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03a9946a14 |
@@ -47,8 +47,10 @@ examples/example_glfw_opengl3/web/*
|
||||
examples/example_glfw_wgpu/web/*
|
||||
examples/example_glfw_wgpu/external/*
|
||||
examples/example_sdl2_opengl3/web/*
|
||||
examples/example_sdl2_surface/web/*
|
||||
examples/example_sdl2_wgpu/web/*
|
||||
examples/example_sdl3_opengl3/web/*
|
||||
examples/example_sdl3_surface/web/*
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||||
examples/example_sdl3_wgpu/web/*
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||||
|
||||
## JetBrains IDE artifacts
|
||||
@@ -70,10 +72,12 @@ examples/example_null/example_null
|
||||
examples/example_sdl2_metal/example_sdl2_metal
|
||||
examples/example_sdl2_opengl2/example_sdl2_opengl2
|
||||
examples/example_sdl2_opengl3/example_sdl2_opengl3
|
||||
examples/example_sdl2_surface/example_sdl2_surface
|
||||
examples/example_sdl2_sdlrenderer2/example_sdl2_sdlrenderer2
|
||||
examples/example_sdl2_vulkan/example_sdl2_vulkan
|
||||
examples/example_sdl3_metal/example_sdl3_metal
|
||||
examples/example_sdl3_opengl3/example_sdl3_opengl3
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||||
examples/example_sdl3_surface/example_sdl3_surface
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||||
examples/example_sdl3_sdlgpu3/example_sdl3_sdlgpu3
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examples/example_sdl3_sdlrenderer3/example_sdl3_sdlrenderer3
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||||
examples/example_sdl3_vulkan/example_sdl3_vulkan
|
||||
|
||||
@@ -274,7 +274,7 @@ void ImGui_ImplOpenGL2_UpdateTexture(ImTextureData* tex)
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||||
{
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||||
// Create and upload new texture to graphics system
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//IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
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IM_ASSERT(tex->TexID == 0 && tex->BackendUserData == nullptr);
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IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);
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IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
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const void* pixels = tex->GetPixels();
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GLuint gl_texture_id = 0;
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|
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@@ -744,7 +744,7 @@ void ImGui_ImplOpenGL3_UpdateTexture(ImTextureData* tex)
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{
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// Create and upload new texture to graphics system
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//IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
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IM_ASSERT(tex->TexID == 0 && tex->BackendUserData == nullptr);
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IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);
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IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
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const void* pixels = tex->GetPixels();
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GLuint gl_texture_id = 0;
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||||
|
||||
@@ -254,7 +254,7 @@ void ImGui_ImplSDLRenderer3_UpdateTexture(ImTextureData* tex)
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||||
{
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// Create and upload new texture to graphics system
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//IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
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IM_ASSERT(tex->TexID == 0 && tex->BackendUserData == nullptr);
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IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);
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IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
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||||
|
||||
// Create texture
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+1048
-239
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,11 @@
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||||
#pragma once
|
||||
|
||||
#include "imgui.h"
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||||
#include <SDL3/SDL.h>
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|
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IMGUI_API bool ImGui_ImplSDLSurface3_Init(SDL_Surface* surface);
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||||
IMGUI_API void ImGui_ImplSDLSurface3_Shutdown();
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||||
IMGUI_API void ImGui_ImplSDLSurface3_NewFrame();
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||||
IMGUI_API void ImGui_ImplSDLSurface3_RenderDrawData(ImDrawData* draw_data);
|
||||
|
||||
IMGUI_API SDL_Surface* ImGui_ImplSDLSurface3_CreateFontAtlasSurface();
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||||
@@ -1376,6 +1376,7 @@ VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkSampler sampler, VkImageView image
|
||||
}
|
||||
|
||||
// Update the Descriptor Set:
|
||||
if (descriptor_set != VK_NULL_HANDLE)
|
||||
{
|
||||
VkDescriptorImageInfo desc_image[1] = {};
|
||||
desc_image[0].sampler = sampler;
|
||||
|
||||
+3
-1
@@ -94,6 +94,8 @@ List of Renderer Backends:
|
||||
imgui_impl_sdlgpu3.cpp ; SDL_GPU (portable 3D graphics API of SDL3)
|
||||
imgui_impl_sdlrenderer2.cpp ; SDL_Renderer (optional component of SDL2 available from SDL 2.0.18+)
|
||||
imgui_impl_sdlrenderer3.cpp ; SDL_Renderer (optional component of SDL3. Prefer using SDL_GPU!).
|
||||
imgui_impl_sdlsurface2.cpp ; SDL_Surface CPU renderer for SDL2
|
||||
imgui_impl_sdlsurface3.cpp ; SDL_Surface CPU renderer for SDL3
|
||||
imgui_impl_vulkan.cpp ; Vulkan
|
||||
imgui_impl_wgpu.cpp ; WebGPU (web + desktop)
|
||||
|
||||
@@ -103,7 +105,7 @@ List of high-level Frameworks Backends (combining Platform + Renderer):
|
||||
imgui_impl_null.cpp
|
||||
|
||||
Emscripten is also supported!
|
||||
The SDL2+GL, SDL3+GL, GLFW+GL and GLFW+WebGPU examples are all ready to build and run with Emscripten.
|
||||
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
|
||||
|
||||
|
||||
@@ -41,6 +41,16 @@ HOW TO UPDATE?
|
||||
|
||||
Breaking Changes:
|
||||
|
||||
- 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
|
||||
@@ -72,6 +82,11 @@ Other Changes:
|
||||
- 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()
|
||||
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
|
||||
would be incorrect during the deactivation frame. (#9298)
|
||||
- Style:
|
||||
- Border sizes are now scaled (and rounded) by ScaleAllSizes().
|
||||
- When using large values with ScallAllSizes(), the following items thickness
|
||||
@@ -81,6 +96,17 @@ Other Changes:
|
||||
- TextLink() underline thickness.
|
||||
- ColorButton() border thickness.
|
||||
- Separator() thickness, via scaling newly added style.SeparatorSize. (#2657, #9263)
|
||||
- Nav:
|
||||
- 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.
|
||||
- Clipper:
|
||||
- Clear `DisplayStart`/`DisplayEnd` fields when `Step()` returns false.
|
||||
- Added `UserIndex` helper storage. This is solely a convenience for cases where
|
||||
@@ -89,6 +115,8 @@ Other Changes:
|
||||
- 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)
|
||||
- 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)
|
||||
- Demo: fixed IMGUI_DEMO_MARKER locations for examples applets. (#9261, #3689) [@pthom]
|
||||
- Backends:
|
||||
- SDLGPU3: removed unnecessary call to SDL_WaitForGPUIdle when releasing
|
||||
@@ -104,8 +132,11 @@ Other Changes:
|
||||
- hidden scrollbar in Firefox.
|
||||
- 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
|
||||
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: removed suport for Emscripten <4.0.10. (#9281) [@ypujante]
|
||||
|
||||
|
||||
|
||||
+10
-1
@@ -145,6 +145,11 @@ SDL2 (Win32, Mac, Linux, etc.) + SDL_Renderer for SDL2 example.<BR>
|
||||
= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_sdlrenderer2.cpp <BR>
|
||||
This requires SDL 2.0.18+ (released November 2021) <BR>
|
||||
|
||||
[example_sdl2_surface/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_surface/) <BR>
|
||||
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_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>
|
||||
@@ -178,6 +183,11 @@ SDL3 (Win32, Mac, Linux, etc.) + SDL_GPU for SDL3 example.<BR>
|
||||
SDL3 (Win32, Mac, Linux, etc.) + SDL_Renderer for SDL3 example.<BR>
|
||||
= main.cpp + imgui_impl_sdl3.cpp + imgui_impl_sdlrenderer3.cpp <BR>
|
||||
|
||||
[example_sdl3_surface/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl3_surface/) <BR>
|
||||
SDL3 (Win32, Mac, Linux, etc.) + SDL_Surface CPU renderer example.<BR>
|
||||
= main.cpp + imgui_impl_sdl3.cpp + imgui_impl_sdlsurface3.cpp <BR>
|
||||
This supports building with Emscripten.<BR>
|
||||
|
||||
[example_sdl3_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl3_vulkan/) <BR>
|
||||
SDL3 (Win32, Mac, Linux, etc.) + Vulkan example. <BR>
|
||||
= main.cpp + imgui_impl_sdl3.cpp + imgui_impl_vulkan.cpp <BR>
|
||||
@@ -253,4 +263,3 @@ when an interactive drag is in progress.
|
||||
Note that some setup configurations or GPU drivers may introduce additional display lag depending on their settings.
|
||||
If you notice that dragging windows is laggy and you are not sure what the cause is: try drawing a simple
|
||||
2D shape directly under the mouse cursor to help identify the issue!
|
||||
|
||||
|
||||
+5
-5
@@ -55,8 +55,8 @@ if (ImGui::Button("Save"))
|
||||
ImGui::InputText("string", buf, IM_COUNTOF(buf));
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
|
||||
```
|
||||
<img width="412" height="236" alt="sample code output (dark)" src="https://github.com/user-attachments/assets/f075e2b0-98de-4be8-acb4-99ba0c9966cd" />
|
||||
<img width="412" height="236" alt="sample code output (light)" src="https://github.com/user-attachments/assets/32b838df-6378-498b-84a8-9a79ee6264a7" />
|
||||
<img width="412" height="236" alt="sample code output (dark)" src="https://github.com/user-attachments/assets/32b838df-6378-498b-84a8-9a79ee6264a7" />
|
||||
<img width="412" height="236" alt="sample code output (light)" src="https://github.com/user-attachments/assets/f075e2b0-98de-4be8-acb4-99ba0c9966cd" />
|
||||
|
||||
```cpp
|
||||
// Create a window called "My First Tool", with a menu bar.
|
||||
@@ -150,10 +150,10 @@ Officially maintained backends (in repository):
|
||||
- Frameworks: AGS/Adventure Game Studio, Amethyst, Blender, bsf, Cinder, Cocos2d-x, Defold, Diligent Engine, Ebiten, Flexium, GML/Game Maker Studio, GLEQ, Godot, GTK3, Irrlicht Engine, JUCE, LÖVE+LUA, Mach Engine, Magnum, Marmalade, Monogame, NanoRT, nCine, Nim Game Lib, Nintendo 3DS/Switch/WiiU (homebrew), Ogre, openFrameworks, OSG/OpenSceneGraph, Orx, Photoshop, px_render, Qt/QtDirect3D, raylib, SFML, Sokol, Unity, Unreal Engine 4/5, UWP, vtk, VulkanHpp, VulkanSceneGraph, Win32 GDI, WxWidgets.
|
||||
- Many bindings are auto-generated (by good old [cimgui](https://github.com/cimgui/cimgui) or our newer [dear_bindings](https://github.com/dearimgui/dear_bindings)), you can use their metadata output to generate bindings for other languages.
|
||||
|
||||
<img width="878" height="220" alt="Useful extensions" src="https://github.com/user-attachments/assets/e6b0aa7c-bf53-41c5-ac69-bea3098b1dee" />
|
||||
|
||||
[Useful Extensions/Widgets](https://github.com/ocornut/imgui/wiki/Useful-Extensions) wiki page:
|
||||
- Automation/testing, Text editors, node editors, timeline editors, plotting, software renderers, remote network access, memory editors, gizmos, etc. Notable and well supported extensions include [ImPlot](https://github.com/epezent/implot) and [Dear ImGui Test Engine](https://github.com/ocornut/imgui_test_engine).
|
||||
|
||||
[](https://github.com/ocornut/imgui/wiki/Useful-Extensions)
|
||||
- Automation/testing, Text editors, node editors, timeline editors, plotting, software renderers, remote network access, memory editors, gizmos, etc. Notable and well supported extensions include [ImPlot](https://github.com/epezent/implot), [ImPlot3d](https://github.com/brenocq/implot3d) and [Dear ImGui Test Engine](https://github.com/ocornut/imgui_test_engine).
|
||||
|
||||
Also see [Wiki](https://github.com/ocornut/imgui/wiki) for more links and ideas.
|
||||
|
||||
|
||||
@@ -17,7 +17,8 @@ OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
|
||||
UNAME_S := $(shell uname -s)
|
||||
|
||||
CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
|
||||
CXXFLAGS += -g -Wall -Wformat
|
||||
OPTFLAGS ?= -O2
|
||||
CXXFLAGS += -g $(OPTFLAGS) -Wall -Wformat
|
||||
LIBS =
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
@@ -0,0 +1,54 @@
|
||||
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_sdlsurface2.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)
|
||||
@@ -33,3 +33,13 @@ c++ `sdl2-config --cflags` -I .. -I ../.. -I ../../backends \
|
||||
main.cpp ../../backends/imgui_impl_sdl2.cpp ../../backends/imgui_impl_sdlsurface2.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`.
|
||||
|
||||
@@ -5,4 +5,4 @@
|
||||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_sdlsurface2.cpp ..\..\imgui*.cpp
|
||||
@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
|
||||
cl /nologo /Zi /O2 /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
|
||||
|
||||
@@ -6,6 +6,9 @@
|
||||
#include "imgui_impl_sdlsurface2.h"
|
||||
#include <SDL.h>
|
||||
#include <stdio.h>
|
||||
#ifdef __EMSCRIPTEN__
|
||||
#include "../libs/emscripten/emscripten_mainloop_stub.h"
|
||||
#endif
|
||||
|
||||
int main(int, char**)
|
||||
{
|
||||
@@ -55,6 +58,9 @@ int main(int, char**)
|
||||
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();
|
||||
@@ -76,7 +82,11 @@ int main(int, char**)
|
||||
|
||||
// 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;
|
||||
@@ -174,6 +184,9 @@ int main(int, char**)
|
||||
SDL_BlitSurface(framebuffer, nullptr, window_surface, nullptr);
|
||||
SDL_UpdateWindowSurface(window);
|
||||
}
|
||||
#ifdef __EMSCRIPTEN__
|
||||
EMSCRIPTEN_MAINLOOP_END;
|
||||
#endif
|
||||
|
||||
ImGui_ImplSDLSurface2_Shutdown();
|
||||
ImGui_ImplSDL2_Shutdown();
|
||||
|
||||
@@ -53,7 +53,7 @@ int main(int, char**)
|
||||
|
||||
// Create window with graphics context
|
||||
float main_scale = ImGui_ImplSDL2_GetContentScaleForDisplay(0);
|
||||
SDL_WindowFlags window_flags = SDL_WINDOW_RESIZABLE;
|
||||
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)
|
||||
{
|
||||
@@ -143,7 +143,7 @@ int main(int, char**)
|
||||
|
||||
// React to changes in screen size
|
||||
int width, height;
|
||||
SDL_GetWindowSize(window, &width, &height);
|
||||
SDL_GetWindowSizeInPixels(window, &width, &height);
|
||||
if (width != wgpu_surface_width || height != wgpu_surface_height)
|
||||
ResizeSurface(width, height);
|
||||
|
||||
|
||||
@@ -0,0 +1,54 @@
|
||||
EXE = example_sdl3_surface
|
||||
IMGUI_DIR = ../..
|
||||
SOURCES = main.cpp
|
||||
SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
|
||||
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl3.cpp $(IMGUI_DIR)/backends/imgui_impl_sdlsurface3.cpp
|
||||
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
|
||||
UNAME_S := $(shell uname -s)
|
||||
|
||||
CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
|
||||
OPTFLAGS ?= -O2
|
||||
CXXFLAGS += -g $(OPTFLAGS) -Wall -Wformat
|
||||
LIBS =
|
||||
|
||||
ifeq ($(UNAME_S), Linux)
|
||||
ECHO_MESSAGE = "Linux"
|
||||
LIBS += -ldl `pkg-config sdl3 --libs`
|
||||
CXXFLAGS += `pkg-config sdl3 --cflags`
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
ifeq ($(UNAME_S), Darwin)
|
||||
ECHO_MESSAGE = "Mac OS X"
|
||||
LIBS += -framework Cocoa -framework IOKit -framework CoreVideo
|
||||
LIBS += `pkg-config --libs sdl3`
|
||||
LIBS += -L/usr/local/lib -L/opt/local/lib
|
||||
CXXFLAGS += `pkg-config --cflags sdl3`
|
||||
CXXFLAGS += -I/usr/local/include -I/opt/local/include
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
ifeq ($(OS), Windows_NT)
|
||||
ECHO_MESSAGE = "MinGW"
|
||||
LIBS += -lgdi32 -limm32 `pkg-config --static --libs sdl3`
|
||||
CXXFLAGS += `pkg-config --cflags sdl3`
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
%.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)
|
||||
@@ -0,0 +1,58 @@
|
||||
CC = emcc
|
||||
CXX = em++
|
||||
WEB_DIR = web
|
||||
EXE = $(WEB_DIR)/index.html
|
||||
IMGUI_DIR = ../..
|
||||
SOURCES = main.cpp
|
||||
SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
|
||||
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl3.cpp $(IMGUI_DIR)/backends/imgui_impl_sdlsurface3.cpp
|
||||
OBJS = $(addprefix em_,$(addsuffix .o, $(basename $(notdir $(SOURCES)))))
|
||||
CPPFLAGS =
|
||||
LDFLAGS =
|
||||
EMS =
|
||||
|
||||
EMS += -s USE_SDL=3
|
||||
EMS += -s DISABLE_EXCEPTION_CATCHING=1
|
||||
LDFLAGS += -s WASM=1 -s ALLOW_MEMORY_GROWTH=1 -s NO_EXIT_RUNTIME=0 -s ASSERTIONS=1
|
||||
LDFLAGS += -s FORCE_FILESYSTEM=1
|
||||
|
||||
ifeq ($(shell $(CXX) --show-ports 2>/dev/null | grep -c 'sdl3 '),0)
|
||||
$(error This Emscripten toolchain does not provide an SDL3 port. Use an SDL3-capable emsdk to build this example for web)
|
||||
endif
|
||||
|
||||
USE_FILE_SYSTEM ?= 0
|
||||
ifeq ($(USE_FILE_SYSTEM), 0)
|
||||
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)
|
||||
@@ -0,0 +1,43 @@
|
||||
# How to Build
|
||||
|
||||
## Windows with Visual Studio's IDE
|
||||
|
||||
Use the provided project file (`example_sdl3_surface.vcxproj`) or open `imgui_examples.sln`.
|
||||
|
||||
## Windows with Visual Studio's CLI
|
||||
|
||||
Use `build_win32.bat` or directly:
|
||||
```bat
|
||||
set SDL3_DIR=path_to_your_sdl3_folder
|
||||
cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL3_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_sdlsurface3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl3_surface.exe /FoDebug/ /link /libpath:%SDL3_DIR%\lib\x86 SDL3.lib /subsystem:console
|
||||
cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL3_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_sdlsurface3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl3_surface.exe /FoDebug/ /link /libpath:%SDL3_DIR%\lib\x64 SDL3.lib /subsystem:console
|
||||
```
|
||||
|
||||
## Linux and similar Unixes
|
||||
|
||||
Use the provided `Makefile` or directly:
|
||||
```sh
|
||||
c++ `pkg-config --cflags sdl3` -I .. -I ../.. -I ../../backends \
|
||||
main.cpp ../../backends/imgui_impl_sdl3.cpp ../../backends/imgui_impl_sdlsurface3.cpp ../../imgui*.cpp \
|
||||
-ldl `pkg-config --libs sdl3`
|
||||
```
|
||||
|
||||
## macOS
|
||||
|
||||
Use the provided `Makefile` or directly:
|
||||
```sh
|
||||
brew install sdl3
|
||||
c++ `pkg-config --cflags sdl3` -I .. -I ../.. -I ../../backends \
|
||||
main.cpp ../../backends/imgui_impl_sdl3.cpp ../../backends/imgui_impl_sdlsurface3.cpp ../../imgui*.cpp \
|
||||
-framework Cocoa -framework IOKit -framework CoreVideo `pkg-config --libs sdl3`
|
||||
```
|
||||
|
||||
## Emscripten
|
||||
|
||||
Use `Makefile.emscripten`:
|
||||
```sh
|
||||
source /path/to/emsdk/emsdk_env.sh
|
||||
make -f Makefile.emscripten
|
||||
```
|
||||
|
||||
This produces `web/index.html`, `web/index.js`, and `web/index.wasm`.
|
||||
@@ -0,0 +1,7 @@
|
||||
@set OUT_DIR=Debug
|
||||
@set OUT_EXE=example_sdl3_surface
|
||||
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include
|
||||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_sdlsurface3.cpp ..\..\imgui*.cpp
|
||||
@set LIBS=/LIBPATH:%SDL3_DIR%\lib\x86 SDL3.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
|
||||
@@ -0,0 +1,187 @@
|
||||
<?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>{08DD87C0-C734-45D6-9B44-D23F19F2D4B6}</ProjectGuid>
|
||||
<RootNamespace>example_sdl3_surface</RootNamespace>
|
||||
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
|
||||
<ProjectName>example_sdl3_surface</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)|$(Platform)'=='Debug|Win32'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>%SDL3_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>SDL3.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;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>%SDL3_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>SDL3.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalLibraryDirectories>%SDL3_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>SDL3.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;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalLibraryDirectories>%SDL3_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>SDL3.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>
|
||||
</IgnoreSpecificDefaultLibraries>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\..\imgui.cpp" />
|
||||
<ClCompile Include="..\..\imgui_demo.cpp" />
|
||||
<ClCompile Include="..\..\imgui_draw.cpp" />
|
||||
<ClCompile Include="..\..\imgui_tables.cpp" />
|
||||
<ClCompile Include="..\..\imgui_widgets.cpp" />
|
||||
<ClCompile Include="..\..\backends\imgui_impl_sdl3.cpp" />
|
||||
<ClCompile Include="..\..\backends\imgui_impl_sdlsurface3.cpp" />
|
||||
<ClCompile Include="main.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\imconfig.h" />
|
||||
<ClInclude Include="..\..\imgui.h" />
|
||||
<ClInclude Include="..\..\imgui_internal.h" />
|
||||
<ClInclude Include="..\..\backends\imgui_impl_sdl3.h" />
|
||||
<ClInclude Include="..\..\backends\imgui_impl_sdlsurface3.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\..\misc\debuggers\imgui.natstepfilter" />
|
||||
<None Include="..\..\misc\debuggers\imgui.natvis" />
|
||||
<None Include="..\README.txt" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
||||
@@ -0,0 +1,64 @@
|
||||
<?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_sdl3.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\backends\imgui_impl_sdlsurface3.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_sdl3.h">
|
||||
<Filter>sources</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\backends\imgui_impl_sdlsurface3.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>
|
||||
@@ -0,0 +1,187 @@
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_sdl3.h"
|
||||
#include "imgui_impl_sdlsurface3.h"
|
||||
#include <SDL3/SDL.h>
|
||||
#include <stdio.h>
|
||||
#ifdef __EMSCRIPTEN__
|
||||
#include "../libs/emscripten/emscripten_mainloop_stub.h"
|
||||
#endif
|
||||
|
||||
int main(int, char**)
|
||||
{
|
||||
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD))
|
||||
{
|
||||
printf("Error: SDL_Init(): %s\n", SDL_GetError());
|
||||
return 1;
|
||||
}
|
||||
|
||||
float main_scale = SDL_GetDisplayContentScale(SDL_GetPrimaryDisplay());
|
||||
SDL_WindowFlags window_flags = SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN | SDL_WINDOW_HIGH_PIXEL_DENSITY;
|
||||
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+Surface Example", (int)(1280 * main_scale), (int)(800 * main_scale), window_flags);
|
||||
if (window == nullptr)
|
||||
{
|
||||
printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
|
||||
return 1;
|
||||
}
|
||||
|
||||
SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
|
||||
SDL_ShowWindow(window);
|
||||
|
||||
SDL_Surface* window_surface = SDL_GetWindowSurface(window);
|
||||
if (window_surface == nullptr)
|
||||
{
|
||||
printf("Error: SDL_GetWindowSurface(): %s\n", SDL_GetError());
|
||||
SDL_DestroyWindow(window);
|
||||
SDL_Quit();
|
||||
return 1;
|
||||
}
|
||||
|
||||
int framebuffer_w = window_surface->w;
|
||||
int framebuffer_h = window_surface->h;
|
||||
SDL_Surface* framebuffer = SDL_CreateSurface(framebuffer_w, framebuffer_h, SDL_PIXELFORMAT_RGBA32);
|
||||
if (framebuffer == nullptr)
|
||||
{
|
||||
printf("Error: SDL_CreateSurface(): %s\n", SDL_GetError());
|
||||
SDL_DestroyWindow(window);
|
||||
SDL_Quit();
|
||||
return 1;
|
||||
}
|
||||
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;
|
||||
#ifdef __EMSCRIPTEN__
|
||||
io.IniFilename = nullptr;
|
||||
#endif
|
||||
|
||||
ImGui::StyleColorsDark();
|
||||
|
||||
ImGuiStyle& style = ImGui::GetStyle();
|
||||
style.ScaleAllSizes(main_scale);
|
||||
style.FontScaleDpi = main_scale;
|
||||
|
||||
ImGui_ImplSDL3_InitForOther(window);
|
||||
ImGui_ImplSDLSurface3_Init(framebuffer);
|
||||
|
||||
bool show_demo_window = true;
|
||||
bool show_another_window = false;
|
||||
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
||||
bool done = false;
|
||||
|
||||
#ifdef __EMSCRIPTEN__
|
||||
EMSCRIPTEN_MAINLOOP_BEGIN
|
||||
#else
|
||||
while (!done)
|
||||
#endif
|
||||
{
|
||||
SDL_Event event;
|
||||
while (SDL_PollEvent(&event))
|
||||
{
|
||||
ImGui_ImplSDL3_ProcessEvent(&event);
|
||||
if (event.type == SDL_EVENT_QUIT)
|
||||
done = true;
|
||||
if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window))
|
||||
done = true;
|
||||
if ((event.type == SDL_EVENT_WINDOW_RESIZED || event.type == SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED) && event.window.windowID == SDL_GetWindowID(window))
|
||||
{
|
||||
window_surface = SDL_GetWindowSurface(window);
|
||||
if (window_surface != nullptr)
|
||||
{
|
||||
int new_w = window_surface->w;
|
||||
int new_h = window_surface->h;
|
||||
if (new_w != framebuffer_w || new_h != framebuffer_h)
|
||||
{
|
||||
SDL_DestroySurface(framebuffer);
|
||||
framebuffer = SDL_CreateSurface(new_w, new_h, SDL_PIXELFORMAT_RGBA32);
|
||||
if (framebuffer == nullptr)
|
||||
{
|
||||
printf("Error: SDL_CreateSurface(): %s\n", SDL_GetError());
|
||||
done = true;
|
||||
break;
|
||||
}
|
||||
framebuffer_w = new_w;
|
||||
framebuffer_h = new_h;
|
||||
ImGui_ImplSDLSurface3_Shutdown();
|
||||
ImGui_ImplSDLSurface3_Init(framebuffer);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (done)
|
||||
break;
|
||||
|
||||
if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
|
||||
{
|
||||
SDL_Delay(10);
|
||||
continue;
|
||||
}
|
||||
|
||||
ImGui_ImplSDLSurface3_NewFrame();
|
||||
ImGui_ImplSDL3_NewFrame();
|
||||
ImGui::NewFrame();
|
||||
|
||||
if (show_demo_window)
|
||||
ImGui::ShowDemoWindow(&show_demo_window);
|
||||
|
||||
{
|
||||
static float f = 0.0f;
|
||||
static int counter = 0;
|
||||
|
||||
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("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
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();
|
||||
}
|
||||
|
||||
ImGui::Render();
|
||||
|
||||
SDL_FillSurfaceRect(framebuffer, nullptr, SDL_MapSurfaceRGBA(framebuffer,
|
||||
(Uint8)(clear_color.x * 255.0f),
|
||||
(Uint8)(clear_color.y * 255.0f),
|
||||
(Uint8)(clear_color.z * 255.0f),
|
||||
(Uint8)(clear_color.w * 255.0f)));
|
||||
|
||||
ImGui_ImplSDLSurface3_RenderDrawData(ImGui::GetDrawData());
|
||||
|
||||
window_surface = SDL_GetWindowSurface(window);
|
||||
if (window_surface != nullptr)
|
||||
{
|
||||
SDL_BlitSurface(framebuffer, nullptr, window_surface, nullptr);
|
||||
SDL_UpdateWindowSurface(window);
|
||||
}
|
||||
}
|
||||
#ifdef __EMSCRIPTEN__
|
||||
EMSCRIPTEN_MAINLOOP_END;
|
||||
#endif
|
||||
|
||||
ImGui_ImplSDLSurface3_Shutdown();
|
||||
ImGui_ImplSDL3_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
|
||||
SDL_DestroySurface(framebuffer);
|
||||
SDL_DestroyWindowSurface(window);
|
||||
SDL_DestroyWindow(window);
|
||||
SDL_Quit();
|
||||
|
||||
return 0;
|
||||
}
|
||||
@@ -35,6 +35,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl3_opengl3", "exa
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl3_sdlrenderer3", "example_sdl3_sdlrenderer3\example_sdl3_sdlrenderer3.vcxproj", "{C0290D21-3AD2-4A35-ABBC-A2F5F48326DA}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl3_surface", "example_sdl3_surface\example_sdl3_surface.vcxproj", "{08DD87C0-C734-45D6-9B44-D23F19F2D4B6}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl3_vulkan", "example_sdl3_vulkan\example_sdl3_vulkan.vcxproj", "{663A7E89-1E42-4222-921C-177F5B5910DF}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_win32_vulkan", "example_win32_vulkan\example_win32_vulkan.vcxproj", "{0A1E32DF-E0F4-4CCE-B3DC-9644C503BD88}"
|
||||
@@ -181,6 +183,14 @@ Global
|
||||
{C0290D21-3AD2-4A35-ABBC-A2F5F48326DA}.Release|Win32.Build.0 = Release|Win32
|
||||
{C0290D21-3AD2-4A35-ABBC-A2F5F48326DA}.Release|x64.ActiveCfg = Release|x64
|
||||
{C0290D21-3AD2-4A35-ABBC-A2F5F48326DA}.Release|x64.Build.0 = Release|x64
|
||||
{08DD87C0-C734-45D6-9B44-D23F19F2D4B6}.Debug|Win32.ActiveCfg = Debug|Win32
|
||||
{08DD87C0-C734-45D6-9B44-D23F19F2D4B6}.Debug|Win32.Build.0 = Debug|Win32
|
||||
{08DD87C0-C734-45D6-9B44-D23F19F2D4B6}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{08DD87C0-C734-45D6-9B44-D23F19F2D4B6}.Debug|x64.Build.0 = Debug|x64
|
||||
{08DD87C0-C734-45D6-9B44-D23F19F2D4B6}.Release|Win32.ActiveCfg = Release|Win32
|
||||
{08DD87C0-C734-45D6-9B44-D23F19F2D4B6}.Release|Win32.Build.0 = Release|Win32
|
||||
{08DD87C0-C734-45D6-9B44-D23F19F2D4B6}.Release|x64.ActiveCfg = Release|x64
|
||||
{08DD87C0-C734-45D6-9B44-D23F19F2D4B6}.Release|x64.Build.0 = Release|x64
|
||||
{663A7E89-1E42-4222-921C-177F5B5910DF}.Debug|Win32.ActiveCfg = Debug|Win32
|
||||
{663A7E89-1E42-4222-921C-177F5B5910DF}.Debug|Win32.Build.0 = Debug|Win32
|
||||
{663A7E89-1E42-4222-921C-177F5B5910DF}.Debug|x64.ActiveCfg = Debug|x64
|
||||
|
||||
@@ -167,6 +167,7 @@ CODE
|
||||
- Home, End Scroll to top, scroll to bottom.
|
||||
- Alt Toggle between scrolling layer and menu layer.
|
||||
- Ctrl+Tab then Ctrl+Arrows Move window. Hold Shift to resize instead of moving.
|
||||
- Menu or Shift+F10 Open context menu.
|
||||
- Output when ImGuiConfigFlags_NavEnableKeyboard set,
|
||||
- io.WantCaptureKeyboard flag is set when keyboard is claimed.
|
||||
- io.NavActive: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set.
|
||||
@@ -394,6 +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.
|
||||
|
||||
- 2026/03/12 (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:
|
||||
@@ -402,8 +407,7 @@ IMPLEMENTING SUPPORT for ImGuiBackendFlags_RendererHasTextures:
|
||||
Should be:
|
||||
float footer_height = style.ItemSpacing.y + style.SeparatorSize + ImGui::GetFrameHeightWithSpacing();
|
||||
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.
|
||||
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.
|
||||
- 2026/02/23 (1.92.7) - Commented out legacy signature for Combo(), ListBox(), signatures which were obsoleted in 1.90 (Nov 2023), when the getter callback type was changed.
|
||||
- Old getter type: bool (*getter)(void* user_data, int idx, const char** out_text) // Set label + return bool. False replaced label with placeholder.
|
||||
- New getter type: const char* (*getter)(void* user_data, int idx) // Return label or NULL/empty label if missing
|
||||
@@ -1309,6 +1313,7 @@ static const float FONT_DEFAULT_SIZE_BASE = 20.0f;
|
||||
static const float NAV_WINDOWING_HIGHLIGHT_DELAY = 0.20f; // Time before the highlight and screen dimming starts fading in
|
||||
static const float NAV_WINDOWING_LIST_APPEAR_DELAY = 0.15f; // Time before the window list starts to appear
|
||||
static const float NAV_ACTIVATE_HIGHLIGHT_TIMER = 0.10f; // Time to highlight an item activated by a shortcut.
|
||||
static const float NAV_ACTIVATE_INPUT_WITH_GAMEPAD_DELAY = 0.60f; // Time to hold activation button (e.g. FaceDown) to turn the activation into a text input.
|
||||
static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f; // Reduce visual noise by only highlighting the border after a certain time.
|
||||
static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER = 0.70f; // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved.
|
||||
|
||||
@@ -1355,6 +1360,7 @@ static void NavUpdateWindowing();
|
||||
static void NavUpdateWindowingApplyFocus(ImGuiWindow* window);
|
||||
static void NavUpdateWindowingOverlay();
|
||||
static void NavUpdateCancelRequest();
|
||||
static void NavUpdateContextMenuRequest();
|
||||
static void NavUpdateCreateMoveRequest();
|
||||
static void NavUpdateCreateTabbingRequest();
|
||||
static float NavUpdatePageUpPageDown();
|
||||
@@ -4212,6 +4218,8 @@ ImGuiContext::ImGuiContext(ImFontAtlas* shared_font_atlas)
|
||||
NavWindow = NULL;
|
||||
NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = 0;
|
||||
NavLayer = ImGuiNavLayer_Main;
|
||||
NavIdItemFlags = ImGuiItemFlags_None;
|
||||
NavOpenContextMenuItemId = NavOpenContextMenuWindowId = 0;
|
||||
NavNextActivateId = 0;
|
||||
NavActivateFlags = NavNextActivateFlags = ImGuiActivateFlags_None;
|
||||
NavHighlightActivatedId = 0;
|
||||
@@ -4281,6 +4289,7 @@ ImGuiContext::ImGuiContext(ImFontAtlas* shared_font_atlas)
|
||||
MouseStationaryTimer = 0.0f;
|
||||
|
||||
InputTextPasswordFontBackupFlags = ImFontFlags_None;
|
||||
InputTextReactivateId = 0;
|
||||
TempInputId = 0;
|
||||
memset(&DataTypeZeroValue, 0, sizeof(DataTypeZeroValue));
|
||||
BeginMenuDepth = BeginComboDepth = 0;
|
||||
@@ -5572,6 +5581,8 @@ void ImGui::NewFrame()
|
||||
g.ActiveIdIsJustActivated = false;
|
||||
if (g.TempInputId != 0 && g.ActiveId != g.TempInputId)
|
||||
g.TempInputId = 0;
|
||||
if (g.InputTextReactivateId != 0 && g.InputTextReactivateId != g.DeactivatedItemData.ID)
|
||||
g.InputTextReactivateId = 0;
|
||||
if (g.ActiveId == 0)
|
||||
{
|
||||
g.ActiveIdUsingNavDirMask = 0x00;
|
||||
@@ -5982,10 +5993,14 @@ void ImGui::EndFrame()
|
||||
}
|
||||
g.WantTextInputNextFrame = ime_data->WantTextInput ? 1 : 0;
|
||||
|
||||
// Hide implicit/fallback "Debug" window if it hasn't been used
|
||||
// Hide and unfocus implicit/fallback "Debug" window if it hasn't been used
|
||||
g.WithinFrameScopeWithImplicitWindow = false;
|
||||
if (g.CurrentWindow && !g.CurrentWindow->WriteAccessed)
|
||||
if (g.CurrentWindow && g.CurrentWindow->IsFallbackWindow && g.CurrentWindow->WriteAccessed == false)
|
||||
{
|
||||
g.CurrentWindow->Active = false;
|
||||
if (g.NavWindow && g.NavWindow->RootWindow == g.CurrentWindow)
|
||||
FocusWindow(NULL);
|
||||
}
|
||||
End();
|
||||
|
||||
// Update navigation: Ctrl+Tab, wrap-around requests
|
||||
@@ -12489,14 +12504,37 @@ ImGuiMouseButton ImGui::GetMouseButtonFromPopupFlags(ImGuiPopupFlags flags)
|
||||
return ImGuiMouseButton_Right; // Default == 1
|
||||
}
|
||||
|
||||
bool ImGui::IsPopupOpenRequestForItem(ImGuiPopupFlags popup_flags, ImGuiID id)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiMouseButton mouse_button = GetMouseButtonFromPopupFlags(popup_flags);
|
||||
if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
|
||||
return true;
|
||||
if (g.NavOpenContextMenuItemId == id && (IsItemFocused() || id == g.CurrentWindow->MoveId))
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
bool ImGui::IsPopupOpenRequestForWindow(ImGuiPopupFlags popup_flags)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiMouseButton mouse_button = GetMouseButtonFromPopupFlags(popup_flags);
|
||||
if (IsMouseReleased(mouse_button) && IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
|
||||
if (!(popup_flags & ImGuiPopupFlags_NoOpenOverItems) || !IsAnyItemHovered())
|
||||
return true;
|
||||
if (g.NavOpenContextMenuWindowId && g.CurrentWindow->ID)
|
||||
if (IsWindowChildOf(g.NavWindow, g.CurrentWindow, false)) // This enable ordering to be used to disambiguate item vs window (#8803)
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
// Helper to open a popup if mouse button is released over the item
|
||||
// - This is essentially the same as BeginPopupContextItem() but without the trailing BeginPopup()
|
||||
void ImGui::OpenPopupOnItemClick(const char* str_id, ImGuiPopupFlags popup_flags)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiWindow* window = g.CurrentWindow;
|
||||
ImGuiMouseButton mouse_button = GetMouseButtonFromPopupFlags(popup_flags);
|
||||
if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
|
||||
if (IsPopupOpenRequestForItem(popup_flags, g.LastItemData.ID))
|
||||
{
|
||||
ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict!
|
||||
IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item)
|
||||
@@ -12526,10 +12564,9 @@ bool ImGui::BeginPopupContextItem(const char* str_id, ImGuiPopupFlags popup_flag
|
||||
ImGuiWindow* window = g.CurrentWindow;
|
||||
if (window->SkipItems)
|
||||
return false;
|
||||
ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict!
|
||||
ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID; // If user hasn't passed an ID, we can use the LastItem ID. Using LastItem ID as a Popup ID won't conflict!
|
||||
IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item)
|
||||
ImGuiMouseButton mouse_button = GetMouseButtonFromPopupFlags(popup_flags);
|
||||
if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
|
||||
if (IsPopupOpenRequestForItem(popup_flags, g.LastItemData.ID))
|
||||
OpenPopupEx(id, popup_flags);
|
||||
return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
|
||||
}
|
||||
@@ -12541,9 +12578,7 @@ bool ImGui::BeginPopupContextWindow(const char* str_id, ImGuiPopupFlags popup_fl
|
||||
if (!str_id)
|
||||
str_id = "window_context";
|
||||
ImGuiID id = window->GetID(str_id);
|
||||
ImGuiMouseButton mouse_button = GetMouseButtonFromPopupFlags(popup_flags);
|
||||
if (IsMouseReleased(mouse_button) && IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
|
||||
if (!(popup_flags & ImGuiPopupFlags_NoOpenOverItems) || !IsAnyItemHovered())
|
||||
if (IsPopupOpenRequestForWindow(popup_flags))
|
||||
OpenPopupEx(id, popup_flags);
|
||||
return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
|
||||
}
|
||||
@@ -13068,6 +13103,7 @@ void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window)
|
||||
window->NavLastIds[nav_layer] = id;
|
||||
if (g.LastItemData.ID == id)
|
||||
window->NavRectRel[nav_layer] = WindowRectAbsToRel(window, g.LastItemData.NavRect);
|
||||
g.NavIdItemFlags = (g.LastItemData.ID == id) ? g.LastItemData.ItemFlags : ImGuiItemFlags_None;
|
||||
if (id == g.ActiveIdIsAlive)
|
||||
g.NavIdIsAlive = true;
|
||||
|
||||
@@ -13337,6 +13373,7 @@ static void ImGui::NavProcessItem()
|
||||
SetNavFocusScope(g.CurrentFocusScopeId); // Will set g.NavFocusScopeId AND store g.NavFocusScopePath
|
||||
g.NavFocusScopeId = g.CurrentFocusScopeId;
|
||||
g.NavIdIsAlive = true;
|
||||
g.NavIdItemFlags = item_flags;
|
||||
if (g.LastItemData.ItemFlags & ImGuiItemFlags_HasSelectionUserData)
|
||||
{
|
||||
IM_ASSERT(g.NextItemData.SelectionUserData != ImGuiSelectionUserData_Invalid);
|
||||
@@ -13721,6 +13758,7 @@ static void ImGui::NavUpdate()
|
||||
|
||||
// Process NavCancel input (to close a popup, get back to parent, clear focus)
|
||||
NavUpdateCancelRequest();
|
||||
NavUpdateContextMenuRequest();
|
||||
|
||||
// Process manual activation request
|
||||
g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = 0;
|
||||
@@ -13729,21 +13767,25 @@ static void ImGui::NavUpdate()
|
||||
{
|
||||
const bool activate_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Space, ImGuiKeyOwner_NoOwner)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadActivate, ImGuiKeyOwner_NoOwner));
|
||||
const bool activate_pressed = activate_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Space, 0, ImGuiKeyOwner_NoOwner)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadActivate, 0, ImGuiKeyOwner_NoOwner)));
|
||||
const bool input_down = (nav_keyboard_active && (IsKeyDown(ImGuiKey_Enter, ImGuiKeyOwner_NoOwner) || IsKeyDown(ImGuiKey_KeypadEnter, ImGuiKeyOwner_NoOwner))) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadInput, ImGuiKeyOwner_NoOwner));
|
||||
const bool input_pressed = input_down && ((nav_keyboard_active && (IsKeyPressed(ImGuiKey_Enter, 0, ImGuiKeyOwner_NoOwner) || IsKeyPressed(ImGuiKey_KeypadEnter, 0, ImGuiKeyOwner_NoOwner))) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadInput, 0, ImGuiKeyOwner_NoOwner)));
|
||||
const bool input_pressed_keyboard = nav_keyboard_active && (IsKeyPressed(ImGuiKey_Enter, 0, ImGuiKeyOwner_NoOwner) || IsKeyPressed(ImGuiKey_KeypadEnter, 0, ImGuiKeyOwner_NoOwner));
|
||||
bool input_pressed_gamepad = false;
|
||||
if (activate_down && nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadActivate, ImGuiKeyOwner_NoOwner) && (g.NavIdItemFlags & ImGuiItemFlags_Inputable)) // requires ImGuiItemFlags_Inputable to avoid retriggering regular buttons.
|
||||
if (GetKeyData(ImGuiKey_NavGamepadActivate)->DownDurationPrev < NAV_ACTIVATE_INPUT_WITH_GAMEPAD_DELAY && GetKeyData(ImGuiKey_NavGamepadActivate)->DownDuration >= NAV_ACTIVATE_INPUT_WITH_GAMEPAD_DELAY)
|
||||
input_pressed_gamepad = true;
|
||||
|
||||
if (g.ActiveId == 0 && activate_pressed)
|
||||
{
|
||||
g.NavActivateId = g.NavId;
|
||||
g.NavActivateFlags = ImGuiActivateFlags_PreferTweak;
|
||||
}
|
||||
if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && input_pressed)
|
||||
if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (input_pressed_keyboard || input_pressed_gamepad))
|
||||
{
|
||||
g.NavActivateId = g.NavId;
|
||||
g.NavActivateFlags = ImGuiActivateFlags_PreferInput;
|
||||
}
|
||||
if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_down || input_down))
|
||||
if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_down || input_pressed_keyboard || input_pressed_gamepad)) // FIXME-NAV: Unsure why input_pressed_xxx (migrated from input_down which was already dubious)
|
||||
g.NavActivateDownId = g.NavId;
|
||||
if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_pressed || input_pressed))
|
||||
if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_pressed || input_pressed_keyboard || input_pressed_gamepad))
|
||||
{
|
||||
g.NavActivatePressedId = g.NavId;
|
||||
NavHighlightActivated(g.NavId);
|
||||
@@ -14205,6 +14247,31 @@ static void ImGui::NavUpdateCancelRequest()
|
||||
}
|
||||
}
|
||||
|
||||
static void ImGui::NavUpdateContextMenuRequest()
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
g.NavOpenContextMenuItemId = g.NavOpenContextMenuWindowId = 0;
|
||||
const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
|
||||
const bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
|
||||
if ((!nav_keyboard_active && !nav_gamepad_active) || g.NavWindow == NULL)
|
||||
return;
|
||||
|
||||
bool request = false;
|
||||
request |= nav_keyboard_active && (IsKeyReleased(ImGuiKey_Menu, ImGuiKeyOwner_NoOwner) || (IsKeyPressed(ImGuiKey_F10, ImGuiInputFlags_None, ImGuiKeyOwner_NoOwner) && g.IO.KeyMods == ImGuiMod_Shift));
|
||||
request |= nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadContextMenu, ImGuiInputFlags_None, ImGuiKeyOwner_NoOwner);
|
||||
if (!request)
|
||||
return;
|
||||
g.NavOpenContextMenuItemId = g.NavId;
|
||||
g.NavOpenContextMenuWindowId = g.NavWindow->ID;
|
||||
|
||||
// Allow triggering for Begin()..BeginPopupContextItem(). A possible alternative would be to use g.NavLayer == ImGuiNavLayer_Menu.
|
||||
if (g.NavId == g.NavWindow->GetID("#CLOSE") || g.NavId == g.NavWindow->GetID("#COLLAPSE"))
|
||||
g.NavOpenContextMenuItemId = g.NavWindow->MoveId;
|
||||
|
||||
g.NavInputSource = ImGuiInputSource_Keyboard;
|
||||
SetNavCursorVisibleAfterMove();
|
||||
}
|
||||
|
||||
// Handle PageUp/PageDown/Home/End keys
|
||||
// Called from NavUpdateCreateMoveRequest() which will use our output to create a move request
|
||||
// FIXME-NAV: This doesn't work properly with NavFlattened siblings as we use NavWindow rectangle for reference
|
||||
|
||||
@@ -30,7 +30,7 @@
|
||||
// Library Version
|
||||
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
|
||||
#define IMGUI_VERSION "1.92.7 WIP"
|
||||
#define IMGUI_VERSION_NUM 19264
|
||||
#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
|
||||
|
||||
@@ -340,9 +340,11 @@ IM_MSVC_RUNTIME_CHECKS_RESTORE
|
||||
typedef ImU64 ImTextureID; // Default: store up to 64-bits (any pointer or integer). A majority of backends are ok with that.
|
||||
#endif
|
||||
|
||||
// Define this if you need 0 to be a valid ImTextureID for your backend.
|
||||
// Define this if you need to change the invalid value for your backend.
|
||||
// - 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*.
|
||||
@@ -1616,10 +1618,10 @@ enum ImGuiKey : int
|
||||
// // XBOX | SWITCH | PLAYSTA. | -> ACTION
|
||||
ImGuiKey_GamepadStart, // Menu | + | Options |
|
||||
ImGuiKey_GamepadBack, // View | - | Share |
|
||||
ImGuiKey_GamepadFaceLeft, // X | Y | Square | Tap: Toggle Menu. Hold: Windowing mode (Focus/Move/Resize windows)
|
||||
ImGuiKey_GamepadFaceLeft, // X | Y | Square | Toggle Menu. Hold for Windowing mode (Focus/Move/Resize windows)
|
||||
ImGuiKey_GamepadFaceRight, // B | A | Circle | Cancel / Close / Exit
|
||||
ImGuiKey_GamepadFaceUp, // Y | X | Triangle | Text Input / On-screen Keyboard
|
||||
ImGuiKey_GamepadFaceDown, // A | B | Cross | Activate / Open / Toggle / Tweak
|
||||
ImGuiKey_GamepadFaceUp, // Y | X | Triangle | Open Context Menu
|
||||
ImGuiKey_GamepadFaceDown, // A | B | Cross | Activate / Open / Toggle. Hold for 0.60f to Activate in Text Input mode (e.g. wired to an on-screen keyboard).
|
||||
ImGuiKey_GamepadDpadLeft, // D-pad Left | " | " | Move / Tweak / Resize Window (in Windowing mode)
|
||||
ImGuiKey_GamepadDpadRight, // D-pad Right | " | " | Move / Tweak / Resize Window (in Windowing mode)
|
||||
ImGuiKey_GamepadDpadUp, // D-pad Up | " | " | Move / Tweak / Resize Window (in Windowing mode)
|
||||
@@ -2428,7 +2430,7 @@ struct ImGuiIO
|
||||
bool ConfigMacOSXBehaviors; // = defined(__APPLE__) // Swap Cmd<>Ctrl keys + OS X style text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl.
|
||||
bool ConfigInputTrickleEventQueue; // = true // Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates.
|
||||
bool ConfigInputTextCursorBlink; // = true // Enable blinking cursor (optional as some users consider it to be distracting).
|
||||
bool ConfigInputTextEnterKeepActive; // = false // [BETA] Pressing Enter will keep item active and select contents (single-line only).
|
||||
bool ConfigInputTextEnterKeepActive; // = false // [BETA] Pressing Enter will reactivate item and select all text (single-line only).
|
||||
bool ConfigDragClickToInputText; // = false // [BETA] Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving). Not desirable on devices without a keyboard.
|
||||
bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires ImGuiBackendFlags_HasMouseCursors for better mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag)
|
||||
bool ConfigWindowsMoveFromTitleBarOnly; // = false // Enable allowing to move windows only when clicking on their title bar. Does not apply to windows without a title bar.
|
||||
@@ -3906,8 +3908,10 @@ 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: A renderer backend with support for ImGuiBackendFlags_RendererHasTextures (1.92)
|
||||
// must iterate and handle ImTextureData requests stored in ImDrawData::Textures[].
|
||||
// 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.
|
||||
if (TexRef._TexData != NULL)
|
||||
IM_ASSERT(tex_id != ImTextureID_Invalid && "ImDrawCmd is referring to ImTextureData that wasn't uploaded to graphics system. Backend must call ImTextureData::SetTexID() after handling ImTextureStatus_WantCreate request!");
|
||||
|
||||
+12
-2
@@ -526,7 +526,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
|
||||
ImGui::Checkbox("io.ConfigInputTextCursorBlink", &io.ConfigInputTextCursorBlink);
|
||||
ImGui::SameLine(); HelpMarker("Enable blinking cursor (optional as some users consider it to be distracting).");
|
||||
ImGui::Checkbox("io.ConfigInputTextEnterKeepActive", &io.ConfigInputTextEnterKeepActive);
|
||||
ImGui::SameLine(); HelpMarker("Pressing Enter will keep item active and select contents (single-line only).");
|
||||
ImGui::SameLine(); HelpMarker("Pressing Enter will reactivate item and select all text (single-line only).");
|
||||
ImGui::Checkbox("io.ConfigDragClickToInputText", &io.ConfigDragClickToInputText);
|
||||
ImGui::SameLine(); HelpMarker("Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving).");
|
||||
ImGui::Checkbox("io.ConfigMacOSXBehaviors", &io.ConfigMacOSXBehaviors);
|
||||
@@ -8731,13 +8731,23 @@ void ImGui::ShowUserGuide()
|
||||
BulletText("Ctrl+Z to undo, Ctrl+Y/Ctrl+Shift+Z to redo.");
|
||||
BulletText("Escape to revert.");
|
||||
Unindent();
|
||||
BulletText("With keyboard navigation enabled:");
|
||||
BulletText("With Keyboard controls enabled:");
|
||||
Indent();
|
||||
BulletText("Arrow keys or Home/End/PageUp/PageDown to navigate.");
|
||||
BulletText("Space to activate a widget.");
|
||||
BulletText("Return to input text into a widget.");
|
||||
BulletText("Escape to deactivate a widget, close popup,\nexit a child window or the menu layer, clear focus.");
|
||||
BulletText("Alt to jump to the menu layer of a window.");
|
||||
BulletText("Menu or Shift+F10 to open a context menu.");
|
||||
Unindent();
|
||||
BulletText("With Gamepad controls enabled:");
|
||||
Indent();
|
||||
BulletText("D-Pad: Navigate / Tweak / Resize (in Windowing mode).");
|
||||
BulletText("%s Face button: Activate / Open / Toggle. Hold: activate with text input.", io.ConfigNavSwapGamepadButtons ? "East" : "South");
|
||||
BulletText("%s Face button: Cancel / Close / Exit.", io.ConfigNavSwapGamepadButtons ? "South" : "East");
|
||||
BulletText("West Face button: Toggle Menu. Hold for Windowing mode (Focus/Move/Resize windows).");
|
||||
BulletText("North Face button: Open Context Menu.");
|
||||
BulletText("L1/R1: Tweak Slower/Faster, Focus Previous/Next (in Windowing Mode).");
|
||||
Unindent();
|
||||
}
|
||||
|
||||
|
||||
+8
-2
@@ -1508,8 +1508,8 @@ typedef ImBitArray<ImGuiKey_NamedKey_COUNT, -ImGuiKey_NamedKey_BEGIN> ImBitAr
|
||||
#define ImGuiKey_NavGamepadTweakFast ImGuiKey_GamepadR1
|
||||
#define ImGuiKey_NavGamepadActivate (g.IO.ConfigNavSwapGamepadButtons ? ImGuiKey_GamepadFaceRight : ImGuiKey_GamepadFaceDown)
|
||||
#define ImGuiKey_NavGamepadCancel (g.IO.ConfigNavSwapGamepadButtons ? ImGuiKey_GamepadFaceDown : ImGuiKey_GamepadFaceRight)
|
||||
#define ImGuiKey_NavGamepadMenu ImGuiKey_GamepadFaceLeft
|
||||
#define ImGuiKey_NavGamepadInput ImGuiKey_GamepadFaceUp
|
||||
#define ImGuiKey_NavGamepadMenu ImGuiKey_GamepadFaceLeft // Toggle menu layer. Hold to enable Windowing.
|
||||
#define ImGuiKey_NavGamepadContextMenu ImGuiKey_GamepadFaceUp // Open context menu (same as Shift+F10)
|
||||
|
||||
enum ImGuiInputEventType
|
||||
{
|
||||
@@ -2325,6 +2325,7 @@ struct ImGuiContext
|
||||
ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusedWindow'
|
||||
ImGuiID NavFocusScopeId; // Focused focus scope (e.g. selection code often wants to "clear other items" when landing on an item of the same scope)
|
||||
ImGuiNavLayer NavLayer; // Focused layer (main scrolling layer, or menu/title bar layer)
|
||||
ImGuiItemFlags NavIdItemFlags;
|
||||
ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && (IsKeyPressed(ImGuiKey_Space) || IsKeyDown(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadActivate)) ? NavId : 0, also set when calling ActivateItemByID()
|
||||
ImGuiID NavActivateDownId; // ~~ IsKeyDown(ImGuiKey_Space) || IsKeyDown(ImGuiKey_Enter) || IsKeyDown(ImGuiKey_NavGamepadActivate) ? NavId : 0
|
||||
ImGuiID NavActivatePressedId; // ~~ IsKeyPressed(ImGuiKey_Space) || IsKeyPressed(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadActivate) ? NavId : 0 (no repeat)
|
||||
@@ -2332,6 +2333,8 @@ struct ImGuiContext
|
||||
ImVector<ImGuiFocusScopeData> NavFocusRoute; // Reversed copy focus scope stack for NavId (should contains NavFocusScopeId). This essentially follow the window->ParentWindowForFocusRoute chain.
|
||||
ImGuiID NavHighlightActivatedId;
|
||||
float NavHighlightActivatedTimer;
|
||||
ImGuiID NavOpenContextMenuItemId;
|
||||
ImGuiID NavOpenContextMenuWindowId;
|
||||
ImGuiID NavNextActivateId; // Set by ActivateItemByID(), queued until next frame.
|
||||
ImGuiActivateFlags NavNextActivateFlags;
|
||||
ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS CAN ONLY BE ImGuiInputSource_Keyboard or ImGuiInputSource_Gamepad
|
||||
@@ -2461,6 +2464,7 @@ struct ImGuiContext
|
||||
ImGuiInputTextDeactivatedState InputTextDeactivatedState;
|
||||
ImFontBaked InputTextPasswordFontBackupBaked;
|
||||
ImFontFlags InputTextPasswordFontBackupFlags;
|
||||
ImGuiID InputTextReactivateId; // ID of InputText to reactivate on next frame (for io.ConfigInputTextEnterKeepActive behavior)
|
||||
ImGuiID TempInputId; // Temporary text input when using Ctrl+Click on a slider, etc.
|
||||
ImGuiDataTypeStorage DataTypeZeroValue; // 0 for all data types
|
||||
int BeginMenuDepth;
|
||||
@@ -3330,6 +3334,8 @@ namespace ImGui
|
||||
IMGUI_API ImVec2 FindBestWindowPosForPopup(ImGuiWindow* window);
|
||||
IMGUI_API ImVec2 FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy);
|
||||
IMGUI_API ImGuiMouseButton GetMouseButtonFromPopupFlags(ImGuiPopupFlags flags);
|
||||
IMGUI_API bool IsPopupOpenRequestForItem(ImGuiPopupFlags flags, ImGuiID id);
|
||||
IMGUI_API bool IsPopupOpenRequestForWindow(ImGuiPopupFlags flags);
|
||||
|
||||
// Tooltips
|
||||
IMGUI_API bool BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags);
|
||||
|
||||
+10
-8
@@ -4760,8 +4760,8 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
|
||||
if (is_wordwrap)
|
||||
wrap_width = ImMax(1.0f, GetContentRegionAvail().x + (draw_window->ScrollbarY ? 0.0f : -g.Style.ScrollbarSize));
|
||||
|
||||
const bool input_requested_by_nav = (g.ActiveId != id) && ((g.NavActivateId == id) && ((g.NavActivateFlags & ImGuiActivateFlags_PreferInput) || (g.NavInputSource == ImGuiInputSource_Keyboard)));
|
||||
|
||||
const bool input_requested_by_nav = (g.ActiveId != id) && (g.NavActivateId == id);
|
||||
const bool input_requested_by_reactivate = (g.InputTextReactivateId == id); // for io.ConfigInputTextEnterKeepActive
|
||||
const bool user_clicked = hovered && io.MouseClicked[0];
|
||||
const bool user_scroll_finish = is_multiline && state != NULL && g.ActiveId == 0 && g.ActiveIdPreviousFrame == GetWindowScrollbarID(draw_window, ImGuiAxis_Y);
|
||||
const bool user_scroll_active = is_multiline && state != NULL && g.ActiveId == GetWindowScrollbarID(draw_window, ImGuiAxis_Y);
|
||||
@@ -4772,7 +4772,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
|
||||
|
||||
const bool init_reload_from_user_buf = (state != NULL && state->WantReloadUserBuf);
|
||||
const bool init_changed_specs = (state != NULL && state->Stb->single_line != !is_multiline); // state != NULL means its our state.
|
||||
const bool init_make_active = (user_clicked || user_scroll_finish || input_requested_by_nav);
|
||||
const bool init_make_active = (user_clicked || user_scroll_finish || input_requested_by_nav || input_requested_by_reactivate);
|
||||
const bool init_state = (init_make_active || user_scroll_active);
|
||||
if (init_reload_from_user_buf)
|
||||
{
|
||||
@@ -5068,7 +5068,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
|
||||
const bool is_enter = Shortcut(ImGuiKey_Enter, f_repeat, id) || Shortcut(ImGuiKey_KeypadEnter, f_repeat, id);
|
||||
const bool is_ctrl_enter = Shortcut(ImGuiMod_Ctrl | ImGuiKey_Enter, f_repeat, id) || Shortcut(ImGuiMod_Ctrl | ImGuiKey_KeypadEnter, f_repeat, id);
|
||||
const bool is_shift_enter = Shortcut(ImGuiMod_Shift | ImGuiKey_Enter, f_repeat, id) || Shortcut(ImGuiMod_Shift | ImGuiKey_KeypadEnter, f_repeat, id);
|
||||
const bool is_gamepad_validate = nav_gamepad_active && (IsKeyPressed(ImGuiKey_NavGamepadActivate, false) || IsKeyPressed(ImGuiKey_NavGamepadInput, false));
|
||||
const bool is_gamepad_validate = nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadActivate, false);
|
||||
const bool is_cancel = Shortcut(ImGuiKey_Escape, f_repeat, id) || (nav_gamepad_active && Shortcut(ImGuiKey_NavGamepadCancel, f_repeat, id));
|
||||
|
||||
// FIXME: Should use more Shortcut() and reduce IsKeyPressed()+SetKeyOwner(), but requires modifiers combination to be taken account of.
|
||||
@@ -5109,11 +5109,13 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
|
||||
bool is_new_line = is_multiline && !is_gamepad_validate && (is_shift_enter || (is_enter && !ctrl_enter_for_new_line) || (is_ctrl_enter && ctrl_enter_for_new_line));
|
||||
if (!is_new_line)
|
||||
{
|
||||
validated = true;
|
||||
validated = clear_active_id = true;
|
||||
if (io.ConfigInputTextEnterKeepActive && !is_multiline)
|
||||
{
|
||||
// Queue reactivation, so that e.g. IsItemDeactivatedAfterEdit() will work. (#9001)
|
||||
state->SelectAll(); // No need to scroll
|
||||
else
|
||||
clear_active_id = true;
|
||||
g.InputTextReactivateId = id; // Mark for reactivation on next frame
|
||||
}
|
||||
}
|
||||
else if (!is_readonly)
|
||||
{
|
||||
@@ -5566,7 +5568,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
|
||||
}
|
||||
|
||||
// Find render position for right alignment (single-line only)
|
||||
if (g.ActiveId != id && flags & ImGuiInputTextFlags_ElideLeft)
|
||||
if (g.ActiveId != id && (flags & ImGuiInputTextFlags_ElideLeft) && !render_cursor && !render_selection)
|
||||
draw_pos.x = ImMin(draw_pos.x, frame_bb.Max.x - CalcTextSize(buf_display, NULL).x - style.FramePadding.x);
|
||||
//draw_scroll.x = state->Scroll.x; // Preserve scroll when inactive?
|
||||
|
||||
|
||||
Reference in New Issue
Block a user