTABLE} PUBLIC /std:clatest /experimental:c11atomics)
endif()
endif()
target_link_libraries(${IMGUI_EXECUTABLE} PUBLIC ${LIBRARIES})
else() # Emscripten settings
+5 -9
View File
@@ -65,8 +65,8 @@ int main(int, char**)
// Create window
float main_scale = ImGui_ImplGlfw_GetContentScaleForMonitor(glfwGetPrimaryMonitor()); // Valid on GLFW 3.3+ only
wgpu_surface_width = (int)(wgpu_surface_width * main_scale);
wgpu_surface_height = (int)(wgpu_surface_height * main_scale);
wgpu_surface_width *= main_scale;
wgpu_surface_height *= main_scale;
GLFWwindow* window = glfwCreateWindow(wgpu_surface_width, wgpu_surface_height, "Dear ImGui GLFW+WebGPU example", nullptr, nullptr);
if (window == nullptr)
return 1;
@@ -340,10 +340,9 @@ static WGPUDevice RequestDevice(wgpu::Instance& instance, wgpu::Adapter& adapter
IM_ASSERT(acquired_device != nullptr && waitStatusDevice == wgpu::WaitStatus::Success && "Error on Device request");
return acquired_device.MoveToCHandle();
}
#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGVK)
#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
static void handle_request_adapter(WGPURequestAdapterStatus status, WGPUAdapter adapter, WGPUStringView message, void* userdata1, void* userdata2)
{
IM_UNUSED(userdata2);
if (status == WGPURequestAdapterStatus_Success)
{
WGPUAdapter* extAdapter = (WGPUAdapter*)userdata1;
@@ -357,7 +356,6 @@ static void handle_request_adapter(WGPURequestAdapterStatus status, WGPUAdapter
static void handle_request_device(WGPURequestDeviceStatus status, WGPUDevice device, WGPUStringView message, void* userdata1, void* userdata2)
{
IM_UNUSED(userdata2);
if (status == WGPURequestDeviceStatus_Success)
{
WGPUDevice* extDevice = (WGPUDevice*)userdata1;
@@ -441,19 +439,17 @@ bool InitWGPU(GLFWwindow* window)
preferred_fmt = surface_capabilities.formats[0];
// WGPU backend: Adapter and Device acquisition, Surface creation
#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGVK)
#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
WGPUInstanceDescriptor instanceDesc = {};
WGPUInstanceFeatureName timedWaitAny = WGPUInstanceFeatureName_TimedWaitAny;
instanceDesc.requiredFeatureCount = 1;
instanceDesc.requiredFeatures = &timedWaitAny;
wgpu_instance = wgpuCreateInstance(&instanceDesc);
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
wgpuSetLogCallback(
[](WGPULogLevel level, WGPUStringView msg, void* userdata) { fprintf(stderr, "%s: %.*s\n", ImGui_ImplWGPU_GetLogLevelName(level), (int)msg.length, msg.data); }, nullptr
);
wgpuSetLogLevel(WGPULogLevel_Warn);
#endif
WGPUAdapter adapter = RequestAdapter(wgpu_instance);
ImGui_ImplWGPU_DebugPrintAdapterInfo(adapter);
@@ -553,7 +549,7 @@ WGPUSurface CreateWGPUSurface(const WGPUInstance& instance, GLFWwindow* window)
}
#else
#error "Unsupported WebGPU native platform!"
return nullptr;
#endif
return nullptr;
}
#endif // #ifndef __EMSCRIPTEN__
@@ -28,27 +28,27 @@
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
+4 -5
View File
@@ -21,34 +21,33 @@
<PropertyGroup Label="Globals">
<ProjectGuid>{1A0BF63C-18EF-4BAE-A8DA-055481B11F5D}</ProjectGuid>
<RootNamespace>example_win32_directx11</RootNamespace>
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
-73
View File
@@ -1,73 +0,0 @@
#
# Cross Platform Makefile (example_sdl2_cpu)
# Compatible with MSYS2/MINGW, Linux and macOS
#
# You will need SDL2 (http://www.libsdl.org):
# Linux: apt-get install libsdl2-dev
# macOS: brew install sdl2
# MSYS2: pacman -S mingw-w64-i686-SDL2
#
EXE = example_sdl2_cpu
IMGUI_DIR = ../..
SOURCES = main.cpp
SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl2.cpp $(IMGUI_DIR)/backends/imgui_impl_cpu.cpp
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
UNAME_S := $(shell uname -s)
SDL2_CONFIG ?= $(shell if command -v sdl2-config >/dev/null 2>&1; then command -v sdl2-config; elif [ -x /opt/homebrew/bin/sdl2-config ]; then echo /opt/homebrew/bin/sdl2-config; elif [ -x /usr/local/bin/sdl2-config ]; then echo /usr/local/bin/sdl2-config; else echo sdl2-config; fi)
CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
OPTFLAGS ?= -O2
CXXFLAGS += -g $(OPTFLAGS) -Wall -Wformat
LIBS =
##---------------------------------------------------------------------
## BUILD FLAGS PER PLATFORM
##---------------------------------------------------------------------
ifeq ($(UNAME_S), Linux) #LINUX
ECHO_MESSAGE = "Linux"
LIBS += `$(SDL2_CONFIG) --libs`
CXXFLAGS += `$(SDL2_CONFIG) --cflags`
CFLAGS = $(CXXFLAGS)
endif
ifeq ($(UNAME_S), Darwin) #APPLE
ECHO_MESSAGE = "Mac OS X"
LIBS += `$(SDL2_CONFIG) --libs`
CXXFLAGS += `$(SDL2_CONFIG) --cflags`
CXXFLAGS += -I/usr/local/include -I/opt/local/include
CFLAGS = $(CXXFLAGS)
endif
ifeq ($(OS), Windows_NT)
ECHO_MESSAGE = "MinGW"
LIBS += -lgdi32 `pkg-config --static --libs sdl2`
CXXFLAGS += `pkg-config --cflags sdl2`
CFLAGS = $(CXXFLAGS)
endif
##---------------------------------------------------------------------
## BUILD RULES
##---------------------------------------------------------------------
%.o:%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
%.o:$(IMGUI_DIR)/%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
%.o:$(IMGUI_DIR)/backends/%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
all: $(EXE)
@echo Build complete for $(ECHO_MESSAGE)
$(EXE): $(OBJS)
$(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
clean:
rm -f $(EXE) $(OBJS)
@@ -1,54 +0,0 @@
CC = emcc
CXX = em++
WEB_DIR = web
EXE = $(WEB_DIR)/index.html
IMGUI_DIR = ../..
SOURCES = main.cpp
SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl2.cpp $(IMGUI_DIR)/backends/imgui_impl_cpu.cpp
OBJS = $(addprefix em_,$(addsuffix .o, $(basename $(notdir $(SOURCES)))))
CPPFLAGS =
LDFLAGS =
EMS =
EMS += -s USE_SDL=2
EMS += -s DISABLE_EXCEPTION_CATCHING=1
LDFLAGS += -s WASM=1 -s ALLOW_MEMORY_GROWTH=1 -s NO_EXIT_RUNTIME=0 -s ASSERTIONS=1
USE_FILE_SYSTEM ?= 0
ifeq ($(USE_FILE_SYSTEM), 0)
LDFLAGS += -s NO_FILESYSTEM=1
CPPFLAGS += -DIMGUI_DISABLE_FILE_FUNCTIONS
endif
ifeq ($(USE_FILE_SYSTEM), 1)
LDFLAGS += --no-heap-copy --preload-file ../../misc/fonts@/fonts
endif
CPPFLAGS += -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
CPPFLAGS += -Wall -Wformat -O2 $(EMS)
LDFLAGS += --shell-file ../libs/emscripten/shell_minimal.html
LDFLAGS += $(EMS)
em_%.o:%.cpp
$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
em_%.o:$(IMGUI_DIR)/%.cpp
$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
em_%.o:$(IMGUI_DIR)/backends/%.cpp
$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
all: $(EXE)
@echo Build complete for $(EXE)
$(WEB_DIR):
mkdir $@
serve: all
python3 -m http.server -d $(WEB_DIR)
$(EXE): $(OBJS) $(WEB_DIR)
$(CXX) -o $@ $(OBJS) $(LDFLAGS)
clean:
rm -rf $(OBJS) $(WEB_DIR)
-47
View File
@@ -1,47 +0,0 @@
# How to Build
## Windows with Visual Studio's IDE
Use the provided project file (`example_sdl2_cpu.vcxproj`) or open `imgui_examples.sln`.
## Windows with Visual Studio's CLI
Use `build_win32.bat` or directly:
```
set SDL2_DIR=path_to_your_sdl2_folder
cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_cpu.cpp ..\..\imgui*.cpp /FeDebug/example_sdl2_cpu.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib /subsystem:console
# ^^ include paths ^^ source files ^^ output exe ^^ output dir ^^ libraries
# or for 64-bit:
cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_cpu.cpp ..\..\imgui*.cpp /FeDebug/example_sdl2_cpu.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL2.lib SDL2main.lib /subsystem:console
```
## Linux and similar Unixes
Use the provided `Makefile` or directly:
```
c++ `sdl2-config --cflags` -I .. -I ../.. -I ../../backends \
main.cpp ../../backends/imgui_impl_sdl2.cpp ../../backends/imgui_impl_cpu.cpp ../../imgui*.cpp \
`sdl2-config --libs`
```
## macOS
Use the provided `Makefile` or directly:
```
brew install sdl2
c++ `sdl2-config --cflags` -I .. -I ../.. -I ../../backends \
main.cpp ../../backends/imgui_impl_sdl2.cpp ../../backends/imgui_impl_cpu.cpp ../../imgui*.cpp \
`sdl2-config --libs`
```
## Emscripten
Use `Makefile.emscripten`:
```sh
source /path/to/emsdk/emsdk_env.sh
make -f Makefile.emscripten
```
This makes `web/index.html`, `web/index.js`, and `web/index.wasm`.
This example keeps Dear ImGui on the CPU and allocates its framebuffer in the active SDL window surface format, rather than forcing a fixed RGBA32 output format.
@@ -1,8 +0,0 @@
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
@set OUT_DIR=Debug
@set OUT_EXE=example_sdl2_cpu
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_cpu.cpp ..\..\imgui*.cpp
@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib
mkdir %OUT_DIR%
cl /nologo /Zi /O2 /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
Binary file not shown.
@@ -1,187 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|x64">
<Configuration>Debug</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{1E9DB182-9BF1-4C7D-8930-85ACAEAC2458}</ProjectGuid>
<RootNamespace>example_sdl2_cpu</RootNamespace>
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
<ProjectName>example_sdl2_cpu</ProjectName>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
<IncludePath>$(IncludePath)</IncludePath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
<IncludePath>$(IncludePath)</IncludePath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
<IncludePath>$(IncludePath)</IncludePath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
<IncludePath>$(IncludePath)</IncludePath>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>%SDL2_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>%SDL2_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalLibraryDirectories>%SDL2_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>
</IgnoreSpecificDefaultLibraries>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalLibraryDirectories>%SDL2_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>
</IgnoreSpecificDefaultLibraries>
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="..\..\imgui.cpp" />
<ClCompile Include="..\..\imgui_demo.cpp" />
<ClCompile Include="..\..\imgui_draw.cpp" />
<ClCompile Include="..\..\imgui_tables.cpp" />
<ClCompile Include="..\..\imgui_widgets.cpp" />
<ClCompile Include="..\..\backends\imgui_impl_sdl2.cpp" />
<ClCompile Include="..\..\backends\imgui_impl_cpu.cpp" />
<ClCompile Include="main.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\imconfig.h" />
<ClInclude Include="..\..\imgui.h" />
<ClInclude Include="..\..\imgui_internal.h" />
<ClInclude Include="..\..\backends\imgui_impl_sdl2.h" />
<ClInclude Include="..\..\backends\imgui_impl_cpu.h" />
</ItemGroup>
<ItemGroup>
<None Include="..\..\misc\debuggers\imgui.natstepfilter" />
<None Include="..\..\misc\debuggers\imgui.natvis" />
<None Include="..\README.txt" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>
@@ -1,64 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup>
<Filter Include="imgui">
<UniqueIdentifier>{20b90ce4-7fcb-4731-b9a0-075f875de82d}</UniqueIdentifier>
</Filter>
<Filter Include="sources">
<UniqueIdentifier>{f18ab499-84e1-499f-8eff-9754361e0e52}</UniqueIdentifier>
<Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
</Filter>
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\..\imgui.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="..\..\imgui_demo.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="..\..\imgui_draw.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="main.cpp">
<Filter>sources</Filter>
</ClCompile>
<ClCompile Include="..\..\imgui_tables.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="..\..\imgui_widgets.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="..\..\backends\imgui_impl_sdl2.cpp">
<Filter>sources</Filter>
</ClCompile>
<ClCompile Include="..\..\backends\imgui_impl_cpu.cpp">
<Filter>sources</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\imconfig.h">
<Filter>imgui</Filter>
</ClInclude>
<ClInclude Include="..\..\imgui.h">
<Filter>imgui</Filter>
</ClInclude>
<ClInclude Include="..\..\imgui_internal.h">
<Filter>imgui</Filter>
</ClInclude>
<ClInclude Include="..\..\backends\imgui_impl_cpu.h">
<Filter>sources</Filter>
</ClInclude>
<ClInclude Include="..\..\backends\imgui_impl_sdl2.h">
<Filter>sources</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="..\README.txt" />
<None Include="..\..\misc\debuggers\imgui.natvis">
<Filter>imgui</Filter>
</None>
<None Include="..\..\misc\debuggers\imgui.natstepfilter">
<Filter>imgui</Filter>
</None>
</ItemGroup>
</Project>
-321
View File
@@ -1,321 +0,0 @@
// main.cpp
// Example program using imgui_impl_cpu backend
#include "imgui.h"
#include "imgui_impl_cpu.h"
#include "imgui_impl_sdl2.h"
#include <SDL.h>
#include <chrono>
#include <stdio.h>
#include <string.h>
#ifdef __EMSCRIPTEN__
#include "../libs/emscripten/emscripten_mainloop_stub.h"
#endif
struct ExampleTimingHistory
{
double Samples[120];
int Count;
int Offset;
ExampleTimingHistory() : Count(0), Offset(0) { memset(Samples, 0, sizeof(Samples)); }
void AddSample(double value_ms)
{
Samples[Offset] = value_ms;
Offset = (Offset + 1) % IM_ARRAYSIZE(Samples);
if (Count < IM_ARRAYSIZE(Samples))
Count++;
}
double GetAverageMs() const
{
if (Count == 0)
return 0.0;
double total = 0.0;
for (int i = 0; i < Count; i++)
total += Samples[i];
return total / (double)Count;
}
};
struct ExampleFramebuffer
{
ImVector<unsigned char> Storage;
ImVector<ImU32> Palette;
ImGui_ImplCPU_PixelFormat Format;
ImGui_ImplCPU_Framebuffer CPU;
SDL_Surface* Surface;
Uint32 SDLFormat;
ExampleFramebuffer() { memset((void*)this, 0, sizeof(*this)); }
};
static double ExampleGetTimeMs()
{
typedef std::chrono::steady_clock Clock;
return std::chrono::duration<double, std::milli>(Clock::now().time_since_epoch()).count();
}
static void InitCPUFormatFromSDL(ImGui_ImplCPU_PixelFormat* out, ImVector<ImU32>* out_palette, const SDL_PixelFormat* format)
{
memset(out, 0, sizeof(*out));
out->BitsPerPixel = format->BitsPerPixel;
out->BytesPerPixel = format->BytesPerPixel;
out->Rmask = format->Rmask;
out->Gmask = format->Gmask;
out->Bmask = format->Bmask;
out->Amask = format->Amask;
out->Rshift = (ImU8)format->Rshift;
out->Gshift = (ImU8)format->Gshift;
out->Bshift = (ImU8)format->Bshift;
out->Ashift = (ImU8)format->Ashift;
out->Rloss = (ImU8)format->Rloss;
out->Gloss = (ImU8)format->Gloss;
out->Bloss = (ImU8)format->Bloss;
out->Aloss = (ImU8)format->Aloss;
out->Palette = nullptr;
out->PaletteSize = 0;
out->MapColorFn = nullptr;
out_palette->clear();
if (format->palette != nullptr && format->palette->colors != nullptr && format->palette->ncolors > 0)
{
out_palette->resize(format->palette->ncolors);
for (int i = 0; i < format->palette->ncolors; i++)
{
const SDL_Color& c = format->palette->colors[i];
(*out_palette)[i] = IM_COL32(c.r, c.g, c.b, c.a);
}
out->Palette = out_palette->Data;
out->PaletteSize = out_palette->Size;
}
}
static bool RecreateFramebuffer(ExampleFramebuffer* framebuffer, SDL_Surface* window_surface)
{
if (framebuffer->Surface != nullptr)
{
SDL_FreeSurface(framebuffer->Surface);
framebuffer->Surface = nullptr;
}
const int width = window_surface->w;
const int height = window_surface->h;
const int bytes_per_pixel = window_surface->format->BytesPerPixel;
if (width <= 0 || height <= 0 || bytes_per_pixel <= 0)
return false;
InitCPUFormatFromSDL(&framebuffer->Format, &framebuffer->Palette, window_surface->format);
framebuffer->Storage.resize(width * height * bytes_per_pixel);
framebuffer->CPU.Pixels = framebuffer->Storage.Data;
framebuffer->CPU.Width = width;
framebuffer->CPU.Height = height;
framebuffer->CPU.Pitch = width * bytes_per_pixel;
framebuffer->CPU.Format = &framebuffer->Format;
framebuffer->SDLFormat = window_surface->format->format;
framebuffer->Surface = SDL_CreateRGBSurfaceWithFormatFrom(framebuffer->CPU.Pixels, width, height, window_surface->format->BitsPerPixel, framebuffer->CPU.Pitch, window_surface->format->format);
return framebuffer->Surface != nullptr;
}
int main(int, char**)
{
// Setup SDL
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
{
printf("Error: %s\n", SDL_GetError());
return -1;
}
// From 2.0.18: Enable native IME.
#ifdef SDL_HINT_IME_SHOW_UI
SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
#endif
// Create window
float main_scale = ImGui_ImplSDL2_GetContentScaleForDisplay(0);
SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI | SDL_WINDOW_SHOWN);
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+CPU Example",
SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
(int)(1280 * main_scale), (int)(720 * main_scale), window_flags);
if (!window)
{
printf("Error creating window: %s\n", SDL_GetError());
return -1;
}
SDL_Surface* window_surface = SDL_GetWindowSurface(window);
if (!window_surface)
{
printf("Error getting window surface: %s\n", SDL_GetError());
return -1;
}
int win_w = window_surface->w;
int win_h = window_surface->h;
ExampleFramebuffer framebuffer;
if (!RecreateFramebuffer(&framebuffer, window_surface))
{
printf("Error creating framebuffer: %s\n", SDL_GetError());
return -1;
}
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
#ifdef __EMSCRIPTEN__
io.IniFilename = nullptr;
#endif
// Setup Dear ImGui style
ImGui::StyleColorsDark();
// Setup scaling
ImGuiStyle& style = ImGui::GetStyle();
style.ScaleAllSizes(main_scale); // Bake a fixed style scale.
style.FontScaleDpi = main_scale;
// Setup Platform/Renderer backends
ImGui_ImplSDL2_InitForOther(window);
ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode_AutoFirst, nullptr, 0);
ImGui_ImplCPU_Init();
// Our state
bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
ExampleTimingHistory raster_times;
ExampleTimingHistory present_times;
// Main loop
bool done = false;
#ifdef __EMSCRIPTEN__
EMSCRIPTEN_MAINLOOP_BEGIN
#else
while (!done)
#endif
{
// Poll and handle events (inputs, window resize, etc.)
SDL_Event event;
while (SDL_PollEvent(&event))
{
ImGui_ImplSDL2_ProcessEvent(&event);
if (event.type == SDL_QUIT)
done = true;
if (event.type == SDL_WINDOWEVENT)
{
if (event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
done = true;
if (event.window.event == SDL_WINDOWEVENT_SIZE_CHANGED || event.window.event == SDL_WINDOWEVENT_RESIZED)
{
// Recreate framebuffer at new size
window_surface = SDL_GetWindowSurface(window);
int new_w = window_surface->w;
int new_h = window_surface->h;
if (new_w != win_w || new_h != win_h || window_surface->format->format != framebuffer.SDLFormat)
{
if (!RecreateFramebuffer(&framebuffer, window_surface))
{
printf("Error creating framebuffer after resize: %s\n", SDL_GetError());
return -1;
}
win_w = new_w;
win_h = new_h;
}
}
}
}
// Skip rendering when minimized to avoid busy-looping
if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
{
SDL_Delay(10);
continue;
}
// Start the Dear ImGui frame
ImGui_ImplCPU_NewFrame();
ImGui_ImplSDL2_NewFrame();
ImGui::NewFrame();
int logical_w = 0;
int logical_h = 0;
SDL_GetWindowSize(window, &logical_w, &logical_h);
// 1. Show the big demo window
if (show_demo_window)
ImGui::ShowDemoWindow(&show_demo_window);
// 2. Show a simple window that we create ourselves. Mirror the SDL_Renderer example.
{
static float f = 0.0f;
static int counter = 0;
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
ImGui::Text("This is some useful text."); // Display some text
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
ImGui::Checkbox("Another Window", &show_another_window);
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
if (ImGui::Button("Button")) // Buttons return true when clicked
counter++;
ImGui::SameLine();
ImGui::Text("counter = %d", counter);
ImGui::Text("Raster %.3f ms | Present %.3f ms", raster_times.GetAverageMs(), present_times.GetAverageMs());
ImGui::Text("Window %d x %d | Framebuffer %d x %d", logical_w, logical_h, framebuffer.CPU.Width, framebuffer.CPU.Height);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
ImGui::End();
}
// 3. Show another simple window.
if (show_another_window)
{
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
ImGui::Text("Hello from another window!");
if (ImGui::Button("Close Me"))
show_another_window = false;
ImGui::End();
}
// Rendering
ImGui::Render();
const double raster_start_ms = ExampleGetTimeMs();
SDL_FillRect(framebuffer.Surface, nullptr, SDL_MapRGBA(framebuffer.Surface->format,
(Uint8)(clear_color.x * 255),
(Uint8)(clear_color.y * 255),
(Uint8)(clear_color.z * 255),
(Uint8)(clear_color.w * 255)));
ImGui_ImplCPU_RenderDrawData(ImGui::GetDrawData(), &framebuffer.CPU);
raster_times.AddSample(ExampleGetTimeMs() - raster_start_ms);
const double present_start_ms = ExampleGetTimeMs();
SDL_BlitSurface(framebuffer.Surface, nullptr, window_surface, nullptr);
SDL_UpdateWindowSurface(window);
present_times.AddSample(ExampleGetTimeMs() - present_start_ms);
}
#ifdef __EMSCRIPTEN__
EMSCRIPTEN_MAINLOOP_END;
#endif
ImGui_ImplCPU_Shutdown();
ImGui_ImplSDL2_Shutdown();
ImGui::DestroyContext();
if (framebuffer.Surface != nullptr)
SDL_FreeSurface(framebuffer.Surface);
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}
@@ -29,27 +29,27 @@
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
@@ -28,27 +28,27 @@
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
@@ -28,27 +28,27 @@
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
@@ -29,27 +29,27 @@
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
@@ -184,4 +184,4 @@
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>
</Project>
-47
View File
@@ -5,46 +5,11 @@
#include "imgui_impl_sdl2.h"
#include "imgui_impl_sdlsurface2.h"
#include <SDL.h>
#include <chrono>
#include <stdio.h>
#include <string.h>
#ifdef __EMSCRIPTEN__
#include "../libs/emscripten/emscripten_mainloop_stub.h"
#endif
struct ExampleTimingHistory
{
double Samples[120];
int Count;
int Offset;
ExampleTimingHistory() : Count(0), Offset(0) { memset(Samples, 0, sizeof(Samples)); }
void AddSample(double value_ms)
{
Samples[Offset] = value_ms;
Offset = (Offset + 1) % IM_ARRAYSIZE(Samples);
if (Count < IM_ARRAYSIZE(Samples))
Count++;
}
double GetAverageMs() const
{
if (Count == 0)
return 0.0;
double total = 0.0;
for (int i = 0; i < Count; i++)
total += Samples[i];
return total / (double)Count;
}
};
static double ExampleGetTimeMs()
{
typedef std::chrono::steady_clock Clock;
return std::chrono::duration<double, std::milli>(Clock::now().time_since_epoch()).count();
}
int main(int, char**)
{
// Setup SDL
@@ -114,8 +79,6 @@ int main(int, char**)
bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
ExampleTimingHistory raster_times;
ExampleTimingHistory present_times;
// Main loop
bool done = false;
@@ -170,10 +133,6 @@ int main(int, char**)
ImGui_ImplSDL2_NewFrame();
ImGui::NewFrame();
int logical_w = 0;
int logical_h = 0;
SDL_GetWindowSize(window, &logical_w, &logical_h);
// 1. Show the big demo window
if (show_demo_window)
ImGui::ShowDemoWindow(&show_demo_window);
@@ -197,8 +156,6 @@ int main(int, char**)
ImGui::SameLine();
ImGui::Text("counter = %d", counter);
ImGui::Text("Raster %.3f ms | Present %.3f ms", raster_times.GetAverageMs(), present_times.GetAverageMs());
ImGui::Text("Window %d x %d | Framebuffer %d x %d", logical_w, logical_h, framebuffer->w, framebuffer->h);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
ImGui::End();
}
@@ -216,7 +173,6 @@ int main(int, char**)
// Rendering
ImGui::Render();
const double raster_start_ms = ExampleGetTimeMs();
SDL_FillRect(framebuffer, nullptr, SDL_MapRGBA(framebuffer->format,
(Uint8)(clear_color.x * 255),
(Uint8)(clear_color.y * 255),
@@ -224,12 +180,9 @@ int main(int, char**)
(Uint8)(clear_color.w * 255)));
ImGui_ImplSDLSurface2_RenderDrawData(ImGui::GetDrawData());
raster_times.AddSample(ExampleGetTimeMs() - raster_start_ms);
const double present_start_ms = ExampleGetTimeMs();
SDL_BlitSurface(framebuffer, nullptr, window_surface, nullptr);
SDL_UpdateWindowSurface(window);
present_times.AddSample(ExampleGetTimeMs() - present_start_ms);
}
#ifdef __EMSCRIPTEN__
EMSCRIPTEN_MAINLOOP_END;
@@ -28,27 +28,27 @@
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
@@ -187,4 +187,4 @@
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>
</Project>
+1 -2
View File
@@ -184,8 +184,7 @@ static void SetupVulkan(ImVector<const char*> instance_extensions)
{
VkDescriptorPoolSize pool_sizes[] =
{
{ VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, IMGUI_IMPL_VULKAN_MINIMUM_SAMPLED_IMAGE_POOL_SIZE },
{ VK_DESCRIPTOR_TYPE_SAMPLER, IMGUI_IMPL_VULKAN_MINIMUM_SAMPLER_POOL_SIZE },
{ VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE },
};
VkDescriptorPoolCreateInfo pool_info = {};
pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
+14 -58
View File
@@ -1,24 +1,19 @@
# Building for desktop with Dawn:
# Building for desktop (WebGPU-native) with Dawn:
# 1. git clone https://github.com/google/dawn dawn
# 2. cmake -B build -DIMGUI_DAWN_DIR=dawn
# 3. cmake --build build
# The resulting binary will be found at one of the following locations:
# * build/example_sdl2_wgpu[.exe] or build/Debug/example_sdl2_wgpu[.exe]
# * build/Debug/example_sdl2_wgpu[.exe]
# * build/example_sdl2_wgpu[.exe]
# Building for desktop with WGPU-Native:
# Building for desktop (WGPU-Native) with WGPU-Native:
# 1. download WGPU-Native autogenerated binary modules for your platform/compiler from: https://github.com/gfx-rs/wgpu-native/releases
# 2. unzip the downloaded file in your_preferred_folder
# 3. cmake -B build -DIMGUI_WGPU_DIR=your_preferred_folder ("full path" or "relative" starting from current directory)
# 4. cmake --build build
# The resulting binary will be found at one of the following locations:
# * build/example_sdl2_wgpu[.exe] or build/Debug/example_sdl2_wgpu[.exe]
# Building for desktop with WGVK (MUCH EASIER)
# 1. git clone https://github.com/manuel5975p/WGVK dawn
# 2. cmake -B build -DIMGUI_WGVK_DIR=wgvk
# 3. cmake --build build
# The resulting binary will be found at one of the following locations:
# * build/example_sdl2_wgpu[.exe] or build/Debug/example_sdl2_wgpu[.exe]
# * build/Debug/example_sdl2_wgpu[.exe]
# * build/example_sdl2_wgpu[.exe]
# Building for Emscripten:
# 1. Install Emscripten SDK following the instructions: https://emscripten.org/docs/getting_started/downloads.html
@@ -65,14 +60,12 @@ if(EMSCRIPTEN)
add_compile_options(-sDISABLE_EXCEPTION_CATCHING=1 -DIMGUI_DISABLE_FILE_FUNCTIONS=1)
else() # Native/Desktop build
# Check DAWN/WGPU/WGVK directory
# If it's Native/Desktop build, IMGUI_DAWN_DIR or IMGUI_WGPU_DIR or IMGUI_WGVK_DIR must be specified
if(NOT IMGUI_DAWN_DIR AND NOT IMGUI_WGPU_DIR AND NOT IMGUI_WGVK_DIR)
message(FATAL_ERROR "Please specify one of IMGUI_DAWN_DIR/IMGUI_WGPU_DIR/IMGUI_WGVK_DIR base directory.")
if(NOT IMGUI_DAWN_DIR AND NOT IMGUI_WGPU_DIR) # if it's Native/Desktop build, IMGUI_DAWN_DIR or IMGUI_WGPU_DIR must be specified
message(FATAL_ERROR "Please specify the Dawn or WGPU base directory")
endif()
if((IMGUI_DAWN_DIR AND (IMGUI_WGPU_DIR OR IMGUI_WGVK_DIR)) OR (IMGUI_WGPU_DIR AND IMGUI_WGVK_DIR))
message(FATAL_ERROR "Please specify only one of IMGUI_DAWN_DIR/IMGUI_WGPU_DIR/IMGUI_WGVK_DIR base directory.")
if(IMGUI_DAWN_DIR AND IMGUI_WGPU_DIR) # both IMGUI_DAWN_DIR and IMGUI_WGPU_DIR cannot be set
message(FATAL_ERROR "Please specify only one between Dawn / WGPU base directory")
endif()
if(APPLE) # Add SDL2 module to get Surface, with libs and file property for MacOS build
@@ -82,7 +75,7 @@ else() # Native/Desktop build
find_package(SDL2 REQUIRED) # SDL_MAIN_HANDLED
if(IMGUI_DAWN_DIR)
if(IMGUI_DAWN_DIR) # DAWN-Native build options
list(APPEND CMAKE_PREFIX_PATH ${IMGUI_DAWN_DIR})
find_package(Threads) # required from Dawn installation
find_package(Dawn) # Search for a Dawn installation using IMGUI_DAWN_DIR in CMAKE_PREFIX_PATH
@@ -126,9 +119,8 @@ else() # Native/Desktop build
set(LIBRARIES webgpu_dawn ${OS_LIBRARIES})
endif()
endif()
else() # WGPU-Native build options
if(IMGUI_WGPU_DIR)
set(WGPU_NATIVE_LIB_DIR ${IMGUI_WGPU_DIR}/lib)
find_library(WGPU_LIBRARY NAMES libwgpu_native.a wgpu_native.lib wgpu_native HINTS ${WGPU_NATIVE_LIB_DIR} REQUIRED)
if(WIN32)
@@ -139,32 +131,6 @@ else() # Native/Desktop build
set(LIBRARIES ${WGPU_LIBRARY} ${OS_LIBRARIES})
endif()
if(IMGUI_WGVK_DIR)
find_package(Vulkan REQUIRED)
set(WGVK_PLATFORM_LIBS)
set(WGVK_PLATFORM_DEFS)
if(WIN32)
list(APPEND WGVK_PLATFORM_DEFS SUPPORT_WIN32_SURFACE=1)
elseif(APPLE)
list(APPEND WGVK_PLATFORM_DEFS SUPPORT_METAL_SURFACE=1)
elseif(UNIX)
find_package(PkgConfig QUIET)
pkg_check_modules(WAYLAND_CLIENT QUIET wayland-client)
if(WAYLAND_CLIENT_FOUND)
list(APPEND WGVK_PLATFORM_DEFS SUPPORT_WAYLAND_SURFACE=1)
list(APPEND WGVK_PLATFORM_LIBS ${WAYLAND_CLIENT_LIBRARIES})
endif()
find_package(X11 QUIET)
if(X11_FOUND)
list(APPEND WGVK_PLATFORM_DEFS SUPPORT_XLIB_SURFACE=1)
list(APPEND WGVK_PLATFORM_LIBS X11::X11)
endif()
list(APPEND WGVK_PLATFORM_LIBS m dl pthread)
endif()
set(LIBRARIES glfw Vulkan::Vulkan ${WGVK_PLATFORM_LIBS})
endif()
endif()
add_executable(${IMGUI_EXECUTABLE} ${IMGUI_EXAMPLE_SOURCE_FILES})
@@ -197,20 +163,10 @@ if(NOT EMSCRIPTEN) # WegGPU-Native settings
if(NOT Dawn_FOUND)
target_link_libraries(${IMGUI_EXECUTABLE} INTERFACE webgpu_cpp)
endif()
endif()
if(IMGUI_WGPU_DIR)
else()
target_compile_definitions(${IMGUI_EXECUTABLE} PUBLIC "IMGUI_IMPL_WEBGPU_BACKEND_WGPU")
target_include_directories(${IMGUI_EXECUTABLE} PUBLIC ${IMGUI_WGPU_DIR}/include)
endif()
if(IMGUI_WGVK_DIR)
target_sources(${IMGUI_EXECUTABLE} PRIVATE ${IMGUI_WGVK_DIR}/src/wgvk.c)
target_compile_definitions(${IMGUI_EXECUTABLE} PUBLIC "IMGUI_IMPL_WEBGPU_BACKEND_WGVK")
target_compile_definitions(${IMGUI_EXECUTABLE} PRIVATE ${WGVK_PLATFORM_DEFS})
target_include_directories(${IMGUI_EXECUTABLE} PUBLIC ${IMGUI_WGVK_DIR}/include)
if (MSVC)
target_compile_options(${IMGUI_EXECUTABLE} PUBLIC /std:clatest /experimental:c11atomics)
endif()
endif()
target_link_libraries(${IMGUI_EXECUTABLE} PUBLIC ${LIBRARIES} ${SDL2_LIBRARIES})
else() # Emscripten settings
+3 -9
View File
@@ -53,8 +53,6 @@ int main(int, char**)
// Create window with graphics context
float main_scale = ImGui_ImplSDL2_GetContentScaleForDisplay(0);
wgpu_surface_width = (int)(wgpu_surface_width * main_scale);
wgpu_surface_height = (int)(wgpu_surface_height * main_scale);
SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+WebGPU example", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, wgpu_surface_width, wgpu_surface_height, window_flags);
if (window == nullptr)
@@ -326,10 +324,9 @@ static WGPUDevice RequestDevice(wgpu::Instance& instance, wgpu::Adapter& adapter
IM_ASSERT(acquired_device != nullptr && waitStatusDevice == wgpu::WaitStatus::Success && "Error on Device request");
return acquired_device.MoveToCHandle();
}
#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGVK)
#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
static void handle_request_adapter(WGPURequestAdapterStatus status, WGPUAdapter adapter, WGPUStringView message, void* userdata1, void* userdata2)
{
IM_UNUSED(userdata2);
if (status == WGPURequestAdapterStatus_Success)
{
WGPUAdapter* extAdapter = (WGPUAdapter*)userdata1;
@@ -343,7 +340,6 @@ static void handle_request_adapter(WGPURequestAdapterStatus status, WGPUAdapter
static void handle_request_device(WGPURequestDeviceStatus status, WGPUDevice device, WGPUStringView message, void* userdata1, void* userdata2)
{
IM_UNUSED(userdata2);
if (status == WGPURequestDeviceStatus_Success)
{
WGPUDevice* extDevice = (WGPUDevice*)userdata1;
@@ -428,19 +424,17 @@ static bool InitWGPU(SDL_Window* window)
preferred_fmt = surface_capabilities.formats[0];
// WGPU backend: Adapter and Device acquisition, Surface creation
#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGVK)
#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
WGPUInstanceDescriptor instanceDesc = {};
WGPUInstanceFeatureName timedWaitAny = WGPUInstanceFeatureName_TimedWaitAny;
instanceDesc.requiredFeatureCount = 1;
instanceDesc.requiredFeatures = &timedWaitAny;
wgpu_instance = wgpuCreateInstance(&instanceDesc);
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
wgpuSetLogCallback(
[](WGPULogLevel level, WGPUStringView msg, void* userdata) { fprintf(stderr, "%s: %.*s\n", ImGui_ImplWGPU_GetLogLevelName(level), (int)msg.length, msg.data); }, nullptr
);
wgpuSetLogLevel(WGPULogLevel_Warn);
#endif
WGPUAdapter adapter = RequestAdapter(wgpu_instance);
ImGui_ImplWGPU_DebugPrintAdapterInfo(adapter);
@@ -520,7 +514,7 @@ WGPUSurface CreateWGPUSurface(const WGPUInstance& instance, SDL_Window* window)
}
#else
#error "Unsupported WebGPU native platform!"
return nullptr;
#endif
return nullptr;
}
#endif // #ifndef __EMSCRIPTEN__
@@ -29,27 +29,27 @@
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
@@ -28,27 +28,27 @@
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
@@ -28,27 +28,27 @@
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
@@ -186,4 +186,4 @@
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>
</Project>
@@ -28,27 +28,27 @@
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
@@ -28,27 +28,27 @@
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
+1 -2
View File
@@ -186,8 +186,7 @@ static void SetupVulkan(ImVector<const char*> instance_extensions)
{
VkDescriptorPoolSize pool_sizes[] =
{
{ VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, IMGUI_IMPL_VULKAN_MINIMUM_SAMPLED_IMAGE_POOL_SIZE },
{ VK_DESCRIPTOR_TYPE_SAMPLER, IMGUI_IMPL_VULKAN_MINIMUM_SAMPLER_POOL_SIZE },
{ VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE },
};
VkDescriptorPoolCreateInfo pool_info = {};
pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
+14 -58
View File
@@ -1,24 +1,19 @@
# Building for desktop with Dawn:
# Building for desktop (WebGPU-native) with Dawn:
# 1. git clone https://github.com/google/dawn dawn
# 2. cmake -B build -DIMGUI_DAWN_DIR=dawn
# 3. cmake --build build
# The resulting binary will be found at one of the following locations:
# * build/example_sdl3_wgpu[.exe] or build/Debug/example_sdl3_wgpu[.exe]
# * build/Debug/example_sdl3_wgpu[.exe]
# * build/example_sdl3_wgpu[.exe]
# Building for desktop with WGPU-Native:
# Building for desktop (WGPU-Native) with WGPU-Native:
# 1. download WGPU-Native autogenerated binary modules for your platform/compiler from: https://github.com/gfx-rs/wgpu-native/releases
# 2. unzip the downloaded file in your_preferred_folder
# 3. cmake -B build -DIMGUI_WGPU_DIR=your_preferred_folder ("full path" or "relative" starting from current directory)
# 4. cmake --build build
# The resulting binary will be found at one of the following locations:
# * build/example_sdl3_wgpu[.exe] or build/Debug/example_sdl3_wgpu[.exe]
# Building for desktop with WGVK (MUCH EASIER)
# 1. git clone https://github.com/manuel5975p/WGVK dawn
# 2. cmake -B build -DIMGUI_WGVK_DIR=wgvk
# 3. cmake --build build
# The resulting binary will be found at one of the following locations:
# * build/example_sdl3_wgpu[.exe] or build/Debug/example_sdl3_wgpu[.exe]
# * build/Debug/example_sdl3_wgpu[.exe]
# * build/example_sdl3_wgpu[.exe]
# Building for Emscripten:
# 1. Install Emscripten SDK following the instructions: https://emscripten.org/docs/getting_started/downloads.html
@@ -65,14 +60,12 @@ if(EMSCRIPTEN)
add_compile_options(-sDISABLE_EXCEPTION_CATCHING=1 -DIMGUI_DISABLE_FILE_FUNCTIONS=1)
else() # Native/Desktop build
# Check DAWN/WGPU/WGVK directory
# If it's Native/Desktop build, IMGUI_DAWN_DIR or IMGUI_WGPU_DIR or IMGUI_WGVK_DIR must be specified
if(NOT IMGUI_DAWN_DIR AND NOT IMGUI_WGPU_DIR AND NOT IMGUI_WGVK_DIR)
message(FATAL_ERROR "Please specify one of IMGUI_DAWN_DIR/IMGUI_WGPU_DIR/IMGUI_WGVK_DIR base directory.")
if(NOT IMGUI_DAWN_DIR AND NOT IMGUI_WGPU_DIR) # if it's Native/Desktop build, IMGUI_DAWN_DIR or IMGUI_WGPU_DIR must be specified
message(FATAL_ERROR "Please specify the Dawn or WGPU base directory")
endif()
if((IMGUI_DAWN_DIR AND (IMGUI_WGPU_DIR OR IMGUI_WGVK_DIR)) OR (IMGUI_WGPU_DIR AND IMGUI_WGVK_DIR))
message(FATAL_ERROR "Please specify only one of IMGUI_DAWN_DIR/IMGUI_WGPU_DIR/IMGUI_WGVK_DIR base directory.")
if(IMGUI_DAWN_DIR AND IMGUI_WGPU_DIR) # both IMGUI_DAWN_DIR and IMGUI_WGPU_DIR cannot be set
message(FATAL_ERROR "Please specify only one between Dawn / WGPU base directory")
endif()
if(APPLE) # Add SDL3 module to get Surface, with libs and file property for MacOS build
@@ -82,7 +75,7 @@ else() # Native/Desktop build
find_package(SDL3 REQUIRED CONFIG REQUIRED COMPONENTS SDL3)
if(IMGUI_DAWN_DIR)
if(IMGUI_DAWN_DIR) # DAWN-Native build options
list(APPEND CMAKE_PREFIX_PATH ${IMGUI_DAWN_DIR})
find_package(Threads) # required from Dawn installation
find_package(Dawn) # Search for a Dawn installation using IMGUI_DAWN_DIR in CMAKE_PREFIX_PATH
@@ -126,9 +119,7 @@ else() # Native/Desktop build
set(LIBRARIES webgpu_dawn ${OS_LIBRARIES})
endif()
endif()
if(IMGUI_WGPU_DIR)
else() # WGPU-Native build options
set(WGPU_NATIVE_LIB_DIR ${IMGUI_WGPU_DIR}/lib)
find_library(WGPU_LIBRARY NAMES libwgpu_native.a wgpu_native.lib wgpu_native HINTS ${WGPU_NATIVE_LIB_DIR} REQUIRED)
if(WIN32)
@@ -139,31 +130,6 @@ else() # Native/Desktop build
set(LIBRARIES ${WGPU_LIBRARY} ${OS_LIBRARIES})
endif()
if(IMGUI_WGVK_DIR)
find_package(Vulkan REQUIRED)
set(WGVK_PLATFORM_LIBS)
set(WGVK_PLATFORM_DEFS)
if(WIN32)
list(APPEND WGVK_PLATFORM_DEFS SUPPORT_WIN32_SURFACE=1)
elseif(APPLE)
list(APPEND WGVK_PLATFORM_DEFS SUPPORT_METAL_SURFACE=1)
elseif(UNIX)
find_package(PkgConfig QUIET)
pkg_check_modules(WAYLAND_CLIENT QUIET wayland-client)
if(WAYLAND_CLIENT_FOUND)
list(APPEND WGVK_PLATFORM_DEFS SUPPORT_WAYLAND_SURFACE=1)
list(APPEND WGVK_PLATFORM_LIBS ${WAYLAND_CLIENT_LIBRARIES})
endif()
find_package(X11 QUIET)
if(X11_FOUND)
list(APPEND WGVK_PLATFORM_DEFS SUPPORT_XLIB_SURFACE=1)
list(APPEND WGVK_PLATFORM_LIBS X11::X11)
endif()
list(APPEND WGVK_PLATFORM_LIBS m dl pthread)
endif()
set(LIBRARIES glfw Vulkan::Vulkan ${WGVK_PLATFORM_LIBS})
endif()
endif()
add_executable(${IMGUI_EXECUTABLE} ${IMGUI_EXAMPLE_SOURCE_FILES})
@@ -196,20 +162,10 @@ if(NOT EMSCRIPTEN) # WegGPU-Native settings
if(NOT Dawn_FOUND)
target_link_libraries(${IMGUI_EXECUTABLE} INTERFACE webgpu_cpp)
endif()
endif()
if(IMGUI_WGPU_DIR)
else()
target_compile_definitions(${IMGUI_EXECUTABLE} PUBLIC "IMGUI_IMPL_WEBGPU_BACKEND_WGPU")
target_include_directories(${IMGUI_EXECUTABLE} PUBLIC ${IMGUI_WGPU_DIR}/include)
endif()
if(IMGUI_WGVK_DIR)
target_sources(${IMGUI_EXECUTABLE} PRIVATE ${IMGUI_WGVK_DIR}/src/wgvk.c)
target_compile_definitions(${IMGUI_EXECUTABLE} PUBLIC "IMGUI_IMPL_WEBGPU_BACKEND_WGVK")
target_compile_definitions(${IMGUI_EXECUTABLE} PRIVATE ${WGVK_PLATFORM_DEFS})
target_include_directories(${IMGUI_EXECUTABLE} PUBLIC ${IMGUI_WGVK_DIR}/include)
if (MSVC)
target_compile_options(${IMGUI_EXECUTABLE} PUBLIC /std:clatest /experimental:c11atomics)
endif()
endif()
target_link_libraries(${IMGUI_EXECUTABLE} PUBLIC ${LIBRARIES} SDL3::SDL3)
else() # Emscripten settings
+3 -9
View File
@@ -61,8 +61,6 @@ int main(int, char**)
// Create SDL window graphics context
float main_scale = SDL_GetDisplayContentScale(SDL_GetPrimaryDisplay());
SDL_WindowFlags window_flags = SDL_WINDOW_RESIZABLE;
wgpu_surface_width = (int)(wgpu_surface_width * main_scale);
wgpu_surface_height = (int)(wgpu_surface_height * main_scale);
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+WebGPU example", wgpu_surface_width, wgpu_surface_height, window_flags);
if (window == nullptr)
{
@@ -337,10 +335,9 @@ static WGPUDevice RequestDevice(wgpu::Instance& instance, wgpu::Adapter& adapter
IM_ASSERT(acquired_device != nullptr && waitStatusDevice == wgpu::WaitStatus::Success && "Error on Device request");
return acquired_device.MoveToCHandle();
}
#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGVK)
#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
static void handle_request_adapter(WGPURequestAdapterStatus status, WGPUAdapter adapter, WGPUStringView message, void* userdata1, void* userdata2)
{
IM_UNUSED(userdata2);
if (status == WGPURequestAdapterStatus_Success)
{
WGPUAdapter* extAdapter = (WGPUAdapter*)userdata1;
@@ -354,7 +351,6 @@ static void handle_request_adapter(WGPURequestAdapterStatus status, WGPUAdapter
static void handle_request_device(WGPURequestDeviceStatus status, WGPUDevice device, WGPUStringView message, void* userdata1, void* userdata2)
{
IM_UNUSED(userdata2);
if (status == WGPURequestDeviceStatus_Success)
{
WGPUDevice* extDevice = (WGPUDevice*)userdata1;
@@ -439,19 +435,17 @@ static bool InitWGPU(SDL_Window* window)
preferred_fmt = surface_capabilities.formats[0];
// WGPU backend: Adapter and Device acquisition, Surface creation
#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGVK)
#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
WGPUInstanceDescriptor instanceDesc = {};
WGPUInstanceFeatureName timedWaitAny = WGPUInstanceFeatureName_TimedWaitAny;
instanceDesc.requiredFeatureCount = 1;
instanceDesc.requiredFeatures = &timedWaitAny;
wgpu_instance = wgpuCreateInstance(&instanceDesc);
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
wgpuSetLogCallback(
[](WGPULogLevel level, WGPUStringView msg, void* userdata) { fprintf(stderr, "%s: %.*s\n", ImGui_ImplWGPU_GetLogLevelName(level), (int)msg.length, msg.data); }, nullptr
);
wgpuSetLogLevel(WGPULogLevel_Warn);
#endif
WGPUAdapter adapter = RequestAdapter(wgpu_instance);
ImGui_ImplWGPU_DebugPrintAdapterInfo(adapter);
@@ -532,7 +526,7 @@ WGPUSurface CreateWGPUSurface(const WGPUInstance& instance, SDL_Window* window)
}
#else
#error "Unsupported WebGPU native platform!"
return nullptr;
#endif
return nullptr;
}
#endif // #ifndef __EMSCRIPTEN__
@@ -28,27 +28,27 @@
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
@@ -21,34 +21,33 @@
<PropertyGroup Label="Globals">
<ProjectGuid>{9F316E83-5AE5-4939-A723-305A94F48005}</ProjectGuid>
<RootNamespace>example_win32_directx11</RootNamespace>
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
@@ -28,27 +28,27 @@
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
@@ -28,27 +28,27 @@
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
@@ -21,34 +21,33 @@
<PropertyGroup Label="Globals">
<ProjectGuid>{0A1E32DF-E0F4-4CCE-B3DC-9644C503BD88}</ProjectGuid>
<RootNamespace>example_win32_directx11</RootNamespace>
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
+1 -2
View File
@@ -182,8 +182,7 @@ static void SetupVulkan(ImVector<const char*> instance_extensions)
{
VkDescriptorPoolSize pool_sizes[] =
{
{ VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, IMGUI_IMPL_VULKAN_MINIMUM_SAMPLED_IMAGE_POOL_SIZE },
{ VK_DESCRIPTOR_TYPE_SAMPLER, IMGUI_IMPL_VULKAN_MINIMUM_SAMPLER_POOL_SIZE },
{ VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE },
};
VkDescriptorPoolCreateInfo pool_info = {};
pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
+2 -12
View File
@@ -3,12 +3,12 @@ Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Version 17
VisualStudioVersion = 17.2.32616.157
MinimumVisualStudioVersion = 10.0.40219.1
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_win32_directx11", "example_win32_directx11\example_win32_directx11.vcxproj", "{9F316E83-5AE5-4939-A723-305A94F48005}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_win32_directx9", "example_win32_directx9\example_win32_directx9.vcxproj", "{4165A294-21F2-44CA-9B38-E3F935ABADF5}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_win32_directx10", "example_win32_directx10\example_win32_directx10.vcxproj", "{345A953E-A004-4648-B442-DC5F9F11068C}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_win32_directx11", "example_win32_directx11\example_win32_directx11.vcxproj", "{9F316E83-5AE5-4939-A723-305A94F48005}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_win32_directx12", "example_win32_directx12\example_win32_directx12.vcxproj", "{B4CF9797-519D-4AFE-A8F4-5141A6B521D3}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_glfw_opengl2", "example_glfw_opengl2\example_glfw_opengl2.vcxproj", "{9CDA7840-B7A5-496D-A527-E95571496D18}"
@@ -31,8 +31,6 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl2_sdlrenderer2",
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl2_surface", "example_sdl2_surface\example_sdl2_surface.vcxproj", "{47525E56-7D05-474E-A455-64C5BBFFC029}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl2_cpu", "example_sdl2_cpu\example_sdl2_cpu.vcxproj", "{1E9DB182-9BF1-4C7D-8930-85ACAEAC2458}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl3_opengl3", "example_sdl3_opengl3\example_sdl3_opengl3.vcxproj", "{84AAA301-84FE-428B-9E3E-817BC8123C0C}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl3_sdlrenderer3", "example_sdl3_sdlrenderer3\example_sdl3_sdlrenderer3.vcxproj", "{C0290D21-3AD2-4A35-ABBC-A2F5F48326DA}"
@@ -169,14 +167,6 @@ Global
{47525E56-7D05-474E-A455-64C5BBFFC029}.Release|Win32.Build.0 = Release|Win32
{47525E56-7D05-474E-A455-64C5BBFFC029}.Release|x64.ActiveCfg = Release|x64
{47525E56-7D05-474E-A455-64C5BBFFC029}.Release|x64.Build.0 = Release|x64
{1E9DB182-9BF1-4C7D-8930-85ACAEAC2458}.Debug|Win32.ActiveCfg = Debug|Win32
{1E9DB182-9BF1-4C7D-8930-85ACAEAC2458}.Debug|Win32.Build.0 = Debug|Win32
{1E9DB182-9BF1-4C7D-8930-85ACAEAC2458}.Debug|x64.ActiveCfg = Debug|x64
{1E9DB182-9BF1-4C7D-8930-85ACAEAC2458}.Debug|x64.Build.0 = Debug|x64
{1E9DB182-9BF1-4C7D-8930-85ACAEAC2458}.Release|Win32.ActiveCfg = Release|Win32
{1E9DB182-9BF1-4C7D-8930-85ACAEAC2458}.Release|Win32.Build.0 = Release|Win32
{1E9DB182-9BF1-4C7D-8930-85ACAEAC2458}.Release|x64.ActiveCfg = Release|x64
{1E9DB182-9BF1-4C7D-8930-85ACAEAC2458}.Release|x64.Build.0 = Release|x64
{84AAA301-84FE-428B-9E3E-817BC8123C0C}.Debug|Win32.ActiveCfg = Debug|Win32
{84AAA301-84FE-428B-9E3E-817BC8123C0C}.Debug|Win32.Build.0 = Debug|Win32
{84AAA301-84FE-428B-9E3E-817BC8123C0C}.Debug|x64.ActiveCfg = Debug|x64
+1 -3
View File
@@ -49,9 +49,7 @@
//#define IMGUI_DISABLE_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle at all (replace them with dummies)
//#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle so you can implement them yourself if you don't want to link with fopen/fclose/fread/fwrite. This will also disable the LogToTTY() function.
//#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions().
//#define IMGUI_DISABLE_DEFAULT_FONT // Disable default embedded fonts (ProggyClean + ProggyForever). Remove ~9 KB + ~14 KB from output binary. AddFontDefaultXXX() functions will assert.
//#define IMGUI_DISABLE_DEFAULT_FONT_BITMAP // Disable default embedded bitmap font (ProggyClean). Remove ~9 KB from output binary. AddFontDefaultBitmap() will assert.
//#define IMGUI_DISABLE_DEFAULT_FONT_VECTOR // Disable default embedded vector font (ProggyForever), Remove ~14 KB from output binary. AddFontDefaultVector() will assert.
//#define IMGUI_DISABLE_DEFAULT_FONT // Disable default embedded fonts (ProggyClean/ProggyForever), remove ~9 KB + ~14 KB from output binary. AddFontDefaultXXX() functions will assert.
//#define IMGUI_DISABLE_SSE // Disable use of SSE intrinsics even if available
//---- Enable Test Engine / Automation features.
+121 -230
View File
@@ -1,4 +1,4 @@
// dear imgui, v1.92.9 WIP
// dear imgui, v1.92.7 WIP
// (main code and documentation)
// Help:
@@ -395,35 +395,10 @@ IMPLEMENTING SUPPORT for ImGuiBackendFlags_RendererHasTextures:
When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files.
You can read releases logs https://github.com/ocornut/imgui/releases for more details.
- 2026/06/02 (1.92.9) - TreeNode: commented out legacy name ImGuiTreeNodeFlags_SpanTextWidth which was obsoleted in 1.90.7 (May 2024). Use ImGuiTreeNodeFlags_SpanLabelWidth instead.
- 2026/05/07 (1.92.8) - DrawList: swapped the last two arguments of AddRect(), AddPolyline(), PathStroke().
- Before: void ImDrawList::AddRect(ImVec2 p_min, ImVec2 p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0, float thickness = 1.0f);
- After: void ImDrawList::AddRect(ImVec2 p_min, ImVec2 p_max, ImU32 col, float rounding = 0.0f, float thickness = 1.0f, ImDrawFlags flags = 0);
- Before: void ImDrawList::AddPolyline(const ImVec2* points, int num_points, ImU32 col, ImDrawFlags flags, float thickness);
- After: void ImDrawList::AddPolyline(const ImVec2* points, int num_points, ImU32 col, float thickness, ImDrawFlags flags = 0);
- Before: void ImDrawList::PathStroke(ImU32 col, ImDrawFlags flags = 0, float thickness = 1.0f);
- After: void ImDrawList::PathStroke(ImU32 col, float thickness = 1.0f, ImDrawFlags flags = 0);
Added inline redirection functions when IMGUI_DISABLE_OBSOLETE_FUNCTIONS is off.
Marked the old functions are =delete when IMGUI_DISABLE_OBSOLETE_FUNCTIONS is on, to allow for better type-checking.
Effectively the typical call site is changing from:
- Before: window->DrawList->AddRect(p_min, p_max, color, rounding, ImDrawFlags_None, border_size);
- After: window->DrawList->AddRect(p_min, p_max, color, rounding, border_size);
Notes:
- Users of C++ and other languages with type-checking will be notified at compile-time of any mistakes.
- Users of high-level bindings or languages with no type-checking will be notified at runtime via an assert for invalid flags value.
If you are a binding maintainer consider doing something to facilitate transition or error detection.
- This is perhaps the worst breaking change in our history :( but it makes ImDrawList function signatures consistent.
As we are aiming to add flags and features to variety of ImDrawList functions, that consistency becomes more important.
The new order is also more convenient as `flags` are less frequently used than `thickness` in real code.
- As a general policy in Dear ImGui, all our flags default to 0 so ImDrawFlags_None was likely written 0 in some call sites.
- Consider adding `#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS` in your imconfig.h, even temporarily, to clean up legacy code.
- 2026/05/07 (1.92.8) - DrawList: changed value of `ImDrawFlags_Closed`. It was previously advertised as "always == 1" when introduced in 1.82 (2021/02), in order to facilitate backward compatibility with the legacy `bool closed` flag.
This guarantee has been removed. The bit is reserved and `AddPolyline()`, `PathStroke()` will assert when it is used.
- 2026/04/23 (1.92.8) - DrawList: obsoleted `ImDrawCallback_ResetRenderState` in favor of using `ImGui::GetPlatformIO().DrawCallback_ResetRenderState`, which is part of our new standard draw callbacks. (#9378)
- 2026/04/22 (1.92.8) - Backends: Vulkan: redesigned to use separate ImageView + Sampler instead of Combined Image Sampler.
- When registering custom textures: changed ImGui_ImplVulkan_AddTexture() signature to remove Sampler.
- When creating your own descriptor pool (instead of letting backend creates its own): need at least IMGUI_IMPL_VULKAN_MINIMUM_SAMPLED_IMAGE_POOL_SIZE descriptors of type VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE + IMGUI_IMPL_VULKAN_MINIMUM_SAMPLER_POOL_SIZE descriptors of type VK_DESCRIPTOR_TYPE_SAMPLER.
- 2026/03/19 (1.92.7) - MultiSelect: renamed ImGuiMultiSelectFlags_SelectOnClick to ImGuiMultiSelectFlags_SelectOnAuto.
- 2026/03/12 (1.92.7) - Changed default ImTextureID_Invalid to -1 instead of 0 if not #define-d. (#9293, #8745, #8465, #7090)
It seems like a better default since it will work with backends storing indices or memory offsets inside ImTextureID, where 0 might be a valid value.
If this is causing problem with e.g. your custom ImTextureID definition, you can add '#define ImTextureID_Invalid 0' to your imconfig.h + PLEASE report this to GitHub.
If you have hard-coded e.g. 'if (tex_id == 0)' checks they should be updated. e.g. OpenGL2, OpenGL3 and SDLRenderer3 backends incorrectly had 'IM_ASSERT(tex->TexID == 0)' lines which were replaced with 'IM_ASSERT(tex->TexID == ImTextureID_Invalid)'. (#9295)
- 2026/02/26 (1.92.7) - Separator: fixed a legacy quirk where Separator() was submitting a zero-height item for layout purpose, even though it draws a 1-pixel separator.
The fix could affect code e.g. computing height from multiple widgets in order to allocate vertical space for a footer or multi-line status bar. (#2657, #9263)
The "Console" example had such a bug:
@@ -1178,10 +1153,10 @@ IMPLEMENTING SUPPORT for ImGuiBackendFlags_RendererHasTextures:
----------
Q: About the ID Stack system..
- How can I have multiple widgets with the same label? (using ## or PushID)
- How can I have widgets with an empty label? (using ##)
- How can I make a label dynamic? (using ###)
- General description of the label and 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: How can I display an image? What is ImTextureID, how does it work?
Q: How can I use my own math types instead of ImVec2?
Q: How can I interact with standard C++ types (such as std::string and std::vector)?
@@ -1523,7 +1498,7 @@ ImGuiStyle::ImGuiStyle()
TabRounding = 5.0f; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
TabBorderSize = 0.0f; // Thickness of border around tabs.
TabMinWidthBase = 1.0f; // Minimum tab width, to make tabs larger than their contents. TabBar buttons are not affected.
TabMinWidthShrink = 80.0f; // Minimum tab width after shrinking, when using ImGuiTabBarFlags_FittingPolicyMixed policy. FLT_MAX: never shrink, will behave like ImGuiTabBarFlags_FittingPolicyScroll.
TabMinWidthShrink = 80.0f; // Minimum tab width after shrinking, when using ImGuiTabBarFlags_FittingPolicyMixed policy.
TabCloseButtonMinWidthSelected = -1.0f; // -1: always visible. 0.0f: visible when hovered. >0.0f: visible when hovered if minimum width.
TabCloseButtonMinWidthUnselected = 0.0f; // -1: always visible. 0.0f: visible when hovered. >0.0f: visible when hovered if minimum width. FLT_MAX: never show close button when unselected.
TabBarBorderSize = 1.0f; // Thickness of tab-bar separator, which takes on the tab active color to denote focus.
@@ -1540,7 +1515,6 @@ ImGuiStyle::ImGuiStyle()
ColorButtonPosition = ImGuiDir_Right; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
ButtonTextAlign = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text.
SelectableTextAlign = ImVec2(0.0f,0.0f);// Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.
InputTextCursorSize = 1.0f; // Thickness of cursor/caret in InputText().
SeparatorSize = 1.0f; // Thickness of border in Separator().
SeparatorTextBorderSize = 3.0f; // Thickness of border in SeparatorText().
SeparatorTextAlign = ImVec2(0.0f,0.5f);// Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center).
@@ -1571,7 +1545,6 @@ ImGuiStyle::ImGuiStyle()
// Scale all spacing/padding/thickness values. Do not scale fonts.
// Consider not calling this if your initial scale factor if <1.0.
// Important: This operation is lossy because we round all sizes to integer. If you need to change your scale multiples, call this over a freshly initialized ImGuiStyle structure rather than scaling multiple times.
void ImGuiStyle::ScaleAllSizes(float scale_factor)
{
@@ -1616,7 +1589,6 @@ void ImGuiStyle::ScaleAllSizes(float scale_factor)
DragDropTargetBorderSize = ImTrunc(DragDropTargetBorderSize * scale_factor);
DragDropTargetPadding = ImTrunc(DragDropTargetPadding * scale_factor);
ColorMarkerSize = ImTrunc(ColorMarkerSize * scale_factor);
InputTextCursorSize = ImTrunc(InputTextCursorSize * scale_factor);
SeparatorSize = ImTrunc(SeparatorSize * scale_factor);
SeparatorTextBorderSize = ImTrunc(SeparatorTextBorderSize * scale_factor);
SeparatorTextPadding = ImTrunc(SeparatorTextPadding * scale_factor);
@@ -3301,7 +3273,8 @@ ImGuiListClipper::~ImGuiListClipper()
void ImGuiListClipper::Begin(int items_count, float items_height)
{
Ctx = ImGui::GetCurrentContext();
if (Ctx == NULL)
Ctx = ImGui::GetCurrentContext();
ImGuiContext& g = *Ctx;
ImGuiWindow* window = g.CurrentWindow;
@@ -3418,6 +3391,9 @@ static bool ImGuiListClipper_StepInternal(ImGuiListClipper* clipper)
if (clipper->ItemsHeight <= 0.0f)
{
IM_ASSERT(data->StepNo == 1);
if (table)
IM_ASSERT(table->RowPosY1 == clipper->StartPosY && table->RowPosY2 == window->DC.CursorPos.y);
bool affected_by_floating_point_precision = ImIsFloatAboveGuaranteedIntegerPrecision((float)clipper->StartPosY) || ImIsFloatAboveGuaranteedIntegerPrecision(window->DC.CursorPos.y);
if (affected_by_floating_point_precision)
{
@@ -3431,14 +3407,7 @@ static bool ImGuiListClipper_StepInternal(ImGuiListClipper* clipper)
}
if (clipper->ItemsHeight == 0.0f && clipper->ItemsCount == INT_MAX) // Accept that no item have been submitted if in indeterminate mode.
return false;
if (clipper->ItemsHeight <= 0.0f)
{
IM_ASSERT_USER_ERROR(clipper->ItemsHeight > 0.0f, "ImGuiListClipper: Failed to calculate item height! First item hasn't been submitted by user code, or has not moved the cursor vertically!");
return false;
}
if (table)
IM_ASSERT(table->RowPosY1 == clipper->StartPosY && table->RowPosY2 == window->DC.CursorPos.y);
IM_ASSERT(clipper->ItemsHeight > 0.0f && "Unable to calculate item height! First item hasn't moved the cursor vertically!");
calc_clipping = true; // If item height had to be calculated, calculate clipping afterwards.
}
@@ -3484,14 +3453,12 @@ static bool ImGuiListClipper_StepInternal(ImGuiListClipper* clipper)
// FIXME: Selectable() use of half-ItemSpacing isn't consistent in matter of layout, as ItemAdd(bb) stray above ItemSize()'s CursorPos.
// RangeSelect's BoxSelect relies on comparing overlap of previous and current rectangle and is sensitive to that.
// As a workaround we currently half ItemSpacing worth on each side.
float pad_y = g.Style.ItemSpacing.y;
min_y -= pad_y;
max_y += pad_y;
min_y -= g.Style.ItemSpacing.y;
max_y += g.Style.ItemSpacing.y;
// Box-select on 2D area requires different clipping.
// (best adding pad_y here than in BeginBoxSelect() as we are closer to current state)
if (bs->UnclipMode)
data->Ranges.push_back(ImGuiListClipperRange::FromPositions(bs->UnclipRect.Min.y - pad_y, bs->UnclipRect.Max.y + pad_y, 0, 0));
data->Ranges.push_back(ImGuiListClipperRange::FromPositions(bs->UnclipRect.Min.y, bs->UnclipRect.Max.y, 0, 0));
}
// Add main visible range
@@ -3685,7 +3652,6 @@ static const ImGuiStyleVarInfo GStyleVarsInfo[] =
{ 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TableAngledHeadersTextAlign)},// ImGuiStyleVar_TableAngledHeadersTextAlign
{ 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TreeLinesSize)}, // ImGuiStyleVar_TreeLinesSize
{ 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TreeLinesRounding)}, // ImGuiStyleVar_TreeLinesRounding
{ 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, DragDropTargetRounding)}, // ImGuiStyleVar_DragDropTargetRounding
{ 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, ButtonTextAlign) }, // ImGuiStyleVar_ButtonTextAlign
{ 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, SelectableTextAlign) }, // ImGuiStyleVar_SelectableTextAlign
{ 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, SeparatorSize)}, // ImGuiStyleVar_SeparatorSize
@@ -3786,7 +3752,6 @@ const char* ImGui::GetStyleColorName(ImGuiCol idx)
case ImGuiCol_ScrollbarGrabHovered: return "ScrollbarGrabHovered";
case ImGuiCol_ScrollbarGrabActive: return "ScrollbarGrabActive";
case ImGuiCol_CheckMark: return "CheckMark";
case ImGuiCol_CheckboxSelectedBg: return "CheckboxSelectedBg";
case ImGuiCol_SliderGrab: return "SliderGrab";
case ImGuiCol_SliderGrabActive: return "SliderGrabActive";
case ImGuiCol_Button: return "Button";
@@ -3867,7 +3832,7 @@ void ImGui::RenderText(ImVec2 pos, const char* text, const char* text_end, bool
else
{
if (!text_end)
text_end = text + ImStrlen(text); // FIXME-OPT (not reached by our internal calls)
text_end = text + ImStrlen(text); // FIXME-OPT
text_display_end = text_end;
}
@@ -3885,7 +3850,7 @@ void ImGui::RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end
ImGuiWindow* window = g.CurrentWindow;
if (!text_end)
text_end = text + ImStrlen(text); // FIXME-OPT (not reached by our internal calls)
text_end = text + ImStrlen(text); // FIXME-OPT
if (text != text_end)
{
@@ -3954,8 +3919,8 @@ void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, con
text_end_full = FindRenderedTextEnd(text);
const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_end_full, false, 0.0f);
//draw_list->AddLineV(pos_max.x, pos_min.y - 4, pos_max.y + 6, IM_COL32(0, 0, 255, 255));
//draw_list->AddLineV(ellipsis_max_x, pos_min.y - 2, pos_max.y + 3, IM_COL32(0, 255, 0, 255));
//draw_list->AddLine(ImVec2(pos_max.x, pos_min.y - 4), ImVec2(pos_max.x, pos_max.y + 6), IM_COL32(0, 0, 255, 255));
//draw_list->AddLine(ImVec2(ellipsis_max_x, pos_min.y - 2), ImVec2(ellipsis_max_x, pos_max.y + 3), IM_COL32(0, 255, 0, 255));
// FIXME: We could technically remove (last_glyph->AdvanceX - last_glyph->X1) from text_size.x here and save a few pixels.
if (text_size.x > pos_max.x - pos_min.x)
@@ -4000,8 +3965,8 @@ void ImGui::RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool borders
const float border_size = g.Style.FrameBorderSize;
if (borders && border_size > 0.0f)
{
window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, border_size);
window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, border_size);
window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size);
window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size);
}
}
@@ -4012,8 +3977,8 @@ void ImGui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding)
const float border_size = g.Style.FrameBorderSize;
if (border_size > 0.0f)
{
window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, border_size);
window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, border_size);
window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size);
window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size);
}
}
@@ -4048,7 +4013,7 @@ void ImGui::RenderNavCursor(const ImRect& bb, ImGuiID id, ImGuiNavRenderCursorFl
const float thickness = 2.0f;
if (flags & ImGuiNavRenderCursorFlags_Compact)
{
window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavCursor), rounding, thickness);
window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavCursor), rounding, 0, thickness);
}
else
{
@@ -4057,7 +4022,7 @@ void ImGui::RenderNavCursor(const ImRect& bb, ImGuiID id, ImGuiNavRenderCursorFl
bool fully_visible = window->ClipRect.Contains(display_rect);
if (!fully_visible)
window->DrawList->PushClipRect(display_rect.Min, display_rect.Max);
window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavCursor), rounding, thickness);
window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavCursor), rounding, 0, thickness);
if (!fully_visible)
window->DrawList->PopClipRect();
}
@@ -4091,7 +4056,7 @@ void ImGui::RenderMouseCursor(ImVec2 base_pos, float base_scale, ImGuiMouseCurso
float a_min = ImFmod((float)g.Time * 5.0f, 2.0f * IM_PI);
float a_max = a_min + IM_PI * 1.65f;
draw_list->PathArcTo(pos + ImVec2(14, -1) * scale, 6.0f * scale, a_min, a_max);
draw_list->PathStroke(col_fill, 3.0f * scale);
draw_list->PathStroke(col_fill, ImDrawFlags_None, 3.0f * scale);
}
draw_list->PopTexture();
}
@@ -4189,7 +4154,7 @@ ImGuiContext::ImGuiContext(ImFontAtlas* shared_font_atlas)
IO.Fonts = shared_font_atlas ? shared_font_atlas : IM_NEW(ImFontAtlas)();
if (shared_font_atlas == NULL)
IO.Fonts->OwnerContext = this;
WithinEndChildID = WithinEndPopupID = 0;
WithinEndChildID = 0;
TestEngine = NULL;
InputEventsNextMouseSource = ImGuiMouseSource_Mouse;
@@ -4476,7 +4441,7 @@ void ImGui::Shutdown()
for (ImFontAtlas* atlas : g.FontAtlases)
{
UnregisterFontAtlas(atlas);
if (atlas->RefCount == 0 && atlas->OwnerContext == &g)
if (atlas->RefCount == 0)
{
atlas->Locked = false;
IM_DELETE(atlas);
@@ -4668,12 +4633,11 @@ void ImGui::GcCompactTransientMiscBuffers()
// Not freed:
// - ImGuiWindow, ImGuiWindowSettings, Name, StateStorage, ColumnsStorage (may hold useful data)
// This should have no noticeable visual effect. When the window reappear however, expect new allocation/buffer growth/copy cost.
// FIXME: Consider exposing of elaborating GC policy, e.g. being able to trim excessive ImDrawList gaps. (#9303)
void ImGui::GcCompactTransientWindowBuffers(ImGuiWindow* window)
{
window->MemoryCompacted = true;
window->MemoryDrawListIdxCapacity = ImMin((int)(window->DrawList->IdxBuffer.Size * 1.05f), window->DrawList->IdxBuffer.Capacity);
window->MemoryDrawListVtxCapacity = ImMin((int)(window->DrawList->VtxBuffer.Size * 1.05f), window->DrawList->VtxBuffer.Capacity);
window->MemoryDrawListIdxCapacity = window->DrawList->IdxBuffer.Capacity;
window->MemoryDrawListVtxCapacity = window->DrawList->VtxBuffer.Capacity;
window->IDStack.clear();
window->DrawList->_ClearFreeMemory();
window->DC.ChildWindows.clear();
@@ -4725,8 +4689,7 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)
g.ActiveIdIsJustActivated = (g.ActiveId != id);
if (g.ActiveIdIsJustActivated)
{
IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() 0x%08X in \"%s\"%*s(previously 0x%08X in \"%s\")\n", id, window ? window->Name : "",
ImMax(0, 20 - (int)(window ? strlen(window->Name) : 0)), "", g.ActiveId, g.ActiveIdWindow ? g.ActiveIdWindow->Name : "");
IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() old:0x%08X (window \"%s\") -> new:0x%08X (window \"%s\")\n", g.ActiveId, g.ActiveIdWindow ? g.ActiveIdWindow->Name : "", id, window ? window->Name : "");
g.ActiveIdTimer = 0.0f;
g.ActiveIdHasBeenPressedBefore = false;
g.ActiveIdHasBeenEditedBefore = false;
@@ -4782,12 +4745,8 @@ void ImGui::MarkItemEdited(ImGuiID id)
// This marking is to be able to provide info for IsItemDeactivatedAfterEdit().
// ActiveId might have been released by the time we call this (as in the typical press/release button behavior) but still need to fill the data.
ImGuiContext& g = *GImGui;
g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_EditedInternal;
if (g.LastItemData.ItemFlags & ImGuiItemFlags_NoMarkEdited)
return;
g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited;
if (g.ActiveId == id || g.ActiveId == 0)
{
// FIXME: Can't we fully rely on LastItemData yet?
@@ -4801,6 +4760,9 @@ void ImGui::MarkItemEdited(ImGuiID id)
// We accept 'ActiveIdPreviousFrame == id' for InputText() returning an edit after it has been taken ActiveId away (#4714)
// FIXME: This assert is getting a bit meaningless over time. It helped detect some unusual use cases but eventually it is becoming an unnecessary restriction.
IM_ASSERT(g.DragDropActive || g.ActiveId == id || g.ActiveId == 0 || g.ActiveIdPreviousFrame == id || g.NavJustMovedToId || (g.CurrentMultiSelect != NULL && g.BoxSelectState.IsActive));
//IM_ASSERT(g.CurrentWindow->DC.LastItemId == id);
g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited;
}
bool ImGui::IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags)
@@ -4965,7 +4927,7 @@ bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id, ImGuiItemFlags item_flag
{
g.HoveredIdPreviousFrameItemCount++;
if (g.DebugDrawIdConflictsId == id)
window->DrawList->AddRect(bb.Min - ImVec2(1,1), bb.Max + ImVec2(1,1), IM_COL32(255, 0, 0, 255), 0.0f, 2.0f);
window->DrawList->AddRect(bb.Min - ImVec2(1,1), bb.Max + ImVec2(1,1), IM_COL32(255, 0, 0, 255), 0.0f, ImDrawFlags_None, 2.0f);
}
#endif
@@ -5235,12 +5197,12 @@ static ImDrawList* GetViewportBgFgDrawList(ImGuiViewportP* viewport, size_t draw
}
// Our ImDrawList system requires that there is always a command
if (viewport->BgFgDrawListsLastTimeActive[drawlist_no] != (float)g.Time)
if (viewport->BgFgDrawListsLastFrame[drawlist_no] != g.FrameCount)
{
draw_list->_ResetForNewFrame();
draw_list->PushTexture(g.IO.Fonts->TexRef);
draw_list->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size, false);
viewport->BgFgDrawListsLastTimeActive[drawlist_no] = (float)g.Time;
viewport->BgFgDrawListsLastFrame[drawlist_no] = g.FrameCount;
}
return draw_list;
}
@@ -5362,15 +5324,14 @@ void ImGui::UpdateMouseMovingWindowEndFrame()
// Click on empty space to focus window and start moving
// (after we're done with all our widgets)
if (IsMouseClicked(0, ImGuiInputFlags_None, ImGuiKeyOwner_NoOwner))
if (g.IO.MouseClicked[0])
{
// Handle the edge case of a popup being closed while clicking in its empty space.
// If we try to focus it, FocusWindow() > ClosePopupsOverWindow() will accidentally close any parent popups because they are not linked together any more.
ImGuiWindow* hovered_root = hovered_window ? hovered_window->RootWindow : NULL;
const bool is_closed_popup = hovered_root && (hovered_root->Flags & ImGuiWindowFlags_Popup) && !IsPopupOpen(hovered_root->PopupId, ImGuiPopupFlags_AnyPopupLevel);
const bool is_queued_focus_request = g.NavMoveSubmitted && (g.NavMoveFlags & ImGuiNavMoveFlags_FocusApi);
if (hovered_window != NULL && !is_closed_popup && !is_queued_focus_request)
if (hovered_window != NULL && !is_closed_popup)
{
StartMouseMovingWindow(hovered_window); //-V595
@@ -5401,7 +5362,7 @@ void ImGui::UpdateMouseMovingWindowEndFrame()
// With right mouse button we close popups without changing focus based on where the mouse is aimed
// Instead, focus will be restored to the window under the bottom-most closed popup.
// (The left mouse button path calls FocusWindow on the hovered window, which will lead NewFrame->ClosePopupsOverWindow to trigger)
if (g.HoveredId == 0 && IsMouseClicked(1, ImGuiInputFlags_None, ImGuiKeyOwner_NoOwner))
if (g.IO.MouseClicked[1] && g.HoveredId == 0)
{
// Find the top-most window between HoveredWindow and the top-most Modal Window.
// This is where we can trim the popup stack.
@@ -5606,7 +5567,7 @@ void ImGui::NewFrame()
// As a result, custom widget using ButtonBehavior() _without_ ItemAdd() need to call KeepAliveID() themselves.
if (g.ActiveId != 0 && g.ActiveIdIsAlive != g.ActiveId && g.ActiveIdPreviousFrame == g.ActiveId)
{
IMGUI_DEBUG_LOG_ACTIVEID("NewFrame(): ClearActiveID() 0x%08X because it isn't marked alive anymore!\n", g.ActiveId);
IMGUI_DEBUG_LOG_ACTIVEID("NewFrame(): ClearActiveID() because it isn't marked alive anymore!\n");
ClearActiveID();
}
@@ -5704,8 +5665,7 @@ void ImGui::NewFrame()
// Mark all windows as not visible and compact unused memory.
IM_ASSERT(g.WindowsFocusOrder.Size <= g.Windows.Size);
const bool gc_all = (g.GcCompactAll || g.IO.ConfigMemoryCompactTimer < 0.0f);
const float memory_compact_start_time = gc_all ? FLT_MAX : (float)g.Time - g.IO.ConfigMemoryCompactTimer;
const float memory_compact_start_time = (g.GcCompactAll || g.IO.ConfigMemoryCompactTimer < 0.0f) ? FLT_MAX : (float)g.Time - g.IO.ConfigMemoryCompactTimer;
for (ImGuiWindow* window : g.Windows)
{
window->WasActive = window->Active;
@@ -5715,7 +5675,7 @@ void ImGui::NewFrame()
window->BeginCount = 0;
// Garbage collect transient buffers of recently unused windows
if ((!window->WasActive || gc_all) && !window->MemoryCompacted && window->LastTimeActive < memory_compact_start_time)
if (!window->WasActive && !window->MemoryCompacted && window->LastTimeActive < memory_compact_start_time)
GcCompactTransientWindowBuffers(window);
}
@@ -5763,7 +5723,7 @@ void ImGui::NewFrame()
g.CurrentWindowStack.resize(0);
g.BeginPopupStack.resize(0);
g.ItemFlagsStack.resize(0);
g.ItemFlagsStack.push_back(ImGuiItemFlags_Default_); // Default flags
g.ItemFlagsStack.push_back(ImGuiItemFlags_AutoClosePopups); // Default flags
g.CurrentItemFlags = g.ItemFlagsStack.back();
g.GroupStack.resize(0);
@@ -5998,7 +5958,7 @@ static void ImGui::RenderDimmedBackgrounds()
if (window->DrawList->CmdBuffer.Size == 0)
window->DrawList->AddDrawCmd();
window->DrawList->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size);
window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), window->WindowRounding, 3.0f); // FIXME-DPI
window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), window->WindowRounding, 0, 3.0f); // FIXME-DPI
window->DrawList->PopClipRect();
}
}
@@ -6127,7 +6087,7 @@ void ImGui::Render()
for (ImGuiViewportP* viewport : g.Viewports)
{
InitViewportDrawData(viewport);
if (viewport->BgFgDrawLists[0] != NULL && viewport->BgFgDrawListsLastTimeActive[0] == (float)g.Time)
if (viewport->BgFgDrawLists[0] != NULL)
AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[0], GetBackgroundDrawList(viewport));
}
@@ -6159,7 +6119,7 @@ void ImGui::Render()
FlattenDrawDataIntoSingleLayer(&viewport->DrawDataBuilder);
// Add foreground ImDrawList (for each active viewport)
if (viewport->BgFgDrawLists[1] != NULL && viewport->BgFgDrawListsLastTimeActive[1] == (float)g.Time)
if (viewport->BgFgDrawLists[1] != NULL)
AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[0], GetForegroundDrawList(viewport));
// We call _PopUnusedDrawCmd() last thing, as RenderDimmedBackgrounds() rely on a valid command being there (especially in docking branch).
@@ -6200,9 +6160,11 @@ ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_tex
ImVec2 text_size = font->CalcTextSizeA(font_size, FLT_MAX, wrap_width, text, text_display_end, NULL);
// Round
// (see 7b0bf230, 4622fa4b6, #791 for details about this.)
// FIXME: Add a way to disable this.
text_size.x = ImCeilFast(text_size.x);
// FIXME: This has been here since Dec 2015 (7b0bf230) but down the line we want this out.
// FIXME: Investigate using ceilf or e.g.
// - https://git.musl-libc.org/cgit/musl/tree/src/math/ceilf.c
// - https://embarkstudios.github.io/rust-gpu/api/src/libm/math/ceilf.rs.html
text_size.x = IM_TRUNC(text_size.x + 0.99999f);
return text_size;
}
@@ -6321,12 +6283,11 @@ bool ImGui::IsItemToggledOpen()
return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledOpen) ? true : false;
}
// Call after a Selectable() or TreeNode() items inside a BeginMultiSelect()/EndMultiSelect() scope.
// - Useful if you need the per-item information before reaching EndMultiSelect(), e.g. for rendering purpose.
// Outside of a multi-select block:
// - It would be misleading/ambiguous to report this signal, as widgets return e.g. a pressed event,
// and user code is in charge of altering selection in ways we cannot predict.
// Prefer using 'if (IsItemClicked() && !IsItemToggledOpen())' for a manual reimplementation of selection.
// Call after a Selectable() or TreeNode() involved in multi-selection.
// Useful if you need the per-item information before reaching EndMultiSelect(), e.g. for rendering purpose.
// This is only meant to be called inside a BeginMultiSelect()/EndMultiSelect() block.
// (Outside of multi-select, it would be misleading/ambiguous to report this signal, as widgets
// return e.g. a pressed event and user code is in charge of altering selection in ways we cannot predict.)
bool ImGui::IsItemToggledSelection()
{
ImGuiContext& g = *GImGui;
@@ -6473,7 +6434,7 @@ bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, I
window_flags |= ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoTitleBar;
window_flags |= (parent_window->Flags & ImGuiWindowFlags_NoMove); // Inherit the NoMove flag
if (child_flags & (ImGuiChildFlags_AutoResizeX | ImGuiChildFlags_AutoResizeY | ImGuiChildFlags_AlwaysAutoResize))
window_flags |= ImGuiWindowFlags_AlwaysAutoResize; // FIXME: Would be sane to not make single-axis flag set this. (#9355)
window_flags |= ImGuiWindowFlags_AlwaysAutoResize;
if ((child_flags & (ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY)) == 0)
window_flags |= ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings;
@@ -6622,14 +6583,6 @@ void ImGui::EndChild()
g.LogLinePosY = -FLT_MAX; // To enforce a carriage return
}
ImGuiWindow* ImGui::FindFrontMostVisibleChildWindow(ImGuiWindow* window)
{
for (int n = window->DC.ChildWindows.Size - 1; n >= 0; n--)
if (IsWindowActiveAndVisible(window->DC.ChildWindows[n]))
return FindFrontMostVisibleChildWindow(window->DC.ChildWindows[n]);
return window;
}
static void SetWindowConditionAllowFlags(ImGuiWindow* window, ImGuiCond flags, bool enabled)
{
window->SetWindowPosAllowFlags = enabled ? (window->SetWindowPosAllowFlags | flags) : (window->SetWindowPosAllowFlags & ~flags);
@@ -6793,8 +6746,8 @@ static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_cont
const float decoration_h_without_scrollbars = window->DecoOuterSizeY1 + window->DecoOuterSizeY2 - window->ScrollbarSizes.y;
ImVec2 size_pad = window->WindowPadding * 2.0f;
ImVec2 size_desired;
size_desired.x = (axis_mask & 1) ? size_contents.x + size_pad.x + decoration_w_without_scrollbars : window->Size.x;
size_desired.y = (axis_mask & 2) ? size_contents.y + size_pad.y + decoration_h_without_scrollbars : window->Size.y;
size_desired[ImGuiAxis_X] = (axis_mask & 1) ? size_contents.x + size_pad.x + decoration_w_without_scrollbars : window->Size.x;
size_desired[ImGuiAxis_Y] = (axis_mask & 2) ? size_contents.y + size_pad.y + decoration_h_without_scrollbars : window->Size.y;
// Determine maximum window size
// Child windows are laid within their parent (unless they are also popups/menus) and thus have no restriction
@@ -6813,10 +6766,8 @@ static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_cont
// When the window cannot fit all contents (either because of constraints, either because screen is too small),
// we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than ViewportSize-WindowPadding.
ImVec2 size_auto_fit_after_constraint = CalcWindowSizeAfterConstraint(window, size_auto_fit);
float size_contents_for_scrollbar_x = (axis_mask & 1) ? size_contents.x : window->ContentSize.x; // See #9352. In theory this should use same logic as `window->ScrollbarY = ...` codepath in Begin(). Needs some plumbling.
float size_contents_for_scrollbar_y = (axis_mask & 2) ? size_contents.y : window->ContentSize.y;
bool will_have_scrollbar_x = (size_auto_fit_after_constraint.x < size_contents_for_scrollbar_x + size_pad.x + decoration_w_without_scrollbars && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar);
bool will_have_scrollbar_y = (size_auto_fit_after_constraint.y < size_contents_for_scrollbar_y + size_pad.y + decoration_h_without_scrollbars && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysVerticalScrollbar);
bool will_have_scrollbar_x = (size_auto_fit_after_constraint.x - size_pad.x - decoration_w_without_scrollbars < size_contents.x && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar);
bool will_have_scrollbar_y = (size_auto_fit_after_constraint.y - size_pad.y - decoration_h_without_scrollbars < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysVerticalScrollbar);
if (will_have_scrollbar_x)
size_auto_fit.y += style.ScrollbarSize;
if (will_have_scrollbar_y)
@@ -7157,7 +7108,7 @@ static void RenderWindowOuterSingleBorder(ImGuiWindow* window, int border_n, ImU
const ImRect border_r = GetResizeBorderRect(window, border_n, rounding, 0.0f);
window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN1) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle - IM_PI * 0.25f, def.OuterAngle);
window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN2) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle, def.OuterAngle + IM_PI * 0.25f);
window->DrawList->PathStroke(border_col, border_size);
window->DrawList->PathStroke(border_col, ImDrawFlags_None, border_size);
}
static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window)
@@ -7166,7 +7117,7 @@ static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window)
const float border_size = window->WindowBorderSize;
const ImU32 border_col = GetColorU32(ImGuiCol_Border);
if (border_size > 0.0f && (window->Flags & ImGuiWindowFlags_NoBackground) == 0)
window->DrawList->AddRect(window->Pos, window->Pos + window->Size, border_col, window->WindowRounding, window->WindowBorderSize);
window->DrawList->AddRect(window->Pos, window->Pos + window->Size, border_col, window->WindowRounding, 0, window->WindowBorderSize);
else if (border_size > 0.0f)
{
if (window->ChildFlags & ImGuiChildFlags_ResizeX) // Similar code as 'resize_border_mask' computation in UpdateWindowManualResize() but we specifically only always draw explicit child resize border.
@@ -7183,7 +7134,7 @@ static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window)
if (g.Style.FrameBorderSize > 0 && !(window->Flags & ImGuiWindowFlags_NoTitleBar))
{
float y = window->Pos.y + window->TitleBarHeight - 1;
window->DrawList->AddLineH(window->Pos.x + border_size * 0.5f, window->Pos.x + window->Size.x - border_size * 0.5f, y, border_col, g.Style.FrameBorderSize);
window->DrawList->AddLine(ImVec2(window->Pos.x + border_size * 0.5f, y), ImVec2(window->Pos.x + window->Size.x - border_size * 0.5f, y), border_col, g.Style.FrameBorderSize);
}
}
@@ -7231,7 +7182,7 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar
if (bg_col & IM_COL32_A_MASK)
{
ImRect bg_rect(window->Pos + ImVec2(0, window->TitleBarHeight), window->Pos + window->Size);
ImDrawFlags bg_rounding_flags = (flags & ImGuiWindowFlags_NoTitleBar) ? ImDrawFlags_RoundCornersAll : ImDrawFlags_RoundCornersBottom;
ImDrawFlags bg_rounding_flags = (flags & ImGuiWindowFlags_NoTitleBar) ? 0 : ImDrawFlags_RoundCornersBottom;
ImDrawList* bg_draw_list = window->DrawList;
bg_draw_list->AddRectFilled(bg_rect.Min, bg_rect.Max, bg_col, window_rounding, bg_rounding_flags);
}
@@ -7251,7 +7202,7 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar
menu_bar_rect.ClipWith(window->Rect()); // Soft clipping, in particular child window don't have minimum size covering the menu bar so this is useful for them.
window->DrawList->AddRectFilled(menu_bar_rect.Min, menu_bar_rect.Max, GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawFlags_RoundCornersTop);
if (style.FrameBorderSize > 0.0f && menu_bar_rect.Max.y < window->Pos.y + window->Size.y)
window->DrawList->AddLineH(menu_bar_rect.Min.x + window_border_size * 0.5f, menu_bar_rect.Max.x - window_border_size * 0.5f, menu_bar_rect.Max.y, GetColorU32(ImGuiCol_Border), style.FrameBorderSize);
window->DrawList->AddLine(menu_bar_rect.GetBL() + ImVec2(window_border_size * 0.5f, 0.0f), menu_bar_rect.GetBR() - ImVec2(window_border_size * 0.5f, 0.0f), GetColorU32(ImGuiCol_Border), style.FrameBorderSize);
}
// Scrollbars
@@ -7895,12 +7846,12 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
ImVec2 avail_size_from_current_frame = ImVec2(window->SizeFull.x, window->SizeFull.y - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2));
ImVec2 avail_size_from_last_frame = window->InnerRect.GetSize() + scrollbar_sizes_from_last_frame;
ImVec2 needed_size_from_last_frame = window_just_created ? ImVec2(0, 0) : window->ContentSize + window->WindowPadding * 2.0f;
float size_for_scrollbars_x = use_current_size_for_scrollbar_x ? avail_size_from_current_frame.x : avail_size_from_last_frame.x;
float size_for_scrollbars_y = use_current_size_for_scrollbar_y ? avail_size_from_current_frame.y : avail_size_from_last_frame.y;
float size_x_for_scrollbars = use_current_size_for_scrollbar_x ? avail_size_from_current_frame.x : avail_size_from_last_frame.x;
float size_y_for_scrollbars = use_current_size_for_scrollbar_y ? avail_size_from_current_frame.y : avail_size_from_last_frame.y;
bool scrollbar_x_prev = window->ScrollbarX;
//bool scrollbar_y_from_last_frame = window->ScrollbarY; // FIXME: May want to use that in the ScrollbarX expression? How many pros vs cons?
window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((needed_size_from_last_frame.y > size_for_scrollbars_y) && !(flags & ImGuiWindowFlags_NoScrollbar));
window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((needed_size_from_last_frame.x > size_for_scrollbars_x - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar));
window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar));
window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((needed_size_from_last_frame.x > size_x_for_scrollbars - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar));
// Track when ScrollbarX visibility keeps toggling, which is a sign of a feedback loop, and stabilize by enforcing visibility (#3285, #8488)
// (Feedback loops of this sort can manifest in various situations, but combining horizontal + vertical scrollbar + using a clipper with varying width items is one frequent cause.
@@ -7915,7 +7866,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
window->ScrollbarXStabilizeEnabled = scrollbar_x_stabilize;
if (window->ScrollbarX && !window->ScrollbarY)
window->ScrollbarY = (needed_size_from_last_frame.y > size_for_scrollbars_y - style.ScrollbarSize) && !(flags & ImGuiWindowFlags_NoScrollbar);
window->ScrollbarY = (needed_size_from_last_frame.y > size_y_for_scrollbars - style.ScrollbarSize) && !(flags & ImGuiWindowFlags_NoScrollbar);
window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f);
// Amend the partially filled window->DecorationXXX values.
@@ -8080,14 +8031,9 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
window->DC.LayoutType = ImGuiLayoutType_Vertical;
window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical;
// Default item width. Make it proportional to window size if window can be manually resized.
// (we cannot use AutoFitFramesX/AutoFitFramesY which is a temporary state)
bool is_resizable_width;
if (flags & ImGuiWindowFlags_ChildWindow)
is_resizable_width = (window->Size.x > 0.0f) && !(window->ChildFlags & (ImGuiChildFlags_AutoResizeX | ImGuiChildFlags_AlwaysAutoResize));
else
is_resizable_width = (window->Size.x > 0.0f) && !(flags & ImGuiWindowFlags_AlwaysAutoResize);
if (is_resizable_width)
// Default item width. Make it proportional to window size if window manually resizes
const bool is_resizable_window = (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize));
if (is_resizable_window)
window->DC.ItemWidthDefault = ImTrunc(window->Size.x * 0.65f);
else
window->DC.ItemWidthDefault = ImTrunc(g.FontSize * 16.0f);
@@ -8257,8 +8203,6 @@ void ImGui::End()
ImGuiWindowStackData& window_stack_data = g.CurrentWindowStack.back();
// Error checking: verify that user doesn't directly call End() on a child window.
if (window->Flags & ImGuiWindowFlags_Popup)
IM_ASSERT_USER_ERROR(g.WithinEndPopupID == window->ID, "Must call EndPopup() and not End()!");
if (window->Flags & ImGuiWindowFlags_ChildWindow)
IM_ASSERT_USER_ERROR(g.WithinEndChildID == window->ID, "Must call EndChild() and not End()!");
@@ -8796,17 +8740,6 @@ void ImGui::PopFocusScope()
g.CurrentFocusScopeId = g.FocusScopeStack.Size ? g.FocusScopeStack.back().ID : 0;
}
bool ImGui::IsInNavFocusRoute(ImGuiID focus_scope_id)
{
ImGuiContext& g = *GImGui;
if (g.NavFocusScopeId == focus_scope_id)
return true;
for (const ImGuiFocusScopeData& focus_scope : g.NavFocusRoute)
if (focus_scope.ID == focus_scope_id)
return true;
return false;
}
void ImGui::SetNavFocusScope(ImGuiID focus_scope_id)
{
ImGuiContext& g = *GImGui;
@@ -8980,8 +8913,6 @@ static void ImGui::UpdateTexturesNewFrame()
IM_ASSERT(atlas->RendererHasTextures == has_textures);
}
}
for (ImTextureData* tex : g.UserTextures)
ImTextureDataUpdateNewFrame(tex);
}
// Build a single texture list
@@ -9043,7 +8974,7 @@ ImFont* ImGui::GetDefaultFont()
return g.IO.FontDefault ? g.IO.FontDefault : atlas->Fonts[0];
}
// EXPERIMENTAL. Use ImTextureDataQueueUpload() to queue updates. Textures logic will be automatically be updated in NewFrame().
// EXPERIMENTAL: DO NOT USE YET.
void ImGui::RegisterUserTexture(ImTextureData* tex)
{
ImGuiContext& g = *GImGui;
@@ -9165,7 +9096,7 @@ void ImGui::UpdateCurrentFontSize(float restore_font_size_after_scaling)
}
g.FontBaked = (g.Font != NULL && window != NULL) ? g.Font->GetFontBaked(final_size) : NULL;
g.FontBakedScale = (g.FontBaked != NULL) ? (g.FontSize / g.FontBaked->Size) : 0.0f;
g.FontBakedScale = (g.Font != NULL && window != NULL) ? (g.FontSize / g.FontBaked->Size) : 0.0f;
g.DrawListSharedData.FontScale = g.FontBakedScale;
}
@@ -10148,12 +10079,11 @@ static void UpdateAliasKey(ImGuiKey key, bool v, float analog_value)
// [Internal] Do not use directly
static ImGuiKeyChord GetMergedModsFromKeys()
{
// Bypass IsKeyDown() for the unlikely case where user used a ImGuiInputFlags_LockXXXX on those.
ImGuiKeyChord mods = 0;
if (ImGui::GetKeyData(ImGuiMod_Ctrl)->Down) { mods |= ImGuiMod_Ctrl; }
if (ImGui::GetKeyData(ImGuiMod_Shift)->Down) { mods |= ImGuiMod_Shift; }
if (ImGui::GetKeyData(ImGuiMod_Alt)->Down) { mods |= ImGuiMod_Alt; }
if (ImGui::GetKeyData(ImGuiMod_Super)->Down) { mods |= ImGuiMod_Super; }
if (ImGui::IsKeyDown(ImGuiMod_Ctrl)) { mods |= ImGuiMod_Ctrl; }
if (ImGui::IsKeyDown(ImGuiMod_Shift)) { mods |= ImGuiMod_Shift; }
if (ImGui::IsKeyDown(ImGuiMod_Alt)) { mods |= ImGuiMod_Alt; }
if (ImGui::IsKeyDown(ImGuiMod_Super)) { mods |= ImGuiMod_Super; }
return mods;
}
@@ -10373,21 +10303,15 @@ void ImGui::UpdateMouseWheel()
LockWheelingWindow(NULL, 0.0f);
}
ImVec2 wheel;
wheel.x = TestKeyOwner(ImGuiKey_MouseWheelX, ImGuiKeyOwner_NoOwner) ? g.IO.MouseWheelH : 0.0f;
wheel.y = TestKeyOwner(ImGuiKey_MouseWheelY, ImGuiKeyOwner_NoOwner) ? g.IO.MouseWheel : 0.0f;
//IMGUI_DEBUG_LOG("MouseWheel X:%.3f Y:%.3f\n", wheel_x, wheel_y);
ImGuiWindow* mouse_window = g.WheelingWindow ? g.WheelingWindow : g.HoveredWindow;
if (!mouse_window || mouse_window->Collapsed)
return;
ImGuiID owner_id = mouse_window->ID;
ImVec2 wheel;
wheel.x = TestKeyOwner(ImGuiKey_MouseWheelX, owner_id) ? g.IO.MouseWheelH : 0.0f;
wheel.y = TestKeyOwner(ImGuiKey_MouseWheelY, owner_id) ? g.IO.MouseWheel : 0.0f;
//IMGUI_DEBUG_LOG("MouseWheel X:%.3f Y:%.3f\n", wheel_x, wheel_y);
if (g.WheelingWindow != NULL)
{
SetKeyOwner(ImGuiKey_MouseWheelX, owner_id);
SetKeyOwner(ImGuiKey_MouseWheelY, owner_id);
}
// Zoom / Scale window
// FIXME-OBSOLETE: This is an old feature, it still works but pretty much nobody is using it and may be best redesigned.
if (wheel.y != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling)
@@ -10691,7 +10615,6 @@ bool ImGui::TestKeyOwner(ImGuiKey key, ImGuiID owner_id)
// - SetKeyOwner(..., None) : clears owner
// - SetKeyOwner(..., Any, !Lock) : illegal (assert)
// - SetKeyOwner(..., Any or None, Lock) : set lock
// Ownership is automatically released on the frame after a release, see code in UpdateKeyboardInputs().
void ImGui::SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags)
{
ImGuiContext& g = *GImGui;
@@ -10718,34 +10641,30 @@ void ImGui::SetKeyOwnersForKeyChord(ImGuiKeyChord key_chord, ImGuiID owner_id, I
if (key_chord & ~ImGuiMod_Mask_) { SetKeyOwner((ImGuiKey)(key_chord & ~ImGuiMod_Mask_), owner_id, flags); }
}
// This is more or less equivalent to a fancier version of:
// This is more or less equivalent to:
// if (IsItemHovered() || IsItemActive())
// SetKeyOwner(key, GetItemID());
// Extensive uses of that (e.g. many calls for a single item) may want to manually perform the tests once and then call SetKeyOwner() multiple times.
// More advanced usage scenarios may want to call SetKeyOwner() manually based on different condition.
// Worth noting is that only one item can be hovered and only one item can be active, therefore this usage pattern doesn't need to bother with routing and priority.
bool ImGui::SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags)
void ImGui::SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags)
{
ImGuiContext& g = *GImGui;
ImGuiID id = g.LastItemData.ID;
if (id == 0 || (g.HoveredId != id && g.ActiveId != id))
return false;
return;
if ((flags & ImGuiInputFlags_CondMask_) == 0)
flags |= ImGuiInputFlags_CondDefault_;
if ((g.HoveredId == id && (flags & ImGuiInputFlags_CondHovered)) || (g.ActiveId == id && (flags & ImGuiInputFlags_CondActive)))
{
IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetItemKeyOwner) == 0); // Passing flags not supported by this function!
if (!TestKeyOwner(key, id))
return false;
SetKeyOwner(key, id, flags & ~ImGuiInputFlags_CondMask_);
return true;
}
return false;
}
bool ImGui::SetItemKeyOwner(ImGuiKey key)
void ImGui::SetItemKeyOwner(ImGuiKey key)
{
return SetItemKeyOwner(key, ImGuiInputFlags_None);
SetItemKeyOwner(key, ImGuiInputFlags_None);
}
// This is the only public API until we expose owner_id versions of the API as replacements.
@@ -10886,8 +10805,7 @@ bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, si
// to extend contents size of our parent container (e.g. window contents size, which is used for auto-resizing
// windows, table column contents size used for auto-resizing columns, group size).
// This was causing issues and ambiguities and we needed to retire that.
// 2022/08/05 (1.89): extending contents size boundaries REQUIRES AN ITEM TO BE SUBMITTED. However we gated the new logic behind a '#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS' block.
// 2025/06/25 (1.92): removed the legacy path and turned into an assert. It was a mistake that there was a #ifndef before: our obsolescence schedule gets pushed back a bit more :(
// From 1.89, extending contents size boundaries REQUIRES AN ITEM TO BE SUBMITTED.
//
// Previously this would make the window content size ~200x200:
// Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End(); // NOT OK ANYMORE
@@ -11191,8 +11109,6 @@ bool ImGui::ErrorLog(const char* msg)
return g.IO.ConfigErrorRecoveryEnableAssert;
}
// Display an error tooltip when same ID as HoveredId was submitted multiple times.
// See code in ItemHoverable() for an explanation of why we associate this error to HoveredId + code drawing of rectangles over individual items instances.
void ImGui::ErrorCheckEndFrameFinalizeErrorTooltip()
{
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
@@ -12496,17 +12412,6 @@ bool ImGui::BeginPopupMenuEx(ImGuiID id, const char* label, ImGuiWindowFlags ext
return false;
}
// As we bypass BeginChild(), set ImGuiChildFlags_AlwaysAutoResize as it is checked independently from ImGuiWindowFlags_AlwaysAutoResize for now (see #9355)
// Ideally we should remove setting ImGuiWindowFlags_AlwaysAutoResize in BeginChild().
if ((extra_window_flags & ImGuiWindowFlags_ChildWindow) && (extra_window_flags & ImGuiWindowFlags_AlwaysAutoResize))
{
if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasChildFlags)
g.NextWindowData.ChildFlags |= ImGuiChildFlags_AlwaysAutoResize;
else
g.NextWindowData.ChildFlags = ImGuiChildFlags_AlwaysAutoResize;
g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasChildFlags;
}
char name[128];
IM_ASSERT(extra_window_flags & ImGuiWindowFlags_ChildMenu);
ImFormatString(name, IM_COUNTOF(name), "%s###Menu_%02d", label, g.BeginMenuDepth); // Recycle windows based on depth
@@ -12579,13 +12484,10 @@ void ImGui::EndPopup()
NavMoveRequestTryWrapping(window, ImGuiNavMoveFlags_LoopY);
// Child-popups don't need to be laid out
const ImGuiID backup_within_end_popup_id = g.WithinEndPopupID;
const ImGuiID backup_within_end_child_id = g.WithinEndChildID;
g.WithinEndPopupID = window->ID;
if (window->Flags & ImGuiWindowFlags_ChildWindow)
g.WithinEndChildID = window->ID;
End();
g.WithinEndPopupID = backup_within_end_popup_id;
g.WithinEndChildID = backup_within_end_child_id;
}
@@ -13407,7 +13309,7 @@ static void ImGui::NavProcessItem()
const ImGuiID id = g.LastItemData.ID;
const ImGuiItemFlags item_flags = g.LastItemData.ItemFlags;
// When inside a container that isn't scrollable with Left<>Right, clip NavRect accordingly (#2221, #8816, #7994)
// When inside a container that isn't scrollable with Left<>Right, clip NavRect accordingly (#2221, #8816)
ImRect nav_bb = g.LastItemData.NavRect;
if (window->DC.NavIsScrollPushableX == false)
{
@@ -13804,13 +13706,13 @@ static void ImGui::NavUpdate()
// FIXME-NAV: Now that keys are separated maybe we can get rid of NavInputSource?
const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
const ImGuiKey nav_gamepad_keys_to_change_source[] = { ImGuiKey_GamepadFaceRight, ImGuiKey_GamepadFaceLeft, ImGuiKey_GamepadFaceUp, ImGuiKey_GamepadFaceDown, ImGuiKey_GamepadDpadRight, ImGuiKey_GamepadDpadLeft, ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadDpadDown };
if (nav_gamepad_active && g.NavInputSource != ImGuiInputSource_Gamepad)
if (nav_gamepad_active)
for (ImGuiKey key : nav_gamepad_keys_to_change_source)
if (IsKeyDown(key))
g.NavInputSource = ImGuiInputSource_Gamepad;
const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
const ImGuiKey nav_keyboard_keys_to_change_source[] = { ImGuiKey_Space, ImGuiKey_Enter, ImGuiKey_Escape, ImGuiKey_RightArrow, ImGuiKey_LeftArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow };
if (nav_keyboard_active && g.NavInputSource != ImGuiInputSource_Keyboard)
if (nav_keyboard_active)
for (ImGuiKey key : nav_keyboard_keys_to_change_source)
if (IsKeyDown(key))
g.NavInputSource = ImGuiInputSource_Keyboard;
@@ -15030,14 +14932,14 @@ bool ImGui::SetDragDropPayload(const char* type, const void* data, size_t data_s
// Store in heap
g.DragDropPayloadBufHeap.resize((int)data_size);
payload.Data = g.DragDropPayloadBufHeap.Data;
memcpy(payload.Data, data, (size_t)(int)data_size);
memcpy(payload.Data, data, data_size);
}
else if (data_size > 0)
{
// Store locally
memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal));
payload.Data = g.DragDropPayloadBufLocal;
memcpy(payload.Data, data, (size_t)(int)data_size);
memcpy(payload.Data, data, data_size);
}
else
{
@@ -15171,7 +15073,7 @@ const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDrop
{
ImRect bb = g.DragDropTargetRect;
bb.Expand(-3.5f);
RenderDragDropTargetRectEx(GetForegroundDrawList(), bb, g.Style.DragDropTargetRounding);
RenderDragDropTargetRectEx(GetForegroundDrawList(), bb);
}
else if (draw_target_rect)
{
@@ -15202,16 +15104,16 @@ void ImGui::RenderDragDropTargetRectForItem(const ImRect& bb)
bool push_clip_rect = !window->ClipRect.Contains(bb_display);
if (push_clip_rect)
window->DrawList->PushClipRectFullScreen();
RenderDragDropTargetRectEx(window->DrawList, bb_display, g.Style.DragDropTargetRounding);
RenderDragDropTargetRectEx(window->DrawList, bb_display);
if (push_clip_rect)
window->DrawList->PopClipRect();
}
void ImGui::RenderDragDropTargetRectEx(ImDrawList* draw_list, const ImRect& bb, float rounding)
void ImGui::RenderDragDropTargetRectEx(ImDrawList* draw_list, const ImRect& bb)
{
ImGuiContext& g = *GImGui;
draw_list->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_DragDropTargetBg), rounding, 0);
draw_list->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_DragDropTarget), rounding, g.Style.DragDropTargetBorderSize);
draw_list->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_DragDropTargetBg), g.Style.DragDropTargetRounding, 0);
draw_list->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_DragDropTarget), g.Style.DragDropTargetRounding, 0, g.Style.DragDropTargetBorderSize);
}
const ImGuiPayload* ImGui::GetDragDropPayload()
@@ -15871,7 +15773,6 @@ void ImGuiPlatformIO::ClearRendererHandlers()
{
Renderer_TextureMaxWidth = Renderer_TextureMaxHeight = 0;
Renderer_RenderState = NULL;
DrawCallback_ResetRenderState = DrawCallback_SetSamplerLinear = DrawCallback_SetSamplerNearest = NULL;
}
ImGuiViewport* ImGui::GetMainViewport()
@@ -15918,7 +15819,6 @@ static void ImGui::UpdateViewportsNewFrame()
main_viewport->FramebufferScale = g.IO.DisplayFramebufferScale;
IM_ASSERT(main_viewport->FramebufferScale.x > 0.0f && main_viewport->FramebufferScale.y > 0.0f);
const float memory_compact_start_time = (g.GcCompactAll || g.IO.ConfigMemoryCompactTimer < 0.0f) ? FLT_MAX : (float)g.Time - g.IO.ConfigMemoryCompactTimer;
for (ImGuiViewportP* viewport : g.Viewports)
{
// Lock down space taken by menu bars and status bars
@@ -15927,14 +15827,6 @@ static void ImGui::UpdateViewportsNewFrame()
viewport->WorkInsetMax = viewport->BuildWorkInsetMax;
viewport->BuildWorkInsetMin = viewport->BuildWorkInsetMax = ImVec2(0.0f, 0.0f);
viewport->UpdateWorkRect();
// Garbage collect transient buffers of recently BG/FG drawlists
for (int n = 0; n < IM_COUNTOF(viewport->BgFgDrawLists); n++)
if (viewport->BgFgDrawListsLastTimeActive[n] < memory_compact_start_time && viewport->BgFgDrawLists[n] != NULL)
{
IM_DELETE(viewport->BgFgDrawLists[n]);
viewport->BgFgDrawLists[n] = NULL;
}
}
}
@@ -16313,7 +16205,7 @@ void ImGui::DebugRenderKeyboardPreview(ImDrawList* draw_list)
draw_list->AddRect(key_min, key_max, IM_COL32(24, 24, 24, 255), key_rounding);
ImVec2 face_min = ImVec2(key_min.x + key_face_pos.x, key_min.y + key_face_pos.y);
ImVec2 face_max = ImVec2(face_min.x + key_face_size.x, face_min.y + key_face_size.y);
draw_list->AddRect(face_min, face_max, IM_COL32(193, 193, 193, 255), key_face_rounding, 2.0f);
draw_list->AddRect(face_min, face_max, IM_COL32(193, 193, 193, 255), key_face_rounding, ImDrawFlags_None, 2.0f);
draw_list->AddRectFilled(face_min, face_max, IM_COL32(252, 252, 252, 255), key_face_rounding);
ImVec2 label_min = ImVec2(key_min.x + key_label_pos.x, key_min.y + key_label_pos.y);
draw_list->AddText(label_min, IM_COL32(64, 64, 64, 255), key_data->Label);
@@ -16736,7 +16628,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
BulletText("Table 0x%08X (%d columns, in '%s')", table->ID, table->ColumnsCount, table->OuterWindow->Name);
if (IsItemHovered())
GetForegroundDrawList(table->OuterWindow)->AddRect(table->OuterRect.Min - ImVec2(1, 1), table->OuterRect.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 2.0f);
GetForegroundDrawList(table->OuterWindow)->AddRect(table->OuterRect.Min - ImVec2(1, 1), table->OuterRect.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);
Indent();
char buf[128];
for (int rect_n = 0; rect_n < TRT_Count; rect_n++)
@@ -16751,7 +16643,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
ImFormatString(buf, IM_COUNTOF(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) Col %d %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), column_n, trt_rects_names[rect_n]);
Selectable(buf);
if (IsItemHovered())
GetForegroundDrawList(table->OuterWindow)->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 2.0f);
GetForegroundDrawList(table->OuterWindow)->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);
}
}
else
@@ -16760,7 +16652,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
ImFormatString(buf, IM_COUNTOF(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), trt_rects_names[rect_n]);
Selectable(buf);
if (IsItemHovered())
GetForegroundDrawList(table->OuterWindow)->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 2.0f);
GetForegroundDrawList(table->OuterWindow)->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);
}
}
Unindent();
@@ -16973,7 +16865,6 @@ void ImGui::ShowMetricsWindow(bool* p_open)
{
ImGuiDebugAllocInfo* info = &g.DebugAllocInfo;
Text("%d current allocations", info->TotalAllocCount - info->TotalFreeCount);
Text("Releasing selected unused buffers after: %.2f secs", g.IO.ConfigMemoryCompactTimer);
if (SmallButton("GC now")) { g.GcCompactAll = true; }
Text("Recent frames with allocations:");
int buf_size = IM_COUNTOF(info->LastEntriesBuf);
@@ -17168,7 +17059,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, column_n);
ImU32 col = (table->HoveredColumnBody == column_n) ? IM_COL32(255, 255, 128, 255) : IM_COL32(255, 0, 128, 255);
float thickness = (table->HoveredColumnBody == column_n) ? 3.0f : 1.0f;
draw_list->AddRect(r.Min, r.Max, col, 0.0f, thickness);
draw_list->AddRect(r.Min, r.Max, col, 0.0f, 0, thickness);
}
}
else
@@ -17345,7 +17236,7 @@ void ImGui::DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, con
{
ImDrawListFlags backup_flags = fg_draw_list->Flags;
fg_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles.
fg_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), 1.0f, ImDrawFlags_Closed);
fg_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f);
fg_draw_list->Flags = backup_flags;
}
}
@@ -17373,7 +17264,7 @@ void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, co
for (int n = 0; n < 3; n++, idx_n++)
vtxs_rect.Add((triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos));
if (show_mesh)
out_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), 1.0f, ImDrawFlags_Closed); // In yellow: mesh triangles
out_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f); // In yellow: mesh triangles
}
// Draw bounding boxes
if (show_aabb)
@@ -17654,8 +17545,8 @@ void ImGui::DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label)
{
ImDrawList* draw_list = GetForegroundDrawList(tab_bar->Window);
draw_list->AddRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max, IM_COL32(255, 255, 0, 255));
draw_list->AddLineV(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Min.y, tab_bar->BarRect.Max.y, IM_COL32(0, 255, 0, 255));
draw_list->AddLineV(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Min.y, tab_bar->BarRect.Max.y, IM_COL32(0, 255, 0, 255));
draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255));
draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255));
}
if (open)
{
@@ -17984,8 +17875,8 @@ void ImGui::DebugDrawCursorPos(ImU32 col)
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
ImVec2 pos = window->DC.CursorPos;
window->DrawList->AddLineV(pos.x, pos.y - 3.0f, pos.y + 4.0f, col, 1.0f);
window->DrawList->AddLineH(pos.x - 3.0f, pos.x + 4.0f, pos.y, col, 1.0f);
window->DrawList->AddLine(ImVec2(pos.x, pos.y - 3.0f), ImVec2(pos.x, pos.y + 4.0f), col, 1.0f);
window->DrawList->AddLine(ImVec2(pos.x - 3.0f, pos.y), ImVec2(pos.x + 4.0f, pos.y), col, 1.0f);
}
// Draw a 10px wide rectangle around CurposPos.x using Line Y1/Y2 in current window's DrawList
@@ -17996,9 +17887,9 @@ void ImGui::DebugDrawLineExtents(ImU32 col)
float curr_x = window->DC.CursorPos.x;
float line_y1 = (window->DC.IsSameLine ? window->DC.CursorPosPrevLine.y : window->DC.CursorPos.y);
float line_y2 = line_y1 + (window->DC.IsSameLine ? window->DC.PrevLineSize.y : window->DC.CurrLineSize.y);
window->DrawList->AddLineH(curr_x - 5.0f, curr_x + 5.0f, line_y1, col, 1.0f);
window->DrawList->AddLineV(curr_x - 0.5f, line_y1, line_y2, col, 1.0f);
window->DrawList->AddLineH(curr_x - 5.0f, curr_x + 5.0f, line_y2, col, 1.0f);
window->DrawList->AddLine(ImVec2(curr_x - 5.0f, line_y1), ImVec2(curr_x + 5.0f, line_y1), col, 1.0f);
window->DrawList->AddLine(ImVec2(curr_x - 0.5f, line_y1), ImVec2(curr_x - 0.5f, line_y2), col, 1.0f);
window->DrawList->AddLine(ImVec2(curr_x - 5.0f, line_y2), ImVec2(curr_x + 5.0f, line_y2), col, 1.0f);
}
// Draw last item rect in ForegroundDrawList (so it is always visible)
@@ -18368,7 +18259,7 @@ void ImGui::ShowFontSelector(const char* label)
"- Load additional fonts with io.Fonts->AddFontXXX() functions.\n"
"- The font atlas is built when calling io.Fonts->GetTexDataAsXXXX() or io.Fonts->Build().\n"
"- Read FAQ and docs/FONTS.md for more details.\n"
"- Legacy backend: if you need to add/remove fonts at runtime (e.g. for DPI change), do it before calling NewFrame().");
"- If you need to add/remove fonts at runtime (e.g. for DPI change), do it before calling NewFrame().");
}
#endif // #if !defined(IMGUI_DISABLE_DEMO_WINDOWS) || !defined(IMGUI_DISABLE_DEBUG_TOOLS)
+61 -105
View File
@@ -1,4 +1,4 @@
// dear imgui, v1.92.9 WIP
// dear imgui, v1.92.7 WIP
// (headers)
// Help:
@@ -20,7 +20,7 @@
// - Software using Dear ImGui https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui
// - Issues & support ........... https://github.com/ocornut/imgui/issues
// - Test Engine & Automation ... https://github.com/ocornut/imgui_test_engine (test suite, test engine to automate your apps)
// - Web version of the Demo .... https://pthom.github.io/imgui_explorer (w/ source code browser)
// - Web version of the Demo .... https://pthom.github.io/imgui_manual (w/ source code browser)
// For FIRST-TIME users having issues compiling/linking/running:
// please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above.
@@ -29,8 +29,8 @@
// Library Version
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
#define IMGUI_VERSION "1.92.9 WIP"
#define IMGUI_VERSION_NUM 19282
#define IMGUI_VERSION "1.92.7 WIP"
#define IMGUI_VERSION_NUM 19265
#define IMGUI_HAS_TABLE // Added BeginTable() - from IMGUI_VERSION_NUM >= 18000
#define IMGUI_HAS_TEXTURES // Added ImGuiBackendFlags_RendererHasTextures - from IMGUI_VERSION_NUM >= 19198
@@ -341,10 +341,10 @@ typedef ImU64 ImTextureID; // Default: store up to 64-bits (any pointer or
#endif
// Define this if you need to change the invalid value for your backend.
// - If your backend is using ImTextureID to store an index/offset and you need 0 to be valid, You can add '#define ImTextureID_Invalid ((ImTextureID)-1)' in your imconfig.h file.
// - From 2026/03/12 to 2026/03/19 we experimented with changing to default to -1, but I worried it would cause too many issues in third-party code so it was reverted.
// - in v1.92.7 (2025/03/12): we changed default value from 0 to -1 as it is a better default, which supports storing offsets/indices.
// - If this is causing problem with your custom ImTextureID definition, you can add '#define ImTextureID_Invalid' to your imconfig + please report this to GitHub.
#ifndef ImTextureID_Invalid
#define ImTextureID_Invalid ((ImTextureID)0)
#define ImTextureID_Invalid ((ImTextureID)-1)
#endif
// ImTextureRef = higher-level identifier for a texture. Store a ImTextureID _or_ a ImTextureData*.
@@ -613,8 +613,7 @@ namespace ImGui
IMGUI_API ImGuiID GetID(int int_id);
// Widgets: Text
// - Note that all functions taking format strings in the API may be passed ("%s", text) or ("%.*s", text_len, text): which will automatically bypass the formatter.
IMGUI_API void TextUnformatted(const char* text, const char* text_end = NULL); // raw text without formatting. Practically equivalent to 'Text("%s", text)' but doesn't require null terminated string if 'text_end' is specified.
IMGUI_API void TextUnformatted(const char* text, const char* text_end = NULL); // raw text without formatting. Roughly equivalent to Text("%s", text) but: A) doesn't require null terminated string if 'text_end' is specified, B) it's faster, no memory copy is done, no buffer size limits, recommended for long chunks of text.
IMGUI_API void Text(const char* fmt, ...) IM_FMTARGS(1); // formatted text
IMGUI_API void TextV(const char* fmt, va_list args) IM_FMTLIST(1);
IMGUI_API void TextColored(const ImVec4& col, const char* fmt, ...) IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor();
@@ -838,7 +837,7 @@ namespace ImGui
// Popups, Modals
// - They block normal mouse hovering detection (and therefore most mouse interactions) behind them.
// - If not modal: they can be closed by clicking anywhere outside them, or by pressing Escape (call 'Shortcut(ImGuiKey_Escape)' to claim a higher-priority shortcut).
// - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
// - Their visibility state (~bool) is held internally instead of being held by the programmer as we are used to with regular Begin*() calls.
// - The 3 properties above are related: we need to retain popup visibility state in the library because popups may be closed as any time.
// - You can bypass the hovering restriction by using ImGuiHoveredFlags_AllowWhenBlockedByPopup when calling IsItemHovered() or IsWindowHovered().
@@ -915,7 +914,7 @@ namespace ImGui
// The context menu can also be made available in columns body using ImGuiTableFlags_ContextMenuInBody.
// - You may manually submit headers using TableNextRow() + TableHeader() calls, but this is only useful in
// some advanced use cases (e.g. adding custom widgets in header row).
// - Use TableSetupScrollFreeze() to lock columns/rows so they stay visible when scrolled. When freezing columns you would usually also use ImGuiTableColumnFlags_NoHide on them.
// - Use TableSetupScrollFreeze() to lock columns/rows so they stay visible when scrolled.
IMGUI_API void TableSetupColumn(const char* label, ImGuiTableColumnFlags flags = 0, float init_width_or_weight = 0.0f, ImGuiID user_id = 0);
IMGUI_API void TableSetupScrollFreeze(int cols, int rows); // lock columns/rows so they stay visible when scrolled.
IMGUI_API void TableHeader(const char* label); // submit one header cell manually (rarely used)
@@ -1002,7 +1001,7 @@ namespace ImGui
IMGUI_API void SetNavCursorVisible(bool visible); // alter visibility of keyboard/gamepad cursor. by default: show when using an arrow key, hide when clicking with mouse.
// Overlapping mode
IMGUI_API void SetNextItemAllowOverlap(); // allow next item to be overlapped by a subsequent item. Typically useful with InvisibleButton(), Selectable(), TreeNode() covering an area where subsequent items may need to be added. Note that both Selectable() and TreeNode() have dedicated flags doing this.
IMGUI_API void SetNextItemAllowOverlap(); // allow next item to be overlapped by a subsequent item. Useful with invisible buttons, selectable, treenode covering an area where subsequent items may need to be added. Note that both Selectable() and TreeNode() have dedicated flags doing this.
// Item/Widgets Utilities and Query Functions
// - Most of the functions are referring to the previous Item that has been submitted.
@@ -1093,11 +1092,10 @@ namespace ImGui
// Inputs Utilities: Key/Input Ownership [BETA]
// - One common use case would be to allow your items to disable standard inputs behaviors such
// as Tab or Alt key handling, Mouse Wheel scrolling, etc.
// e.g. `Button(...); if (SetItemKeyOwner(ImGuiKey_MouseWheelY)) { ... }` to make hovering/activating a button disable wheel for scrolling.
// e.g. Button(...); SetItemKeyOwner(ImGuiKey_MouseWheelY); to make hovering/activating a button disable wheel for scrolling.
// - Reminder ImGuiKey enum include access to mouse buttons and gamepad, so key ownership can apply to them.
// - The return value of SetItemKeyOwner() says if ownership has been requested for the item, which is a shortcut to calling yet non-public TestKeyOwner() function.
// - Many related features are still in imgui_internal.h. For instance, most IsKeyXXX()/IsMouseXXX() functions have an owner-id-aware version.
IMGUI_API bool SetItemKeyOwner(ImGuiKey key); // Set key owner to last item ID if it is hovered or active. Return true when ownership has been set. Roughly equivalent to 'if (TestKeyOwner(key, GetItemID()) && (IsItemHovered() || IsItemActive())) { SetKeyOwner(key, GetItemID());'.
IMGUI_API void SetItemKeyOwner(ImGuiKey key); // Set key owner to last item ID if it is hovered or active. Equivalent to 'if (IsItemHovered() || IsItemActive()) { SetKeyOwner(key, GetItemID());'.
// Inputs Utilities: Mouse
// - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right.
@@ -1305,7 +1303,7 @@ enum ImGuiTreeNodeFlags_
ImGuiTreeNodeFlags_None = 0,
ImGuiTreeNodeFlags_Selected = 1 << 0, // Draw as selected
ImGuiTreeNodeFlags_Framed = 1 << 1, // Draw frame with background (e.g. for CollapsingHeader)
ImGuiTreeNodeFlags_AllowOverlap = 1 << 2, // Hit testing will allow subsequent widgets to overlap this one. Require previous frame HoveredId to match before being usable. Shortcut to calling SetNextItemAllowOverlap().
ImGuiTreeNodeFlags_AllowOverlap = 1 << 2, // Hit testing to allow subsequent widgets to overlap this one
ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack
ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes)
ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, // Default node to be open
@@ -1331,7 +1329,7 @@ enum ImGuiTreeNodeFlags_
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
ImGuiTreeNodeFlags_NavLeftJumpsBackHere = ImGuiTreeNodeFlags_NavLeftJumpsToParent, // Renamed in 1.92.0
//ImGuiTreeNodeFlags_SpanTextWidth = ImGuiTreeNodeFlags_SpanLabelWidth, // Renamed in 1.90.7
ImGuiTreeNodeFlags_SpanTextWidth = ImGuiTreeNodeFlags_SpanLabelWidth, // Renamed in 1.90.7
//ImGuiTreeNodeFlags_AllowItemOverlap = ImGuiTreeNodeFlags_AllowOverlap, // Renamed in 1.89.7
#endif
};
@@ -1365,7 +1363,7 @@ enum ImGuiSelectableFlags_
ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Frame will span all columns of its container table (text will still fit in current column)
ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, // Generate press events on double clicks too
ImGuiSelectableFlags_Disabled = 1 << 3, // Cannot be selected, display grayed out text
ImGuiSelectableFlags_AllowOverlap = 1 << 4, // Hit testing will allow subsequent widgets to overlap this one. Require previous frame HoveredId to match before being usable. Shortcut to calling SetNextItemAllowOverlap().
ImGuiSelectableFlags_AllowOverlap = 1 << 4, // (WIP) Hit testing to allow subsequent widgets to overlap this one
ImGuiSelectableFlags_Highlight = 1 << 5, // Make the item be displayed as if it is hovered
ImGuiSelectableFlags_SelectOnNav = 1 << 6, // Auto-select when moved into, unless Ctrl is held. Automatic when in a BeginMultiSelect() block.
@@ -1403,7 +1401,7 @@ enum ImGuiTabBarFlags_
ImGuiTabBarFlags_DrawSelectedOverline = 1 << 6, // Draw selected overline markers over selected tab
// Fitting/Resize policy
ImGuiTabBarFlags_FittingPolicyMixed = 1 << 7, // Shrink down tabs when they don't fit, until width is style.TabMinWidthShrink, then enable scrolling. Setting TabMinWidthShrink to FLT_MAX makes this behave like ImGuiTabBarFlags_FittingPolicyScroll.
ImGuiTabBarFlags_FittingPolicyMixed = 1 << 7, // Shrink down tabs when they don't fit, until width is style.TabMinWidthShrink, then enable scrolling buttons.
ImGuiTabBarFlags_FittingPolicyShrink = 1 << 8, // Shrink down tabs when they don't fit
ImGuiTabBarFlags_FittingPolicyScroll = 1 << 9, // Enable scrolling buttons when tabs don't fit
ImGuiTabBarFlags_FittingPolicyMask_ = ImGuiTabBarFlags_FittingPolicyMixed | ImGuiTabBarFlags_FittingPolicyShrink | ImGuiTabBarFlags_FittingPolicyScroll,
@@ -1705,7 +1703,6 @@ enum ImGuiInputFlags_
};
// Configuration flags stored in io.ConfigFlags. Set by user/application.
// Note that nowadays most of our configuration options are in other ImGuiIO fields, e.g. io.ConfigWindowsMoveFromTitleBarOnly.
enum ImGuiConfigFlags_
{
ImGuiConfigFlags_None = 0,
@@ -1715,9 +1712,10 @@ enum ImGuiConfigFlags_
ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, // Instruct backend to not alter mouse cursor shape and visibility. Use if the backend cursor changes are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You may want to honor requests from imgui by reading GetMouseCursor() yourself instead.
ImGuiConfigFlags_NoKeyboard = 1 << 6, // Instruct dear imgui to disable keyboard inputs and interactions. This is done by ignoring keyboard events and clearing existing states.
// [Unused] User storage (to allow your backend/engine to communicate to code that may be shared between multiple projects. Those flags are NOT used by core Dear ImGui)
// User storage (to allow your backend/engine to communicate to code that may be shared between multiple projects. Those flags are NOT used by core Dear ImGui)
ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware.
ImGuiConfigFlags_IsTouchScreen = 1 << 21, // Application is using a touch screen instead of a mouse.
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, // [moved/renamed in 1.91.4] -> use bool io.ConfigNavMoveSetMousePos
ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // [moved/renamed in 1.91.4] -> use bool io.ConfigNavCaptureKeyboard
@@ -1757,7 +1755,6 @@ enum ImGuiCol_
ImGuiCol_ScrollbarGrabHovered,
ImGuiCol_ScrollbarGrabActive,
ImGuiCol_CheckMark, // Checkbox tick and RadioButton circle
ImGuiCol_CheckboxSelectedBg, // Checkbox background when Selected, otherwise use FrameBg
ImGuiCol_SliderGrab,
ImGuiCol_SliderGrabActive,
ImGuiCol_Button,
@@ -1855,7 +1852,6 @@ enum ImGuiStyleVar_
ImGuiStyleVar_TableAngledHeadersTextAlign,// ImVec2 TableAngledHeadersTextAlign
ImGuiStyleVar_TreeLinesSize, // float TreeLinesSize
ImGuiStyleVar_TreeLinesRounding, // float TreeLinesRounding
ImGuiStyleVar_DragDropTargetRounding, // float DragDropTargetRounding
ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign
ImGuiStyleVar_SelectableTextAlign, // ImVec2 SelectableTextAlign
ImGuiStyleVar_SeparatorSize, // float SeparatorSize
@@ -1874,7 +1870,6 @@ enum ImGuiButtonFlags_
ImGuiButtonFlags_MouseButtonMiddle = 1 << 2, // React on center mouse button
ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle, // [Internal]
ImGuiButtonFlags_EnableNav = 1 << 3, // InvisibleButton(): do not disable navigation/tabbing. Otherwise disabled by default.
ImGuiButtonFlags_AllowOverlap = 1 << 12, // Hit testing will allow subsequent widgets to overlap this one. Require previous frame HoveredId to match before being usable. Shortcut to calling SetNextItemAllowOverlap().
};
// Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton()
@@ -2034,11 +2029,11 @@ enum ImGuiTableFlags_
// Features
ImGuiTableFlags_None = 0,
ImGuiTableFlags_Resizable = 1 << 0, // Enable resizing columns.
ImGuiTableFlags_Reorderable = 1 << 1, // Enable reordering columns in header row. (Need calling TableSetupColumn() + TableHeadersRow() to display headers, or using ImGuiTableFlags_ContextMenuInBody to access context-menu without headers).
ImGuiTableFlags_Reorderable = 1 << 1, // Enable reordering columns in header row (need calling TableSetupColumn() + TableHeadersRow() to display headers)
ImGuiTableFlags_Hideable = 1 << 2, // Enable hiding/disabling columns in context menu.
ImGuiTableFlags_Sortable = 1 << 3, // Enable sorting. Call TableGetSortSpecs() to obtain sort specs. Also see ImGuiTableFlags_SortMulti and ImGuiTableFlags_SortTristate.
ImGuiTableFlags_NoSavedSettings = 1 << 4, // Disable persisting columns order, width, visibility and sort settings in the .ini file.
ImGuiTableFlags_ContextMenuInBody = 1 << 5, // Right-click on columns body/contents will also display table context menu. By default it is available in TableHeadersRow().
ImGuiTableFlags_ContextMenuInBody = 1 << 5, // Right-click on columns body/contents will display table context menu. By default it is available in TableHeadersRow().
// Decorations
ImGuiTableFlags_RowBg = 1 << 6, // Set each RowBg color with ImGuiCol_TableRowBg or ImGuiCol_TableRowBgAlt (equivalent of calling TableSetBgColor with ImGuiTableBgFlags_RowBg0 on each row manually)
ImGuiTableFlags_BordersInnerH = 1 << 7, // Draw horizontal borders between rows.
@@ -2323,7 +2318,7 @@ struct ImGuiStyle
float TabBorderSize; // Thickness of border around tabs.
float TabMinWidthBase; // Minimum tab width, to make tabs larger than their contents. TabBar buttons are not affected.
float TabMinWidthShrink; // Minimum tab width after shrinking, when using ImGuiTabBarFlags_FittingPolicyMixed policy.
float TabCloseButtonMinWidthSelected; // -1: always visible. 0.0f: visible when hovered. >0.0f: visible when hovered if minimum width. FLT_MAX: never shrink, will behave like ImGuiTabBarFlags_FittingPolicyScroll.
float TabCloseButtonMinWidthSelected; // -1: always visible. 0.0f: visible when hovered. >0.0f: visible when hovered if minimum width.
float TabCloseButtonMinWidthUnselected; // -1: always visible. 0.0f: visible when hovered. >0.0f: visible when hovered if minimum width. FLT_MAX: never show close button when unselected.
float TabBarBorderSize; // Thickness of tab-bar separator, which takes on the tab active color to denote focus.
float TabBarOverlineSize; // Thickness of tab-bar overline, which highlights the selected tab-bar.
@@ -2332,15 +2327,14 @@ struct ImGuiStyle
ImGuiTreeNodeFlags TreeLinesFlags; // Default way to draw lines connecting TreeNode hierarchy. ImGuiTreeNodeFlags_DrawLinesNone or ImGuiTreeNodeFlags_DrawLinesFull or ImGuiTreeNodeFlags_DrawLinesToNodes.
float TreeLinesSize; // Thickness of outlines when using ImGuiTreeNodeFlags_DrawLines.
float TreeLinesRounding; // Radius of lines connecting child nodes to the vertical line.
float DragDropTargetRounding; // Radius of the drag and drop target frame. When <0.0f: use FrameRounding.
float DragDropTargetRounding; // Radius of the drag and drop target frame.
float DragDropTargetBorderSize; // Thickness of the drag and drop target border.
float DragDropTargetPadding; // Size to expand the drag and drop target from actual target item size.
float ColorMarkerSize; // Size of R/G/B/A color markers for ColorEdit4() and for Drags/Sliders when using ImGuiSliderFlags_ColorMarkers.
ImGuiDir ColorButtonPosition; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered).
ImVec2 SelectableTextAlign; // Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.
float InputTextCursorSize; // Thickness of cursor/caret in InputText().
float SeparatorSize; // Thickness of border in Separator(). Must be >= 1.0f.
float SeparatorSize; // Thickness of border in Separator()
float SeparatorTextBorderSize; // Thickness of border in SeparatorText()
ImVec2 SeparatorTextAlign; // Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center).
ImVec2 SeparatorTextPadding; // Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y.
@@ -2370,7 +2364,7 @@ struct ImGuiStyle
// Functions
IMGUI_API ImGuiStyle();
IMGUI_API void ScaleAllSizes(float scale_factor); // Scale all spacing/padding/thickness values. Do not scale fonts. See comments in definition. Consider not calling this if your initial scale factor if <1.0.
IMGUI_API void ScaleAllSizes(float scale_factor); // Scale all spacing/padding/thickness values. Do not scale fonts.
// Obsolete names
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
@@ -2614,7 +2608,7 @@ struct ImGuiIO
//void* ImeWindowHandle; // [Obsoleted in 1.87] Set ImGuiViewport::PlatformHandleRaw instead. Set this to your HWND to get automatic IME cursor positioning.
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
float FontGlobalScale; // Moved io.FontGlobalScale to style.FontScaleMain in 1.92.0 (June 2025)
float FontGlobalScale; // Moved io.FontGlobalScale to style.FontScaleMain in 1.92 (June 2025)
// Legacy: before 1.91.1, clipboard functions were stored in ImGuiIO instead of ImGuiPlatformIO.
// As this is will affect all users of custom engines/backends, we are providing proper legacy redirection (will obsolete).
@@ -2647,7 +2641,7 @@ struct ImGuiInputTextCallbackData
ImGuiInputTextFlags EventFlag; // One ImGuiInputTextFlags_Callback* // Read-only
ImGuiInputTextFlags Flags; // What user passed to InputText() // Read-only
void* UserData; // What user passed to InputText() // Read-only
ImGuiID ID; // Widget ID // Read-only
ImGuiID ID; // Widget ID // Read-only
// Arguments for the different callback events
// - During Resize callback, Buf will be same as your input buffer.
@@ -2661,9 +2655,9 @@ struct ImGuiInputTextCallbackData
char* Buf; // Text buffer // Read-write // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer!
int BufTextLen; // Text length (in bytes) // Read-write // [Resize,Completion,History,Always] Exclude zero-terminator storage. In C land: == strlen(some_text), in C++ land: string.length()
int BufSize; // Buffer size (in bytes) = capacity+1 // Read-only // [Resize,Completion,History,Always] Include zero-terminator storage. In C land: == ARRAYSIZE(my_char_array), in C++ land: string.capacity()+1
int CursorPos; // // Read-write // [Completion,History,Always,CharFilter]
int SelectionStart; // // Read-write // [Completion,History,Always,CharFilter] == to SelectionEnd when no selection
int SelectionEnd; // // Read-write // [Completion,History,Always,CharFilter]
int CursorPos; // // Read-write // [Completion,History,Always]
int SelectionStart; // // Read-write // [Completion,History,Always] == to SelectionEnd when no selection
int SelectionEnd; // // Read-write // [Completion,History,Always]
// Helper functions for text manipulation.
// Use those function to benefit from the CallbackResize behaviors. Calling those function reset the selection.
@@ -2861,16 +2855,16 @@ enum ImGuiListClipperFlags_
// - The clipper also handles various subtleties related to keyboard/gamepad navigation, wrapping etc.
struct ImGuiListClipper
{
ImGuiContext* Ctx; // Parent UI context
int DisplayStart; // First item to display, updated by each call to Step()
int DisplayEnd; // End of items to display (exclusive)
int UserIndex; // Helper storage for user convenience/code. Optional, and otherwise unused if you don't use it.
int ItemsCount; // [Internal] Number of items
float ItemsHeight; // [Internal] Height of item after a first step and item submission can calculate it
ImGuiListClipperFlags Flags; // [Internal] Flags, currently not yet well exposed.
double StartPosY; // [Internal] Cursor position at the time of Begin() or after table frozen rows are all processed
double StartSeekOffsetY; // [Internal] Account for frozen rows in a table and initial loss of precision in very large windows.
ImGuiContext* Ctx; // [Internal] Parent UI context
void* TempData; // [Internal] Internal data
ImGuiListClipperFlags Flags; // [Internal] Flags, currently not yet well exposed.
// items_count: Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step, and you can call SeekCursorForItem() manually if you need)
// items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing().
@@ -2901,18 +2895,17 @@ struct ImGuiListClipper
// - It is important that we are keeping those disabled by default so they don't leak in user space.
// - This is in order to allow user enabling implicit cast operators between ImVec2/ImVec4 and their own types (using IM_VEC2_CLASS_EXTRA in imconfig.h)
// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including this file (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4.
// - We intentionally provide ImVec2*float but not float*ImVec2: this is rare enough and we want to reduce the surface for possible user mistake.
#ifdef IMGUI_DEFINE_MATH_OPERATORS
#define IMGUI_DEFINE_MATH_OPERATORS_IMPLEMENTED
IM_MSVC_RUNTIME_CHECKS_OFF
// ImVec2 operators
inline ImVec2 operator*(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x * rhs, lhs.y * rhs); }
inline ImVec2 operator*(const float lhs, const ImVec2& rhs) { return ImVec2(lhs * rhs.x, lhs * rhs.y); }
inline ImVec2 operator/(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x / rhs, lhs.y / rhs); }
inline ImVec2 operator+(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x + rhs.x, lhs.y + rhs.y); }
inline ImVec2 operator-(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x - rhs.x, lhs.y - rhs.y); }
inline ImVec2 operator*(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); }
inline ImVec2 operator/(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x / rhs.x, lhs.y / rhs.y); }
inline ImVec2 operator+(const ImVec2& lhs) { return lhs; }
inline ImVec2 operator-(const ImVec2& lhs) { return ImVec2(-lhs.x, -lhs.y); }
inline ImVec2& operator*=(ImVec2& lhs, const float rhs) { lhs.x *= rhs; lhs.y *= rhs; return lhs; }
inline ImVec2& operator/=(ImVec2& lhs, const float rhs) { lhs.x /= rhs; lhs.y /= rhs; return lhs; }
@@ -2924,20 +2917,12 @@ inline bool operator==(const ImVec2& lhs, const ImVec2& rhs) { return lhs.x =
inline bool operator!=(const ImVec2& lhs, const ImVec2& rhs) { return lhs.x != rhs.x || lhs.y != rhs.y; }
// ImVec4 operators
inline ImVec4 operator*(const ImVec4& lhs, const float rhs) { return ImVec4(lhs.x * rhs, lhs.y * rhs, lhs.z * rhs, lhs.w * rhs); }
inline ImVec4 operator*(const float lhs, const ImVec4& rhs) { return ImVec4(lhs * rhs.x, lhs * rhs.y, lhs * rhs.z, lhs * rhs.w); }
inline ImVec4 operator/(const ImVec4& lhs, const float rhs) { return ImVec4(lhs.x / rhs, lhs.y / rhs, lhs.z / rhs, lhs.w / rhs); }
inline ImVec4 operator+(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x + rhs.x, lhs.y + rhs.y, lhs.z + rhs.z, lhs.w + rhs.w); }
inline ImVec4 operator-(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x - rhs.x, lhs.y - rhs.y, lhs.z - rhs.z, lhs.w - rhs.w); }
inline ImVec4 operator*(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x * rhs.x, lhs.y * rhs.y, lhs.z * rhs.z, lhs.w * rhs.w); }
inline ImVec4 operator/(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x / rhs.x, lhs.y / rhs.y, lhs.z / rhs.z, lhs.w / rhs.w); }
inline ImVec4 operator+(const ImVec4& lhs) { return lhs; }
inline ImVec4 operator-(const ImVec4& lhs) { return ImVec4(-lhs.x, -lhs.y, -lhs.z, -lhs.w); }
inline ImVec4& operator*=(ImVec4& lhs, const float rhs) { lhs.x *= rhs; lhs.y *= rhs; lhs.z *= rhs; lhs.w *= rhs; return lhs; }
inline ImVec4& operator/=(ImVec4& lhs, const float rhs) { lhs.x /= rhs; lhs.y /= rhs; lhs.z /= rhs; lhs.w /= rhs; return lhs; }
inline ImVec4& operator+=(ImVec4& lhs, const ImVec4& rhs) { lhs.x += rhs.x; lhs.y += rhs.y; lhs.z += rhs.z; lhs.w += rhs.w; return lhs; }
inline ImVec4& operator-=(ImVec4& lhs, const ImVec4& rhs) { lhs.x -= rhs.x; lhs.y -= rhs.y; lhs.z -= rhs.z; lhs.w -= rhs.w; return lhs; }
inline ImVec4& operator*=(ImVec4& lhs, const ImVec4& rhs) { lhs.x *= rhs.x; lhs.y *= rhs.y; lhs.z *= rhs.z; lhs.w *= rhs.w; return lhs; }
inline ImVec4& operator/=(ImVec4& lhs, const ImVec4& rhs) { lhs.x /= rhs.x; lhs.y /= rhs.y; lhs.z /= rhs.z; lhs.w /= rhs.w; return lhs; }
inline bool operator==(const ImVec4& lhs, const ImVec4& rhs) { return lhs.x == rhs.x && lhs.y == rhs.y && lhs.z == rhs.z && lhs.w == rhs.w; }
inline bool operator!=(const ImVec4& lhs, const ImVec4& rhs) { return lhs.x != rhs.x || lhs.y != rhs.y || lhs.z != rhs.z || lhs.w != rhs.w; }
IM_MSVC_RUNTIME_CHECKS_RESTORE
@@ -3039,23 +3024,16 @@ enum ImGuiMultiSelectFlags_
ImGuiMultiSelectFlags_NoAutoClearOnReselect = 1 << 5, // Disable clearing selection when clicking/selecting an already selected item.
ImGuiMultiSelectFlags_BoxSelect1d = 1 << 6, // Enable box-selection with same width and same x pos items (e.g. full row Selectable()). Box-selection works better with little bit of spacing between items hit-box in order to be able to aim at empty space.
ImGuiMultiSelectFlags_BoxSelect2d = 1 << 7, // Enable box-selection with varying width or varying x pos items support (e.g. different width labels, or 2D layout/grid). This is slower: alters clipping logic so that e.g. horizontal movements will update selection of normally clipped items.
ImGuiMultiSelectFlags_BoxSelectNoScroll = 1 << 8, // Disable scrolling when box-selecting and moving mouse near edges of scope.
ImGuiMultiSelectFlags_BoxSelectNoScroll = 1 << 8, // Disable scrolling when box-selecting near edges of scope.
ImGuiMultiSelectFlags_ClearOnEscape = 1 << 9, // Clear selection when pressing Escape while scope is focused.
ImGuiMultiSelectFlags_ClearOnClickVoid = 1 << 10, // Clear selection when clicking on empty location within scope.
ImGuiMultiSelectFlags_ScopeWindow = 1 << 11, // Scope for _BoxSelect and _ClearOnClickVoid is whole window (Default). Use if BeginMultiSelect() covers a whole window or used a single time in same window.
ImGuiMultiSelectFlags_ScopeRect = 1 << 12, // Scope for _BoxSelect and _ClearOnClickVoid is rectangle encompassing BeginMultiSelect()/EndMultiSelect(). Use if BeginMultiSelect() is called multiple times in same window.
ImGuiMultiSelectFlags_SelectOnAuto = 1 << 13, // Apply selection on mouse down when clicking on unselected item, on mouse up when clicking on selected item. (Default)
ImGuiMultiSelectFlags_SelectOnClickAlways = 1 << 14, // Apply selection on mouse down when clicking on any items. Prevents Drag and Drop from being used on multiple-selection, but allows e.g. BoxSelect to always reselect even when clicking inside an existing selection. (Excel style behavior)
ImGuiMultiSelectFlags_SelectOnClickRelease = 1 << 15, // Apply selection on mouse release when clicking an unselected item. Allow dragging an unselected item without altering selection.
ImGuiMultiSelectFlags_SelectOnClick = 1 << 13, // Apply selection on mouse down when clicking on unselected item. (Default)
ImGuiMultiSelectFlags_SelectOnClickRelease = 1 << 14, // Apply selection on mouse release when clicking an unselected item. Allow dragging an unselected item without altering selection.
//ImGuiMultiSelectFlags_RangeSelect2d = 1 << 15, // Shift+Selection uses 2d geometry instead of linear sequence, so possible to use Shift+up/down to select vertically in grid. Analogous to what BoxSelect does.
ImGuiMultiSelectFlags_NavWrapX = 1 << 16, // [Temporary] Enable navigation wrapping on X axis. Provided as a convenience because we don't have a design for the general Nav API for this yet. When the more general feature be public we may obsolete this flag in favor of new one.
ImGuiMultiSelectFlags_NoSelectOnRightClick = 1 << 17, // Disable default right-click processing, which selects item on mouse down, and is designed for context-menus.
ImGuiMultiSelectFlags_SelectOnMask_ = ImGuiMultiSelectFlags_SelectOnAuto | ImGuiMultiSelectFlags_SelectOnClickAlways | ImGuiMultiSelectFlags_SelectOnClickRelease,
// Obsolete names
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
ImGuiMultiSelectFlags_SelectOnClick = ImGuiMultiSelectFlags_SelectOnAuto, // RENAMED in 1.92.6
#endif
};
// Main IO structure returned by BeginMultiSelect()/EndMultiSelect().
@@ -3171,6 +3149,12 @@ typedef unsigned short ImDrawIdx; // Default: 16-bit (for maximum compatibilit
typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd);
#endif
// Special Draw callback value to request renderer backend to reset the graphics/render state.
// The renderer backend needs to handle this special value, otherwise it will crash trying to call a function at this address.
// This is useful, for example, if you submitted callbacks which you know have altered the render state and you want it to be restored.
// Render state is not reset by default because they are many perfectly useful way of altering render state (e.g. changing shader/blending settings before an Image call).
#define ImDrawCallback_ResetRenderState (ImDrawCallback)(-8)
// Typically, 1 command = 1 GPU draw call (unless command is a callback)
// - VtxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled,
// this fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices.
@@ -3244,30 +3228,23 @@ struct ImDrawListSplitter
};
// Flags for ImDrawList functions
// (Legacy: bit 0 must always correspond to ImDrawFlags_Closed to be backward compatible with old API using a bool. Bits 1..3 must be unused)
enum ImDrawFlags_
{
ImDrawFlags_None = 0,
// Rounding for AddRect(), AddRectFilled(), PathRect()
// - When not specified, we defaults to ImDrawFlags_RoundCornersAll! So you only need to use those flags if you want another configuration.
ImDrawFlags_RoundCornersTopLeft = 1 << 4, // Round top-left corner only (when rounding > 0.0f, we default to all corners).
ImDrawFlags_RoundCornersTopRight = 1 << 5, // Round top-right corner only (when rounding > 0.0f, we default to all corners).
ImDrawFlags_RoundCornersBottomLeft = 1 << 6, // Round bottom-left corner only (when rounding > 0.0f, we default to all corners).
ImDrawFlags_RoundCornersBottomRight = 1 << 7, // Round bottom-right corner only (when rounding > 0.0f, we default to all corners).
ImDrawFlags_RoundCornersNone = 1 << 8, // Disable rounding even if `float rounding > 0.0f`. This is NOT zero, NOT an implicit flag!
ImDrawFlags_RoundCornersAll = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight | ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight, // (Default!!)
ImDrawFlags_RoundCornersDefault_ = ImDrawFlags_RoundCornersAll, // Default to ALL corners if none of the _RoundCornersXX flags are specified!
ImDrawFlags_Closed = 1 << 0, // PathStroke(), AddPolyline(): specify that shape should be closed (Important: this is always == 1 for legacy reason)
ImDrawFlags_RoundCornersTopLeft = 1 << 4, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-left corner only (when rounding > 0.0f, we default to all corners). Was 0x01.
ImDrawFlags_RoundCornersTopRight = 1 << 5, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-right corner only (when rounding > 0.0f, we default to all corners). Was 0x02.
ImDrawFlags_RoundCornersBottomLeft = 1 << 6, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-left corner only (when rounding > 0.0f, we default to all corners). Was 0x04.
ImDrawFlags_RoundCornersBottomRight = 1 << 7, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-right corner only (when rounding > 0.0f, we default to all corners). Wax 0x08.
ImDrawFlags_RoundCornersNone = 1 << 8, // AddRect(), AddRectFilled(), PathRect(): disable rounding on all corners (when rounding > 0.0f). This is NOT zero, NOT an implicit flag!
ImDrawFlags_RoundCornersTop = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight,
ImDrawFlags_RoundCornersBottom = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight,
ImDrawFlags_RoundCornersLeft = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersTopLeft,
ImDrawFlags_RoundCornersRight = ImDrawFlags_RoundCornersBottomRight | ImDrawFlags_RoundCornersTopRight,
ImDrawFlags_RoundCornersAll = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight | ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight,
ImDrawFlags_RoundCornersDefault_ = ImDrawFlags_RoundCornersAll, // Default to ALL corners if none of the _RoundCornersXX flags are specified.
ImDrawFlags_RoundCornersMask_ = ImDrawFlags_RoundCornersAll | ImDrawFlags_RoundCornersNone,
// Stroke options
ImDrawFlags_Closed = 1 << 9, // PathStroke(), AddPolyline(): specify that shape should be closed.
//ImDrawFlags_Closed = 1 << 0, // Prior to 1.92.8 (May 2026), ImDrawFlags_Closed was guaranteed to be == 1<<0 == 1 for legacy compatibility reason. Hardcoded use of 1 or true should be replaced.
ImDrawFlags_InvalidMask_ = ~0x7FFFFFF0, // == 0x8000000F,
};
// Flags for ImDrawList instance. Those are set automatically by ImGui:: functions from ImGuiIO settings, and generally not manipulated directly.
@@ -3279,7 +3256,6 @@ enum ImDrawListFlags_
ImDrawListFlags_AntiAliasedLinesUseTex = 1 << 1, // Enable anti-aliased lines/borders using textures when possible. Require backend to render with bilinear filtering (NOT point/nearest filtering).
ImDrawListFlags_AntiAliasedFill = 1 << 2, // Enable anti-aliased edge around filled shapes (rounded rectangles, circles).
ImDrawListFlags_AllowVtxOffset = 1 << 3, // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled.
ImDrawListFlags_TextNoPixelSnap = 1 << 4, // Disable automatically snapping AddText() calls to pixel boundaries.
};
// Draw command list
@@ -3334,9 +3310,7 @@ struct ImDrawList
// In future versions we will use textures to provide cheaper and higher-quality circles.
// Use AddNgon() and AddNgonFilled() functions if you need to guarantee a specific number of sides.
IMGUI_API void AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f);
IMGUI_API void AddLineH(float min_x, float max_x, float y, ImU32 col, float thickness = 1.0f);
IMGUI_API void AddLineV(float x, float min_y, float max_y, ImU32 col, float thickness = 1.0f);
IMGUI_API void AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, float thickness = 1.0f, ImDrawFlags flags = 0); // a: upper-left, b: lower-right (== upper-left + size)
IMGUI_API void AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0, float thickness = 1.0f); // a: upper-left, b: lower-right (== upper-left + size)
IMGUI_API void AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0); // a: upper-left, b: lower-right (== upper-left + size)
IMGUI_API void AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left);
IMGUI_API void AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness = 1.0f);
@@ -3357,7 +3331,7 @@ struct ImDrawList
// General polygon
// - Only simple polygons are supported by filling functions (no self-intersections, no holes).
// - Concave polygon fill is more expensive than convex one: it has O(N^2) complexity. Provided as a convenience for the user but not used by the main library.
IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, float thickness, ImDrawFlags flags = 0);
IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, ImDrawFlags flags, float thickness);
IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col);
IMGUI_API void AddConcavePolyFilled(const ImVec2* points, int num_points, ImU32 col);
@@ -3377,7 +3351,7 @@ struct ImDrawList
inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size - 1], &pos, 8) != 0) _Path.push_back(pos); }
inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; }
inline void PathFillConcave(ImU32 col) { AddConcavePolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; }
inline void PathStroke(ImU32 col, float thickness = 1.0f, ImDrawFlags flags = 0) { AddPolyline(_Path.Data, _Path.Size, col, thickness, flags); _Path.Size = 0; }
inline void PathStroke(ImU32 col, ImDrawFlags flags = 0, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, flags, thickness); _Path.Size = 0; }
IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 0);
IMGUI_API void PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle
IMGUI_API void PathEllipticalArcTo(const ImVec2& center, const ImVec2& radius, float rot, float a_min, float a_max, int num_segments = 0); // Ellipse
@@ -3387,15 +3361,14 @@ struct ImDrawList
// Advanced: Draw Callbacks
// - May be used to alter render state (change sampler, blending, current shader). May be used to emit custom rendering commands (difficult to do correctly, but possible).
// - Use special GetPlatformIO().DrawCallback_ResetRenderState callback to instruct backend to reset its render state to the default.
// - See other standard callbacks in GetPlatformIO(), which may or not be supported by your backend.
// - Use special ImDrawCallback_ResetRenderState callback to instruct backend to reset its render state to the default.
// - Your rendering loop must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles. All standard backends are honoring this.
// - For some backends, the callback may access selected render-states exposed by the backend in a ImGui_ImplXXXX_RenderState structure pointed to by platform_io.Renderer_RenderState.
// - IMPORTANT: please be mindful of the different level of indirection between using size==0 (copying argument) and using size>0 (copying pointed data into a buffer).
// - If userdata_size == 0: we copy/store the 'userdata' argument as-is. It will be available unmodified in ImDrawCmd::UserCallbackData during render.
// - If userdata_size > 0, we copy/store 'userdata_size' bytes pointed to by 'userdata'. We store them in a buffer stored inside the drawlist. ImDrawCmd::UserCallbackData will point inside that buffer so you have to retrieve data from there. Your callback may need to use ImDrawCmd::UserCallbackDataSize if you expect dynamically-sized data.
// - Support for userdata_size > 0 was added in v1.91.4, October 2024. So earlier code always only allowed to copy/store a simple void*.
IMGUI_API void AddCallback(ImDrawCallback callback, void* userdata = NULL, size_t userdata_size = 0);
IMGUI_API void AddCallback(ImDrawCallback callback, void* userdata, size_t userdata_size = 0);
// Advanced: Miscellaneous
IMGUI_API void AddDrawCmd(); // This is useful if you need to forcefully create a new draw call (to allow for dependent rendering / blending). Otherwise primitives are merged into the same draw-call as much as possible
@@ -3425,15 +3398,8 @@ struct ImDrawList
// Obsolete names
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
inline void AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawFlags flags, float thickness) { AddRect(p_min, p_max, col, rounding, thickness, flags); } // OBSOLETED in 1.92.8: NEW FUNCTION SIGNATURE HAS 'thickness' AND 'flags' SWAPPED.
inline void AddPolyline(const ImVec2* points, int num_points, ImU32 col, ImDrawFlags flags, float thickness) { AddPolyline(points, num_points, col, thickness, flags); } // OBSOLETED in 1.92.8: NEW FUNCTION SIGNATURE HAS 'thickness' AND 'flags' SWAPPED.
inline void PathStroke(ImU32 col, ImDrawFlags flags, float thickness) { PathStroke(col, thickness, flags); } // OBSOLETED in 1.92.8: NEW FUNCTION SIGNATURE HAS 'thickness' AND 'flags' SWAPPED.
inline void PushTextureID(ImTextureRef tex_ref) { PushTexture(tex_ref); } // RENAMED in 1.92.0
inline void PopTextureID() { PopTexture(); } // RENAMED in 1.92.0
#else
void AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding /*= 0.0f*/, ImDrawFlags flags /*= 0*/, float thickness /*= 1.0f*/) = delete;
void AddPolyline(const ImVec2* points, int num_points, ImU32 col, ImDrawFlags flags, float thickness) = delete;
inline void PathStroke(ImU32 col, ImDrawFlags flags /*= 0*/, float thickness /*= 1.0f*/) = delete;
#endif
//inline void AddEllipse(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot = 0.0f, int num_segments = 0, float thickness = 1.0f) { AddEllipse(center, ImVec2(radius_x, radius_y), col, rot, num_segments, thickness); } // OBSOLETED in 1.90.5 (Mar 2024)
//inline void AddEllipseFilled(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot = 0.0f, int num_segments = 0) { AddEllipseFilled(center, ImVec2(radius_x, radius_y), col, rot, num_segments); } // OBSOLETED in 1.90.5 (Mar 2024)
@@ -3545,7 +3511,6 @@ struct ImTextureData
bool WantDestroyNextFrame; // rw - // [Internal] Queued to set ImTextureStatus_WantDestroy next frame. May still be used in the current frame.
// Functions
// - If GetPixels() functions asserts while being called by your render loop, it could be caused by calling ImFontAtlas::Clear() instead of ClearFonts()?
ImTextureData() { memset((void*)this, 0, sizeof(*this)); Status = ImTextureStatus_Destroyed; TexID = ImTextureID_Invalid; }
~ImTextureData() { DestroyPixels(); }
IMGUI_API void Create(ImTextureFormat format, int w, int h);
@@ -3701,13 +3666,13 @@ struct ImFontAtlas
IMGUI_API ImFont* AddFontFromMemoryCompressedBase85TTF(const char* compressed_font_data_base85, float size_pixels = 0.0f, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 parameter.
IMGUI_API void RemoveFont(ImFont* font);
IMGUI_API void Clear(); // Clear everything (fonts + textures). Don't call mid-frame!
IMGUI_API void ClearFonts(); // Clear input+output font data/glyphs. You can call this mid-frame if you load new fonts afterwards!
IMGUI_API void Clear(); // Clear everything (input fonts, output glyphs/textures).
IMGUI_API void CompactCache(); // Compact cached glyphs and texture.
IMGUI_API void SetFontLoader(const ImFontLoader* font_loader); // Change font loader at runtime.
// As we are transitioning toward a new font system, we expect to obsolete those soon:
IMGUI_API void ClearInputData(); // [OBSOLETE] Clear input data (all ImFontConfig structures including sizes, TTF data, glyph ranges, etc.) = all the data used to build the texture and fonts.
IMGUI_API void ClearFonts(); // [OBSOLETE] Clear input+output font data (same as ClearInputData() + glyphs storage, UV coordinates).
IMGUI_API void ClearTexData(); // [OBSOLETE] Clear CPU-side copy of the texture data. Saves RAM once the texture has been copied to graphics memory.
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
@@ -3879,7 +3844,6 @@ enum ImFontFlags_
ImFontFlags_NoLoadError = 1 << 1, // Disable throwing an error/assert when calling AddFontXXX() with missing file/data. Calling code is expected to check AddFontXXX() return value.
ImFontFlags_NoLoadGlyphs = 1 << 2, // [Internal] Disable loading new glyphs.
ImFontFlags_LockBakedSizes = 1 << 3, // [Internal] Disable loading new baked sizes, disable garbage collecting current ones. e.g. if you want to lock a font to a single size. Important: if you use this to preload given sizes, consider the possibility of multiple font density used on Retina display.
ImFontFlags_ImplicitRefSize = 1 << 4, // [Internal] Reference size was not set explicitly.
};
// Font runtime data and rendering
@@ -3925,7 +3889,7 @@ struct ImFont
IMGUI_API void RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c, const ImVec4* cpu_fine_clip = NULL);
IMGUI_API void RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width = 0.0f, ImDrawTextFlags flags = 0);
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
inline const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) { return CalcWordWrapPosition(LegacySize * scale, text, text_end, wrap_width); } // Obsoleted old name in 1.92.0. Note how `scale` was to `size`.
inline const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) { return CalcWordWrapPosition(LegacySize * scale, text, text_end, wrap_width); }
#endif
// [Internal] Don't use!
@@ -3944,8 +3908,8 @@ inline ImTextureID ImTextureRef::GetTexID() const
// Using an indirection to avoid patching ImDrawCmd after a SetTexID() call (but this could be an alternative solution too)
inline ImTextureID ImDrawCmd::GetTexID() const
{
// If you are getting this assert with ImTextureID_Invalid == 0 and your ImTextureID is used to store an index or an offset:
// - You can add '#define ImTextureID_Invalid ((ImTextureID)-1)' in your imconfig.h file.
// If you are getting this assert with ImTextureID_Invalid == 0 and your ImTextureID is used to store an index:
// - You can add '#define ImTextureID_Invalid ((ImTextureID)-1)' in your imconfig file.
// If you are getting this assert with a renderer backend with support for ImGuiBackendFlags_RendererHasTextures (1.92+):
// - You must correctly iterate and handle ImTextureData requests stored in ImDrawData::Textures[]. See docs/BACKENDS.md.
ImTextureID tex_id = TexRef._TexData ? TexRef._TexData->TexID : TexRef._TexID; // == TexRef.GetTexID() above.
@@ -4040,12 +4004,6 @@ struct ImGuiPlatformIO
// Written by some backends during ImGui_ImplXXXX_RenderDrawData() call to point backend_specific ImGui_ImplXXXX_RenderState* structure.
void* Renderer_RenderState;
// Standard draw callbacks provided by renderer backend.
ImDrawCallback DrawCallback_ResetRenderState; // Request to reset the graphics/render state.
ImDrawCallback DrawCallback_SetSamplerLinear; // Request backend to set texture sampling to Linear.
ImDrawCallback DrawCallback_SetSamplerNearest; // Request backend to set texture sampling to Nearest/Point.
//ImDrawCallback DrawCallback_SetSamplerCustom; // Request backend to set texture sampling using Backend Specific data.
//------------------------------------------------------------------
// Output
//------------------------------------------------------------------
@@ -4174,8 +4132,6 @@ namespace ImGui
//static inline void SetScrollPosHere() { SetScrollHere(); } // OBSOLETED in 1.42
}
#define ImDrawCallback_ResetRenderState (ImDrawCallback)(-8) // OBSOLETED in 1.92.8: Use ImGui::GetPlatformIO().DrawCallback_ResetRenderState
//-- OBSOLETED in 1.92.0: ImFontAtlasCustomRect becomes ImTextureRect
// - ImFontAtlasCustomRect::X,Y --> ImTextureRect::x,y
// - ImFontAtlasCustomRect::Width,Height --> ImTextureRect::w,h
+102 -238
View File
@@ -1,4 +1,4 @@
// dear imgui, v1.92.9 WIP
// dear imgui, v1.92.7 WIP
// (demo code)
// Help:
@@ -73,7 +73,6 @@ Index of this file:
// [SECTION] Demo Window / ShowDemoWindow()
// [SECTION] DemoWindowMenuBar()
// [SECTION] Helpers: ExampleTreeNode, ExampleMemberInfo (for use by Property Editor & Multi-Select demos)
// [SECTION] Helpers: ExampleImageViewer
// [SECTION] DemoWindowWidgetsBasic()
// [SECTION] DemoWindowWidgetsBullets()
// [SECTION] DemoWindowWidgetsCollapsingHeaders()
@@ -109,7 +108,6 @@ Index of this file:
// [SECTION] User Guide / ShowUserGuide()
// [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar()
// [SECTION] Example App: Debug Console / ShowExampleAppConsole()
// [SECTION] Example App: Image Viewer / ShowExampleAppImageViewer()
// [SECTION] Example App: Debug Log / ShowExampleAppLog()
// [SECTION] Example App: Simple Layout / ShowExampleAppLayout()
// [SECTION] Example App: Property Editor / ShowExampleAppPropertyEditor()
@@ -240,7 +238,6 @@ static void ShowExampleAppAssetsBrowser(bool* p_open);
static void ShowExampleAppConsole(bool* p_open);
static void ShowExampleAppCustomRendering(bool* p_open);
static void ShowExampleAppDocuments(bool* p_open);
static void ShowExampleAppImageViewer(bool* p_open);
static void ShowExampleAppLog(bool* p_open);
static void ShowExampleAppLayout(bool* p_open);
static void ShowExampleAppPropertyEditor(bool* p_open, ImGuiDemoWindowData* demo_data);
@@ -311,7 +308,6 @@ struct ImGuiDemoWindowData
bool ShowAppConsole = false;
bool ShowAppCustomRendering = false;
bool ShowAppDocuments = false;
bool ShowAppImageViewer = false;
bool ShowAppLog = false;
bool ShowAppLayout = false;
bool ShowAppPropertyEditor = false;
@@ -357,7 +353,6 @@ void ImGui::ShowDemoWindow(bool* p_open)
if (demo_data.ShowAppAssetsBrowser) { ShowExampleAppAssetsBrowser(&demo_data.ShowAppAssetsBrowser); }
if (demo_data.ShowAppConsole) { ShowExampleAppConsole(&demo_data.ShowAppConsole); }
if (demo_data.ShowAppCustomRendering) { ShowExampleAppCustomRendering(&demo_data.ShowAppCustomRendering); }
if (demo_data.ShowAppImageViewer) { ShowExampleAppImageViewer(&demo_data.ShowAppImageViewer); }
if (demo_data.ShowAppLog) { ShowExampleAppLog(&demo_data.ShowAppLog); }
if (demo_data.ShowAppLayout) { ShowExampleAppLayout(&demo_data.ShowAppLayout); }
if (demo_data.ShowAppPropertyEditor) { ShowExampleAppPropertyEditor(&demo_data.ShowAppPropertyEditor, &demo_data); }
@@ -682,7 +677,6 @@ static void DemoWindowMenuBar(ImGuiDemoWindowData* demo_data)
ImGui::MenuItem("Console", NULL, &demo_data->ShowAppConsole);
ImGui::MenuItem("Custom rendering", NULL, &demo_data->ShowAppCustomRendering);
ImGui::MenuItem("Documents", NULL, &demo_data->ShowAppDocuments);
ImGui::MenuItem("Image Viewer", NULL, &demo_data->ShowAppImageViewer);
ImGui::MenuItem("Log", NULL, &demo_data->ShowAppLog);
ImGui::MenuItem("Property editor", NULL, &demo_data->ShowAppPropertyEditor);
ImGui::MenuItem("Simple layout", NULL, &demo_data->ShowAppLayout);
@@ -714,7 +708,7 @@ static void DemoWindowMenuBar(ImGuiDemoWindowData* demo_data)
ImGui::Checkbox("Highlight ID Conflicts", &io.ConfigDebugHighlightIdConflicts);
ImGui::EndDisabled();
ImGui::Checkbox("Assert on error recovery", &io.ConfigErrorRecoveryEnableAssert);
ImGui::TextDisabled("(see Demo->Configuration for more)");
ImGui::TextDisabled("(see Demo->Configuration for details & more)");
ImGui::EndMenu();
}
ImGui::MenuItem("Debug Log", NULL, &demo_data->ShowDebugLog, has_debug_tools);
@@ -831,87 +825,6 @@ static ExampleTreeNode* ExampleTree_CreateDemoTree()
return node_L0;
}
//-----------------------------------------------------------------------------
// [SECTION] Helpers: ExampleImageViewer
//-----------------------------------------------------------------------------
struct ExampleImageViewerData
{
ImU32 ImageBgColor = IM_COL32(100, 100, 100, 255);
ImU32 GridColor = IM_COL32(255, 255, 255, 100);
bool GridEnabled = true;
bool ViewReset = true;
ImVec2 ViewOffset; // in image space
float Zoom = 10.0f;
float ZoomMin = 1.0f;
float ZoomMax = 10000.0f;
};
static void ExampleImageViewer_DrawOptions(ExampleImageViewerData* data)
{
ImGui::SetNextItemShortcut(ImGuiKey_G, ImGuiInputFlags_Tooltip); // | ImGuiInputFlags_RouteGlobal
ImGui::Checkbox("Grid", &data->GridEnabled);
ImGui::SameLine();
ImGui::SetNextItemWidth(ImGui::GetFontSize() * 10.0f);
float zoom_100 = data->Zoom * 100.0f;
if (ImGui::DragFloat("##Zoom", &zoom_100, 5.0f, data->ZoomMin * 100.0f, data->ZoomMax * 100.0f, "%.0f%%", ImGuiSliderFlags_AlwaysClamp))
data->Zoom = zoom_100 / 100.0f;
}
static void ExampleImageViewer_DrawCanvas(ExampleImageViewerData* data, ImVec2 canvas_size, ImTextureRef image_tex_ref, int image_w, int image_h)
{
ImGuiIO& io = ImGui::GetIO();
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
ImDrawList* draw_list = ImGui::GetWindowDrawList();
IM_ASSERT(canvas_size.x >= 0.0f && canvas_size.y >= 0.0f);
// Layout canvas
ImGui::InvisibleButton("##Canvas", canvas_size);
ImVec2 canvas_min = ImGui::GetItemRectMin();
ImVec2 canvas_max = ImGui::GetItemRectMax();
if (data->ViewReset)
data->ViewOffset = ImVec2((canvas_size.x * 0.5f / data->Zoom) - 0.5f, (canvas_size.y * 0.5f / data->Zoom) - 0.5f); // Add half a pixel padding
data->ViewReset = false;
// Handle inputs
if (ImGui::SetItemKeyOwner(ImGuiKey_MouseWheelY))
if (io.MouseWheel != 0.0f)
data->Zoom = IM_CLAMP(data->Zoom * (1.0f + io.MouseWheel * 0.10f), data->ZoomMin, data->ZoomMax);
float zoom = data->Zoom; // (float)(int)ViewZoom;
if (ImGui::IsItemActive() && ImGui::IsMouseDragging(0))
{
data->ViewOffset.x -= io.MouseDelta.x / zoom;
data->ViewOffset.y -= io.MouseDelta.y / zoom;
}
// Display image
ImVec2 image_min, image_max;
image_min.x = (float)(int)((canvas_min.x - (data->ViewOffset.x * zoom)) + (canvas_size.x * 0.5f));
image_min.y = (float)(int)((canvas_min.y - (data->ViewOffset.y * zoom)) + (canvas_size.y * 0.5f));
image_max.x = (float)(int)(image_min.x + image_w * zoom);
image_max.y = (float)(int)(image_min.y + image_h * zoom);
draw_list->AddRect(ImVec2(canvas_min.x - 1.0f, canvas_min.y - 1.0f), ImVec2(canvas_max.x + 1.0f, canvas_max.y + 1.0f), IM_COL32(255, 255, 255, 255));
draw_list->PushClipRect(canvas_min, canvas_max, true);
draw_list->AddRectFilled(image_min, image_max, data->ImageBgColor);
if (platform_io.DrawCallback_SetSamplerNearest != NULL)
draw_list->AddCallback(platform_io.DrawCallback_SetSamplerNearest);
draw_list->AddImage(image_tex_ref, image_min, image_max);
if (platform_io.DrawCallback_SetSamplerLinear != NULL)
draw_list->AddCallback(ImGui::GetPlatformIO().DrawCallback_SetSamplerLinear);
// Display grid lines for visible pixels
if (data->GridEnabled && zoom > 6.0f)
{
const float step = (float)zoom;
for (int px = (int)((canvas_min.x - image_min.x) / step); px <= (int)((canvas_max.x - image_min.x) / step); px++)
draw_list->AddLineV(image_min.x + px * step, canvas_min.y, canvas_max.y, data->GridColor, 1.0f);
for (int py = (int)((canvas_min.y - image_min.y) / step); py <= (int)((canvas_max.y - image_min.y) / step); py++)
draw_list->AddLineH(canvas_min.x, canvas_max.x, image_min.y + py * step, data->GridColor, 1.0f);
}
draw_list->PopClipRect();
}
//-----------------------------------------------------------------------------
// [SECTION] DemoWindowWidgetsBasic()
//-----------------------------------------------------------------------------
@@ -1889,29 +1802,40 @@ static void DemoWindowWidgetsImages()
// - Read https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples
// Grab the current texture identifier used by the font atlas.
ImFontAtlas* atlas = io.Fonts;
ImTextureRef my_tex_id = atlas->TexRef;
float my_tex_w = (float)atlas->TexData->Width; // Regular user code should never have to care about TexData-> fields, but since we want to display the entire texture here, we pull Width/Height from it.
float my_tex_h = (float)atlas->TexData->Height;
ImGui::Text("%.0fx%.0f", my_tex_w, my_tex_h);
ImTextureRef my_tex_id = io.Fonts->TexRef;
// Basic drawing
ImGui::SeparatorText("Image()/ImageWithBg() function");
ImVec2 uv_min = ImVec2(0.0f, 0.0f); // Top-left
ImVec2 uv_max = ImVec2(1.0f, 1.0f); // Lower-right
ImGui::PushStyleVar(ImGuiStyleVar_ImageBorderSize, IM_MAX(1.0f, ImGui::GetStyle().ImageBorderSize));
ImGui::ImageWithBg(my_tex_id, ImVec2(my_tex_w, my_tex_h), uv_min, uv_max, ImVec4(0.0f, 0.0f, 0.0f, 1.0f));
ImGui::PopStyleVar();
// Regular user code should never have to care about TexData-> fields, but since we want to display the entire texture here, we pull Width/Height from it.
float my_tex_w = (float)io.Fonts->TexData->Width;
float my_tex_h = (float)io.Fonts->TexData->Height;
// Fancy widget
ImGui::SeparatorText("Interactive Image Viewer");
static ExampleImageViewerData image_viewer;
ImVec2 canvas_size(ImGui::GetContentRegionAvail().x, my_tex_h * 2.0f);
ExampleImageViewer_DrawOptions(&image_viewer);
ExampleImageViewer_DrawCanvas(&image_viewer, canvas_size, my_tex_id, (int)my_tex_w, (int)my_tex_h);
{
ImGui::Text("%.0fx%.0f", my_tex_w, my_tex_h);
ImVec2 pos = ImGui::GetCursorScreenPos();
ImVec2 uv_min = ImVec2(0.0f, 0.0f); // Top-left
ImVec2 uv_max = ImVec2(1.0f, 1.0f); // Lower-right
ImGui::PushStyleVar(ImGuiStyleVar_ImageBorderSize, IM_MAX(1.0f, ImGui::GetStyle().ImageBorderSize));
ImGui::ImageWithBg(my_tex_id, ImVec2(my_tex_w, my_tex_h), uv_min, uv_max, ImVec4(0.0f, 0.0f, 0.0f, 1.0f));
if (ImGui::BeginItemTooltip())
{
float region_sz = 32.0f;
float region_x = io.MousePos.x - pos.x - region_sz * 0.5f;
float region_y = io.MousePos.y - pos.y - region_sz * 0.5f;
float zoom = 4.0f;
if (region_x < 0.0f) { region_x = 0.0f; }
else if (region_x > my_tex_w - region_sz) { region_x = my_tex_w - region_sz; }
if (region_y < 0.0f) { region_y = 0.0f; }
else if (region_y > my_tex_h - region_sz) { region_y = my_tex_h - region_sz; }
ImGui::Text("Min: (%.2f, %.2f)", region_x, region_y);
ImGui::Text("Max: (%.2f, %.2f)", region_x + region_sz, region_y + region_sz);
ImVec2 uv0 = ImVec2((region_x) / my_tex_w, (region_y) / my_tex_h);
ImVec2 uv1 = ImVec2((region_x + region_sz) / my_tex_w, (region_y + region_sz) / my_tex_h);
ImGui::ImageWithBg(my_tex_id, ImVec2(region_sz * zoom, region_sz * zoom), uv0, uv1, ImVec4(0.0f, 0.0f, 0.0f, 1.0f));
ImGui::EndTooltip();
}
ImGui::PopStyleVar();
}
IMGUI_DEMO_MARKER("Widgets/Images/Textured buttons");
ImGui::SeparatorText("Textured Buttons");
ImGui::TextWrapped("And now some textured buttons..");
static int pressed_count = 0;
for (int i = 0; i < 8; i++)
@@ -2708,7 +2632,7 @@ struct ExampleDualListBox
}
if (child_visible)
{
ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_BoxSelect1d;
ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_None;
ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, items.Size);
ApplySelectionRequests(ms_io, side);
@@ -3317,14 +3241,10 @@ static void DemoWindowWidgetsSelectionAndMultiSelect(ImGuiDemoWindowData* demo_d
flags &= ~ImGuiMultiSelectFlags_ScopeRect;
if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_ScopeRect", &flags, ImGuiMultiSelectFlags_ScopeRect) && (flags & ImGuiMultiSelectFlags_ScopeRect))
flags &= ~ImGuiMultiSelectFlags_ScopeWindow;
if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_SelectOnAuto", &flags, ImGuiMultiSelectFlags_SelectOnAuto))
flags &= ~(ImGuiMultiSelectFlags_SelectOnMask_ ^ ImGuiMultiSelectFlags_SelectOnAuto);
ImGui::SameLine(); HelpMarker("Apply selection on mouse down when clicking on unselected item, on mouse up when clicking on selected item. (Default)");
if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_SelectOnClickAlways", &flags, ImGuiMultiSelectFlags_SelectOnClickAlways))
flags &= ~(ImGuiMultiSelectFlags_SelectOnMask_ ^ ImGuiMultiSelectFlags_SelectOnClickAlways);
ImGui::SameLine(); HelpMarker("Prevents Drag and Drop from being used on multi-selection, but allows e.g. BoxSelect to always reselect even when clicking inside an existing selection. (Excel style behavior)");
if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_SelectOnClickRelease", &flags, ImGuiMultiSelectFlags_SelectOnClickRelease))
flags &= ~(ImGuiMultiSelectFlags_SelectOnMask_ ^ ImGuiMultiSelectFlags_SelectOnClickRelease);
if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_SelectOnClick", &flags, ImGuiMultiSelectFlags_SelectOnClick) && (flags & ImGuiMultiSelectFlags_SelectOnClick))
flags &= ~ImGuiMultiSelectFlags_SelectOnClickRelease;
if (ImGui::CheckboxFlags("ImGuiMultiSelectFlags_SelectOnClickRelease", &flags, ImGuiMultiSelectFlags_SelectOnClickRelease) && (flags & ImGuiMultiSelectFlags_SelectOnClickRelease))
flags &= ~ImGuiMultiSelectFlags_SelectOnClick;
ImGui::SameLine(); HelpMarker("Allow dragging an unselected item without altering selection.");
ImGui::TreePop();
}
@@ -4121,7 +4041,7 @@ static void DemoWindowWidgetsTooltips()
ImGui::BeginDisabled();
ImGui::Button("Disabled item", sz);
if (ImGui::IsItemHovered(ImGuiHoveredFlags_ForTooltip))
ImGui::SetTooltip("I am a tooltip for a disabled item.");
ImGui::SetTooltip("I am a a tooltip for a disabled item.");
ImGui::EndDisabled();
ImGui::TreePop();
@@ -4138,9 +4058,9 @@ static void DemoWindowWidgetsTreeNodes()
{
IMGUI_DEMO_MARKER("Widgets/Tree Nodes");
// See see "Examples -> Property Editor" (ShowExampleAppPropertyEditor() function) for a fancier, data-driven tree.
if (ImGui::TreeNode("Basic Trees"))
if (ImGui::TreeNode("Basic trees"))
{
IMGUI_DEMO_MARKER("Widgets/Tree Nodes/Basic Trees");
IMGUI_DEMO_MARKER("Widgets/Tree Nodes/Basic trees");
for (int i = 0; i < 5; i++)
{
// Use SetNextItemOpen() so set the default state of a node to be open. We could
@@ -4164,9 +4084,9 @@ static void DemoWindowWidgetsTreeNodes()
ImGui::TreePop();
}
if (ImGui::TreeNode("Hierarchy Lines"))
if (ImGui::TreeNode("Hierarchy lines"))
{
IMGUI_DEMO_MARKER("Widgets/Tree Nodes/Hierarchy Lines");
IMGUI_DEMO_MARKER("Widgets/Tree Nodes/Hierarchy lines");
static ImGuiTreeNodeFlags base_flags = ImGuiTreeNodeFlags_DrawLinesFull | ImGuiTreeNodeFlags_DefaultOpen;
HelpMarker("Default option for DrawLinesXXX is stored in style.TreeLinesFlags");
ImGui::CheckboxFlags("ImGuiTreeNodeFlags_DrawLinesNone", &base_flags, ImGuiTreeNodeFlags_DrawLinesNone);
@@ -4203,57 +4123,15 @@ static void DemoWindowWidgetsTreeNodes()
ImGui::TreePop();
}
if (ImGui::TreeNode("Selectable Nodes"))
if (ImGui::TreeNode("Advanced, with Selectable nodes"))
{
IMGUI_DEMO_MARKER("Widgets/Tree Nodes/Selectable Nodes");
IMGUI_DEMO_MARKER("Widgets/Tree Nodes/Advanced, with Selectable nodes");
HelpMarker(
"Manually implemented selectable nodes.\n"
"Click to select, Ctrl+Click to toggle, click on arrows or double-click to open.\n\n"
"You may also use the multi-select API (see 'Demo->Widgets->Selection State & Multi-Select') for more advanced multi-selection features.");
// Hold in 'selection_mask' a simple representation of what may be user-side selection state.
// - You may retain selection state inside or outside your objects in whatever format you see fit.
// You may use ImGuiSelectionBasicStorage which is conceptually close to a set<> of identifiers.
// - We record which node was clicked and then apply selection at the end of the loop.
// - This is a manual and simplified reimplementation of multi-selection, which the full
// BeginMultiSelect() API implements better, but which is not trivial to wire for trees.
static int selection_mask = 0x00;
int node_clicked_idx = -1;
for (int node_n = 0; node_n < 6; node_n++)
{
// Disable the default "open on single-click behavior" + set Selected flag according to our selection.
// To alter selection we use if 'IsItemClicked() && !IsItemToggledOpen()', so clicking on an arrow doesn't alter selection.
// In a BeginMultiSelect()/EndMultiSelect() we could use IsItemToggledSelection() but here we reimplement and use our own logic.
ImGuiTreeNodeFlags flags = ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_SpanAvailWidth;
if (selection_mask & (1 << node_n))
flags |= ImGuiTreeNodeFlags_Selected;
bool is_open = ImGui::TreeNodeEx((void*)(intptr_t)node_n, flags, "Selectable Node %d", node_n);
if (ImGui::IsItemClicked() && !ImGui::IsItemToggledOpen())
node_clicked_idx = node_n;
if (is_open)
{
ImGui::BulletText("<Node contents here>");
ImGui::TreePop();
}
}
if (node_clicked_idx != -1)
{
// Update selection state (process outside of tree loop to avoid visual inconsistencies during the clicking frame)
if (ImGui::GetIO().KeyCtrl)
selection_mask ^= (1 << node_clicked_idx); // Ctrl+Click to toggle
else //if (!(selection_mask & (1 << node_clicked_idx))) // Depending on selection behavior you want, may want to preserve selection when clicking on item that is part of the selection
selection_mask = (1 << node_clicked_idx); // Click to single-select
}
ImGui::TreePop();
}
if (ImGui::TreeNode("Advanced"))
{
IMGUI_DEMO_MARKER("Widgets/Tree Nodes/Advanced");
"This is a more typical looking tree with selectable nodes.\n"
"Click to select, Ctrl+Click to toggle, click on arrows or double-click to open.");
static ImGuiTreeNodeFlags base_flags = ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_SpanAvailWidth;
static bool align_label_with_current_x_position = false;
static bool use_drag_and_drop = false;
static bool test_drag_and_drop = false;
ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnArrow", &base_flags, ImGuiTreeNodeFlags_OpenOnArrow);
ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnDoubleClick", &base_flags, ImGuiTreeNodeFlags_OpenOnDoubleClick);
ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAvailWidth", &base_flags, ImGuiTreeNodeFlags_SpanAvailWidth); ImGui::SameLine(); HelpMarker("Extend hit area to all available width instead of allowing more items to be laid out after the node.");
@@ -4271,30 +4149,44 @@ static void DemoWindowWidgetsTreeNodes()
ImGui::CheckboxFlags("ImGuiTreeNodeFlags_DrawLinesToNodes", &base_flags, ImGuiTreeNodeFlags_DrawLinesToNodes);
ImGui::Checkbox("Align label with current X position", &align_label_with_current_x_position);
ImGui::Checkbox("Make Tree Nodes as drag & drop sources", &use_drag_and_drop);
ImGui::Checkbox("Test tree node as drag source", &test_drag_and_drop);
ImGui::Text("Hello!");
if (align_label_with_current_x_position)
ImGui::Unindent(ImGui::GetTreeNodeToLabelSpacing());
for (int node_n = 0; node_n < 6; node_n++)
// 'selection_mask' is dumb representation of what may be user-side selection state.
// You may retain selection state inside or outside your objects in whatever format you see fit.
// 'node_clicked' is temporary storage of what node we have clicked to process selection at the end
/// of the loop. May be a pointer to your own node type, etc.
static int selection_mask = (1 << 2);
int node_clicked = -1;
for (int i = 0; i < 6; i++)
{
// Disable the default "open on single-click behavior" + set Selected flag according to our selection.
// To alter selection we use IsItemClicked() && !IsItemToggledOpen(), so clicking on an arrow doesn't alter selection.
ImGuiTreeNodeFlags node_flags = base_flags;
if (node_n < 3)
const bool is_selected = (selection_mask & (1 << i)) != 0;
if (is_selected)
node_flags |= ImGuiTreeNodeFlags_Selected;
if (i < 3)
{
// Items 0..2 are Tree Node
bool is_open = ImGui::TreeNodeEx((void*)(intptr_t)node_n, node_flags, "Selectable Node %d", node_n);
if (use_drag_and_drop && ImGui::BeginDragDropSource())
bool node_open = ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Node %d", i);
if (ImGui::IsItemClicked() && !ImGui::IsItemToggledOpen())
node_clicked = i;
if (test_drag_and_drop && ImGui::BeginDragDropSource())
{
ImGui::SetDragDropPayload("MY_TREENODE_PAYLOAD_TYPE", NULL, 0);
ImGui::SetDragDropPayload("_TREENODE", NULL, 0);
ImGui::Text("This is a drag and drop source");
ImGui::EndDragDropSource();
}
if (node_n == 2 && (base_flags & ImGuiTreeNodeFlags_SpanLabelWidth))
if (i == 2 && (base_flags & ImGuiTreeNodeFlags_SpanLabelWidth))
{
// Item 2 has an additional inline button to help demonstrate SpanLabelWidth.
ImGui::SameLine();
if (ImGui::SmallButton("button")) {}
}
if (is_open)
if (node_open)
{
ImGui::BulletText("Blah blah\nBlah Blah");
ImGui::SameLine();
@@ -4308,15 +4200,26 @@ static void DemoWindowWidgetsTreeNodes()
// The only reason we use TreeNode at all is to allow selection of the leaf. Otherwise we can
// use BulletText() or advance the cursor by GetTreeNodeToLabelSpacing() and call Text().
node_flags |= ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen; // ImGuiTreeNodeFlags_Bullet
ImGui::TreeNodeEx((void*)(intptr_t)node_n, node_flags, "Selectable Leaf %d", node_n);
if (use_drag_and_drop && ImGui::BeginDragDropSource())
ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Leaf %d", i);
if (ImGui::IsItemClicked() && !ImGui::IsItemToggledOpen())
node_clicked = i;
if (test_drag_and_drop && ImGui::BeginDragDropSource())
{
ImGui::SetDragDropPayload("MY_TREENODE_PAYLOAD_TYPE", NULL, 0);
ImGui::SetDragDropPayload("_TREENODE", NULL, 0);
ImGui::Text("This is a drag and drop source");
ImGui::EndDragDropSource();
}
}
}
if (node_clicked != -1)
{
// Update selection state
// (process outside of tree loop to avoid visual inconsistencies during the clicking frame)
if (ImGui::GetIO().KeyCtrl)
selection_mask ^= (1 << node_clicked); // Ctrl+Click to toggle
else //if (!(selection_mask & (1 << node_clicked))) // Depending on selection behavior you want, may want to preserve selection when clicking on item that is part of the selection
selection_mask = (1 << node_clicked); // Click to single-select
}
if (align_label_with_current_x_position)
ImGui::Indent(ImGui::GetTreeNodeToLabelSpacing());
ImGui::TreePop();
@@ -8268,7 +8171,6 @@ void ImGui::ShowAboutWindow(bool* p_open)
if (copy_to_clipboard)
{
ImGui::LogToClipboard();
ImGui::LogText("// (Copy from the next line. Keep the ``` markers for formatting.)\n");
ImGui::LogText("```cpp\n"); // Back quotes will make text appears without formatting when pasting on GitHub
}
@@ -8920,7 +8822,7 @@ static void ShowExampleMenuFile()
IMGUI_DEMO_MARKER("Examples/Menu/Options");
static bool enabled = true;
ImGui::MenuItem("Enabled", "", &enabled);
ImGui::BeginChild("child", ImVec2(0, ImGui::GetTextLineHeightWithSpacing() * 5.0f), ImGuiChildFlags_Borders);
ImGui::BeginChild("child", ImVec2(0, 60), ImGuiChildFlags_Borders);
for (int i = 0; i < 10; i++)
ImGui::Text("Scrolling Text %d", i);
ImGui::EndChild();
@@ -9332,28 +9234,6 @@ static void ShowExampleAppConsole(bool* p_open)
console.Draw("Example: Console", p_open);
}
//-----------------------------------------------------------------------------
// [SECTION] Example App: Image Viewer / ShowExampleAppImageViewer()
//-----------------------------------------------------------------------------
static void ShowExampleAppImageViewer(bool* p_open)
{
ImFontAtlas* atlas = ImGui::GetIO().Fonts;
ImTextureRef tex_ref = atlas->TexRef; // We don't have access to other textures in this demo!
int tex_w = atlas->TexData->Width;
int tex_h = atlas->TexData->Height;
if (ImGui::Begin("Example: Image Viewer", p_open))
{
static ExampleImageViewerData image_viewer;
ExampleImageViewer_DrawOptions(&image_viewer);
ImVec2 canvas_size = ImGui::GetContentRegionAvail();
ImVec2 canvas_min_size = ImGui::IsWindowAppearing() ? ImVec2(3.0f * tex_w, 4.0f * tex_h) : ImVec2(1.0f, 1.0f);
canvas_size = ImVec2(IM_MAX(canvas_size.x, canvas_min_size.x), IM_MAX(canvas_size.y, canvas_min_size.y));
ExampleImageViewer_DrawCanvas(&image_viewer, canvas_size, tex_ref, tex_w, tex_h);
}
ImGui::End();
}
//-----------------------------------------------------------------------------
// [SECTION] Example App: Debug Log / ShowExampleAppLog()
//-----------------------------------------------------------------------------
@@ -10246,20 +10126,20 @@ static void ShowExampleAppCustomRendering(bool* p_open)
draw_list->AddNgon(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, ngon_sides, th); x += sz + spacing; // N-gon
draw_list->AddCircle(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, circle_segments, th); x += sz + spacing; // Circle
draw_list->AddEllipse(ImVec2(x + sz*0.5f, y + sz*0.5f), ImVec2(sz*0.5f, sz*0.3f), col, -0.3f, circle_segments, th); x += sz + spacing; // Ellipse
draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 0.0f, th); x += sz + spacing; // Square
draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, rounding, th); x += sz + spacing; // Square with all rounded corners
draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, rounding, th, corners_tl_br); x += sz + spacing; // Square with two rounded corners
draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 0.0f, ImDrawFlags_None, th); x += sz + spacing; // Square
draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, rounding, ImDrawFlags_None, th); x += sz + spacing; // Square with all rounded corners
draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, rounding, corners_tl_br, th); x += sz + spacing; // Square with two rounded corners
draw_list->AddTriangle(ImVec2(x+sz*0.5f,y), ImVec2(x+sz, y+sz-0.5f), ImVec2(x, y+sz-0.5f), col, th);x += sz + spacing; // Triangle
//draw_list->AddTriangle(ImVec2(x+sz*0.2f,y), ImVec2(x, y+sz-0.5f), ImVec2(x+sz*0.4f, y+sz-0.5f), col, th);x+= sz*0.4f + spacing; // Thin triangle
PathConcaveShape(draw_list, x, y, sz); draw_list->PathStroke(col, th, ImDrawFlags_Closed); x += sz + spacing; // Concave Shape
PathConcaveShape(draw_list, x, y, sz); draw_list->PathStroke(col, ImDrawFlags_Closed, th); x += sz + spacing; // Concave Shape
//draw_list->AddPolyline(concave_shape, IM_COUNTOF(concave_shape), col, ImDrawFlags_Closed, th);
draw_list->AddLineH(x, x + sz, y, col, th); x += sz + spacing; // Horizontal line (note: drawing a filled rectangle will be faster!)
draw_list->AddLineV(x, y, y + sz, col, th); x += spacing; // Vertical line (note: drawing a filled rectangle will be faster!)
draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y), col, th); x += sz + spacing; // Horizontal line (note: drawing a filled rectangle will be faster!)
draw_list->AddLine(ImVec2(x, y), ImVec2(x, y + sz), col, th); x += spacing; // Vertical line (note: drawing a filled rectangle will be faster!)
draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y + sz), col, th); x += sz + spacing; // Diagonal line
// Path
draw_list->PathArcTo(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, 3.141592f, 3.141592f * -0.5f);
draw_list->PathStroke(col, th);
draw_list->PathStroke(col, ImDrawFlags_None, th);
x += sz + spacing;
// Quadratic Bezier Curve (3 control points)
@@ -10393,9 +10273,9 @@ static void ShowExampleAppCustomRendering(bool* p_open)
{
const float GRID_STEP = 64.0f;
for (float x = fmodf(scrolling.x, GRID_STEP); x < canvas_sz.x; x += GRID_STEP)
draw_list->AddLineV(canvas_p0.x + x, canvas_p0.y, canvas_p1.y, IM_COL32(200, 200, 200, 40));
draw_list->AddLine(ImVec2(canvas_p0.x + x, canvas_p0.y), ImVec2(canvas_p0.x + x, canvas_p1.y), IM_COL32(200, 200, 200, 40));
for (float y = fmodf(scrolling.y, GRID_STEP); y < canvas_sz.y; y += GRID_STEP)
draw_list->AddLineH(canvas_p0.x, canvas_p1.x, canvas_p0.y + y, IM_COL32(200, 200, 200, 40));
draw_list->AddLine(ImVec2(canvas_p0.x, canvas_p0.y + y), ImVec2(canvas_p1.x, canvas_p0.y + y), IM_COL32(200, 200, 200, 40));
}
for (int n = 0; n < points.Size; n += 2)
draw_list->AddLine(ImVec2(origin.x + points[n].x, origin.y + points[n].y), ImVec2(origin.x + points[n + 1].x, origin.y + points[n + 1].y), IM_COL32(255, 255, 0, 255), 2.0f);
@@ -10836,14 +10716,12 @@ struct ExampleAssetsBrowser
// Options
bool ShowTypeOverlay = true;
bool AllowSorting = true;
bool AllowBoxSelect = true; // Will set ImGuiMultiSelectFlags_BoxSelect2d
bool AllowBoxSelectInsideSelection = false; // Will set ImGuiMultiSelectFlags_SelectOnClickAlways
bool AllowDragUnselected = false; // Will set ImGuiMultiSelectFlags_SelectOnClickRelease
float IconSize = 0;
bool AllowDragUnselected = false;
bool AllowBoxSelect = true;
float IconSize = 32.0f;
int IconSpacing = 10;
int IconHitSpacing = 4; // Increase hit-spacing if you want to make it possible to clear or box-select from gaps. Some spacing is required to able to amend with Shift+box-select. Value is small in Explorer.
int IconHitSpacing = 4; // Increase hit-spacing if you want to make it possible to clear or box-select from gaps. Some spacing is required to able to amend with Shift+box-select. Value is small in Explorer.
bool StretchSpacing = true;
bool UseScrollX = false; // Debug: submit twice the number of items per line (overflow horizontally to exercise ScrollX + box-select)
// State
ImVector<ExampleAsset> Items; // Our items
@@ -10894,15 +10772,12 @@ struct ExampleAssetsBrowser
// Layout: calculate number of icon per line and number of lines
LayoutItemSize = ImVec2(floorf(IconSize), floorf(IconSize));
LayoutColumnCount = IM_MAX((int)(avail_width / (LayoutItemSize.x + LayoutItemSpacing)), 1);
LayoutLineCount = (Items.Size + LayoutColumnCount - 1) / LayoutColumnCount;
// Layout: when stretching: allocate remaining space to more spacing. Round before division, so item_spacing may be non-integer.
if (StretchSpacing && LayoutColumnCount > 1)
LayoutItemSpacing = floorf(avail_width - LayoutItemSize.x * LayoutColumnCount) / LayoutColumnCount;
if (UseScrollX)
LayoutColumnCount *= 2;
LayoutLineCount = (Items.Size + LayoutColumnCount - 1) / LayoutColumnCount;
LayoutItemStep = ImVec2(LayoutItemSize.x + LayoutItemSpacing, LayoutItemSize.y + LayoutItemSpacing);
LayoutSelectableSpacing = IM_MAX(floorf(LayoutItemSpacing) - IconHitSpacing, 0.0f);
LayoutOuterPadding = floorf(LayoutItemSpacing * 0.5f);
@@ -10910,9 +10785,6 @@ struct ExampleAssetsBrowser
void Draw(const char* title, bool* p_open)
{
if (IconSize <= 0.0f)
IconSize = ImGui::CalcTextSize("99999").x;
ImGui::SetNextWindowSize(ImVec2(IconSize * 25, IconSize * 15), ImGuiCond_FirstUseEver);
if (!ImGui::Begin(title, p_open, ImGuiWindowFlags_MenuBar))
{
@@ -10950,11 +10822,8 @@ struct ExampleAssetsBrowser
ImGui::Checkbox("Allow Sorting", &AllowSorting);
ImGui::SeparatorText("Selection Behavior");
ImGui::Checkbox("Allow dragging unselected item", &AllowDragUnselected);
ImGui::Checkbox("Allow box-selection", &AllowBoxSelect);
if (ImGui::Checkbox("Allow box-selection from selected items", &AllowBoxSelectInsideSelection) && AllowBoxSelectInsideSelection)
AllowDragUnselected = false;
if (ImGui::Checkbox("Allow dragging unselected item", &AllowDragUnselected) && AllowDragUnselected)
AllowBoxSelectInsideSelection = false;
ImGui::SeparatorText("Layout");
ImGui::SliderFloat("Icon Size", &IconSize, 16.0f, 128.0f, "%.0f");
@@ -10962,7 +10831,6 @@ struct ExampleAssetsBrowser
ImGui::SliderInt("Icon Spacing", &IconSpacing, 0, 32);
ImGui::SliderInt("Icon Hit Spacing", &IconHitSpacing, 0, 32);
ImGui::Checkbox("Stretch Spacing", &StretchSpacing);
ImGui::Checkbox("Use ScrollX", &UseScrollX);
ImGui::PopItemWidth();
ImGui::EndMenu();
}
@@ -10992,7 +10860,7 @@ struct ExampleAssetsBrowser
ImGuiIO& io = ImGui::GetIO();
ImGui::SetNextWindowContentSize(ImVec2(0.0f, LayoutOuterPadding + LayoutLineCount * (LayoutItemSize.y + LayoutItemSpacing)));
if (ImGui::BeginChild("Assets", ImVec2(0.0f, -ImGui::GetTextLineHeightWithSpacing()), ImGuiChildFlags_Borders, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_HorizontalScrollbar))
if (ImGui::BeginChild("Assets", ImVec2(0.0f, -ImGui::GetTextLineHeightWithSpacing()), ImGuiChildFlags_Borders, ImGuiWindowFlags_NoMove))
{
ImDrawList* draw_list = ImGui::GetWindowDrawList();
@@ -11011,11 +10879,9 @@ struct ExampleAssetsBrowser
if (AllowBoxSelect)
ms_flags |= ImGuiMultiSelectFlags_BoxSelect2d;
// - Selection mode
// - This feature allows dragging an unselected item without selecting it (rarely used)
if (AllowDragUnselected)
ms_flags |= ImGuiMultiSelectFlags_SelectOnClickRelease; // Rarely used: Allows dragging an unselected item without selecting it(rarely used)
else if (AllowBoxSelectInsideSelection)
ms_flags |= ImGuiMultiSelectFlags_SelectOnClickAlways; // Rarely used: Prevents Drag and Drop from being used on multiple-selection, but allows e.g. BoxSelect to always reselect even when clicking inside an existing selection.
ms_flags |= ImGuiMultiSelectFlags_SelectOnClickRelease;
// - Enable keyboard wrapping on X axis
// (FIXME-MULTISELECT: We haven't designed/exposed a general nav wrapping api yet, so this flag is provided as a courtesy to avoid doing:
@@ -11136,8 +11002,6 @@ struct ExampleAssetsBrowser
}
}
clipper.End();
if (Items.Size == 0)
ImGui::Dummy(ImVec2(0, 0));
ImGui::PopStyleVar(); // ImGuiStyleVar_ItemSpacing
// Context menu
+146 -212
View File
@@ -1,4 +1,4 @@
// dear imgui, v1.92.9 WIP
// dear imgui, v1.92.7 WIP
// (drawing and font code)
/*
@@ -208,7 +208,6 @@ void ImGui::StyleColorsDark(ImGuiStyle* dst)
colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.41f, 0.41f, 0.41f, 1.00f);
colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.51f, 0.51f, 0.51f, 1.00f);
colors[ImGuiCol_CheckMark] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
colors[ImGuiCol_CheckboxSelectedBg] = ImLerp(colors[ImGuiCol_FrameBg], colors[ImGuiCol_FrameBgHovered], 0.65f);
colors[ImGuiCol_SliderGrab] = ImVec4(0.24f, 0.52f, 0.88f, 1.00f);
colors[ImGuiCol_SliderGrabActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
colors[ImGuiCol_Button] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f);
@@ -276,7 +275,6 @@ void ImGui::StyleColorsClassic(ImGuiStyle* dst)
colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.40f, 0.40f, 0.80f, 0.40f);
colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.41f, 0.39f, 0.80f, 0.60f);
colors[ImGuiCol_CheckMark] = ImVec4(0.90f, 0.90f, 0.90f, 0.50f);
colors[ImGuiCol_CheckboxSelectedBg] = ImLerp(colors[ImGuiCol_FrameBg], colors[ImGuiCol_FrameBgActive], 0.65f);
colors[ImGuiCol_SliderGrab] = ImVec4(1.00f, 1.00f, 1.00f, 0.30f);
colors[ImGuiCol_SliderGrabActive] = ImVec4(0.41f, 0.39f, 0.80f, 0.60f);
colors[ImGuiCol_Button] = ImVec4(0.35f, 0.40f, 0.61f, 0.62f);
@@ -345,7 +343,6 @@ void ImGui::StyleColorsLight(ImGuiStyle* dst)
colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.49f, 0.49f, 0.49f, 0.80f);
colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.49f, 0.49f, 0.49f, 1.00f);
colors[ImGuiCol_CheckMark] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
colors[ImGuiCol_CheckboxSelectedBg] = ImVec4(0.95f, 0.97f, 1.00f, 1.00f);
colors[ImGuiCol_SliderGrab] = ImVec4(0.26f, 0.59f, 0.98f, 0.78f);
colors[ImGuiCol_SliderGrabActive] = ImVec4(0.46f, 0.54f, 0.80f, 0.60f);
colors[ImGuiCol_Button] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f);
@@ -531,14 +528,9 @@ void ImDrawList::_PopUnusedDrawCmd()
void ImDrawList::AddCallback(ImDrawCallback callback, void* userdata, size_t userdata_size)
{
IM_ASSERT(callback != NULL);
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
if (callback == ImDrawCallback_ResetRenderState && _Data->Context != NULL && _Data->Context->PlatformIO.DrawCallback_ResetRenderState != NULL)
callback = _Data->Context->PlatformIO.DrawCallback_ResetRenderState; // == ImGui::GetPlatformIO().DrawCallback_ResetRenderState
#endif
IM_ASSERT_PARANOID(CmdBuffer.Size > 0);
ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
IM_ASSERT(callback != NULL);
IM_ASSERT(curr_cmd->UserCallback == NULL);
if (curr_cmd->ElemCount != 0)
{
@@ -656,7 +648,7 @@ void ImDrawList::_OnChangedVtxOffset()
int ImDrawList::_CalcCircleAutoSegmentCount(float radius) const
{
// Automatic segment count
const int radius_idx = (int)(radius + 0.999f); // ceil to never reduce accuracy
const int radius_idx = (int)(radius + 0.999999f); // ceil to never reduce accuracy
if (radius_idx >= 0 && radius_idx < IM_COUNTOF(_Data->CircleSegmentCounts))
return _Data->CircleSegmentCounts[radius_idx]; // Use cached value
else
@@ -670,7 +662,7 @@ void ImDrawList::PushClipRect(const ImVec2& cr_min, const ImVec2& cr_max, bool i
if (intersect_with_current_clip_rect)
{
ImVec4 current = _CmdHeader.ClipRect;
if (cr.x < current.x) cr.x = current.x; // = ClipWith(). Note that passing inverted range wouldn't be fixed here.
if (cr.x < current.x) cr.x = current.x;
if (cr.y < current.y) cr.y = current.y;
if (cr.z > current.z) cr.z = current.z;
if (cr.w > current.w) cr.w = current.w;
@@ -814,7 +806,7 @@ void ImDrawList::PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, c
// TODO: Thickness anti-aliased lines cap are missing their AA fringe.
// We avoid using the ImVec2 math operators here to reduce cost to a minimum for debug/non-inlined builds.
void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 col, float thickness, ImDrawFlags flags)
void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 col, ImDrawFlags flags, float thickness)
{
if (points_count < 2 || (col & IM_COL32_A_MASK) == 0)
return;
@@ -824,12 +816,6 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
const int count = closed ? points_count : points_count - 1; // The number of line segments we need to draw
const bool thick_line = (thickness > _FringeScale);
// If this assert triggers on legacy code:
// - 1.92.8 (2025/05): swapped two last parameters order: flags, thickness --> thickness, flags. This should normally be caught by compile-time type-checking.
// - 1.92.8 (2025/05): changed value of ImDrawList_Closed which was previously guaranteed to be == 1. Hardcoded use of 1 or true should be replaced.
// Read more details near AddRect() + see "API BREAKING CHANGES" section for 1.82, 1.90 and 1.92.8.
IM_ASSERT_USER_ERROR_RET((flags & ImDrawFlags_InvalidMask_) == 0, "Incorrect parameter. Did you swap 'thickness' and 'flags'?");
if (Flags & ImDrawListFlags_AntiAliasedLines)
{
// Anti-aliased stroke
@@ -1326,7 +1312,7 @@ void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, floa
{
const float arc_length = ImAbs(a_max - a_min);
const int circle_segment_count = _CalcCircleAutoSegmentCount(radius);
const int arc_segment_count = ImMax((int)ImCeil(circle_segment_count * arc_length / (IM_PI * 2.0f)), 1);
const int arc_segment_count = ImMax((int)ImCeil(circle_segment_count * arc_length / (IM_PI * 2.0f)), (int)(2.0f * IM_PI / arc_length));
_PathArcToN(center, radius, a_min, a_max, arc_segment_count);
}
}
@@ -1446,13 +1432,35 @@ void ImDrawList::PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3,
}
}
static inline ImDrawFlags FixRectCornerFlags(ImDrawFlags flags)
{
/*
IM_STATIC_ASSERT(ImDrawFlags_RoundCornersTopLeft == (1 << 4));
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
// Obsoleted in 1.82 (from February 2021). This code was stripped/simplified and mostly commented in 1.90 (from September 2023)
// - Legacy Support for hard coded ~0 (used to be a suggested equivalent to ImDrawCornerFlags_All)
if (flags == ~0) { return ImDrawFlags_RoundCornersAll; }
// - Legacy Support for hard coded 0x01 to 0x0F (matching 15 out of 16 old flags combinations). Read details in older version of this code.
if (flags >= 0x01 && flags <= 0x0F) { return (flags << 4); }
// We cannot support hard coded 0x00 with 'float rounding > 0.0f' --> replace with ImDrawFlags_RoundCornersNone or use 'float rounding = 0.0f'
#endif
*/
// If this assert triggers, please update your code replacing hardcoded values with new ImDrawFlags_RoundCorners* values.
// Note that ImDrawFlags_Closed (== 0x01) is an invalid flag for AddRect(), AddRectFilled(), PathRect() etc. anyway.
// See details in 1.82 Changelog as well as 2021/03/12 and 2023/09/08 entries in "API BREAKING CHANGES" section.
IM_ASSERT((flags & 0x0F) == 0 && "Misuse of legacy hardcoded ImDrawCornerFlags values!");
if ((flags & ImDrawFlags_RoundCornersMask_) == 0)
flags |= ImDrawFlags_RoundCornersAll;
return flags;
}
void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, ImDrawFlags flags)
{
if (rounding >= 0.5f)
{
if ((flags & ImDrawFlags_RoundCornersMask_) == 0)
flags |= ImDrawFlags_RoundCornersAll;
flags = FixRectCornerFlags(flags);
rounding = ImMin(rounding, ImFabs(b.x - a.x) * (((flags & ImDrawFlags_RoundCornersTop) == ImDrawFlags_RoundCornersTop) || ((flags & ImDrawFlags_RoundCornersBottom) == ImDrawFlags_RoundCornersBottom) ? 0.5f : 1.0f) - 1.0f);
rounding = ImMin(rounding, ImFabs(b.y - a.y) * (((flags & ImDrawFlags_RoundCornersLeft) == ImDrawFlags_RoundCornersLeft) || ((flags & ImDrawFlags_RoundCornersRight) == ImDrawFlags_RoundCornersRight) ? 0.5f : 1.0f) - 1.0f);
}
@@ -1480,48 +1488,22 @@ void ImDrawList::AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float th
{
if ((col & IM_COL32_A_MASK) == 0)
return;
const ImVec2 points[2] = { ImVec2(p1.x + 0.5f, p1.y + 0.5f), ImVec2(p2.x + 0.5f, p2.y + 0.5f) };
AddPolyline(points, 2, col, thickness);
}
void ImDrawList::AddLineH(float min_x, float max_x, float y, ImU32 col, float thickness)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
const ImVec2 points[2] = { ImVec2(min_x + 0.5f, y + 0.5f), ImVec2(max_x + 0.5f, y + 0.5f) }; // Same as AddLine() above.
AddPolyline(points, 2, col, thickness);
}
void ImDrawList::AddLineV(float x, float min_y, float max_y, ImU32 col, float thickness)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
const ImVec2 points[2] = { ImVec2(x + 0.5f, min_y + 0.5f), ImVec2(x + 0.5f, max_y + 0.5f) }; // Same as AddLine() above.
AddPolyline(points, 2, col, thickness);
PathLineTo(p1 + ImVec2(0.5f, 0.5f));
PathLineTo(p2 + ImVec2(0.5f, 0.5f));
PathStroke(col, 0, thickness);
}
// p_min = upper-left, p_max = lower-right
// Note we don't render 1 pixels sized rectangles properly.
void ImDrawList::AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, float thickness, ImDrawFlags flags)
void ImDrawList::AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawFlags flags, float thickness)
{
// If this assert triggers on legacy code:
// - 1.92.8 (2025/05): swapped two last parameters order: flags, thickness --> thickness, flags. This should normally be caught by compile-time type-checking.
// - 1.92.8 (2025/05): changed value of ImDrawList_Closed which was previously guaranteed to be == 1. Hardcoded use of 1 or true should be replaced.
// - 1.82.0 (2021/03): changed ImDrawCornerFlags to ImDrawFlags_RoundCornersXXX values.
// If you used hard-coded 1 to 15 or ~0 in flags to configure corner rounding use the new flags!
// - Hard coded support for ~0 == ImDrawFlags_RoundCornersAll.
// - Hard coded support for values 0x01 to 0x0F (matching 15 out of 16 old flags combinations) --> see FixRectCornerFlags() in <1.90 code.
// - Hard coded 0x00 with 'float rounding > 0.0f' --> replace with ImDrawFlags_RoundCornersNone or use 'float rounding = 0.0f'.
// See "API BREAKING CHANGES" section for 1.82, 1.90 and 1.92.8.
IM_ASSERT_USER_ERROR_RET((flags & ImDrawFlags_InvalidMask_) == 0, "Incorrect parameter. Did you swap 'thickness' and 'flags'?"); // Or misuse of legacy hard-coded ImDrawCornerFlags values
if ((col & IM_COL32_A_MASK) == 0)
return;
if (Flags & ImDrawListFlags_AntiAliasedLines)
PathRect(p_min + ImVec2(0.50f, 0.50f), p_max - ImVec2(0.50f, 0.50f), rounding, flags);
else
PathRect(p_min + ImVec2(0.50f, 0.50f), p_max - ImVec2(0.49f, 0.49f), rounding, flags); // Better looking lower-right corner and rounded non-AA shapes.
PathStroke(col, thickness, ImDrawFlags_Closed);
PathStroke(col, ImDrawFlags_Closed, thickness);
}
void ImDrawList::AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawFlags flags)
@@ -1565,7 +1547,7 @@ void ImDrawList::AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, c
PathLineTo(p2);
PathLineTo(p3);
PathLineTo(p4);
PathStroke(col, thickness, ImDrawFlags_Closed);
PathStroke(col, ImDrawFlags_Closed, thickness);
}
void ImDrawList::AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col)
@@ -1588,7 +1570,7 @@ void ImDrawList::AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p
PathLineTo(p1);
PathLineTo(p2);
PathLineTo(p3);
PathStroke(col, thickness, ImDrawFlags_Closed);
PathStroke(col, ImDrawFlags_Closed, thickness);
}
void ImDrawList::AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col)
@@ -1623,7 +1605,7 @@ void ImDrawList::AddCircle(const ImVec2& center, float radius, ImU32 col, int nu
PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1);
}
PathStroke(col, thickness, ImDrawFlags_Closed);
PathStroke(col, ImDrawFlags_Closed, thickness);
}
void ImDrawList::AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments)
@@ -1659,7 +1641,7 @@ void ImDrawList::AddNgon(const ImVec2& center, float radius, ImU32 col, int num_
// Because we are filling a closed shape we remove 1 from the count of segments/points
const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments;
PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1);
PathStroke(col, thickness, ImDrawFlags_Closed);
PathStroke(col, ImDrawFlags_Closed, thickness);
}
// Guaranteed to honor 'num_segments'
@@ -1686,7 +1668,7 @@ void ImDrawList::AddEllipse(const ImVec2& center, const ImVec2& radius, ImU32 co
// Because we are filling a closed shape we remove 1 from the count of segments/points
const float a_max = IM_PI * 2.0f * ((float)num_segments - 1.0f) / (float)num_segments;
PathEllipticalArcTo(center, radius, rot, 0.0f, a_max, num_segments - 1);
PathStroke(col, thickness, ImDrawFlags_Closed);
PathStroke(col, true, thickness);
}
void ImDrawList::AddEllipseFilled(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot, int num_segments)
@@ -1711,7 +1693,7 @@ void ImDrawList::AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2
PathLineTo(p1);
PathBezierCubicCurveTo(p2, p3, p4, num_segments);
PathStroke(col, thickness);
PathStroke(col, 0, thickness);
}
// Quadratic Bezier takes 3 controls points
@@ -1722,7 +1704,7 @@ void ImDrawList::AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const Im
PathLineTo(p1);
PathBezierQuadraticCurveTo(p2, p3, num_segments);
PathStroke(col, thickness);
PathStroke(col, 0, thickness);
}
void ImDrawList::AddText(ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end, float wrap_width, const ImVec4* cpu_fine_clip_rect)
@@ -1794,10 +1776,7 @@ void ImDrawList::AddImageRounded(ImTextureRef tex_ref, const ImVec2& p_min, cons
if ((col & IM_COL32_A_MASK) == 0)
return;
IM_ASSERT((flags & 0x0F) == 0 && "Misuse of legacy hardcoded ImDrawCornerFlags values!"); // If this assert triggers on legacy code: see comments in ImDrawList::PathRect().
if ((flags & ImDrawFlags_RoundCornersMask_) == 0)
flags |= ImDrawFlags_RoundCornersAll;
flags = FixRectCornerFlags(flags);
if (rounding < 0.5f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone)
{
AddImage(tex_ref, p_min, p_max, uv_min, uv_max, col);
@@ -2522,11 +2501,10 @@ void ImTextureData::DestroyPixels()
// - Default texture data encoded in ASCII
// - ImFontAtlas()
// - ImFontAtlas::Clear()
// - ImFontAtlas::ClearFonts()
// - ImFontAtlas::CompactCache()
// - ImFontAtlas::ClearInputData()
// - ImFontAtlas::ClearTexData()
// - ImFontAtlas::CompactCache()
// - ImFontAtlas::SetFontLoader()
// - ImFontAtlas::ClearFonts()
//-----------------------------------------------------------------------------
// - ImFontAtlasUpdateNewFrame()
// - ImFontAtlasTextureBlockConvert()
@@ -2563,6 +2541,8 @@ void ImTextureData::DestroyPixels()
// - ImFontAtlasBuildPreloadAllGlyphRanges()
// - ImFontAtlasBuildUpdatePointers()
// - ImFontAtlasBuildRenderBitmapFromString()
// - ImFontAtlasBuildUpdateBasicTexData()
// - ImFontAtlasBuildUpdateLinesTexData()
// - ImFontAtlasBuildAddFont()
// - ImFontAtlasBuildSetupFontBakedEllipsis()
// - ImFontAtlasBuildSetupFontBakedBlanks()
@@ -2579,14 +2559,13 @@ void ImTextureData::DestroyPixels()
// - ImFontAtlasUpdateDrawListsSharedData()
//-----------------------------------------------------------------------------
// - ImFontAtlasBuildSetTexture()
// - ImFontAtlasBuildUpdateTexData()
// - ImFontAtlasTextureAdd()
// - ImFontAtlasTextureRepack()
// - ImFontAtlasTextureGrow()
// - ImFontAtlasTextureMakeSpace()
// - ImFontAtlasTextureGetSizeEstimate()
// - ImFontAtlasBuildClear()
// - ImFontAtlasTextureCompact()
// - ImFontAtlasBuildAddTexture()
// - ImFontAtlasBuildMakeSpace()
// - ImFontAtlasBuildRepackTexture()
// - ImFontAtlasBuildGrowTexture()
// - ImFontAtlasBuildRepackOrGrowTexture()
// - ImFontAtlasBuildGetTextureSizeEstimate()
// - ImFontAtlasBuildCompactTexture()
// - ImFontAtlasBuildInit()
// - ImFontAtlasBuildDestroy()
//-----------------------------------------------------------------------------
@@ -2686,9 +2665,7 @@ ImFontAtlas::~ImFontAtlas()
TexData = NULL;
}
// You probably should not call this directly. It is not well specified.
// If you want to replace all your fonts mid-frame, most likely you should instead call ClearFonts() then load the new fonts.
// Calling this mid-frame will discard the CPU-side copy of the texture data which is generally unreliable as you may have textures queued for creation or updates.
// If you call this mid-frame, you would need to add new font and bind them!
void ImFontAtlas::Clear()
{
bool backup_renderer_has_textures = RendererHasTextures;
@@ -2698,27 +2675,20 @@ void ImFontAtlas::Clear()
RendererHasTextures = backup_renderer_has_textures;
}
void ImFontAtlas::ClearFonts()
void ImFontAtlas::CompactCache()
{
// FIXME-NEWATLAS: Illegal to remove currently bound font.
IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas!");
for (ImFont* font : Fonts)
ImFontAtlasBuildNotifySetFont(this, font, NULL);
ImFontAtlasBuildDestroy(this);
ClearInputData();
Fonts.clear_delete();
TexIsBuilt = false;
for (ImDrawListSharedData* shared_data : DrawListSharedDatas)
if (shared_data->FontAtlas == this)
{
shared_data->Font = NULL;
shared_data->FontScale = shared_data->FontSize = 0.0f;
}
ImFontAtlasTextureCompact(this);
}
void ImFontAtlas::SetFontLoader(const ImFontLoader* font_loader)
{
ImFontAtlasBuildSetupFontLoader(this, font_loader);
}
void ImFontAtlas::ClearInputData()
{
IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas!");
for (ImFont* font : Fonts)
ImFontAtlasFontDestroyOutput(this, font);
for (ImFontConfig& font_cfg : Sources)
@@ -2742,14 +2712,22 @@ void ImFontAtlas::ClearTexData()
//Locked = true; // Hoped to be able to lock this down but some reload patterns may not be happy with it.
}
void ImFontAtlas::CompactCache()
void ImFontAtlas::ClearFonts()
{
ImFontAtlasTextureCompact(this);
}
void ImFontAtlas::SetFontLoader(const ImFontLoader* font_loader)
{
ImFontAtlasBuildSetupFontLoader(this, font_loader);
// FIXME-NEWATLAS: Illegal to remove currently bound font.
IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas!");
for (ImFont* font : Fonts)
ImFontAtlasBuildNotifySetFont(this, font, NULL);
ImFontAtlasBuildDestroy(this);
ClearInputData();
Fonts.clear_delete();
TexIsBuilt = false;
for (ImDrawListSharedData* shared_data : DrawListSharedDatas)
if (shared_data->FontAtlas == this)
{
shared_data->Font = NULL;
shared_data->FontScale = shared_data->FontSize = 0.0f;
}
}
static void ImFontAtlasBuildUpdateRendererHasTexturesFromContext(ImFontAtlas* atlas)
@@ -2819,12 +2797,48 @@ void ImFontAtlasUpdateNewFrame(ImFontAtlas* atlas, int frame_count, bool rendere
// Update texture status
for (int tex_n = 0; tex_n < atlas->TexList.Size; tex_n++)
{
// Update and remove if requested
ImTextureData* tex = atlas->TexList[tex_n];
bool remove_from_list = false;
if (tex->Status == ImTextureStatus_OK)
{
tex->Updates.resize(0);
tex->UpdateRect.x = tex->UpdateRect.y = (unsigned short)~0;
tex->UpdateRect.w = tex->UpdateRect.h = 0;
}
if (tex->Status == ImTextureStatus_WantCreate && atlas->RendererHasTextures)
IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == NULL && "Backend set texture's TexID/BackendUserData but did not update Status to OK.");
bool remove_from_list = ImTextureDataUpdateNewFrame(tex);
// Request destroy
// - Keep bool to true in order to differentiate a planned destroy vs a destroy decided by the backend.
// - We don't destroy pixels right away, as backend may have an in-flight copy from RAM.
if (tex->WantDestroyNextFrame && tex->Status != ImTextureStatus_Destroyed && tex->Status != ImTextureStatus_WantDestroy)
{
IM_ASSERT(tex->Status == ImTextureStatus_OK || tex->Status == ImTextureStatus_WantCreate || tex->Status == ImTextureStatus_WantUpdates);
tex->Status = ImTextureStatus_WantDestroy;
}
// If a texture has never reached the backend, they don't need to know about it.
// (note: backends between 1.92.0 and 1.92.4 could set an already destroyed texture to ImTextureStatus_WantDestroy
// when invalidating graphics objects twice, which would previously remove it from the list and crash.)
if (tex->Status == ImTextureStatus_WantDestroy && tex->TexID == ImTextureID_Invalid && tex->BackendUserData == NULL)
tex->Status = ImTextureStatus_Destroyed;
// Process texture being destroyed
if (tex->Status == ImTextureStatus_Destroyed)
{
IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == NULL && "Backend set texture Status to Destroyed but did not clear TexID/BackendUserData!");
if (tex->WantDestroyNextFrame)
remove_from_list = true; // Destroy was scheduled by us
else
tex->Status = ImTextureStatus_WantCreate; // Destroy was done was backend: recreate it (e.g. freed resources mid-run)
}
// The backend may need defer destroying by a few frames, to handle texture used by previous in-flight rendering.
// We allow the texture staying in _WantDestroy state and increment a counter which the backend can use to take its decision.
if (tex->Status == ImTextureStatus_WantDestroy)
tex->UnusedFrames++;
// Destroy and remove
if (remove_from_list)
{
IM_ASSERT(atlas->TexData != tex);
@@ -2836,49 +2850,6 @@ void ImFontAtlasUpdateNewFrame(ImFontAtlas* atlas, int frame_count, bool rendere
}
}
bool ImTextureDataUpdateNewFrame(ImTextureData* tex)
{
bool remove_from_list = false;
if (tex->Status == ImTextureStatus_OK)
{
tex->Updates.resize(0);
tex->UpdateRect.x = tex->UpdateRect.y = (unsigned short)~0;
tex->UpdateRect.w = tex->UpdateRect.h = 0;
}
// Request destroy
// - Keep bool to true in order to differentiate a planned destroy vs a destroy decided by the backend.
// - We don't destroy pixels right away, as backend may have an in-flight copy from RAM.
if (tex->WantDestroyNextFrame && tex->Status != ImTextureStatus_Destroyed && tex->Status != ImTextureStatus_WantDestroy)
{
IM_ASSERT(tex->Status == ImTextureStatus_OK || tex->Status == ImTextureStatus_WantCreate || tex->Status == ImTextureStatus_WantUpdates);
tex->Status = ImTextureStatus_WantDestroy;
}
// If a texture has never reached the backend, they don't need to know about it.
// (note: backends between 1.92.0 and 1.92.4 could set an already destroyed texture to ImTextureStatus_WantDestroy
// when invalidating graphics objects twice, which would previously remove it from the list and crash.)
if (tex->Status == ImTextureStatus_WantDestroy && tex->TexID == ImTextureID_Invalid && tex->BackendUserData == NULL)
tex->Status = ImTextureStatus_Destroyed;
// Process texture being destroyed
if (tex->Status == ImTextureStatus_Destroyed)
{
IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == NULL && "Backend set texture Status to Destroyed but did not clear TexID/BackendUserData!");
if (tex->WantDestroyNextFrame)
remove_from_list = true; // Destroy was scheduled by us
else
tex->Status = ImTextureStatus_WantCreate; // Destroy was done was backend: recreate it (e.g. freed resources mid-run)
}
// The backend may need defer destroying by a few frames, to handle texture used by previous in-flight rendering.
// We allow the texture staying in _WantDestroy state and increment a counter which the backend can use to take its decision.
if (tex->Status == ImTextureStatus_WantDestroy)
tex->UnusedFrames++;
return remove_from_list;
}
void ImFontAtlasTextureBlockConvert(const unsigned char* src_pixels, ImTextureFormat src_fmt, int src_pitch, unsigned char* dst_pixels, ImTextureFormat dst_fmt, int dst_pitch, int w, int h)
{
IM_ASSERT(src_pixels != NULL && dst_pixels != NULL);
@@ -2990,17 +2961,12 @@ void ImFontAtlasTextureBlockCopy(ImTextureData* src_tex, int src_x, int src_y, I
memcpy(dst_tex->GetPixelsAt(dst_x, dst_y + y), src_tex->GetPixelsAt(src_x, src_y + y), w * dst_tex->BytesPerPixel);
}
void ImFontAtlasTextureBlockQueueUpload(ImFontAtlas* atlas, ImTextureData* tex, int x, int y, int w, int h)
{
ImTextureDataQueueUpload(tex, x, y, w, h);
atlas->TexIsBuilt = false;
}
// Queue texture block update for renderer backend
void ImTextureDataQueueUpload(ImTextureData* tex, int x, int y, int w, int h)
void ImFontAtlasTextureBlockQueueUpload(ImFontAtlas* atlas, ImTextureData* tex, int x, int y, int w, int h)
{
IM_ASSERT(tex->Status != ImTextureStatus_WantDestroy && tex->Status != ImTextureStatus_Destroyed);
IM_ASSERT(x >= 0 && x <= 0xFFFF && y >= 0 && y <= 0xFFFF && w >= 0 && x + w <= 0x10000 && h >= 0 && y + h <= 0x10000);
IM_UNUSED(atlas);
ImTextureRect req = { (unsigned short)x, (unsigned short)y, (unsigned short)w, (unsigned short)h };
int new_x1 = ImMax(tex->UpdateRect.w == 0 ? 0 : tex->UpdateRect.x + tex->UpdateRect.w, req.x + req.w);
@@ -3013,6 +2979,7 @@ void ImTextureDataQueueUpload(ImTextureData* tex, int x, int y, int w, int h)
tex->UsedRect.y = ImMin(tex->UsedRect.y, req.y);
tex->UsedRect.w = (unsigned short)(ImMax(tex->UsedRect.x + tex->UsedRect.w, req.x + req.w) - tex->UsedRect.x);
tex->UsedRect.h = (unsigned short)(ImMax(tex->UsedRect.y + tex->UsedRect.h, req.y + req.h) - tex->UsedRect.y);
atlas->TexIsBuilt = false;
// No need to queue if status is == ImTextureStatus_WantCreate
if (tex->Status == ImTextureStatus_OK || tex->Status == ImTextureStatus_WantUpdates)
@@ -3083,7 +3050,7 @@ ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg_in)
}
else
{
IM_ASSERT(Fonts.Size > 0 && "Cannot use MergeMode for the first font!"); // When using MergeMode make sure that a font has already been added before.
IM_ASSERT(Fonts.Size > 0 && "Cannot use MergeMode for the first font"); // When using MergeMode make sure that a font has already been added before.
font = font_cfg_in->DstFont ? font_cfg_in->DstFont : Fonts.back();
ImFontAtlasFontDiscardBakes(this, font, 0); // Need to discard bakes if the font was already used, because baked->FontLoaderDatas[] will change size. (#9162)
}
@@ -3111,11 +3078,6 @@ ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg_in)
IM_ASSERT(font_cfg->FontLoader->FontBakedLoadGlyph != NULL);
IM_ASSERT(font_cfg->FontLoader->LoaderInit == NULL && font_cfg->FontLoader->LoaderShutdown == NULL); // FIXME-NEWATLAS: Unsupported yet.
}
// | Target w/ Implicit RefSize | Target w/ Explicit RefSize |
// Adding w/ Implicit RefSize: | OK (same scale) | OK (same scale) |
// Adding w/ Explicit RefSize: | KO | OK (custom scale) |
if (font_cfg_in->MergeMode && font_cfg_in->SizePixels > 0)
IM_ASSERT((font->Flags & ImFontFlags_ImplicitRefSize) == 0 && "Cannot use MergeMode with an explicit reference size when the destination font used an implicit reference size!");
IM_ASSERT(font_cfg->FontLoaderData == NULL);
if (!ImFontAtlasFontSourceInit(this, font_cfg))
@@ -3152,10 +3114,8 @@ static void Decode85(const unsigned char* src, unsigned char* dst)
dst += 4;
}
}
#if !defined(IMGUI_DISABLE_DEFAULT_FONT) && !defined(IMGUI_DISABLE_DEFAULT_FONT_BITMAP)
#ifndef IMGUI_DISABLE_DEFAULT_FONT
static const char* GetDefaultCompressedFontDataProggyClean(int* out_size);
#endif
#if !defined(IMGUI_DISABLE_DEFAULT_FONT) && !defined(IMGUI_DISABLE_DEFAULT_FONT_VECTOR)
static const char* GetDefaultCompressedFontDataProggyForever(int* out_size);
#endif
@@ -3180,15 +3140,12 @@ ImFont* ImFontAtlas::AddFontDefault(const ImFontConfig* font_cfg)
// If you want a similar font which may be better scaled, consider using AddFontDefaultVector().
ImFont* ImFontAtlas::AddFontDefaultBitmap(const ImFontConfig* font_cfg_template)
{
#if !defined(IMGUI_DISABLE_DEFAULT_FONT) && !defined(IMGUI_DISABLE_DEFAULT_FONT_BITMAP)
#ifndef IMGUI_DISABLE_DEFAULT_FONT
ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig();
if (!font_cfg_template)
font_cfg.PixelSnapH = true; // Prevents sub-integer scaling factors at lower-level layers.
if (font_cfg.SizePixels <= 0.0f)
{
font_cfg.SizePixels = 13.0f; // This only serves (1) as a reference for GlyphOffset.y setting and (2) as a default for pre-1.92 backend.
font_cfg.Flags |= ImFontFlags_ImplicitRefSize;
}
if (font_cfg.Name[0] == '\0')
ImFormatString(font_cfg.Name, IM_COUNTOF(font_cfg.Name), "ProggyClean.ttf");
font_cfg.EllipsisChar = (ImWchar)0x0085;
@@ -3201,22 +3158,19 @@ ImFont* ImFontAtlas::AddFontDefaultBitmap(const ImFontConfig* font_cfg_template)
IM_ASSERT(0 && "Function is disabled in this build.");
IM_UNUSED(font_cfg_template);
return NULL;
#endif
#endif // #ifndef IMGUI_DISABLE_DEFAULT_FONT
}
// Load a minimal version of ProggyForever, designed to match our good old ProggyClean, but nicely scalable.
// (See build script in https://github.com/ocornut/proggyforever for details)
ImFont* ImFontAtlas::AddFontDefaultVector(const ImFontConfig* font_cfg_template)
{
#if !defined(IMGUI_DISABLE_DEFAULT_FONT) && !defined(IMGUI_DISABLE_DEFAULT_FONT_VECTOR)
#ifndef IMGUI_DISABLE_DEFAULT_FONT
ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig();
if (!font_cfg_template)
font_cfg.PixelSnapH = true; // Precisely match ProggyClean, but prevents sub-integer scaling factors at lower-level layers.
if (font_cfg.SizePixels <= 0.0f)
{
font_cfg.SizePixels = 13.0f;
font_cfg.Flags |= ImFontFlags_ImplicitRefSize;
}
if (font_cfg.Name[0] == '\0')
ImFormatString(font_cfg.Name, IM_COUNTOF(font_cfg.Name), "ProggyForever.ttf");
font_cfg.ExtraSizeScale *= 1.015f; // Match ProggyClean
@@ -3229,7 +3183,7 @@ ImFont* ImFontAtlas::AddFontDefaultVector(const ImFontConfig* font_cfg_template)
IM_ASSERT(0 && "Function is disabled in this build.");
IM_UNUSED(font_cfg_template);
return NULL;
#endif
#endif // #ifndef IMGUI_DISABLE_DEFAULT_FONT
}
ImFont* ImFontAtlas::AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges)
@@ -3304,9 +3258,7 @@ void ImFontAtlasBuildNotifySetFont(ImFontAtlas* atlas, ImFont* old_font, ImFont*
shared_data->Font = new_font;
if (ImGuiContext* ctx = shared_data->Context)
{
// While this should work either way, we save ourselves the bother / debugging confusion of running ImGui code so early when it is not needed.
// Also fixes erroneously rewriting style.FontSizeBase during init if adding default fonts.
if (old_font == NULL && ctx->Font == NULL && ctx->FontSizeBase == 0.0f)
if (ctx->FrameCount == 0 && old_font == NULL) // While this should work either way, we save ourselves the bother / debugging confusion of running ImGui code so early when it is not needed.
continue;
if (ctx->IO.FontDefault == old_font)
@@ -3585,7 +3537,7 @@ void ImFontAtlasBuildRenderBitmapFromString(ImFontAtlas* atlas, int x, int y, in
}
}
static void ImFontAtlasBuildUpdateTexDataBasic(ImFontAtlas* atlas)
static void ImFontAtlasBuildUpdateBasicTexData(ImFontAtlas* atlas)
{
// Pack and store identifier so we can refresh UV coordinates on texture resize.
// FIXME-NEWATLAS: User/custom rects where user code wants to store UV coordinates will need to do the same thing.
@@ -3619,7 +3571,7 @@ static void ImFontAtlasBuildUpdateTexDataBasic(ImFontAtlas* atlas)
atlas->TexUvWhitePixel = ImVec2((r.x + 0.5f) * atlas->TexUvScale.x, (r.y + 0.5f) * atlas->TexUvScale.y);
}
static void ImFontAtlasBuildUpdateTexDataLines(ImFontAtlas* atlas)
static void ImFontAtlasBuildUpdateLinesTexData(ImFontAtlas* atlas)
{
if (atlas->Flags & ImFontAtlasFlags_NoBakedLines)
return;
@@ -4068,12 +4020,6 @@ static void ImFontAtlasBuildSetTexture(ImFontAtlas* atlas, ImTextureData* tex)
ImFontAtlasUpdateDrawListsTextures(atlas, old_tex_ref, atlas->TexRef);
}
static void ImFontAtlasBuildUpdateTexData(ImFontAtlas* atlas)
{
ImFontAtlasBuildUpdateTexDataBasic(atlas);
ImFontAtlasBuildUpdateTexDataLines(atlas);
}
// Create a new texture, discard previous one
ImTextureData* ImFontAtlasTextureAdd(ImFontAtlas* atlas, int w, int h)
{
@@ -4188,7 +4134,8 @@ void ImFontAtlasTextureRepack(ImFontAtlas* atlas, int w, int h)
}
// Update other cached UV
ImFontAtlasBuildUpdateTexData(atlas);
ImFontAtlasBuildUpdateLinesTexData(atlas);
ImFontAtlasBuildUpdateBasicTexData(atlas);
builder->LockDisableResize = false;
ImFontAtlasUpdateDrawListsSharedData(atlas);
@@ -4337,7 +4284,8 @@ void ImFontAtlasBuildInit(ImFontAtlas* atlas)
ImFontAtlasPackInit(atlas);
// Add required texture data
ImFontAtlasBuildUpdateTexData(atlas);
ImFontAtlasBuildUpdateLinesTexData(atlas);
ImFontAtlasBuildUpdateBasicTexData(atlas);
// Register fonts
ImFontAtlasBuildUpdatePointers(atlas);
@@ -4366,8 +4314,6 @@ void ImFontAtlasBuildDestroy(ImFontAtlas* atlas)
atlas->Builder = NULL;
}
//-----------------------------------------------------------------------------
void ImFontAtlasPackInit(ImFontAtlas * atlas)
{
ImTextureData* tex = atlas->TexData;
@@ -5764,13 +5710,8 @@ void ImFont::RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, Im
if (glyph->Colored)
col |= ~IM_COL32_A_MASK;
float scale = (size >= 0.0f) ? (size / baked->Size) : 1.0f;
float x = pos.x;
float y = pos.y;
if ((draw_list->Flags & ImDrawListFlags_TextNoPixelSnap) == 0)
{
x = IM_TRUNC(x);
y = IM_TRUNC(y);
}
float x = IM_TRUNC(pos.x);
float y = IM_TRUNC(pos.y);
float x1 = x + glyph->X0 * scale;
float x2 = x + glyph->X1 * scale;
@@ -5802,17 +5743,12 @@ void ImFont::RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, Im
// DO NOT CALL DIRECTLY THIS WILL CHANGE WILDLY IN 2026. Use ImDrawList::AddText().
void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width, ImDrawTextFlags flags)
{
begin:
// Align to be pixel perfect
float x = pos.x;
float y = pos.y;
begin:
float x = IM_TRUNC(pos.x);
float y = IM_TRUNC(pos.y);
if (y > clip_rect.w)
return;
if ((draw_list->Flags & ImDrawListFlags_TextNoPixelSnap) == 0)
{
x = IM_TRUNC(x);
y = IM_TRUNC(y);
}
if (!text_end)
text_end = text_begin + ImStrlen(text_begin); // ImGui:: functions generally already provides a valid text_end, so this is merely to handle direct calls.
@@ -6076,7 +6012,7 @@ void ImGui::RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float
draw_list->PathLineTo(ImVec2(bx - third, by - third));
draw_list->PathLineTo(ImVec2(bx, by));
draw_list->PathLineTo(ImVec2(bx + third * 2.0f, by - third * 2.0f));
draw_list->PathStroke(col, thickness);
draw_list->PathStroke(col, 0, thickness);
}
// Render an arrow. 'pos' is position of the arrow tip. half_sz.x is length from base to tip. half_sz.y is length on each side.
@@ -6198,8 +6134,8 @@ void ImGui::RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p
flags = ImDrawFlags_RoundCornersDefault_;
if (((col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT) < 0xFF)
{
ImU32 col_bg1 = GetColorU32(ImAlphaBlendColors(IM_COL32(128, 128, 128, 255), col));
ImU32 col_bg2 = GetColorU32(ImAlphaBlendColors(IM_COL32(204, 204, 204, 255), col));
ImU32 col_bg1 = GetColorU32(ImAlphaBlendColors(IM_COL32(204, 204, 204, 255), col));
ImU32 col_bg2 = GetColorU32(ImAlphaBlendColors(IM_COL32(128, 128, 128, 255), col));
draw_list->AddRectFilled(p_min, p_max, col_bg1, rounding, flags);
int yi = 0;
@@ -6208,12 +6144,12 @@ void ImGui::RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p
float y1 = ImClamp(y, p_min.y, p_max.y), y2 = ImMin(y + grid_step, p_max.y);
if (y2 <= y1)
continue;
for (float x = p_min.x + grid_off.x + ((yi ^ 1) & 1) * grid_step; x < p_max.x; x += grid_step * 2.0f)
for (float x = p_min.x + grid_off.x + (yi & 1) * grid_step; x < p_max.x; x += grid_step * 2.0f)
{
float x1 = ImClamp(x, p_min.x, p_max.x), x2 = ImMin(x + grid_step, p_max.x);
if (x2 <= x1)
continue;
ImDrawFlags cell_flags = ImDrawFlags_RoundCornersNone; // FIXME: Could use CalcRoundingFlagsForRectInRect()
ImDrawFlags cell_flags = ImDrawFlags_RoundCornersNone;
if (y1 <= p_min.y) { if (x1 <= p_min.x) cell_flags |= ImDrawFlags_RoundCornersTopLeft; if (x2 >= p_max.x) cell_flags |= ImDrawFlags_RoundCornersTopRight; }
if (y2 >= p_max.y) { if (x1 <= p_min.x) cell_flags |= ImDrawFlags_RoundCornersBottomLeft; if (x2 >= p_max.x) cell_flags |= ImDrawFlags_RoundCornersBottomRight; }
@@ -6355,7 +6291,7 @@ static unsigned int stb_decompress(unsigned char *output, const unsigned char *i
// Download and more information at https://github.com/bluescan/proggyfonts
//-----------------------------------------------------------------------------
#if !defined(IMGUI_DISABLE_DEFAULT_FONT) && !defined(IMGUI_DISABLE_DEFAULT_FONT_BITMAP)
#ifndef IMGUI_DISABLE_DEFAULT_FONT
// File: 'ProggyClean.ttf' (41208 bytes)
// Exported using binary_to_compressed_c.exe -u8 "ProggyClean.ttf" proggy_clean_ttf
@@ -6535,7 +6471,6 @@ static const char* GetDefaultCompressedFontDataProggyClean(int* out_size)
*out_size = proggy_clean_ttf_compressed_size;
return (const char*)proggy_clean_ttf_compressed_data;
}
#endif // #if !defined(IMGUI_DISABLE_DEFAULT_FONT) && !defined(IMGUI_DISABLE_DEFAULT_FONT_BITMAP)
//-----------------------------------------------------------------------------
// [SECTION] Default font data (ProggyForever-Regular-minimal.ttf)
@@ -6544,8 +6479,6 @@ static const char* GetDefaultCompressedFontDataProggyClean(int* out_size)
// MIT license / Copyright (c) 2026 Disco Hello, Copyright (c) 2019,2023 Tristan Grimmer
//-----------------------------------------------------------------------------
#if !defined(IMGUI_DISABLE_DEFAULT_FONT) && !defined(IMGUI_DISABLE_DEFAULT_FONT_VECTOR)
// File: 'output/ProggyForever-Regular-minimal.ttf' (18556 bytes)
// Exported using binary_to_compressed_c.exe -u8 "output/ProggyForever-Regular-minimal.ttf" proggy_forever_minimal_ttf
static const unsigned int proggy_forever_minimal_ttf_compressed_size = 14562;
@@ -6800,6 +6733,7 @@ static const char* GetDefaultCompressedFontDataProggyForever(int* out_size)
*out_size = proggy_forever_minimal_ttf_compressed_size;
return (const char*)proggy_forever_minimal_ttf_compressed_data;
}
#endif // #if !defined(IMGUI_DISABLE_DEFAULT_FONT) && !defined(IMGUI_DISABLE_DEFAULT_FONT_VECTOR)
#endif // #ifndef IMGUI_DISABLE_DEFAULT_FONT
#endif // #ifndef IMGUI_DISABLE
+14 -36
View File
@@ -1,4 +1,4 @@
// dear imgui, v1.92.9 WIP
// dear imgui, v1.92.7 WIP
// (internal structures/api)
// You may use this file to debug, understand or extend Dear ImGui features but we don't provide any guarantee of forward compatibility.
@@ -252,9 +252,6 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer
#define IMGUI_DEBUG_LOG_FONT(...) do { ImGuiContext* g2 = GImGui; if (g2 && g2->DebugLogFlags & ImGuiDebugLogFlags_EventFont) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) // Called from ImFontAtlas function which may operate without a context.
#define IMGUI_DEBUG_LOG_INPUTROUTING(...) do{if (g.DebugLogFlags & ImGuiDebugLogFlags_EventInputRouting)IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)
// Debug options (also see ones on top of imgui.cpp)
//#define IMGUI_DEBUG_BOXSELECT
// Static Asserts
#define IM_STATIC_ASSERT(_COND) static_assert(_COND, "")
@@ -509,8 +506,7 @@ inline double ImRsqrt(double x) { return 1.0 / sqrt(x); }
template<typename T> T ImMin(T lhs, T rhs) { return lhs < rhs ? lhs : rhs; }
template<typename T> T ImMax(T lhs, T rhs) { return lhs >= rhs ? lhs : rhs; }
template<typename T> T ImClamp(T v, T mn, T mx) { return (v < mn) ? mn : (v > mx) ? mx : v; }
template<typename T> T ImLerp(double a, double b, float t) { return (T)(a + (b - a) * (double)t); }
template<typename T> T ImLerp(T a, T b, float t) { return (T)((float)a + (float)(b - a) * t); }
template<typename T> T ImLerp(T a, T b, float t) { return (T)(a + (b - a) * t); }
template<typename T> void ImSwap(T& a, T& b) { T tmp = a; a = b; b = tmp; }
template<typename T> T ImAddClampOverflow(T a, T b, T mn, T mx) { if (b < 0 && (a < mn - b)) return mn; if (b > 0 && (a > mx - b)) return mx; return a + b; }
template<typename T> T ImSubClampOverflow(T a, T b, T mn, T mx) { if (b > 0 && (a < mn + b)) return mn; if (b < 0 && (a > mx + b)) return mx; return a - b; }
@@ -531,7 +527,6 @@ inline float ImFloor(float f) { return
inline ImVec2 ImFloor(const ImVec2& v) { return ImVec2(ImFloor(v.x), ImFloor(v.y)); }
inline float ImTrunc64(float f) { return (float)(ImS64)(f); }
inline float ImRound64(float f) { return (float)(ImS64)(f + 0.5f); } // FIXME: Positive values only.
inline float ImCeilFast(float f) { int i = (int)f; return (float)(i + (f > (float)i)); } // Consider using the the bit-hack version (search for "0x1p120f").
inline int ImModPositive(int a, int b) { return (a + b) % b; }
inline float ImDot(const ImVec2& a, const ImVec2& b) { return a.x * b.x + a.y * b.y; }
inline ImVec2 ImRotate(const ImVec2& v, float cos_a, float sin_a) { return ImVec2(v.x * cos_a - v.y * sin_a, v.x * sin_a + v.y * cos_a); }
@@ -608,8 +603,6 @@ struct IMGUI_API ImRect
bool Overlaps(const ImRect& r) const { return r.Min.y < Max.y && r.Max.y > Min.y && r.Min.x < Max.x && r.Max.x > Min.x; }
void Add(const ImVec2& p) { if (Min.x > p.x) Min.x = p.x; if (Min.y > p.y) Min.y = p.y; if (Max.x < p.x) Max.x = p.x; if (Max.y < p.y) Max.y = p.y; }
void Add(const ImRect& r) { if (Min.x > r.Min.x) Min.x = r.Min.x; if (Min.y > r.Min.y) Min.y = r.Min.y; if (Max.x < r.Max.x) Max.x = r.Max.x; if (Max.y < r.Max.y) Max.y = r.Max.y; }
void AddX(float x) { if (Min.x > x) Min.x = x; if (Max.x < x) Max.x = x; }
void AddY(float y) { if (Min.y > y) Min.y = y; if (Max.y < y) Max.y = y; }
void Expand(const float amount) { Min.x -= amount; Min.y -= amount; Max.x += amount; Max.y += amount; }
void Expand(const ImVec2& amount) { Min.x -= amount.x; Min.y -= amount.y; Max.x += amount.x; Max.y += amount.y; }
void Translate(const ImVec2& d) { Min.x += d.x; Min.y += d.y; Max.x += d.x; Max.y += d.y; }
@@ -1006,7 +999,6 @@ enum ImGuiItemStatusFlags_
ImGuiItemStatusFlags_HasClipRect = 1 << 9, // g.LastItemData.ClipRect is valid.
ImGuiItemStatusFlags_HasShortcut = 1 << 10, // g.LastItemData.Shortcut valid. Set by SetNextItemShortcut() -> ItemAdd().
//ImGuiItemStatusFlags_FocusedByTabbing = 1 << 8, // Removed IN 1.90.1 (Dec 2023). The trigger is part of g.NavActivateId. See commit 54c1bdeceb.
ImGuiItemStatusFlags_EditedInternal = 1 << 11, // Similar to ImGuiItemStatusFlags_Edited but bypassing ImGuiItemFlags_NoMarkEdited.
// Additional status + semantic for ImGuiTestEngine
#ifdef IMGUI_ENABLE_TEST_ENGINE
@@ -1031,7 +1023,7 @@ enum ImGuiInputTextFlagsPrivate_
{
// [Internal]
ImGuiInputTextFlags_Multiline = 1 << 26, // For internal use by InputTextMultiline()
ImGuiInputTextFlags_TempInput = 1 << 27, // For internal use by TempInputText(), will skip calling ItemAdd(). Require bounding-box to strictly match.
ImGuiInputTextFlags_MergedItem = 1 << 27, // For internal use by TempInputText(), will skip calling ItemAdd(). Require bounding-box to strictly match.
ImGuiInputTextFlags_LocalizeDecimalPoint= 1 << 28, // For internal use by InputScalar() and TempInputScalar()
};
@@ -1041,11 +1033,12 @@ enum ImGuiButtonFlagsPrivate_
ImGuiButtonFlags_PressedOnClick = 1 << 4, // return true on click (mouse down event)
ImGuiButtonFlags_PressedOnClickRelease = 1 << 5, // [Default] return true on click + release on same item <-- this is what the majority of Button are using
ImGuiButtonFlags_PressedOnClickReleaseAnywhere = 1 << 6, // return true on click + release even if the release event is not done while hovering the item
ImGuiButtonFlags_PressedOnRelease = 1 << 7, // return true on release (default requires click+release). Prior to 2026/03/20 this implied ImGuiButtonFlags_NoHoldingActiveId but they are separate now.
ImGuiButtonFlags_PressedOnRelease = 1 << 7, // return true on release (default requires click+release)
ImGuiButtonFlags_PressedOnDoubleClick = 1 << 8, // return true on double-click (default requires click+release)
ImGuiButtonFlags_PressedOnDragDropHold = 1 << 9, // return true when held into while we are drag and dropping another item (used by e.g. tree nodes, collapsing headers)
//ImGuiButtonFlags_Repeat = 1 << 10, // hold to repeat -> use ImGuiItemFlags_ButtonRepeat instead.
ImGuiButtonFlags_FlattenChildren = 1 << 11, // allow interactions even if a child window is overlapping
ImGuiButtonFlags_AllowOverlap = 1 << 12, // require previous frame HoveredId to either match id or be null before being usable.
//ImGuiButtonFlags_DontClosePopups = 1 << 13, // disable automatically closing parent popup on press
//ImGuiButtonFlags_Disabled = 1 << 14, // disable interactions -> use BeginDisabled() or ImGuiItemFlags_Disabled
ImGuiButtonFlags_AlignTextBaseLine = 1 << 15, // vertically align button to match text baseline - ButtonEx() only // FIXME: Should be removed and handled by SmallButton(), not possible currently because of DC.CursorPosPrevLine
@@ -1212,7 +1205,6 @@ struct IMGUI_API ImGuiMenuColumns
};
// Internal temporary state for deactivating InputText() instances.
// Store as part of ImGuiDeactivatedItemData?
struct IMGUI_API ImGuiInputTextDeactivatedState
{
ImGuiID ID; // widget id owning the text state (which just got deactivated)
@@ -1254,8 +1246,7 @@ struct IMGUI_API ImGuiInputTextState
bool CursorFollow; // set when we want scrolling to follow the current cursor position (not always!)
bool CursorCenterY; // set when we want scrolling to be centered over the cursor position (while resizing a word-wrapping field)
bool SelectedAllMouseLock; // after a double-click to select all, we ignore further mouse drags to update selection
bool EditedBefore; // edited since activated
bool EditedThisFrame; // edited this frame
bool Edited; // edited this frame
bool WantReloadUserBuf; // force a reload of user buf so it may be modified externally. may be automatic in future version.
ImS8 LastMoveDirectionLR; // ImGuiDir_Left or ImGuiDir_Right. track last movement direction so when cursor cross over a word-wrapping boundaries we can display it on either line depending on last move.s
int ReloadSelectionStart;
@@ -1268,7 +1259,6 @@ struct IMGUI_API ImGuiInputTextState
void OnKeyPressed(int key); // Cannot be inline because we call in code in stb_textedit.h implementation
void OnCharPressed(unsigned int c);
float GetPreferredOffsetX() const;
const char* GetText() { return TextA.Data ? TextA.Data : ""; }
// Cursor & Selection
void CursorAnimReset();
@@ -1458,7 +1448,6 @@ struct ImGuiPtrOrIndex
};
// Data used by IsItemDeactivated()/IsItemDeactivatedAfterEdit() functions
// Also see ImGuiInputTextDeactivatedState which is an extension for this for InputText()
struct ImGuiDeactivatedItemData
{
ImGuiID ID;
@@ -1703,7 +1692,6 @@ enum ImGuiActivateFlags_
};
// Early work-in-progress API for ScrollToItem()
// FIXME: Missing flags to request making both edges visible when possible.
enum ImGuiScrollFlags_
{
ImGuiScrollFlags_None = 0,
@@ -1901,7 +1889,6 @@ struct ImGuiBoxSelectState
// Temporary/Transient data
bool UnclipMode; // (Temp/Transient, here in hot area). Set/cleared by the BeginMultiSelect()/EndMultiSelect() owning active box-select.
ImRect UnclipRect; // Rectangle where ItemAdd() clipping may be temporarily disabled. Need support by multi-select supporting widgets.
ImRect UnclipRects[2]; // Per-axis versions.
ImRect BoxSelectRectPrev; // Selection rectangle in absolute coordinates (derived every frame from BoxSelectStartPosRel and MousePos)
ImRect BoxSelectRectCurr;
@@ -1924,8 +1911,7 @@ struct IMGUI_API ImGuiMultiSelectTempData
ImGuiMultiSelectFlags Flags;
ImVec2 ScopeRectMin;
ImVec2 BackupCursorMaxPos;
//ImGuiSelectionUserData CurrSubmittedItem; // Copy of last submitted item data, used to merge output ranges.
//ImGuiSelectionUserData PrevSubmittedItem; // Copy of previous submitted item data, used to merge output ranges.
ImGuiSelectionUserData LastSubmittedItem; // Copy of last submitted item data, used to merge output ranges.
ImGuiID BoxSelectId;
ImGuiKeyChord KeyMods;
ImS8 LoopRequestSetAll; // -1: no operation, 0: clear all, 1: select all.
@@ -1972,7 +1958,7 @@ struct IMGUI_API ImGuiMultiSelectState
// Every instance of ImGuiViewport is in fact a ImGuiViewportP.
struct ImGuiViewportP : public ImGuiViewport
{
float BgFgDrawListsLastTimeActive[2]; // Last frame number the background (0) and foreground (1) draw lists were used
int BgFgDrawListsLastFrame[2]; // Last frame number the background (0) and foreground (1) draw lists were used
ImDrawList* BgFgDrawLists[2]; // Convenience background (0) and foreground (1) draw lists. We use them to draw software mouser cursor when io.MouseDrawCursor is set and to draw most debug overlays.
ImDrawData DrawDataP;
ImDrawDataBuilder DrawDataBuilder; // Temporary data while building final ImDrawData
@@ -1986,7 +1972,7 @@ struct ImGuiViewportP : public ImGuiViewport
ImVec2 BuildWorkInsetMin; // Work Area inset accumulator for current frame, to become next frame's WorkInset
ImVec2 BuildWorkInsetMax; // "
ImGuiViewportP() { BgFgDrawListsLastTimeActive[0] = BgFgDrawListsLastTimeActive[1] = -1.0f; BgFgDrawLists[0] = BgFgDrawLists[1] = NULL; }
ImGuiViewportP() { BgFgDrawListsLastFrame[0] = BgFgDrawListsLastFrame[1] = -1; BgFgDrawLists[0] = BgFgDrawLists[1] = NULL; }
~ImGuiViewportP() { if (BgFgDrawLists[0]) IM_DELETE(BgFgDrawLists[0]); if (BgFgDrawLists[1]) IM_DELETE(BgFgDrawLists[1]); }
// Calculate work rect pos/size given a set of offset (we have 1 pair of offset for rect locked from last frame data, and 1 pair for currently building rect)
@@ -2226,7 +2212,6 @@ struct ImGuiContext
float CurrentDpiScale; // Current window/viewport DpiScale == CurrentViewport->DpiScale
ImDrawListSharedData DrawListSharedData;
ImGuiID WithinEndChildID; // Set within EndChild()
ImGuiID WithinEndPopupID; // Set within EndPopup()
void* TestEngine; // Test engine user data
// Inputs
@@ -3059,9 +3044,8 @@ struct IMGUI_API ImGuiTable
ImGuiTableColumnIdx ResizedColumn; // Index of column being resized. Reset when InstanceCurrent==0.
ImGuiTableColumnIdx LastResizedColumn; // Index of column being resized from previous frame.
ImGuiTableColumnIdx HeldHeaderColumn; // Index of column header being held.
ImGuiTableColumnIdx LastHeldHeaderColumn; // Index of column header being held from previous frame.
ImGuiTableColumnIdx ReorderColumn; // Index of column being reordered. (not cleared)
ImGuiTableColumnIdx ReorderColumnDstOrder; // Requested display order of column being reordered.
ImGuiTableColumnIdx ReorderColumnDir; // -1 or +1
ImGuiTableColumnIdx LeftMostEnabledColumn; // Index of left-most non-hidden column.
ImGuiTableColumnIdx RightMostEnabledColumn; // Index of right-most non-hidden column.
ImGuiTableColumnIdx LeftMostStretchedColumn; // Index of left-most stretched column.
@@ -3219,7 +3203,7 @@ namespace ImGui
IMGUI_API void SetNextWindowRefreshPolicy(ImGuiWindowRefreshFlags flags);
// Fonts, drawing
IMGUI_API void RegisterUserTexture(ImTextureData* tex); // Register external texture. EXPERIMENTAL.
IMGUI_API void RegisterUserTexture(ImTextureData* tex); // Register external texture. EXPERIMENTAL: DO NOT USE YET.
IMGUI_API void UnregisterUserTexture(ImTextureData* tex);
IMGUI_API void RegisterFontAtlas(ImFontAtlas* atlas);
IMGUI_API void UnregisterFontAtlas(ImFontAtlas* atlas);
@@ -3334,7 +3318,6 @@ namespace ImGui
// Childs
IMGUI_API bool BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags);
IMGUI_API ImGuiWindow* FindFrontMostVisibleChildWindow(ImGuiWindow* window);
// Popups, Modals
IMGUI_API bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_window_flags);
@@ -3440,7 +3423,7 @@ namespace ImGui
IMGUI_API ImGuiID GetKeyOwner(ImGuiKey key);
IMGUI_API void SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags = 0);
IMGUI_API void SetKeyOwnersForKeyChord(ImGuiKeyChord key, ImGuiID owner_id, ImGuiInputFlags flags = 0);
IMGUI_API bool SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags);
IMGUI_API void SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags); // Set key owner to last item if it is hovered or active. Equivalent to 'if (IsItemHovered() || IsItemActive()) { SetKeyOwner(key, GetItemID());'.
IMGUI_API bool TestKeyOwner(ImGuiKey key, ImGuiID owner_id); // Test that key is either not owned, either owned by 'owner_id'
inline ImGuiKeyOwnerData* GetKeyOwnerData(ImGuiContext* ctx, ImGuiKey key) { if (key & ImGuiMod_Mask_) key = ConvertSingleModFlagToKey(key); IM_ASSERT(IsNamedKey(key)); return &ctx->KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN]; }
@@ -3488,7 +3471,6 @@ namespace ImGui
// We don't use the ID Stack for this as it is common to want them separate.
IMGUI_API void PushFocusScope(ImGuiID id);
IMGUI_API void PopFocusScope();
IMGUI_API bool IsInNavFocusRoute(ImGuiID focus_scope_id);
inline ImGuiID GetCurrentFocusScope() { ImGuiContext& g = *GImGui; return g.CurrentFocusScopeId; } // Focus scope we are outputting into, set by PushFocusScope()
// Drag and Drop
@@ -3498,7 +3480,7 @@ namespace ImGui
IMGUI_API void ClearDragDrop();
IMGUI_API bool IsDragDropPayloadBeingAccepted();
IMGUI_API void RenderDragDropTargetRectForItem(const ImRect& bb);
IMGUI_API void RenderDragDropTargetRectEx(ImDrawList* draw_list, const ImRect& bb, float rounding);
IMGUI_API void RenderDragDropTargetRectEx(ImDrawList* draw_list, const ImRect& bb);
// Typing-Select API
// (provide Windows Explorer style "select items by typing partial name" + "cycle through items by typing same letter" feature)
@@ -3555,7 +3537,6 @@ namespace ImGui
IMGUI_API void TableUpdateLayout(ImGuiTable* table);
IMGUI_API void TableUpdateBorders(ImGuiTable* table);
IMGUI_API void TableUpdateColumnsWeightFromWidth(ImGuiTable* table);
IMGUI_API void TableApplyExternalUnclipRect(ImGuiTable* table, ImRect& rect);
IMGUI_API void TableDrawBorders(ImGuiTable* table);
IMGUI_API void TableDrawDefaultContextMenu(ImGuiTable* table, ImGuiTableFlags flags_for_section_to_display);
IMGUI_API bool TableBeginContextMenuPopup(ImGuiTable* table);
@@ -3579,7 +3560,6 @@ namespace ImGui
IMGUI_API void TableSetColumnWidthAutoSingle(ImGuiTable* table, int column_n);
IMGUI_API void TableSetColumnWidthAutoAll(ImGuiTable* table);
IMGUI_API void TableSetColumnDisplayOrder(ImGuiTable* table, int column_n, int dst_order);
IMGUI_API void TableQueueSetColumnDisplayOrder(ImGuiTable* table, int column_n, int dst_order);
IMGUI_API void TableRemove(ImGuiTable* table);
IMGUI_API void TableGcCompactTransientBuffers(ImGuiTable* table);
IMGUI_API void TableGcCompactTransientBuffers(ImGuiTableTempData* table);
@@ -3707,7 +3687,7 @@ namespace ImGui
// InputText
IMGUI_API bool InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
IMGUI_API void InputTextDeactivateHook(ImGuiID id);
IMGUI_API bool TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
IMGUI_API bool TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* buf, int buf_size, ImGuiInputTextFlags flags);
IMGUI_API bool TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format, const void* p_clamp_min = NULL, const void* p_clamp_max = NULL);
inline bool TempInputIsActive(ImGuiID id) { ImGuiContext& g = *GImGui; return g.ActiveId == id && g.TempInputId == id; }
inline ImGuiInputTextState* GetInputTextState(ImGuiID id) { ImGuiContext& g = *GImGui; return (id != 0 && g.InputTextState.ID == id) ? &g.InputTextState : NULL; } // Get input text state if active
@@ -3981,8 +3961,6 @@ IMGUI_API void ImFontAtlasTextureBlockFill(ImTextureData* dst_tex,
IMGUI_API void ImFontAtlasTextureBlockCopy(ImTextureData* src_tex, int src_x, int src_y, ImTextureData* dst_tex, int dst_x, int dst_y, int w, int h);
IMGUI_API void ImFontAtlasTextureBlockQueueUpload(ImFontAtlas* atlas, ImTextureData* tex, int x, int y, int w, int h);
IMGUI_API bool ImTextureDataUpdateNewFrame(ImTextureData* tex);
IMGUI_API void ImTextureDataQueueUpload(ImTextureData* tex, int x, int y, int w, int h);
IMGUI_API int ImTextureDataGetFormatBytesPerPixel(ImTextureFormat format);
IMGUI_API const char* ImTextureDataGetStatusName(ImTextureStatus status);
IMGUI_API const char* ImTextureDataGetFormatName(ImTextureFormat format);
+92 -184
View File
@@ -1,4 +1,4 @@
// dear imgui, v1.92.9 WIP
// dear imgui, v1.92.7 WIP
// (tables and columns code)
/*
@@ -240,7 +240,6 @@ Index of this file:
#pragma GCC diagnostic ignored "-Wformat" // warning: format '%p' expects argument of type 'int'/'void*', but argument X has type 'unsigned int'/'ImGuiWindow*'
#pragma GCC diagnostic ignored "-Wstrict-overflow"
#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may change value
#pragma GCC diagnostic ignored "-Wsign-conversion" // warning: conversion to 'xxxx' from 'xxxx' may change the sign of the result
#endif
@@ -586,7 +585,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
table->IsSettingsDirty = true; // Records itself into .ini file even when in default state (#7934)
table->InstanceInteracted = -1;
table->ContextPopupColumn = -1;
table->ReorderColumn = table->ReorderColumnDstOrder = table->ResizedColumn = table->LastResizedColumn = -1;
table->ReorderColumn = table->ResizedColumn = table->LastResizedColumn = -1;
table->AutoFitSingleColumn = -1;
table->HoveredColumnBody = table->HoveredColumnBorder = -1;
for (int n = 0; n < columns_count; n++)
@@ -700,23 +699,25 @@ void ImGui::TableBeginApplyRequests(ImGuiTable* table)
}
// Handle reordering request
//// Note: we don't clear ReorderColumn after handling the request (FIXME: clarify why or add a test).
// Note: we don't clear ReorderColumn after handling the request (FIXME: clarify why or add a test).
if (table->InstanceCurrent == 0)
{
table->LastHeldHeaderColumn = table->HeldHeaderColumn;
table->HeldHeaderColumn = -1;
if (table->ReorderColumn != -1 && table->ReorderColumnDstOrder != -1)
{
TableSetColumnDisplayOrder(table, table->ReorderColumn, table->ReorderColumnDstOrder);
table->ReorderColumnDstOrder = -1;
}
// Release
ImGuiContext& g = *GImGui;
if (g.ActiveId == 0) // FIXME: Need to revisit. See 38f5e5a.
if (table->HeldHeaderColumn == -1 && table->ReorderColumn != -1)
table->ReorderColumn = -1;
//if (table->HeldHeaderColumn == -1 && table->ReorderColumn != -1)
// table->ReorderColumn = -1;
table->HeldHeaderColumn = -1;
if (table->ReorderColumn != -1 && table->ReorderColumnDir != 0)
{
// We need to handle reordering across hidden columns.
// In the configuration below, moving C to the right of E will lead to:
// ... C [D] E ---> ... [D] E C (Column name/index)
// ... 2 3 4 ... 2 3 4 (Display order)
IM_ASSERT(table->ReorderColumnDir == -1 || table->ReorderColumnDir == +1);
IM_ASSERT(table->Flags & ImGuiTableFlags_Reorderable);
ImGuiTableColumn* src_column = &table->Columns[table->ReorderColumn];
ImGuiTableColumn* dst_column = &table->Columns[(table->ReorderColumnDir < 0) ? src_column->PrevEnabledColumn : src_column->NextEnabledColumn];
TableSetColumnDisplayOrder(table, table->ReorderColumn, dst_column->DisplayOrder);
table->ReorderColumnDir = 0;
}
}
// Handle display order reset request
@@ -729,7 +730,8 @@ void ImGui::TableBeginApplyRequests(ImGuiTable* table)
}
}
// Apply immediately. See TableQueueSetColumnDisplayOrder() for additional checks/constraints.
// Note that TableSetupScrollFreeze() enforce a display order range for frozen columns.
// So reordering a column across the frozen column barrier is illegal and will be undone.
void ImGui::TableSetColumnDisplayOrder(ImGuiTable* table, int column_n, int dst_order)
{
IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount);
@@ -753,39 +755,6 @@ void ImGui::TableSetColumnDisplayOrder(ImGuiTable* table, int column_n, int dst_
table->IsSettingsDirty = true;
}
static int TableGetMaxDisplayOrderAllowed(ImGuiTable* table, int src_order, int dst_order)
{
dst_order = ImClamp(dst_order, 0, table->ColumnsCount - 1);
if (src_order == dst_order)
return dst_order;
// Cannot cross over the frozen column limit when interactively reordering.
// TableSetupScrollFreeze() enforce a display order range for frozen columns. Reordering across the frozen column barrier is illegal and will be undone.
if (table->FreezeColumnsRequest > 0)
dst_order = (src_order < table->FreezeColumnsRequest) ? ImMin(dst_order, (int)table->FreezeColumnsRequest - 1) : ImMax(dst_order, (int)table->FreezeColumnsRequest);
// Cannot cross over a column with the ImGuiTableColumnFlags_NoReorder flag.
int reorder_dir = (src_order < dst_order) ? +1 : -1;
for (int order_n = src_order; (src_order < dst_order && order_n <= dst_order) || (dst_order < src_order && order_n >= dst_order); order_n += reorder_dir)
if (table->Columns[table->DisplayOrderToIndex[order_n]].Flags & ImGuiTableColumnFlags_NoReorder)
{
dst_order = (order_n == src_order) ? src_order : order_n - reorder_dir;
break;
}
return dst_order;
}
// Reorder requested by user interaction.
void ImGui::TableQueueSetColumnDisplayOrder(ImGuiTable* table, int column_n, int dst_order)
{
const int src_order = table->Columns[column_n].DisplayOrder;
table->ReorderColumn = (ImGuiTableColumnIdx)column_n;
table->ReorderColumnDstOrder = (ImGuiTableColumnIdx)-1;
dst_order = TableGetMaxDisplayOrderAllowed(table, src_order, dst_order);
if (dst_order != src_order)
table->ReorderColumnDstOrder = (ImGuiTableColumnIdx)dst_order;
}
// Adjust flags: default width mode + stretch columns are not allowed when auto extending
static void TableSetupColumnFlags(ImGuiTable* table, ImGuiTableColumn* column, ImGuiTableColumnFlags flags_in)
{
@@ -1093,6 +1062,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
// [Part 6] Setup final position, offset, skip/clip states and clipping rectangles, detect hovered column
// Process columns in their visible orders as we are comparing the visible order and adjusting host_clip_rect while looping.
int visible_n = 0;
bool has_at_least_one_column_requesting_output = false;
bool offset_x_frozen = (table->FreezeColumnsCount > 0);
float offset_x = ((table->FreezeColumnsCount > 0) ? table->OuterRect.Min.x : work_rect.Min.x) + table->OuterPaddingX - table->CellSpacingX1;
@@ -1107,7 +1077,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
// Initial nav layer: using FreezeRowsCount, NOT FreezeRowsRequest, so Header line changes layer when frozen
column->NavLayerCurrent = (ImS8)(table->FreezeRowsCount > 0 ? ImGuiNavLayer_Menu : (ImGuiNavLayer)table->NavLayer);
if (offset_x_frozen && table->FreezeColumnsCount == order_n)
if (offset_x_frozen && table->FreezeColumnsCount == visible_n)
{
offset_x += work_rect.Min.x - table->OuterRect.Min.x;
offset_x_frozen = false;
@@ -1227,10 +1197,11 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
column->CannotSkipItemsQueue >>= 1;
}
if (order_n < table->FreezeColumnsCount)
if (visible_n < table->FreezeColumnsCount)
host_clip_rect.Min.x = ImClamp(column->MaxX + TABLE_BORDER_SIZE, host_clip_rect.Min.x, host_clip_rect.Max.x);
offset_x += column->WidthGiven + table->CellSpacingX1 + table->CellSpacingX2 + table->CellPaddingX * 2.0f;
visible_n++;
}
// In case the table is visible (e.g. decorations) but all columns clipped, we keep a column visible.
@@ -1311,37 +1282,19 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
// [Part 13] Setup inner window decoration size (for scrolling / nav tracking to properly take account of frozen rows/columns)
if (table->FreezeColumnsRequest > 0)
table->InnerWindow->DecoInnerSizeX1 = table->Columns[table->DisplayOrderToIndex[table->FreezeColumnsRequest - 1]].MaxX - table->OuterRect.Min.x; // FIXME-FROZEN
table->InnerWindow->DecoInnerSizeX1 = table->Columns[table->DisplayOrderToIndex[table->FreezeColumnsRequest - 1]].MaxX - table->OuterRect.Min.x;
if (table->FreezeRowsRequest > 0)
table->InnerWindow->DecoInnerSizeY1 = table_instance->LastFrozenHeight;
table_instance->LastFrozenHeight = 0.0f;
ImGuiWindow* inner_window = table->InnerWindow;
ImGuiBoxSelectState* bs = &g.BoxSelectState;
if (bs->Window == inner_window && bs->UnclipMode)
TableApplyExternalUnclipRect(table, bs->UnclipRect);
// Initial state
ImGuiWindow* inner_window = table->InnerWindow;
if (table->Flags & ImGuiTableFlags_NoClip)
table->DrawSplitter->SetCurrentChannel(inner_window->DrawList, TABLE_DRAW_CHANNEL_NOCLIP);
else
inner_window->DrawList->PushClipRect(inner_window->InnerClipRect.Min, inner_window->InnerClipRect.Max, false); // FIXME: use table->InnerClipRect?
}
// When starting a BeginMultiSelect() after table has been layout we update IsRequestOutput fields.
void ImGui::TableApplyExternalUnclipRect(ImGuiTable* table, ImRect& rect)
{
if (rect.IsInverted())
return;
for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
{
ImGuiTableColumn* column = &table->Columns[column_n];
if (!column->IsRequestOutput)
if (rect.Overlaps(ImRect(column->MinX, table->WorkRect.Min.y, column->MaxX, FLT_MAX)))
column->IsRequestOutput = true;
}
}
// Process hit-testing on resizing borders. Actual size change will be applied in EndTable()
// - Set table->HoveredColumnBorder with a short delay/timer to reduce visual feedback noise.
void ImGui::TableUpdateBorders(ImGuiTable* table)
@@ -1455,12 +1408,12 @@ void ImGui::EndTable()
if (table->Flags & ImGuiTableFlags_ScrollX)
{
const float outer_padding_for_border = (table->Flags & ImGuiTableFlags_BordersOuterV) ? TABLE_BORDER_SIZE : 0.0f;
float max_pos_x = inner_window->DC.CursorMaxPos.x;
float max_pos_x = table->InnerWindow->DC.CursorMaxPos.x;
if (table->RightMostEnabledColumn != -1)
max_pos_x = ImMax(max_pos_x, table->Columns[table->RightMostEnabledColumn].WorkMaxX + table->CellPaddingX + table->OuterPaddingX - outer_padding_for_border);
if (table->ResizedColumn != -1)
max_pos_x = ImMax(max_pos_x, table->ResizeLockMinContentsX2);
inner_window->DC.CursorMaxPos.x = max_pos_x + table->TempData->AngledHeadersExtraWidth;
table->InnerWindow->DC.CursorMaxPos.x = max_pos_x + table->TempData->AngledHeadersExtraWidth;
}
// Pop clipping rect
@@ -1569,7 +1522,7 @@ void ImGui::EndTable()
}
else
{
inner_window->DC.TreeDepth--;
table->InnerWindow->DC.TreeDepth--;
ItemSize(table->OuterRect.GetSize());
ItemAdd(table->OuterRect, 0);
}
@@ -1584,12 +1537,13 @@ void ImGui::EndTable()
}
else if (temp_data->UserOuterSize.x <= 0.0f)
{
// Some references for this: #7651 + tests "table_reported_size", "table_reported_size_outer" equivalent Y block, #9352
// - FIXME-TABLE: Would make sense to pre-compute expected scrollbar visibility/sizes to generally save a frame of feedback? See broken test in 'table_reported_size_outer'
const float outer_content_max_x = table->OuterRect.Min.x + table->ColumnsAutoFitWidth;
const float decoration_size = table->TempData->AngledHeadersExtraWidth + ((inner_window != outer_window) ? inner_window->ScrollbarSizes.x : 0.0f);
outer_window->DC.IdealMaxPos.x = ImMax(outer_window->DC.IdealMaxPos.x, outer_content_max_x + decoration_size - temp_data->UserOuterSize.x);
outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, ImMin(table->OuterRect.Max.x, outer_content_max_x + decoration_size));
// Some references for this: #7651 + tests "table_reported_size", "table_reported_size_outer" equivalent Y block
// - Checking for ImGuiTableFlags_ScrollX/ScrollY flag makes us a frame ahead when disabling those flags.
// - FIXME-TABLE: Would make sense to pre-compute expected scrollbar visibility/sizes to generally save a frame of feedback.
const float inner_content_max_x = table->OuterRect.Min.x + table->ColumnsAutoFitWidth; // Slightly misleading name but used for code symmetry with inner_content_max_y
const float decoration_size = table->TempData->AngledHeadersExtraWidth + ((table->Flags & ImGuiTableFlags_ScrollY) ? inner_window->ScrollbarSizes.x : 0.0f);
outer_window->DC.IdealMaxPos.x = ImMax(outer_window->DC.IdealMaxPos.x, inner_content_max_x + decoration_size - temp_data->UserOuterSize.x);
outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, ImMin(table->OuterRect.Max.x, inner_content_max_x + decoration_size));
}
else
{
@@ -1597,12 +1551,9 @@ void ImGui::EndTable()
}
if (temp_data->UserOuterSize.y <= 0.0f)
{
// (same comment as above)
const float outer_content_size_y = (inner_window == outer_window) ? (inner_content_max_y - table->InnerRect.Min.y) : (inner_content_max_y - inner_window->DC.CursorStartPos.y);
const float outer_content_max_y = table->OuterRect.Min.y + outer_content_size_y;
const float decoration_size = (inner_window != outer_window ? inner_window->ScrollbarSizes.y : 0.0f);
outer_window->DC.IdealMaxPos.y = ImMax(outer_window->DC.IdealMaxPos.y, outer_content_max_y + decoration_size - temp_data->UserOuterSize.y);
outer_window->DC.CursorMaxPos.y = ImMax(backup_outer_max_pos.y, ImMin(table->OuterRect.Max.y, outer_content_max_y + decoration_size));
const float decoration_size = (table->Flags & ImGuiTableFlags_ScrollX) ? inner_window->ScrollbarSizes.y : 0.0f;
outer_window->DC.IdealMaxPos.y = ImMax(outer_window->DC.IdealMaxPos.y, inner_content_max_y + decoration_size - temp_data->UserOuterSize.y);
outer_window->DC.CursorMaxPos.y = ImMax(backup_outer_max_pos.y, ImMin(table->OuterRect.Max.y, inner_content_max_y + decoration_size));
}
else
{
@@ -1662,7 +1613,7 @@ void ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags, flo
ImGuiTable* table = g.CurrentTable;
IM_ASSERT_USER_ERROR_RET(table != NULL, "Call should only be done while in BeginTable() scope!");
IM_ASSERT_USER_ERROR_RET(table->DeclColumnsCount < table->ColumnsCount, "TableSetupColumn(): called too many times!");
IM_ASSERT_USER_ERROR_RET(table->IsLayoutLocked == false, "TableSetupColumn(): need to call before first row!"); // Table layout is locked when submitting a row or when calling BeginMultiSelect() with box-select.
IM_ASSERT_USER_ERROR_RET(table->IsLayoutLocked == false, "TableSetupColumn(): need to call before first row!");
IM_ASSERT((flags & ImGuiTableColumnFlags_StatusMask_) == 0 && "Illegal to pass StatusMask values to TableSetupColumn()");
ImGuiTableColumn* column = &table->Columns[table->DeclColumnsCount];
@@ -1723,6 +1674,18 @@ void ImGui::TableSetupScrollFreeze(int columns, int rows)
table->FreezeRowsRequest = (table->Flags & ImGuiTableFlags_ScrollY) ? (ImGuiTableColumnIdx)rows : 0;
table->FreezeRowsCount = (table->InnerWindow->Scroll.y != 0.0f) ? table->FreezeRowsRequest : 0;
table->IsUnfrozenRows = (table->FreezeRowsCount == 0); // Make sure this is set before TableUpdateLayout() so ImGuiListClipper can benefit from it.b
// Ensure frozen columns are ordered in their section. We still allow multiple frozen columns to be reordered.
// FIXME-TABLE: This work for preserving 2143 into 21|43. How about 4321 turning into 21|43? (preserve relative order in each section)
for (int column_n = 0; column_n < table->FreezeColumnsRequest; column_n++)
{
int order_n = table->DisplayOrderToIndex[column_n];
if (order_n != column_n && order_n >= table->FreezeColumnsRequest)
{
ImSwap(table->Columns[table->DisplayOrderToIndex[order_n]].DisplayOrder, table->Columns[table->DisplayOrderToIndex[column_n]].DisplayOrder);
ImSwap(table->DisplayOrderToIndex[order_n], table->DisplayOrderToIndex[column_n]);
}
}
}
//-----------------------------------------------------------------------------
@@ -2074,11 +2037,11 @@ void ImGui::TableEndRow(ImGuiTable* table)
// Draw top border
if (top_border_col && bg_y1 >= table->BgClipRect.Min.y && bg_y1 < table->BgClipRect.Max.y)
window->DrawList->AddLineH(table->BorderX1, table->BorderX2, bg_y1, top_border_col, border_size);
window->DrawList->AddLine(ImVec2(table->BorderX1, bg_y1), ImVec2(table->BorderX2, bg_y1), top_border_col, border_size);
// Draw bottom border at the row unfreezing mark (always strong)
if (draw_strong_bottom_border && bg_y2 >= table->BgClipRect.Min.y && bg_y2 < table->BgClipRect.Max.y)
window->DrawList->AddLineH(table->BorderX1, table->BorderX2, bg_y2, table->BorderColorStrong, border_size);
window->DrawList->AddLine(ImVec2(table->BorderX1, bg_y2), ImVec2(table->BorderX2, bg_y2), table->BorderColorStrong, border_size);
}
// End frozen rows (when we are past the last frozen row line, teleport cursor and alter clipping rectangle)
@@ -2855,7 +2818,7 @@ void ImGui::TableDrawBorders(ImGuiTable* table)
else if ((table->Flags & (ImGuiTableFlags_NoBordersInBodyUntilResize | ImGuiTableFlags_NoBordersInBody)) == 0)
draw_y2 = draw_y2_body;
if (draw_y2 > draw_y1)
inner_drawlist->AddLineV(column->MaxX, draw_y1, draw_y2, TableGetColumnBorderCol(table, order_n, column_n), border_size);
inner_drawlist->AddLine(ImVec2(column->MaxX, draw_y1), ImVec2(column->MaxX, draw_y2), TableGetColumnBorderCol(table, order_n, column_n), border_size);
}
}
@@ -2872,17 +2835,17 @@ void ImGui::TableDrawBorders(ImGuiTable* table)
const ImU32 outer_col = table->BorderColorStrong;
if ((table->Flags & ImGuiTableFlags_BordersOuter) == ImGuiTableFlags_BordersOuter)
{
inner_drawlist->AddRect(outer_border.Min, outer_border.Max, outer_col, 0.0f, border_size);
inner_drawlist->AddRect(outer_border.Min, outer_border.Max, outer_col, 0.0f, 0, border_size);
}
else if (table->Flags & ImGuiTableFlags_BordersOuterV)
{
inner_drawlist->AddLineV(outer_border.Min.x, outer_border.Min.y, outer_border.Max.y, outer_col, border_size);
inner_drawlist->AddLineV(outer_border.Max.x, outer_border.Min.y, outer_border.Max.y, outer_col, border_size);
inner_drawlist->AddLine(outer_border.Min, ImVec2(outer_border.Min.x, outer_border.Max.y), outer_col, border_size);
inner_drawlist->AddLine(ImVec2(outer_border.Max.x, outer_border.Min.y), outer_border.Max, outer_col, border_size);
}
else if (table->Flags & ImGuiTableFlags_BordersOuterH)
{
inner_drawlist->AddLineH(outer_border.Min.x, outer_border.Max.x, outer_border.Min.y, outer_col, border_size);
inner_drawlist->AddLineH(outer_border.Min.x, outer_border.Max.x, outer_border.Max.y, outer_col, border_size);
inner_drawlist->AddLine(outer_border.Min, ImVec2(outer_border.Max.x, outer_border.Min.y), outer_col, border_size);
inner_drawlist->AddLine(ImVec2(outer_border.Min.x, outer_border.Max.y), outer_border.Max, outer_col, border_size);
}
}
if ((table->Flags & ImGuiTableFlags_BordersInnerH) && table->RowPosY2 < table->OuterRect.Max.y)
@@ -2890,7 +2853,7 @@ void ImGui::TableDrawBorders(ImGuiTable* table)
// Draw bottom-most row border between it is above outer border.
const float border_y = table->RowPosY2;
if (border_y >= table->BgClipRect.Min.y && border_y < table->BgClipRect.Max.y)
inner_drawlist->AddLineH(table->BorderX1, table->BorderX2, border_y, table->BorderColorLight, border_size);
inner_drawlist->AddLine(ImVec2(table->BorderX1, border_y), ImVec2(table->BorderX2, border_y), table->BorderColorLight, border_size);
}
inner_drawlist->PopClipRect();
@@ -3158,7 +3121,7 @@ void ImGui::TableHeadersRow()
const int columns_count = TableGetColumnCount();
for (int column_n = 0; column_n < columns_count; column_n++)
{
if (!TableSetColumnIndex(column_n) && table->LastHeldHeaderColumn != column_n)
if (!TableSetColumnIndex(column_n))
continue;
// Push an id to allow empty/unnamed headers. This is also idiomatic as it ensure there is a consistent ID path to access columns (for e.g. automation)
@@ -3195,7 +3158,7 @@ void ImGui::TableHeader(const char* label)
if (label == NULL)
label = "";
const char* label_end = FindRenderedTextEnd(label);
ImVec2 label_size = CalcTextSize(label, label_end, false);
ImVec2 label_size = CalcTextSize(label, label_end, true);
ImVec2 label_pos = window->DC.CursorPos;
// If we already got a row height, there's use that.
@@ -3261,19 +3224,21 @@ void ImGui::TableHeader(const char* label)
// FIXME-TABLE: Scroll request while reordering a column and it lands out of the scrolling zone.
if (held && (table->Flags & ImGuiTableFlags_Reorderable) && IsMouseDragging(0) && !g.DragDropActive)
{
// - While moving a column it will jump on the other side of the mouse, so we also test for MouseDelta.x
// - We need to handle reordering across hidden columns.
// In the configuration below, moving C to the right of E will lead to:
// ... C [D] E ---> ... [D] E C (Column name/index)
// ... 2 3 4 ... 2 3 4 (Display order)
// - The other constraints are enforced by TableQueueSetColumnDisplayOrder() which might early out.
// While moving a column it will jump on the other side of the mouse, so we also test for MouseDelta.x
table->ReorderColumn = (ImGuiTableColumnIdx)column_n;
table->InstanceInteracted = table->InstanceCurrent;
// We don't reorder: through the frozen<>unfrozen line, or through a column that is marked with ImGuiTableColumnFlags_NoReorder.
if (g.IO.MouseDelta.x < 0.0f && g.IO.MousePos.x < cell_r.Min.x)
if (ImGuiTableColumn* prev_column = (column->PrevEnabledColumn != -1) ? &table->Columns[column->PrevEnabledColumn] : NULL)
TableQueueSetColumnDisplayOrder(table, column_n, prev_column->DisplayOrder);
if (!((column->Flags | prev_column->Flags) & ImGuiTableColumnFlags_NoReorder))
if ((column->IndexWithinEnabledSet < table->FreezeColumnsRequest) == (prev_column->IndexWithinEnabledSet < table->FreezeColumnsRequest))
table->ReorderColumnDir = -1;
if (g.IO.MouseDelta.x > 0.0f && g.IO.MousePos.x > cell_r.Max.x)
if (ImGuiTableColumn* next_column = (column->NextEnabledColumn != -1) ? &table->Columns[column->NextEnabledColumn] : NULL)
TableQueueSetColumnDisplayOrder(table, column_n, next_column->DisplayOrder);
if (!((column->Flags | next_column->Flags) & ImGuiTableColumnFlags_NoReorder))
if ((column->IndexWithinEnabledSet < table->FreezeColumnsRequest) == (next_column->IndexWithinEnabledSet < table->FreezeColumnsRequest))
table->ReorderColumnDir = +1;
}
// Sort order arrow
@@ -3312,10 +3277,8 @@ void ImGui::TableHeader(const char* label)
SetItemTooltip("%.*s", (int)(label_end - label), label);
// We don't use BeginPopupContextItem() because we want the popup to stay up even after the column is hidden
if (IsPopupOpenRequestForItem(ImGuiPopupFlags_None, id))
if (IsMouseReleased(1) && IsItemHovered())
TableOpenContextMenu(column_n);
IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags);
}
// Unlike TableHeadersRow() it is not expected that you can reimplement or customize this with custom widgets.
@@ -3331,7 +3294,7 @@ void ImGui::TableAngledHeadersRow()
// Which column needs highlight?
const ImGuiID row_id = GetID("##AngledHeaders");
ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);
int highlight_column_n = (table->LastHeldHeaderColumn != -1) ? table->LastHeldHeaderColumn : table->HighlightColumnHeader;
int highlight_column_n = table->HighlightColumnHeader;
if (highlight_column_n == -1 && table->HoveredColumnBody != -1)
if (table_instance->HoveredRowLast == 0 && table->HoveredColumnBorder == -1 && (g.ActiveId == 0 || g.ActiveId == row_id || (table->IsActiveIdInTable || g.DragDropActive)))
highlight_column_n = table->HoveredColumnBody;
@@ -3385,14 +3348,13 @@ void ImGui::TableAngledHeadersRowEx(ImGuiID row_id, float angle, float max_label
const ImVec2 header_angled_vector = unit_right * (row_height / -sin_a); // vector from bottom-left to top-left, and from bottom-right to top-right
// Declare row, override and draw our own background
// FIXME-TABLE: Generally broken when overlapping frozen columns limit.
TableNextRow(ImGuiTableRowFlags_Headers, row_height);
TableNextColumn();
const ImRect row_r(table->WorkRect.Min.x, table->BgClipRect.Min.y, table->WorkRect.Max.x, table->RowPosY2);
table->DrawSplitter->SetCurrentChannel(draw_list, TABLE_DRAW_CHANNEL_BG0);
float clip_rect_min_x = table->BgClipRect.Min.x;
if (table->FreezeColumnsCount > 0)
clip_rect_min_x = ImMax(clip_rect_min_x, table->Columns[table->DisplayOrderToIndex[table->FreezeColumnsCount - 1]].MaxX);
clip_rect_min_x = ImMax(clip_rect_min_x, table->Columns[table->FreezeColumnsCount - 1].MaxX);
TableSetBgColor(ImGuiTableBgTarget_RowBg0, 0); // Cancel
PushClipRect(table->BgClipRect.Min, table->BgClipRect.Max, false); // Span all columns
draw_list->AddRectFilled(ImVec2(table->BgClipRect.Min.x, row_r.Min.y), ImVec2(table->BgClipRect.Max.x, row_r.Max.y), GetColorU32(ImGuiCol_TableHeaderBg, 0.25f)); // FIXME-STYLE: Change row background with an arbitrary color.
@@ -3528,36 +3490,6 @@ bool ImGui::TableBeginContextMenuPopup(ImGuiTable* table)
return false;
}
// FIXME: Copied from MenuItem() for the purpose of being able to pass _SelectOnRelease (#9312)
static bool MenuItemForColumnReorder(const char* label, bool selected, bool enabled)
{
using namespace ImGui;
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
ImVec2 label_size = CalcTextSize(label, NULL, true);
ImGuiMenuColumns* offsets = &window->DC.MenuColumns;
float checkmark_w = IM_TRUNC(g.FontSize * 1.20f);
float min_w = offsets->DeclColumns(0.0f, label_size.x, 0.0f, checkmark_w); // Feedback for next frame
float stretch_w = ImMax(0.0f, GetContentRegionAvail().x - min_w);
ImVec2 text_pos(window->DC.CursorPos.x, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset);
ImGuiID id = GetID(label);
ImGuiSelectableFlags selectable_flags = ImGuiSelectableFlags_SelectOnRelease | ImGuiSelectableFlags_SpanAvailWidth;
if (g.ActiveId == id)
selectable_flags |= ImGuiSelectableFlags_Highlight; // Stays highlighted while dragging.
const bool has_been_moved = (g.ActiveId == id) && g.ActiveIdHasBeenEditedBefore; // But disable toggling once moved.
BeginDisabled(!enabled); // Don't use ImGuiSelectableFlags_Disabled so that Check mark is also affected.
bool ret = Selectable(label, false, selectable_flags, ImVec2(min_w, label_size.y)) && !has_been_moved; // Can't use IsMouseDragging(0) as button is released already.
if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible) && selected)
RenderCheckMark(window->DrawList, text_pos + ImVec2(offsets->OffsetMark + stretch_w + g.FontSize * 0.40f, g.FontSize * 0.134f * 0.5f), GetColorU32(ImGuiCol_Text), g.FontSize * 0.866f);
EndDisabled();
IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (selected ? ImGuiItemStatusFlags_Checked : 0));
return ret;
}
// Output context menu into current window (generally a popup)
// FIXME-TABLE: Ideally this should be writable by the user. Full programmatic access to that data?
// Sections to display are pulled from 'flags_for_section_to_display', which is typically == table->Flags.
@@ -3574,17 +3506,17 @@ void ImGui::TableDrawDefaultContextMenu(ImGuiTable* table, ImGuiTableFlags flags
return;
bool want_separator = false;
const int context_column_n = (table->ContextPopupColumn >= 0 && table->ContextPopupColumn < table->ColumnsCount) ? table->ContextPopupColumn : -1;
ImGuiTableColumn* context_column = (context_column_n != -1) ? &table->Columns[context_column_n] : NULL;
const int column_n = (table->ContextPopupColumn >= 0 && table->ContextPopupColumn < table->ColumnsCount) ? table->ContextPopupColumn : -1;
ImGuiTableColumn* column = (column_n != -1) ? &table->Columns[column_n] : NULL;
// Sizing
if (flags_for_section_to_display & ImGuiTableFlags_Resizable)
{
if (context_column != NULL)
if (column != NULL)
{
const bool can_resize = !(context_column->Flags & ImGuiTableColumnFlags_NoResize) && context_column->IsEnabled;
const bool can_resize = !(column->Flags & ImGuiTableColumnFlags_NoResize) && column->IsEnabled;
if (MenuItem(LocalizeGetMsg(ImGuiLocKey_TableSizeOne), NULL, false, can_resize)) // "###SizeOne"
TableSetColumnWidthAutoSingle(table, context_column_n);
TableSetColumnWidthAutoSingle(table, column_n);
}
const char* size_all_desc;
@@ -3633,47 +3565,23 @@ void ImGui::TableDrawDefaultContextMenu(ImGuiTable* table, ImGuiTableFlags flags
Separator();
want_separator = true;
// While reordering: we calculate min/max allowed range once here so we can avoid a O(N log N) in the loop (because the query itself does a sweep scan).
// This assume that reordering constraints output a single range, otherwise would need to either call TableGetMaxDisplayOrderAllowed() for each item below, or cache this once per frame into columns.
const bool is_reordering = (g.ActiveId != 0 && g.ActiveIdWindow == g.CurrentWindow && table->ReorderColumn != -1 && g.ActiveIdHasBeenEditedBefore); // FIXME: This is a bit of a hack.
const int reorder_src_order = is_reordering ? table->Columns[table->ReorderColumn].DisplayOrder : -1;
const int reorder_min_order = is_reordering ? TableGetMaxDisplayOrderAllowed(table, reorder_src_order, 0) : 0;
const int reorder_max_order = is_reordering ? TableGetMaxDisplayOrderAllowed(table, reorder_src_order, table->ColumnsCount - 1) : table->ColumnsCount - 1;
PushItemFlag(ImGuiItemFlags_AutoClosePopups, false);
for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++)
{
const int column_n = table->DisplayOrderToIndex[order_n];
ImGuiTableColumn* column = &table->Columns[column_n];
if (column->Flags & ImGuiTableColumnFlags_Disabled)
ImGuiTableColumn* other_column = &table->Columns[other_column_n];
if (other_column->Flags & ImGuiTableColumnFlags_Disabled)
continue;
const char* name = TableGetColumnName(table, column_n);
const char* name = TableGetColumnName(table, other_column_n);
if (name == NULL || name[0] == 0)
name = "<Unknown>";
// Make sure we can't hide the last active column
bool menu_item_enabled = (column->Flags & ImGuiTableColumnFlags_NoHide) ? false : true;
if (column->IsUserEnabled && table->ColumnsEnabledCount <= 1)
menu_item_enabled = false;
if (is_reordering && (column->DisplayOrder < reorder_min_order || column->DisplayOrder > reorder_max_order))
menu_item_enabled = false;
if (MenuItemForColumnReorder(name, column->IsUserEnabled, menu_item_enabled))
column->IsUserEnabledNextFrame = !column->IsUserEnabled;
// Drag to reorder
// FIXME: It is currently not possible to reorder columns marked with ImGuiTableColumnFlags_NoHide.
if (IsItemActive() && IsMouseDragging(0) && g.ActiveIdSource == ImGuiInputSource_Mouse && (table->Flags & ImGuiTableFlags_Reorderable))
{
g.ActiveIdHasBeenEditedBefore = true; // Disable toggle in MenuItemForColumnReorder() + start dimming to display allowed reorder targets.
table->ReorderColumn = (ImGuiTableColumnIdx)column_n;
if (!IsItemHovered())
{
int reorder_dir = (g.IO.MousePos.y < (g.LastItemData.Rect.Min.y + g.LastItemData.Rect.Max.y) * 0.5f) ? -1 : +1;
float reorder_amount = (reorder_dir < 0 ? g.LastItemData.Rect.Min.y - g.IO.MousePos.y : g.IO.MousePos.y - g.LastItemData.Rect.Max.y) / g.LastItemData.Rect.GetHeight();
int dst_order = column->DisplayOrder + (int)ImCeil(reorder_amount) * reorder_dir; // Estimated target order, will be validated and clamped.
TableQueueSetColumnDisplayOrder(table, column_n, dst_order);
}
}
bool menu_item_active = (other_column->Flags & ImGuiTableColumnFlags_NoHide) ? false : true;
if (other_column->IsUserEnabled && table->ColumnsEnabledCount <= 1)
menu_item_active = false;
if (MenuItem(name, NULL, other_column->IsUserEnabled, menu_item_active))
other_column->IsUserEnabledNextFrame = !other_column->IsUserEnabled;
}
PopItemFlag();
}
@@ -4143,7 +4051,7 @@ void ImGui::DebugNodeTable(ImGuiTable* table)
BulletText("ColumnsGivenWidth: %.1f, ColumnsAutoFitWidth: %.1f, InnerWidth: %.1f%s", table->ColumnsGivenWidth, table->ColumnsAutoFitWidth, table->InnerWidth, table->InnerWidth == 0.0f ? " (auto)" : "");
BulletText("CellPaddingX: %.1f, CellSpacingX: %.1f/%.1f, OuterPaddingX: %.1f", table->CellPaddingX, table->CellSpacingX1, table->CellSpacingX2, table->OuterPaddingX);
BulletText("HoveredColumnBody: %d, HoveredColumnBorder: %d", table->HoveredColumnBody, table->HoveredColumnBorder);
BulletText("ResizedColumn: %d, HeldHeaderColumn: %d, ReorderColumn: %d", table->LastResizedColumn, table->LastHeldHeaderColumn, table->ReorderColumn);
BulletText("ResizedColumn: %d, ReorderColumn: %d, HeldHeaderColumn: %d", table->ResizedColumn, table->ReorderColumn, table->HeldHeaderColumn);
for (int n = 0; n < table->InstanceCurrent + 1; n++)
{
ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, n);
@@ -4618,7 +4526,7 @@ void ImGui::EndColumns()
// Draw column
const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator);
const float xi = IM_TRUNC(x);
window->DrawList->AddLineV(xi, y1 + 1.0f, y2, col);
window->DrawList->AddLine(ImVec2(xi, y1 + 1.0f), ImVec2(xi, y2), col);
}
// Apply dragging after drawing the column lines, so our rendered lines are in sync with how items were displayed during the frame.
+260 -434
View File
File diff suppressed because it is too large Load Diff
-1
View File
@@ -2,7 +2,6 @@
misc/cpp/
InputText() wrappers for C++ standard library (STL) type: std::string.
This is also an example of how you may wrap your own similar types.
Includes imgui_cpu_validate.cpp, an offscreen validation utility for the imgui_impl_cpu backend.
misc/debuggers/
Helper files for popular debuggers (Visual Studio, GDB, LLDB).
Binary file not shown.
-385
View File
@@ -1,385 +0,0 @@
// dear imgui: imgui_impl_cpu format validation utility
// Build manually with imgui core sources + backends/imgui_impl_cpu.cpp.
#include "imgui.h"
#include "imgui_impl_cpu.h"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
struct ValidationBuffer
{
ImVector<unsigned char> Storage;
ImVector<ImU32> Palette;
ImGui_ImplCPU_PixelFormat Format;
ImGui_ImplCPU_Framebuffer Framebuffer;
ValidationBuffer() { memset((void*)this, 0, sizeof(*this)); }
};
static inline unsigned char Validation_ExpandBits(ImU32 value, int bits)
{
if (bits <= 0)
return 0;
if (bits >= 8)
return (unsigned char)value;
ImU32 max_value = (1u << bits) - 1u;
return (unsigned char)((value * 255u + (max_value >> 1)) / max_value);
}
static inline ImU32 Validation_CompressBits(unsigned char value, int bits)
{
if (bits <= 0)
return 0;
if (bits >= 8)
return value;
ImU32 max_value = (1u << bits) - 1u;
return (ImU32)((value * max_value + 127u) / 255u);
}
static inline void Validation_UnpackCanonicalRGBA(ImU32 pixel, unsigned char* r, unsigned char* g, unsigned char* b, unsigned char* a)
{
*r = (unsigned char)((pixel >> IM_COL32_R_SHIFT) & 0xFF);
*g = (unsigned char)((pixel >> IM_COL32_G_SHIFT) & 0xFF);
*b = (unsigned char)((pixel >> IM_COL32_B_SHIFT) & 0xFF);
*a = (unsigned char)((pixel >> IM_COL32_A_SHIFT) & 0xFF);
}
static inline ImU32 Validation_ReadRawPixel(const ValidationBuffer& buffer, int x, int y)
{
const unsigned char* p = buffer.Framebuffer.Pixels + (size_t)y * (size_t)buffer.Framebuffer.Pitch + (size_t)x * (size_t)buffer.Format.BytesPerPixel;
switch (buffer.Format.BytesPerPixel)
{
case 1:
return *p;
case 2:
{
ImU16 pixel = 0;
memcpy(&pixel, p, sizeof(pixel));
return pixel;
}
case 3:
#if defined(__BYTE_ORDER__) && (__BYTE_ORDER__ == __ORDER_BIG_ENDIAN__)
return (ImU32)((p[0] << 16) | (p[1] << 8) | p[2]);
#else
return (ImU32)(p[0] | (p[1] << 8) | (p[2] << 16));
#endif
case 4:
{
ImU32 pixel = 0;
memcpy(&pixel, p, sizeof(pixel));
return pixel;
}
default:
return 0;
}
}
static inline void Validation_WriteRawPixel(ValidationBuffer* buffer, int x, int y, ImU32 pixel)
{
unsigned char* p = buffer->Framebuffer.Pixels + (size_t)y * (size_t)buffer->Framebuffer.Pitch + (size_t)x * (size_t)buffer->Format.BytesPerPixel;
switch (buffer->Format.BytesPerPixel)
{
case 1:
*p = (unsigned char)pixel;
return;
case 2:
{
ImU16 v = (ImU16)pixel;
memcpy(p, &v, sizeof(v));
return;
}
case 3:
#if defined(__BYTE_ORDER__) && (__BYTE_ORDER__ == __ORDER_BIG_ENDIAN__)
p[0] = (unsigned char)((pixel >> 16) & 0xFF);
p[1] = (unsigned char)((pixel >> 8) & 0xFF);
p[2] = (unsigned char)(pixel & 0xFF);
#else
p[0] = (unsigned char)(pixel & 0xFF);
p[1] = (unsigned char)((pixel >> 8) & 0xFF);
p[2] = (unsigned char)((pixel >> 16) & 0xFF);
#endif
return;
case 4:
memcpy(p, &pixel, sizeof(pixel));
return;
default:
return;
}
}
static ImU32 Validation_MapNearestPaletteColor(const ImGui_ImplCPU_PixelFormat* format, unsigned char r, unsigned char g, unsigned char b, unsigned char a)
{
unsigned int best_distance = 0xFFFFFFFFu;
int best_index = 0;
for (int i = 0; i < format->PaletteSize; i++)
{
unsigned char pr, pg, pb, pa;
Validation_UnpackCanonicalRGBA(format->Palette[i], &pr, &pg, &pb, &pa);
int dr = (int)pr - (int)r;
int dg = (int)pg - (int)g;
int db = (int)pb - (int)b;
int da = (int)pa - (int)a;
unsigned int distance = (unsigned int)(dr * dr + dg * dg + db * db + da * da);
if (distance < best_distance)
{
best_distance = distance;
best_index = i;
if (distance == 0)
break;
}
}
return (ImU32)best_index;
}
static ImU32 Validation_PackPixel(const ValidationBuffer& buffer, unsigned char r, unsigned char g, unsigned char b, unsigned char a)
{
if (buffer.Format.Palette != nullptr && buffer.Format.PaletteSize > 0)
{
if (buffer.Format.MapColorFn != nullptr)
return buffer.Format.MapColorFn(&buffer.Format, r, g, b, a);
return Validation_MapNearestPaletteColor(&buffer.Format, r, g, b, a);
}
ImU32 pixel = 0;
if (buffer.Format.Rmask != 0)
pixel |= (Validation_CompressBits(r, 8 - buffer.Format.Rloss) << buffer.Format.Rshift) & buffer.Format.Rmask;
if (buffer.Format.Gmask != 0)
pixel |= (Validation_CompressBits(g, 8 - buffer.Format.Gloss) << buffer.Format.Gshift) & buffer.Format.Gmask;
if (buffer.Format.Bmask != 0)
pixel |= (Validation_CompressBits(b, 8 - buffer.Format.Bloss) << buffer.Format.Bshift) & buffer.Format.Bmask;
if (buffer.Format.Amask != 0)
pixel |= (Validation_CompressBits(a, 8 - buffer.Format.Aloss) << buffer.Format.Ashift) & buffer.Format.Amask;
return pixel;
}
static void Validation_DecodePixel(const ValidationBuffer& buffer, int x, int y, unsigned char* r, unsigned char* g, unsigned char* b, unsigned char* a)
{
ImU32 pixel = Validation_ReadRawPixel(buffer, x, y);
if (buffer.Format.Palette != nullptr && buffer.Format.PaletteSize > 0)
{
if (pixel >= (ImU32)buffer.Format.PaletteSize)
{
*r = *g = *b = *a = 0;
return;
}
Validation_UnpackCanonicalRGBA(buffer.Format.Palette[pixel], r, g, b, a);
return;
}
*r = (buffer.Format.Rmask != 0) ? Validation_ExpandBits((pixel & buffer.Format.Rmask) >> buffer.Format.Rshift, 8 - buffer.Format.Rloss) : 0;
*g = (buffer.Format.Gmask != 0) ? Validation_ExpandBits((pixel & buffer.Format.Gmask) >> buffer.Format.Gshift, 8 - buffer.Format.Gloss) : 0;
*b = (buffer.Format.Bmask != 0) ? Validation_ExpandBits((pixel & buffer.Format.Bmask) >> buffer.Format.Bshift, 8 - buffer.Format.Bloss) : 0;
*a = (buffer.Format.Amask != 0) ? Validation_ExpandBits((pixel & buffer.Format.Amask) >> buffer.Format.Ashift, 8 - buffer.Format.Aloss) : 255;
}
static bool Validation_InitBuffer(ValidationBuffer* buffer, int width, int height, const ImGui_ImplCPU_PixelFormat* format)
{
buffer->Format = *format;
buffer->Framebuffer.Width = width;
buffer->Framebuffer.Height = height;
buffer->Framebuffer.Pitch = width * buffer->Format.BytesPerPixel;
buffer->Storage.resize(height * buffer->Framebuffer.Pitch);
buffer->Framebuffer.Pixels = buffer->Storage.Data;
buffer->Framebuffer.Format = &buffer->Format;
return buffer->Framebuffer.Pixels != nullptr;
}
static bool Validation_InitIndexedBuffer(ValidationBuffer* buffer, int width, int height)
{
buffer->Palette.clear();
buffer->Palette.push_back(IM_COL32(114, 140, 153, 255));
buffer->Palette.push_back(IM_COL32(255, 0, 0, 255));
buffer->Palette.push_back(IM_COL32(0, 255, 0, 255));
buffer->Palette.push_back(IM_COL32(0, 0, 255, 255));
buffer->Palette.push_back(IM_COL32(255, 255, 255, 255));
buffer->Palette.push_back(IM_COL32(255, 255, 0, 255));
memset(&buffer->Format, 0, sizeof(buffer->Format));
buffer->Format.BitsPerPixel = 8;
buffer->Format.BytesPerPixel = 1;
buffer->Format.Palette = buffer->Palette.Data;
buffer->Format.PaletteSize = buffer->Palette.Size;
buffer->Format.MapColorFn = Validation_MapNearestPaletteColor;
return Validation_InitBuffer(buffer, width, height, &buffer->Format);
}
static void Validation_ClearBuffer(ValidationBuffer* buffer, unsigned char r, unsigned char g, unsigned char b, unsigned char a)
{
ImU32 pixel = Validation_PackPixel(*buffer, r, g, b, a);
for (int y = 0; y < buffer->Framebuffer.Height; y++)
for (int x = 0; x < buffer->Framebuffer.Width; x++)
Validation_WriteRawPixel(buffer, x, y, pixel);
}
static bool Validation_CompareBuffers(const char* name, const ValidationBuffer& reference, const ValidationBuffer& candidate, int tolerance_rgb, int tolerance_alpha, bool ignore_alpha)
{
for (int y = 0; y < reference.Framebuffer.Height; y++)
for (int x = 0; x < reference.Framebuffer.Width; x++)
{
unsigned char rr, rg, rb, ra;
unsigned char cr, cg, cb, ca;
Validation_DecodePixel(reference, x, y, &rr, &rg, &rb, &ra);
Validation_DecodePixel(candidate, x, y, &cr, &cg, &cb, &ca);
if (abs((int)rr - (int)cr) > tolerance_rgb
|| abs((int)rg - (int)cg) > tolerance_rgb
|| abs((int)rb - (int)cb) > tolerance_rgb
|| (!ignore_alpha && abs((int)ra - (int)ca) > tolerance_alpha))
{
printf("Validation failed for %s at (%d, %d): ref=(%u,%u,%u,%u) got=(%u,%u,%u,%u)\n",
name, x, y, rr, rg, rb, ra, cr, cg, cb, ca);
return false;
}
}
return true;
}
static void Validation_FillBGRAImage(ImVector<unsigned char>* storage, ImGui_ImplCPU_Texture* texture)
{
const int width = 48;
const int height = 32;
storage->resize(width * height * 4);
for (int y = 0; y < height; y++)
for (int x = 0; x < width; x++)
{
unsigned char r = (unsigned char)(32 + x * 4);
unsigned char g = (unsigned char)(32 + y * 6);
unsigned char b = (unsigned char)(255 - x * 4);
int offset = (y * width + x) * 4;
(*storage)[offset + 0] = b;
(*storage)[offset + 1] = g;
(*storage)[offset + 2] = r;
(*storage)[offset + 3] = 255;
}
texture->Pixels = storage->Data;
texture->Width = width;
texture->Height = height;
texture->Pitch = width * 4;
texture->Format = ImGui_ImplCPU_GetBuiltinPixelFormat(ImGui_ImplCPU_BuiltinFormat_BGRA8888);
}
static void Validation_BuildMainScene(const ImGui_ImplCPU_Texture* image_texture)
{
ImDrawList* bg = ImGui::GetBackgroundDrawList();
bg->AddRectFilled(ImVec2(8.0f, 8.0f), ImVec2(40.0f, 40.0f), IM_COL32(255, 0, 0, 255));
bg->AddRectFilled(ImVec2(472.0f, 280.0f), ImVec2(504.0f, 312.0f), IM_COL32(0, 255, 0, 255));
ImGui::SetNextWindowPos(ImVec2(32.0f, 24.0f), ImGuiCond_Always);
ImGui::SetNextWindowSize(ImVec2(320.0f, 180.0f), ImGuiCond_Always);
ImGui::Begin("Validation", nullptr, ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoCollapse);
ImGui::Text("CPU format validation");
ImGui::Text("Top-left marker is red. Bottom-right is green.");
ImGui::ColorButton("##color", ImVec4(0.2f, 0.6f, 0.9f, 1.0f), 0, ImVec2(48.0f, 24.0f));
ImGui::SameLine();
ImGui::Image((ImTextureID)(intptr_t)image_texture, ImVec2((float)image_texture->Width, (float)image_texture->Height));
ImGui::ProgressBar(0.65f, ImVec2(240.0f, 0.0f));
ImGui::End();
}
static void Validation_BuildPaletteScene()
{
ImDrawList* bg = ImGui::GetBackgroundDrawList();
bg->AddRectFilled(ImVec2(8.0f, 8.0f), ImVec2(40.0f, 40.0f), IM_COL32(255, 0, 0, 255));
bg->AddRectFilled(ImVec2(472.0f, 280.0f), ImVec2(504.0f, 312.0f), IM_COL32(0, 255, 0, 255));
bg->AddRectFilled(ImVec2(160.0f, 32.0f), ImVec2(320.0f, 96.0f), IM_COL32(0, 0, 255, 255));
bg->AddRectFilled(ImVec2(56.0f, 232.0f), ImVec2(168.0f, 280.0f), IM_COL32(255, 255, 0, 255));
bg->AddRectFilled(ImVec2(360.0f, 64.0f), ImVec2(456.0f, 112.0f), IM_COL32(255, 255, 255, 255));
}
static bool Validation_RenderInto(ValidationBuffer* buffer, ImDrawData* draw_data)
{
Validation_ClearBuffer(buffer, 114, 140, 153, 255);
ImGui_ImplCPU_RenderDrawData(draw_data, &buffer->Framebuffer);
return true;
}
int main(int, char**)
{
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
io.DisplaySize = ImVec2(512.0f, 320.0f);
io.DeltaTime = 1.0f / 60.0f;
io.Fonts->TexDesiredFormat = ImTextureFormat_Alpha8;
ImGui::StyleColorsDark();
ImGui_ImplCPU_Init();
ImVector<unsigned char> image_storage;
ImGui_ImplCPU_Texture image_texture;
memset(&image_texture, 0, sizeof(image_texture));
Validation_FillBGRAImage(&image_storage, &image_texture);
ValidationBuffer reference;
Validation_InitBuffer(&reference, 512, 320, ImGui_ImplCPU_GetBuiltinPixelFormat(ImGui_ImplCPU_BuiltinFormat_RGBA8888));
const ImGui_ImplCPU_BuiltinFormat builtin_formats[] =
{
ImGui_ImplCPU_BuiltinFormat_RGBA8888,
ImGui_ImplCPU_BuiltinFormat_BGRA8888,
ImGui_ImplCPU_BuiltinFormat_ARGB8888,
ImGui_ImplCPU_BuiltinFormat_ABGR8888,
ImGui_ImplCPU_BuiltinFormat_RGB565,
ImGui_ImplCPU_BuiltinFormat_ARGB1555,
ImGui_ImplCPU_BuiltinFormat_RGBA4444,
ImGui_ImplCPU_BuiltinFormat_RGB888,
ImGui_ImplCPU_BuiltinFormat_BGR888
};
const char* builtin_names[] =
{
"RGBA8888",
"BGRA8888",
"ARGB8888",
"ABGR8888",
"RGB565",
"ARGB1555",
"RGBA4444",
"RGB888",
"BGR888"
};
const int builtin_tolerance[] =
{
0, 0, 0, 0, 8, 8, 17, 0, 0
};
const bool builtin_ignore_alpha[] =
{
false, false, false, false, true, false, false, true, true
};
ImGui_ImplCPU_NewFrame();
ImGui::NewFrame();
Validation_BuildMainScene(&image_texture);
ImGui::Render();
if (!Validation_RenderInto(&reference, ImGui::GetDrawData()))
return 1;
for (int i = 0; i < IM_ARRAYSIZE(builtin_formats); i++)
{
ValidationBuffer candidate;
Validation_InitBuffer(&candidate, 512, 320, ImGui_ImplCPU_GetBuiltinPixelFormat(builtin_formats[i]));
Validation_RenderInto(&candidate, ImGui::GetDrawData());
if (!Validation_CompareBuffers(builtin_names[i], reference, candidate, builtin_tolerance[i], builtin_tolerance[i], builtin_ignore_alpha[i]))
return 1;
}
ValidationBuffer palette_reference;
Validation_InitBuffer(&palette_reference, 512, 320, ImGui_ImplCPU_GetBuiltinPixelFormat(ImGui_ImplCPU_BuiltinFormat_RGBA8888));
ValidationBuffer palette_candidate;
Validation_InitIndexedBuffer(&palette_candidate, 512, 320);
ImGui_ImplCPU_NewFrame();
ImGui::NewFrame();
Validation_BuildPaletteScene();
ImGui::Render();
Validation_RenderInto(&palette_reference, ImGui::GetDrawData());
Validation_RenderInto(&palette_candidate, ImGui::GetDrawData());
if (!Validation_CompareBuffers("Indexed8", palette_reference, palette_candidate, 0, 0, false))
return 1;
ImGui_ImplCPU_Shutdown();
ImGui::DestroyContext();
printf("imgui_impl_cpu validation passed.\n");
return 0;
}
+13 -24
View File
@@ -95,10 +95,6 @@ static void* (*GImGuiFreeTypeAllocFunc)(size_t size, void* user_data) = ImGuiFre
static void (*GImGuiFreeTypeFreeFunc)(void* ptr, void* user_data) = ImGuiFreeTypeDefaultFreeFunc;
static void* GImGuiFreeTypeAllocatorUserData = nullptr;
// Load struct
static ImFontLoader GImGuiFreeTypeLoader;
static char GImGuiFreeTypeLoaderName[48] = "FreeType";
// Lunasvg support
#ifdef IMGUI_ENABLE_FREETYPE_LUNASVG
static FT_Error ImGuiLunasvgPortInit(FT_Pointer* state);
@@ -150,7 +146,6 @@ struct ImGui_ImplFreeType_Data
{
FT_Library Library;
FT_MemoryRec_ MemoryManager;
char BackendName[48];
ImGui_ImplFreeType_Data() { memset((void*)this, 0, sizeof(*this)); }
};
@@ -364,11 +359,6 @@ static bool ImGui_ImplFreeType_LoaderInit(ImFontAtlas* atlas)
return false;
}
// Update ImFontLoader::Name field with linked version
FT_Int ver_linked_major, ver_linked_minor, ver_linked_patch;
FT_Library_Version(bd->Library, &ver_linked_major, &ver_linked_minor, &ver_linked_patch);
snprintf(GImGuiFreeTypeLoaderName, sizeof(GImGuiFreeTypeLoaderName), "FreeType (%d.%d.%d; %d.%d.%d)", FREETYPE_MAJOR, FREETYPE_MINOR, FREETYPE_PATCH, ver_linked_major, ver_linked_minor, ver_linked_patch);
// If you don't call FT_Add_Default_Modules() the rest of code may work, but FreeType won't use our custom allocator.
FT_Add_Default_Modules(bd->Library);
@@ -428,9 +418,8 @@ static bool ImGui_ImplFreeType_FontBakedInit(ImFontAtlas* atlas, ImFontConfig* s
{
IM_UNUSED(atlas);
float size = baked->Size;
const float ref_size = baked->OwnerFont->Sources[0]->SizePixels;
if (src->MergeMode && src->SizePixels != 0.0f)
size *= (src->SizePixels / ref_size);
size *= (src->SizePixels / baked->OwnerFont->Sources[0]->SizePixels);
size *= src->ExtraSizeScale;
ImGui_ImplFreeType_FontSrcData* bd_font_data = (ImGui_ImplFreeType_FontSrcData*)src->FontLoaderData;
@@ -580,18 +569,18 @@ static bool ImGui_ImplFreetype_FontSrcContainsGlyph(ImFontAtlas* atlas, ImFontCo
const ImFontLoader* ImGuiFreeType::GetFontLoader()
{
ImFontLoader* loader = &GImGuiFreeTypeLoader;
loader->Name = GImGuiFreeTypeLoaderName; // Initially "FreeType" then updated during the call to ImGui_ImplFreeType_LoaderInit()
loader->LoaderInit = ImGui_ImplFreeType_LoaderInit;
loader->LoaderShutdown = ImGui_ImplFreeType_LoaderShutdown;
loader->FontSrcInit = ImGui_ImplFreeType_FontSrcInit;
loader->FontSrcDestroy = ImGui_ImplFreeType_FontSrcDestroy;
loader->FontSrcContainsGlyph = ImGui_ImplFreetype_FontSrcContainsGlyph;
loader->FontBakedInit = ImGui_ImplFreeType_FontBakedInit;
loader->FontBakedDestroy = ImGui_ImplFreeType_FontBakedDestroy;
loader->FontBakedLoadGlyph = ImGui_ImplFreeType_FontBakedLoadGlyph;
loader->FontBakedSrcLoaderDataSize = sizeof(ImGui_ImplFreeType_FontSrcBakedData);
return loader;
static ImFontLoader loader;
loader.Name = "FreeType";
loader.LoaderInit = ImGui_ImplFreeType_LoaderInit;
loader.LoaderShutdown = ImGui_ImplFreeType_LoaderShutdown;
loader.FontSrcInit = ImGui_ImplFreeType_FontSrcInit;
loader.FontSrcDestroy = ImGui_ImplFreeType_FontSrcDestroy;
loader.FontSrcContainsGlyph = ImGui_ImplFreetype_FontSrcContainsGlyph;
loader.FontBakedInit = ImGui_ImplFreeType_FontBakedInit;
loader.FontBakedDestroy = ImGui_ImplFreeType_FontBakedDestroy;
loader.FontBakedLoadGlyph = ImGui_ImplFreeType_FontBakedLoadGlyph;
loader.FontBakedSrcLoaderDataSize = sizeof(ImGui_ImplFreeType_FontSrcBakedData);
return &loader;
}
void ImGuiFreeType::SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void (*free_func)(void* ptr, void* user_data), void* user_data)